Cliff Bleszinski’s Rivalry with John Romero
The competitive landscape of the ’90s gaming industry was marked by intense rivalries, none more notable than the one between Cliff Bleszinski, a rising star at Epic MegaGames, and John Romero, the co-founder of id Software and Ion Storm. Bleszinski, known for his work on Gears of War for the Xbox 360, openly admitted to seeing Romero as his adversary, driven by a mix of envy for id’s success and a desire to outdo Romero’s “rock and roll” image.
- Cliff Bleszinski: Unreal, Jazz Jackrabbit, Dare to Dream
- John Romero: Doom, Quake
Image credit: KVM Switch Reviews
Cliff Bleszinski’s Rivalry with John Romero
In the heyday of the ’90s first-person shooter (FPS) boom, Cliff Bleszinski, then a prominent designer at Epic MegaGames, viewed John Romero, of id Software and Ion Storm fame, as a direct competitor. Bleszinski’s ambition was fueled by a desire to surpass the success of Romero’s iconic games. This rivalry was not just professional but also personal, with Bleszinski aspiring to ‘take down’ Romero, who he felt flaunted his success.
Their competition was emblematic of the era’s gaming culture, where developers often took center stage in the marketing and hype surrounding their games. Bleszinski, who had a hand in creating games like Unreal and Jazz Jackrabbit, was determined to outshine Romero’s contributions to the legendary Doom and Quake series.
- Games/Companies associated with Cliff Bleszinski:
- Unreal
- Jazz Jackrabbit
- Dare to Dream
- Games/Companies associated with John Romero:
- Doom
- Quake
Image credit: PC Gamer
The Contrast in Game Design
The game design philosophies of Cliff Bleszinski and John Romero were markedly different, reflecting in the visual and thematic elements of their respective games. Bleszinski’s Unreal series was known for its vibrant colors and expansive environments, a deliberate contrast to the darker, more brooding atmosphere of Romero’s Quake series.
Unreal Series | Quake Series |
---|---|
Bright, varied color palettes | Dark, monochromatic tones |
Sky castles and lush environments | Gothic, Cthulhu-inspired dungeons |
Emphasis on expansive outdoor levels | Focus on tight, indoor corridors |