“Powerslave Exhumed” Officially Announced

It just launched on Steam, yeah baby!


Had no idea it was releasing today, what a nice surprise.
Lets play an awesome game and forget this tiresome acquisition talk.:messenger_tears_of_joy:
 
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GMan review is out


Pretty shallow look at it, not mentioning the differences between the console versions which are pretty major themselves (ok he mentions a couple but more like he googled about it rather than experienced it, without telling us if the blending of both console versions in one is so well done in practice, like having bomb jump as on Saturn, does it break level bits ported as on PlayStation, do they retain the potential visual design cues that tell you here you should be using bomb jumping to advance as on Saturn, moreover have they chosen wisely the best version areas in all cases, usually bigger on Saturn with extra geometry hiding larger views on PS but also altered in other ways, or what) and dropping wrong jokes/attacks like mocking aiming up/down on PS when the game had Doom style auto aim where lining up horizontally hits them anywhere they are vertically (although it was finnicky on PS and more reliable on Saturn, that wasn't his point, not to mention it's actually fully absent in the remaster because the developer felt with better controls afforded by the mouse and modern controllers it'd be too easy, though it may be patched in as an option).
 
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I played the first few levels, they mostly seem based on the Saturn version (yay!) so it'll feel different to folks that have experience with the previous Powerslave EX. Also for those who don't like the new look, there are lighting options that coupled with CRT filtering make it grainy/faithful as it was:
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I'd also switch to the classic map view and there are things that make it scream mobile game or something, giant key prompts and showing the account name on some screens for no reason. I did encounter one graphical error and the behaviour of some enemies like the eagles seems a bit off.
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Yeah it seems level design is identical to Saturn. I don't know what they took from playstation, perhaps the falling orbs and colored scorpions?

Speaking of level design, its absolutely sick. Puts so many other first person shooters to shame. Considering the limitations at the time its a true FPS metroidvania and beats many modern FPS level designs like Bioshock. Its just that so far, the weapons and enemies are underwhelming. Game would benefit from an early shotgun like weapon and some more bad ass enemies there.
 
But since they bother remixing it all why not (optionally) add more/more lethal enemies and/or tune ammo/health drops since we'll be playing with controls superior to the d-pad tank controls and L/R strafing.
Btw they did do all this for the higher difficulties apparently, also making the enemies more aggressive, firing more often etc., it might be worth starting on those since we're no longer handicapped by the controllers.

I think the high jump physics feel a little bit off here, though it could be how it was already and it's not really an issue (and we'll get the slow fall skill soon enough, not to mention the permanent floating). Getting out of the water is a bit finicky at times.

And I'm not entirely sure but the traps in this room seem to fire in weird directions, I don't think they should be able to hit this wall or go where the far shot has gone? Or are they firing diagonally and bouncing off walls or something, I can't quite tell since if I sit around there I'll die fast atm, lol.
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There's also an issue with the skyboxes, it's not really the port's fault but some of them only have visuals like clouds at the lower part then just flat color for the rest and it can be a very obvious line when you're mouselooking around constantly/freely when in the original console versions you'd mostly play looking ahead like Doom, with similar vertical auto aim, and only rarely have the need to press the button to enable pitching and mostly to look down to gauge jumps or similar at that. Edit: setting fov to the lowest mitigates this a bit as you view less/mouselook more for the edges.
 
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Yeah it seems level design is identical to Saturn. I don't know what they took from playstation, perhaps the falling orbs and colored scorpions?
Fired up the Saturn version and saw that enemy and prop placement is very different here. There's no enemy at the very first door and only one spider in the next room on Saturn. There are also no bomb props in that room by the elevator. Also different enemy placement (on normal so presumably meant to be as on console) in the second level (Karnak) where on Saturn there are spiders and eagles early on and also no need for a key for the first exit where here on PC you need a key you find after the first switch and there are more Set type enemies and no eagles. So I guess things like that are from the PlayStation? But their layout and geometry thankfully seems to be like the Saturn (again, yay). So far it flows well on PC so there are hopefully no jarring differences in terms of keys and routes that don't feel as natural as on the Saturn version since they do have differences after all...
 
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Nightdive always does a great job on their remasters. Their goal seems to be to create definitive versions of the classic games, rather than to really modernize or remake.

This definitely feels pretty definitive. As far as I can tell, level layouts and geometry are mostly from the Saturn version (but maybe not entirely?), but enemy placement feels more like the PlayStation and you have the little blue scorpions. Sprites actually look like they're from the PC game, with the normal death animations instead of instagib. I think PC sprites were a little more detailed/more frames, too but I'm not sure.

All in all it feels like they got the balance right and created the definitive Powerslave experience. Hope it generates interest beyond the handful who played.it the first time around.
 
When is Night dive porting blood to consoles?
Blood would make my boomer shooter collection complete.
Buying Powerslave now, haven't touched it since psx times, so excited to try it again.

