The progressive retro style of Devil Daggers

Devil Daggers

WHY I LOVE

Devil Daggers box


In Why I Love, PC Gamer writers pick an aspect of PC gaming that they love and write about why it's brilliant. Today, Tom gets excited by old FX being used in new ways.

Devil Daggers is a great horror game. You're dropped into a pool of dim light as tentacled monsters spawn around you. Within minutes the arena is swarming with flying skulls, cackling horned skulls, green spiders and nameless squirming things that lurk on the periphery of the combat area. It's part score attack shooter, part psychic assault.

The game creates its oppressive atmosphere by embracing old-school rendering techniques. I love seeing new developers use old techniques in clever, imaginative ways, because this approach rejects the 'more is better' frame of evaluation for visual effects. Rather than seeing technological progress as a linear series of improvements, it's more useful to see it as an ever-broadening toolbox. Each tool's unique qualities can be used used to evoke a desired emotional response, as an artist might decide to use oil rather than watercolour because oil's textural qualities best match their vision.

Devil Daggers wouldn't be more terrifying for the addition of high-poly models, dynamic lighting and volumetric fog. Old-school polygon jitter gives enemies a sickening, rippling quality that enhances the arena's hellish atmosphere. This shuddering effect warps polygons and textures as they move in relation to the camera, and was was a staple of the Playstation 1 era. It would commonly be considered a technical flaw rather than an effect that you would deliberately recreate, though games like Silent Hill, and now Devil Daggers, have benefited from its unsettling qualities.

Devil Daggers 2

It's not a retrograde move to have unfiltered, low resolution textures when the cause demands it—take Teleglitch as proof. Though Devil Daggers leans on nostalgia in in its marketing patter, and looks like an old game at a glance, it's undoubtedly fresh. Quake could never throw so many enemies on screen at once, and wouldn't run quickly enough at the time to properly show the gross belching of Devil Dagger's floating spawn-monsters as they throw up dozens of flying skulls into the air. In the case of Devil Daggers, it's not about repurposing old tech in a regressive fashion, but rather about rescuing useful aesthetic qualities of older games for use in new, inventive ways. The developers didn't just pick up an old game engine, they built a new one to deliberately recreate those effects.

The use of old rendering techniques and old engines is an increasingly progressive practice. Superhot's glassy, low-poly 'Red Dudes' are as fun to headshot as an enemy in any shooter. 30 Flights of Loving uses a modified version of id Tech 2, which runs at such speed on modern computers that quick cuts and cinematic transitions are possible. The blocky style of Grow Home is part of its charm.

These games don't use retro styling out of a sad nostalgic impulse. They're exciting. Creators are becoming increasingly good at reaching into gaming's past to push things forward. Devil Daggers and Superhot are just some of the most recent examples. Clever concepts, delivered in small, simple packages, executed with style.

TOPICS
Tom Senior

Part of the UK team, Tom was with PC Gamer at the very beginning of the website's launch—first as a news writer, and then as online editor until his departure in 2020. His specialties are strategy games, action RPGs, hack ‘n slash games, digital card games… basically anything that he can fit on a hard drive. His final boss form is Deckard Cain.

Latest in Gaming Industry
Shadow of Mordor's beloved nemesis system exists because the publisher threw a tantrum about second-hand sales
MOUNTAIN VIEW, CALIFORNIA - AUGUST 22: A view of Google Headquarters in Mountain View, California, United States on August 22, 2024.
'Google must divest the Chrome browser:' DOJ renews call for Google to sell Chrome, and Android could be next
Baldur's Gate 3 Karlach concept art
'The dream of the tech industry is to sell off your company at an overinflated price and retire,' says actor behind Baldur's Gate 3's Karlach, 'And I feel that's being done with game studios right now'
Gabe Newell
Gabe Newell is hooked on Stalker 2 and once he's got the fourth ending (!) will 'figure out what I'm going to play next'
Valve logo with a man with a steam valve for an eye.
Valve's DRM was inspired by an exec's nephew, who 'used a $500 check I'd sent him for school expenses and bought himself a CD-ROM replicator… he sent me a lovely thank you note'
Max, from Life is Strange: Double Exposure, looks ponderingly off into the distance.
'We all got laid off', says former Deck Nine narrative designer, after no-one was around to pick up Life is Strange: Double Exposure's GDC Awards win
Latest in Features
A screenshot from game Mudborne of a little humanoid frog in a marsh
Five new Steam games you probably missed (March 24, 2025)
Fragpunk
Somebody finally figured out casual Counter-Strike
Dean Hall at GDC 2025.
Outer space inspired DayZ's Dean Hall to become a modder and game developer, and now he's making a Kerbal successor called Kitten Space Agency
An image of a corpse with the text "You've been re-educated."
I played the lost videogame sequel to 1984, and came away more nostalgic than ever for gaming's awkward adolescence in 1999
Bears in Space
I downloaded this bear-obsessed comedy FPS to kill time before Doom: The Dark Ages and discovered the most underrated shooter on Steam
Fallout 76 ghoul screenshots
Getting to level 50 in Fallout 76 to become a ghoul actually isn't as daunting as it seems, which is why I created a new character