Morgoth
Ph.D. in World Saving
At least it's not Unreal.
Yeah, it's nowhere near as good as Unreal.
At least it's not Unreal.
Well, they do fight like they're severely loaded.The options were "Strogg" or "Loaded" IIRC
Blood 2 IS garbage, but SiN shits on Q2 from stratospheric heights in pretty much all the aspects imaginable.Blood 2 FEELS like garbage, SiN is an elaborate joke in terms of gunplay and enemies
Also, at least it's not particularly good.At least it's not Unreal.
Consistency is a poor excuse for lack of creativity, especially if you have full creative control over your work.Thats just the game being consistent... Remember that its set in a single giant location (Strogg capital city) so you cant suddenly have a beach with palm trees jumping out of nowhere. And even then, the levels are actually quite varied and different from eachother.
H-L *also* shits on Q2 from somewhere around Karman Line.Blood 2 was actually more contemporaneous to Half-Life and SiN if my release dates are correct.
HL also shits on Q2 from somewhere around Karman Line.
Q3A has dumbed down movement and is therefore inferior. QL brings back double jump though.its called multiplayer
This. Q2 DM is (or was) kind of fun. Q3A is leagues better, though.
The only problem with Unreal's combat is that weapons could use a bit more oomph, making enemies a bit HP-sponge-y.Unreal is kind of ‘meh’ in its own way, though, mainly in combat and level design. It never really quite came together well enough, at least until Unreal Tournament. However, it did have excellent environments and atmosphere. In that it is better than Quake 2, but Q2 is still a decently fun game regardless.
By the way, you can turn off blurry-texture-mode in Q2 by adding this to the game's launch parameters:
+set gl_round_down 0
With that, weapons and enemies will actually display at their full resolution instead of looking like they have N64 textures.
What is this "back" you're talking about?Q3A has dumbed down movement and is therefore inferior. QL brings back double jump though.its called multiplayer
This. Q2 DM is (or was) kind of fun. Q3A is leagues better, though.
If you get the most expensive videocard, you too can experience the technological breakthrough of Quake2, just like 23 years ago!
Rocket jumping counts as sequence breaking and doesn't really reflect gameplay-as-designed, unless you can prove otherwise (yes, there is one secret explicitly requiring and referencing RJ, this doesn't prove that it's the case in general).Brothers Quake 2 had one of the best, I repeat, one of the BEST level design (i.e. what they referred to as "mapping" back in the day) thanks to American McGee. It allowed for non-linear gameplay (you could complete most levels in very different ways, say rocket jumping on a platform that is the end of the level, then going backwards or bypassing certain lasers, keys, doors, etc.), lots of secrets, backtracking and hand-placed details (such as a weapon next to a corpse impaled on a crystal, or a dead marine with a rebreather in an underwater secret, etc.). That kind of environmental storytelling reminds you of some games like Morrowind.
The visual style was different from the Lovecraftian horror Q1 was known for, but it wasn't bad just different. It was more industrial and bleached yet it was something most modern games dont have or dont even know exists - a distinct, cohesive art direction. Adrian Carmack was another genius ID had.
But its not boring. Mainly for the reasons luj1 mentioned - all the maps are interconnected which is a huge deal.Consistency is a poor excuse for lack of creativity, especially if you have full creative control over your work.
It's not a fucking documentary, you know, it's an entertainment about shooting evil cyborgs from outer space.
Entertainment is not supposed to be boring.
This.That kind of environmental storytelling reminds you of some games like Morrowind.
Have youTypical Draq brainlet post not even worth glossing over. If you actually played either game you would know what I'm talking about as Q3A has neither stair jumping or double jump.
Doesn't even know what I'm talking about by double jump LOL. Keep digging that hole.Have youTypical Draq brainlet post not even worth glossing over. If you actually played either game you would know what I'm talking about as Q3A has neither stair jumping or double jump.been bornplayed anything before to Q3A?
If so, do kindly explain which of the older Quakes featured double jump to bring back?
It's not miscellaneous when it's a defining feature of the multiplayer component, which is what I was talking about retard.Doesn't even know what I'm talking about by double jump LOL. Keep digging that hole.
Who even cares about some miscellaneous movement glitch? What does that have to do with the actual intended design of the game? Is that really what defines the whole Quake 2 experience for you?
Not if you expect an FPS rather than walking sim. For an FPS just having good map connectivity doesn't cut it. Sure, it's welcome but the name of the game is shooting stuff and have it shoot back - the latter in particular not being Q2's forte.But its not boring. Mainly for the reasons luj1 mentioned - all the maps are interconnected which is a huge deal.
Build engine games typically had very open, organic and sequence breaking-friendly layouts.You say that was semi-comon back in the day but it really wasnt. Neither Quake nor Unreal feature it.
100% of content in older shooters is hand placed stuff.Also there is no ''hand placed stuff'' in older shooters (AFAIK) at the level of Quake 2.
Environmental storytelling has been attempted since at least Doom, with varying levels of effort and success. Doesn't change much if the story itself is hardly worth telling.For example right before you enter the Prison level, there is a crashed drop pod in a courtyard, but there is no body anywhere or blood. Then in the Prison you see where they take all the prisoners. Neat and subtle stuff like that just wasnt there before.
This.That kind of environmental storytelling reminds you of some games like Morrowind.
Sure, pal.I am a master communicator and also a verysmratsmatrclever person.
I only know of falling damage cancellation glitch (which was relatively easy thanks to low engine tick rate), but that was fixed with some patch.Some random frame dependent glitch is absolutely not a defining feature, by definition. I'm not entirely sure what a double jump is even supposed to be. I've never been aware of it before, and I've actually played more than enough of multiplayer. Maybe that means I suck at the game and have no idea what I'm talking about, or maybe it's actually just that it's insignificant and beside the point. So what, Quake 3 doesn't have some minor movement quirk, why does that matter? You know what else is different? Everything. I don't mind the existence of such exploits, but it's not at all what any of the developers had in mind, and it's not something to cry over when they're missing.It's not miscellaneous when it's a defining feature of the multiplayer component, which is what I was talking about retard.
At least it's not Unreal.
Unreal is kind of ‘meh’ in its own way, though, mainly in combat and level design. It never really quite came together well enough, at least until Unreal Tournament. However, it did have excellent environments and atmosphere. In that it is better than Quake 2, but Q2 is still a decently fun game regardless.