It's A Much Better Symbol, True
#20908 posted by
ijed on 2011/10/13 00:40:14
Also
#20909 posted by
ijed on 2011/10/13 00:41:35
Vaults of Zin has a very DM feel. My RMQ version strays from that. When I get back to it there'll be some changes.
#20910 posted by
Trinca on 2011/10/13 09:51:40
Spirit what is your opinion about the bees? why are the disappearing?
#20911 posted by
quakis on 2011/10/13 11:09:41
Will be focusing on horror-themed reviews throughout both October and November on my site, which was also a good excuse to open up the Amnesia section. Even made a little banner to make the 'event' feel more official;
http://taw.duke4.net/horrorbanner.jpg
#20913 posted by
Trinca on 2011/10/13 16:03:57
oh I forget that you are to much "important" to respond! sry
I think pretty much any quake level has the sense of isolation, simple due to a lack of NPCs or scripting leading to a world that is not only empty of anything but hostiles, but also static and empty of the scripted scenes that make up something like Half-Life.
I thought Rage actually recaptured this feeling quite nicely, although it could have done with some more set-pieces to vary things up.
#20917 posted by
Trinca on 2011/10/13 20:37:12
SleepwalkR stay in your hole, this is nothing...
Awesome Evil Underwater Stuff
#20918 posted by Tronyn on 2011/10/14 06:43:50
Calm Down
#20919 posted by bear on 2011/10/14 12:18:03
Damn You Spirit
Now I want to replay Warpspasm again.
Re: Bear
#20921 posted by Tronyn on 2011/10/14 22:42:24
PHEW!!! I've been hyperventilating for the last 24 hours at the thought of that prehistoric sea monster coming to get me!... oh god, the window!
heh
F@&% Apple
#20922 posted by
RickyT33 on 2011/10/18 12:01:22
#20923 posted by
Spirit on 2011/10/18 14:17:02
how dare you insult god.
btw ricky, how come you only follow the worst websites imaginable?
What Made Quake Great?
#20924 posted by
Infje on 2011/10/18 14:59:24
Hello,
My name is Infje, I�m new here. Well not really, because I�ve been lurking here for years, but now I�m a registered user. I came to this community to ask you for a bit of your time. I�m working on a study about what made the original Quake so great? If you look around, it still has a dedicated following even though the game is more than 15 years old. That says a lot about the game and it�s fan.
I think the SP part is hard to classify. I remember reading that the team had creative differences, that it was originally intended to be an RPG and that there never was a design document. When the engine was finally finished, they threw in some Doom like weapons, polished the maps they had and released it. Or so I�ve read. Which resulted in a game that consists of mixed elements. There was no real story, unless you had read the small introduction in the readme file. But the game itself never really explained anything. Personally, I missed out on the MP since I hadn�t had Internet back then. But we all know it was quite a phenomenon.
The obvious things are easy to name: Full 3D world, Multiplayer, DM, Clans, etc.
But for me, since I missed out on the MP, Quake was all about the Lovecraftian horror, the traps, the secrets and the underwater passages. Nowadays many shooters only use water as a showcase, but back then, you could swim and explore. I really miss that.
This study is for my personal records. I like to look back on the things I enjoyed and get a better understanding of why it worked and better yet, would it still work now? Carmack hinted at going back to the original Quake but I wonder how you could create something new that still feels the same.
If you�re willing to share your views, please reply to this thread so I can take them into account. If it�s not appropriate for me to post this, feel free to delete it.
Thank you,
Infje
Spirit
#20925 posted by
RickyT33 on 2011/10/18 15:38:35
Because I follow your website :P
Samsung Is Doing Exactly The Same
#20926 posted by
SleepwalkR on 2011/10/18 16:05:50
thing in other countries, or at least attempting to. It's a dispute over patents. Who knows whose claims are rightful.
I think Quake worked out better with the "frustrated" Romero.
All the stuff they were talking about wouldn't have given us the Cthulhu Mythos mixed with fantasy that made it such a weird game. I like the mix of settings, the hazy way in which they're linked. It gives the game it's atmosphere.
Less is more kind of thing. This is why I dislike mods that add things like cutscenes and dialogue. Nothing cuts up the strange, lonely atmosphere more for me than that (I think scripted elements aren't a problem though, as they don't take you out of the character, and if done well make the world feel more dynamic).
They did screw up the weapon balance though :P
Also the gameplay of Quake and Doom has yet to be recaptured which is another reason both games remain on my computer at all times. The mixture of arcade combat, weird and varied monsters and complex 3D environments is awesome.
Infje
Infje
#20932 posted by
Zwiffle on 2011/10/18 18:16:41
To me, it was atmosphere. As a kid, it was very easy to lose myself in the gloomy nightmare world that id made with Quake. It was very engrossing - it was mysterious, it was frightening, and it had a lot of little details like swamp/wind sounds and imposing architecture. The monsters were psychotic, I remember the first time I saw a fiend, it scared the SHIT out of me. Not literally, but it was really scary. Vores, too. Damn those things blew my mind.
The gameplay is alright, but really it's the imaginative, frightening, tense atmosphere.