![]() ![]() back when Q4 came out, i'd been playing UT2004 and CPMA competitively for a number of years, and i went to some regional tournaments for Q4 in the 6 months or so following its release, but never saw most of the people i knew in the AFPS scene embracing it, and there were a number of reasons for that. I can only really speak from a multiplayer perspective. The fact that starcraft 2 has drm in it and starcraft 1 doesnt and SC2 has it's multiplayer trapped on the other side of the internet. Neverwinternights 2002 was supposed to be the future of RPG's on the PC, not RPG's with stolen net code "mmo's". So we got to experience the end of qeradiant, level editors and and game ownership because some morons fell for the mmo scam, which are just PC rpg's with their networking multiplayer code ripped out. That's why quake 1-3 multiplayer still works while things like quake enemy territories have been "shut down" the idea of games shutting down came into being with the advent of stolen rpg's ('mmo's) in 97 with ultima online and 99 with everquest, that told the entire industry that you were all computer illiterate. The last 23 years has seen a massive war on game ownership and outright theft. Makes sense.And that young padawan is where you fail, after the mmo apocalypse, the game industry started stealing games on mass, and were killing off the ability to host your own multiplayer games in rpg's by stealing the networking code out of rpg's and rebadging them mmo's to a dumb gaming public. That seemed weird at first, but now I get it. Maybe that’s why id and Bethesda failed to include it in the Quake collection on Steam: They forgot about it too. I’ll probably forget I played it in a few years, which won’t be much of a loss. Having now played it, I get why so many folks have forgotten about Quake 4. What I found was an unremarkable shooter that functions on various basic levels, but doesn’t do much else. I didn’t know what to expect from Quake 4 in 2021. I know it’s the Strogg, the jabronis from Quake II, but it really doesn’t matter. At some point during all of this, your main character gets turned into a half-robot alien man. But this being Quake 4 it doesn’t actually come together, as the movement and weapons aren’t well suited to bigger, arena-style fights. In comparison, pretty much every Doom game has easy-to-read enemies that you can instantly spot from across the map, and plan for accordingly.Īnd that’s all I remember besides the final boss fight, which tosses a ton of enemies at you in a way that feels like an old-school id shooter. Aha, that was actually the deadly big guy, not the pushover big guy. Many times I would run into an area, see an enemy and not worry, only for them to almost kill me a second later. Quake 4’s enemies all look too similar, leading to the problem where you enter a room and can’t easily tell which foe you should prioritise. I still like ‘em though! Bad Enemy Design In Quake 4 the shadows are back, and still look good, but aren’t really used to create tension or scare the player. Doom 3’s sharp, dark shadows are stylish and create a cohesive look that is both scary and believable. They aren’t hard or annoying, but unremarkable and take too long.ĭoom 3 gets criticised for being too shadowy, but I always liked its look. In Quake 4 the vehicle sections are all set in boring-looking empty arenas of dirt and rock. Half-Life 2 also featured some questionable driving bits, but at least in that game you got to explore cool varied environments, like an empty seaside highway. A great example of this comes in the bad vehicle sections. Quake 4 can feel like a game trying to be Half-Life 2. If we ever get a Quake 5, please skip the elevators. On two separate occasions I got stuck in one of these elevators and had to reload a save because my teammate decided to block the door. ![]() Sometimes with your idiotic AI squadmates. You spend way too much time in this game riding elevators. Missing enemies in close combat with a shotgun in an id game is a travesty. What makes this shotgun bad? Its biggest problem is how tight the spread is, leading to many situations where I would miss enemies at point-blank range. But it’s a Quake game with id’s logo on it, and it has a fucking awful shotgun. I know id didn’t make this game, instead only supervising its development and advising the folks at Raven Software. ![]()
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