But could Nightdive finally focus on delivering SS remake? I'm afraid it's taking so long they are going to skip PS4...
 
Blood would make my boomer shooter collection complete.
Buying Powerslave now, haven't touched it since psx times, so excited to try it again.

But could Nightdive finally focus on delivering SS remake? I'm afraid it's taking so long they are going to skip PS4...
The thing is Nightdive put blood on the kex engine on pc. It needs to come to consoles along with shadow warrior.
 
Oh fuck. Blood is still the cluster fuck of rights?
Here is the post from a dev on the dark forum:

 
Here is the post from a dev on the dark forum:


Always depressing to see devs using that fucking place.
 
Double dipped and remembered I forgot to do so on Shadow Man Remastered. Nightdive really makes definitive editions of games: their work on DOOM64 and Quake I was stellar.
 
The thing is Nightdive put blood on the kex engine on pc. It needs to come to consoles along with shadow warrior.
Yeah i meant it has to release on consoles for me. I collect them on my PS4. Have all the Dooms up to 3, Quake, project warlock, now Powerslave. Turok are fine, but discount territory for me, so still waiting
 
Yeah i meant it has to release on consoles for me. I collect them on my PS4. Have all the Dooms up to 3, Quake, project warlock, now Powerslave. Turok are fine, but discount territory for me, so still waiting
Still waiting for blake stone, rise of the triad, wolf 3d,heretic,hexen to hit consoles
 
Holy shit I did not even know about this, the savior of my weekend! Still have my OG PSX version at home.
 
Fired up the Saturn version and saw that enemy and prop placement is very different here. There's no enemy at the very first door and only one spider in the next room on Saturn. There are also no bomb props in that room by the elevator. Also different enemy placement (on normal so presumably meant to be as on console) in the second level (Karnak) where on Saturn there are spiders and eagles early on and also no need for a key for the first exit where here on PC you need a key you find after the first switch and there are more Set type enemies and no eagles. So I guess things like that are from the PlayStation? But their layout and geometry thankfully seems to be like the Saturn (again, yay). So far it flows well on PC so there are hopefully no jarring differences in terms of keys and routes that don't feel as natural as on the Saturn version since they do have differences after all...
There are also additions that are from neither the Saturn nor the PS version, like more lava waterfalls to make levels like Set Palace less drab/enclosed by something more than plain flat walls. So maybe some of the above differences to the Saturn version aren't from PS either, I dunno. Karnak Sanctuary's entrance is a combo of both the Saturn's more open space and the PlayStation's decorations with pillars and what not instead of the blue/green pyramid shape on Saturn. Since I played the Saturn version a while ago and EX a bit more recently they all blend. PS - > Saturn -> Remaster:
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DF Retro should do a new video on it since they did delve pretty deep into the level design differences between the Saturn and PS versions previously so they could shed some light on exactly what elements from each version were taken and what stuff are brand new in Powerslave Exhumed. Or the developer could just come out and say levels x y z are from Saturn with this or that part changed to be more like the PS or brand new because of this or that reason, levels u v w are from the PlayStation for reasons with this or that thing from Saturn/new and so on and so forth, I wanna know.
 
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Nightdive always does a great job on their remasters. Their goal seems to be to create definitive versions of the classic games, rather than to really modernize or remake.

This definitely feels pretty definitive. As far as I can tell, level layouts and geometry are mostly from the Saturn version (but maybe not entirely?), but enemy placement feels more like the PlayStation and you have the little blue scorpions. Sprites actually look like they're from the PC game, with the normal death animations instead of instagib. I think PC sprites were a little more detailed/more frames, too but I'm not sure.

All in all it feels like they got the balance right and created the definitive Powerslave experience. Hope it generates interest beyond the handful who played.it the first time around.

Thanks for this. May check it out!
 
Learned about this today. Such a great game, really cool that it's available for a new audience.

I have the Saturn version and it's insanely impressive. I hope some of the people at Lobotomy Software (RIP) were able to get some money from this. Such a shame that they weren't able to stick around, they honestly probably would have turned into an Insomniac/Naughty Dog type developer. So much talent and programming wizardry on display with the few games they made on older hardware.
 
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Man, checkpoints are such a great addition to this. It doesn't really blunt the difficulty too bad, since it saves you with your current health and ammo, but it sure does take some of the frustration out of failing some of these super long levels, and it makes it less punishing to explore and try dumb shit without having to worry about replacing a 20 minute stage when you fall in some lava.

Everything about this remaster is super smart, they had a real good eye for detail. The only thing I wish they left in was the camera sway from the Saturn version. At least as an option. It gave some heft to the movement.

Or the developer could just come out and say levels x y z are from Saturn with this or that part changed to be more like the PS or brand new because of this or that reason, levels u v w are from the PlayStation for reasons with this or that thing from Saturn/new and so on and so forth, I wanna know.
Yeah, it doesn't seem to be that simple, like you said they seem to have mashed them up and made some tweaks of their own. I would love to see a developer commentary though.
 
