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Quake V Brainstorm
Quake 1 remade in a new engine, blending old skool atmosphere and gameplay feel with nu-skool graphics and technology?? I think it could be fantastic if done right....so how WOULD it be done right?? One might not be able to trust a gaming company to do it right, but one could trust one of the last bastions of the Quake community to do it, right??

So post and discuss how you think it (hypothetically I'm sure, sadly) should be done...
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Weaponses 
One of the things I "discovered" when I was playing around with porting the Q2 weapons to Quake, was that hitscan weapons like machineguns/railguns just didn't feel "right" IMO. Shotguns felt ok, because although they are hitscan, their power is totally dependant on range. I think what makes Quake so cool, is that even the long-range weapons like the SNG are never completely omnipotent (there's still a chance for the enemy to move out of the way). If the monsters had better dodging AI, this would be even more crucial.

So yeah, I think a Quake remake should focus on weapons that encourage short to medium-range combat. 
Bleh 
Stygian world and shoggoths pls kthx 
From The Looks Of The Screenshots 
This doesn't look anything like a Q1 revisit, but Q2. Unless Scampie is going to bring all these suggestions to the dev team (good idea, don't see why not), and unless they start to reconsider Q1 or Q2 style. 
Also 
I wasn't implying Scampie is working on Q4, but y'know, being in the same place and all. 
 
V stands for 5, not 4. we know q4 is q2's sequel. 
I Knew That 
But I thought this was a Q4 discussion with a typo.. yeah. 
In That Case... 
I'd rather not see a Quake 5, some things you just have to stop at a certain point before the entire name is ruined. It's almost that way with Quake now, but there might be a chance. 
Phait. 
At least apologise for being spectacularly dumb. 
The Symbol 
How the fuck will the Quake V symbol look? I hope it's not broken up into five pieces, that would look retarded. 
Q5 Logo... 
:O 
/me slaps Phait around a bit with a large trout. 
Actually 
I think that's a decent logo. Wouldn't mind seeing quake 5 marked with that if it ever were to exist. 
No :P 
It should be like the q1 symbol, but with the curly bit replaced by a roman V, and the spike still going through the bottom of the V - someone knock that up in p'shop, I bet it'd look cool. 
*sigh* 
Okay, gimme a few minutes then... 
Things Important 
1 - Visual styles:
1.1 - Idbase still with the same basic hexagon shapes. Beige, white and green hues. Washed out concrete against tarnished metal. Horizontally sprawling bases built across a fertile yet empty landscape.
1.2 - Medieval themes; Quake medieval for me has always been seperated from other medievals by being moist and dirty. All the original quake medieval levels feature water in some form, and they feel wet and rancid. Most newer medieval themes in games are very dry and clean, Painkiller for instance has almost no water at all. Also the water in quake is dirty; Leaves float around in it and it is murky and you can't see through it very well.
1.3 - Metal themes, keeping the blueish stone with horizontal lines. Detailing from interesting movements in walls (indentations etc). Even though you can see the sky, it rarely provides any light. I've always imagined E3 like being an infinite structure of stone and metal, a neverending two-dimensional hell, just that in quake we only got to visit a few areas and you never got high enough to view the vastness of the place.
1.4 - The elder world was never realized as any specific theme, but I guess the general feel I get from them is that they are opressive, deserted and dark.

