What’s old is new again. FPS games have come full circle, and where cinematic hallway shootouts were once the standard for first person action, a surprising amount of games these days are taking a step towards guns-blazing mayhem. Wolfenstein: The New Order and Shadow Warrior have made people interested in grabbing health kits and carrying as many weapons as possible again, and Doom is finally making its triumphant return to the FPS arena. However, there’s still something missing from shooters: a severe lack of balls to the wall insanity. GIBHARD looks to change that, being a procedurally generated FPS that’s drenched in enough gore and gibs to make a cacodemon blush. I got in contact with Bram Eulaers, developer of GIBHARD, to discuss the game’s roguelike flavor as well as the weapons, enemies, and little touches that make GIBHARD stand out from the pack.
TechRaptor: GIBHARD has a decidedly old school feel to it. What games serve as your main inspiration?
Bram: There are many inspirations for various parts of GIBHARD. I referenced Doom, Quake and Quake 3 a lot for the movement feeling. There’s a procedural level generator tool for Doom called Oblige which was a big inspiration for the procedural generation in GIBHARD. Art style wise I found myself looking a lot at old bitmap brothers games, more specifically The Chaos Engine and Z. Spelunky was a huge inspiration as well for the overall way GIBHARD is structured.