Replaying Karnak Sanctuary on Saturn I think that version flows better overall (although some trapdoors with enemies opening after progression and a falling platform are nice changes). I hope later more complex levels (I just got the partial lava/waste protection to get to the other Sanctuary exit) don't have any confusing changes that make them annoying or make things easy to miss. For example the first key in Karnak Sanctuary is hidden behind a trapdoor in the remaster, which opens when you simply approach the otherwise dead end of that corridor. On Saturn there's no trap door so you can see the key when you turn the corner. Sure, most players will probably go there for the loot after killing enemies/breaking pots but you could just as easily not care for the ammo/health and simply think it's a dead end and take the other routes. Sobek Pass seems to flow better on Saturn as well though I can't point to the changes here as I didn't play them one right after the other to test. Karnak is better on Saturn also, you can finish it the first time just beelining to the exit without even needing a key but if you explore a bit even before getting the appropriate artifacts for the other exits it teaches you to explore the levels for side paths like getting to the ammo refill behind the door of time. It's not bad in the remaster either but, I dunno, why change it at all. The original game could be confusing at times, having things that look like doors that don't open and have no message saying it's sealed or opens elsewhere or whatever here and there, but overall it was painless. Also in the remaster it seems trickier to make some jumps that require you to use the slow float at the absolute maximum height of the long jump to the point I thought I had to bomb jump at a part it wasn't necessary. Also a gap that opens by having a pillar retract in, I forget what level, you can fall through that gap but it's very tricky to get it right, it needs many tries. Which is I guess good to not accidentally fall but it just feels glitchy when you have to keep trying to fall. I don't recall if you were supposed to be able to fall through there on Saturn or not though. Still, finicky physics and gaps and jumps should be fixed up to make it more polished here (making sure that making those jumps easier doesn't also let you jump to places you shouldn't without other artifacts of course). I prefer the flow of the original enemy selection and placement also in the early stages, I think the changes should have only been done in higher difficulties (I debated to play it on harder mode to start given we're no longer gimped by controllers not suitable for FPS games but the game's not so much about the combat experience anyway, it's more about exploring and unraveling the levels as you go and acquire more artifacts). Speedrunners will probably have some fun with this game, it's a breeze to play with modern controls and there's sequence breaking potential here and there.
 
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Dolls? Or some replacement? Anyone know?
Downloading now 😁👍
Edit: Yup, Dolls. Seen in trophy list.
Shame they didn't add subs.
Buttery smooth controls, a real nostalgia rush. Still as captivating as I remember when I played it on the Saturn.
Hit boxes from the blue flames being lobbed seems really wide. Got to strafe like a nutter. Really impressed so far!
May try for the Plat 👍
 
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It autosaves a lot, I think there is a small indicator on top of the screen.

RNG can be a pain at times. Halfway through Selkis Path I was depleted and just no single ammo drop ever. I eventually stopped trying to melee those cats and casters and just powered through. Barely made it. Near the end I had to descend into the lava but there is a full health there. A good trick when you feel you are low and still at the start, is to just exit to Set Arena, grab the 2 refills there and leave.

Also fuck the sunken palace. You can use Cobra staff or bombs on the mines but still fuck the level. I've picked up the 7th Transmitter in Magma Fields just now, I have them all so far.
 
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I kinda like how there is no way to save scum... Like quick saves and such. Though there probably is less obvious way since we are talking about a PC game.
 
I sequence broke Kilmaat Colony, but the solution to the laser grid is

walk accross the yellow grid and they all shut off lol

What the hell. There was no way I would ever find that out.
 
I kinda like how there is no way to save scum... Like quick saves and such. Though there probably is less obvious way since we are talking about a PC game.
Checkpoints make it possible to a limited extent. More than the original anyway. Like you can reload checkpoints until the RNG give you better pick ups, or run back and forth between checkpoints in areas you've cleared.
 
Took me 5 hours 59 minutes and 26 seconds. Need to go back and get the Canyons of Chaos and Amun Mines radio pieces and finish it again so I guess maybe 20-30 minutes more. I'll probably replay it in the future on harder difficulties but I'll be good for a while. Great game, it still feels fresh and modern. The last levels are brief and/or I broke one of them with bomb jumps, I don't know what I was doing yet got to the camel before unlocking all the doors. They don't have radio pieces to care to go back properly. Now I'll pine for the sequel that was being planned and we never got :pie_lcry:
 
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It was tempting to break the final levels, you can easily do it with grenades, but I didn't do it. I didn't even grab the last health bonus with nade, I just re-entered the level with flying ability. I liked being all powerful with flying and thunderstrikes. Too bad you're only so OP for about 3 levels ish.

You can get stuck in levels though, if you're out of nades for example and you need to destroy a wall. I had to retry a small few of them. But its not too much of an issue. If you know what to do they're short.
 
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