2 - The gameplay style
2.1 - Episodic gameplay, that is one of the things that I hold in very high regard with quake, you choose your episode, play it, congratulations, you've completed another 1/4 of the game! Complete all four episodes to unlock the end!
2.1.1 - Episode progression, you first have to fight your way to the slipgate, then through that dimension, you end up (preferably) on a boss level where you obtain a rune and go home.
2.2 - Fighting with monsters is more often a personal affair in quake than in other games. You know there's an ogre on that ledge above you, and he knows you're there, so now you are fighting against eachother. You're not fighting a monster, you're fighting that damned ogre!
You often fight more than one monster at once, but even then you're not just firing your weapons in their general direction and hope you hit them. You concentrate on one of them at a time and dodge/run away from the others.
2.3 - Weapons are insta-fire, never reload. All the original weapons are loveable imho and shouldn't need to be replaced.
2.4 - Keeping the physics the same. Running up a slope and jumping, mid air turns, rocketjumping, etc. Please please forsake realistic physics for this.
2.5 - Monster AI ain't stellar, they pretty much just try to hunt you down and kill you. Don't bother with retreating, regrouping, setting up ambushes etc, just try to think of novel ways to kill the player. The shambler could for instance notice that there is a lava pool behind the player and attempt to knock him in with a lightning bolt. Fiends shouldn't indescriminately try to jump about everywhere. Ogres should try to figure out where the player is hiding and attempt to fire a grenade around some corners to get him.

3 - The story
3.1 - The story does not really need much deepening than what it was in quake. There's a military facility, they've got slipgates, baddies come through these and take over the base. Fight through the base to the slipgates, go through and get a rune that can open a passage to the final showdown.
3.2 - I've always liked that you never get to find out what the 'Quake' entity is.
3.3 - DON'T TELL THE STORY DURING THE GAMEPLAY!
3.4 - DON'T EVER HAVE CUTSCENES THAT TAKE AWAY CONTROL/VIEW FROM THE PLAYER!
3.5 - DON'T GIVE THE QUAKE GUY A PERSONALITY!

yeah, whatever. 
Czg 
Agree 110% 
Czg 
I agree with much of that apart from 3. I particularly like the description of the Quake themes.

I had an idea last night that if you're too far away from an Ogre, he'd start hitting grenades at you with the chainsaw. And if you're closer and keep dodging grenades, he'd throw the chainsaw at you (sometimes). 
Quake V 
Apart from my concerns posted in the Tech thread, if it's to be done, I'd love for it to be set in the Q1 universe, tying the rest of the series together into a neat story that finalizes the Quake world. Perhaps Quake forces call the Strogg to help them, a final grand invasion of earth is undertaken... first episode takes place on earth, then strogg homeworld, then arena eternals take all the players of the war and place then in the settings of q3 arena, battling through brings you back to the war, but in the quake netherworlds... the final battle against the new strogg makron, a robotic shubby walker badass... god, it could be grand and epic and awesome.

NAILGUN PLZ 
OH LOGO 
Should be the Q1 cresent moon thing, with a big glowing red V slashed in as the spike. 
The Thing About My Logo.. 
While the concept is kinda cool, it doesn't really represent Quake, the 5 is too prominent... Perhaps if the lower arch of the 5 and the spike was prominent, and the top half of the 5 was some kind of bolted, darker metal that is seen but not as bright. 
What I Really Like 
is the episodic approach in Quake. Most FPS games are completely linear, i.e. you have to go through all the levels in the same order to complete the game - if you get stuck in a certain level, it totally halts progression, and in the worst case scenario, can actually cause the player to get bored and abandon the game entirely.

I think a future version of Quake 1, should take the episode thing a step further; find a secret in an episode, and it could unlock further levels accesible from the start. Perhaps even make episodes replayable from within the same game session, so you can then go back and find the secrets that unlocks the goodies in the start map. 
Scampie 
Perhaps Quake forces call the Strogg to help them

Oh dear god no. Crappy B-grade sci-fi cliches have no place in Quake's stylish Lovecraftian nightmare-world. 
Cutscenes 
The end of episode portions would benefit from cut scenes -- like how CZG described The Netherworld -- You grab the rune, and then the camera pulls back on how fucking enormous the actual world is -- and if you pay attention, secret areas and connections between levels would become more self evident. Anything to enhighten the allusive evil feel of the game would be welcome. 
Headthump 
Um, why not just imply the enormity of the world during actual gameplay? It would have more impact that way. Ok, it wouldn't be prerendered, but just think of some of the views in Painkiller for example - the Docks levels springs to mind. 
Jefjewfof 
http://www.phait-accompli.com/crap/q5b.gif

Not perfect, but bleh, you get the idea. 
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