quake small update

This commit is contained in:
Wouter Groeneveld 2023-09-23 08:59:00 +02:00
parent 9234022a55
commit bf495aa590
2 changed files with 4 additions and 1 deletions

View File

@ -6,6 +6,7 @@ score: 3
game_genre: 'Classicvania'
howlongtobeat_id: 67286
howlongtobeat_hrs: 23.5
game_release_year: 2019
game_name: 'Castlevania Anniversary Collection'
tags:
- 'Castlevania'

View File

@ -37,7 +37,9 @@ Of course, the iconic _HUAH!_ jump sound and the _TSCHK_ when picking up ammo bo
The guns are perhaps one of the lesser impressive aspects of _Quake_ compared to _DOOM_ or _Duke Nukem 3D_. There's less variation and not much originality: the starting shotgun feels very weak for being a shotgun, a nailgun looks cool but is just a machine gun, the iconic BFG to help with crowd control is missing, and most guns are obsolete as soon as you get your hands on the rocket launcher---especially in multiplayer. The biggest disadvantage of the latter is the huge splash damage range rendering it difficult to position a well-placed shot in the tight corners of many levels.
The levels, with their brand new 3D verticality compared to id's previous shooter _DOOM_, fluctuate quite a bit in excellence. It seems that each original episode was designed by another id member, and time pressure apparently prevented seamless integration and a unified philosophy. Objectively speaking, _Quake_ is a strange amalgamation of levels thrown together coated with brown sauce. Still, somehow, it works. Most of the time. In essence, it's still _DOOM_: simple but effective shooting combined with keyhunting. Unfortunately, I have the feeling that some of the level design mechanics that work in _DOOM_ do not work as well in _Quake_, although I can't quite put my finger on it.
The levels, with their brand new 3D verticality compared to id's previous shooter _DOOM_, fluctuate quite a bit in excellence. It seems that each original episode was designed by another id member, and time pressure apparently prevented seamless integration and a unified philosophy. Objectively speaking, _Quake_ is a strange amalgamation of levels thrown together coated with brown sauce. Still, somehow, it works. Most of the time. In essence, it's still _DOOM_: simple but effective shooting combined with keyhunting.
Unfortunately, I have the feeling that some of the level design mechanics that work in _DOOM_ (such as the sometimes borderline sadistic enemy placement above you) do not work as well in _Quake_, although I can't quite put my finger on it. I do love the bite siziness of the traditional levels, as I mostly only have time to play games in shorter bursts, making the absent map not really missed. In addition, There's no need to remember where you were in a next gameplay session.
![](dimensions2.jpg "Another promising Dimension of the Machine beginning.")