His measure of a game's quality is based on its difficulty first and foremost.
That's why I like Morrowind so much.
Probably.
Also PS:T.
Unlike all the enlightened Q2 fans on board, I presume.
The thing is I can and have already explained in detail why and how Q2 sucks, while all you can apperently do in response is
articuating vocalizing your butthurt about it.
pictured: butthurt.
If you're right and I'm wrong why can't you rebuke what I said?
A good example for instance is hitscan enemies with perfect accuracy, which are "difficult", but not necessarily fun
Which fortunately isn't the case with Unreal.
Besides even hitscan enemies with perfect accuracy may work if you get some means of dealing with them that doesn't make encounters either formulaic or random.
Q2 is all formulaic.
Are you a nigga?
Because that's the only reason I can accept (postironically, of course, with a hint of faux-racism) for prioritizing rhythm in an FPS.
and therefore no actual "game play", which was aggravated by the fact the enemies didn't respond very well to your own hits. Either way, their routines were written to be too erratic to be predictable, which reduced your strategies and paradoxically made player skill less important
Player skill is about analyzing the changing situation then reacting apropriately, not coming out with some inane "strategy" consisting of looped several seconds of input that can be applied mindlessly in 100% of encounters.
And Q2 effectively features no player skill element because its skill ceiling is somewhere between severe Parkinson disease and suffering from hypothyroidism in one's childhood.
Now it would have been great if only the Skaarj operated that way, since it is not uncommon for a game to have that one erratic and unpredictable enemy, which is cool. But the whole game was made like this. Even dodging missiles from those lumbering brutes felt meta as fuck sometimes, since missiles would randomly be fired on the sides, which made it feel like the enemy was psychic at times.
Yes, being able to hit moving target is being fucking psychic.
How about you actually watch the enemy and projectiles and move out of their way instead of mindlessly moving in a pattern you feel ought to be effective?
People like you are why
were invented and prosper so well.
Now don't take me wrong here. I think whoever wrote those routines was an extremely talented programmer (i take he is the same guy who wrote the AI for the bots, which was ace), and by modern standards that game was a masterpiece in every sense.
Aprreciated.
But compared to things like Doom or Quake, Unreal just felt irritating and unfun
I can understand why someone may not like the sort of combat Unreal has, with relatively few but individually challenging, "dodgy" enemies. Really, it isn't everyone's cup of tea.
The problem is that Q2 was unfun compared to just about everything else as well - no matter where you came from Q2 lost.
If your ideal is Doom like combat then Q2 is still shit because you get very few enemies (that deal vanishingly low damage meaning they can't get medieval on your ass) that are nevertheless slow to react (meaning they can't buffer their slow reaction speed with the fact you won't manage to take them all out before they get medieval on your ass) and that don't really differ much in terms of gameplay.
For example in Doom a tomato was very different from baron of hell due to pain chance alone - tomato could be easily chaingunned or chainsawed into stunlock but BoH couldn't.
OTOH in Q2 if you can stunlock something you can stunlock it all the same with MG and SSG.
Quake 2, despite its flaws, was definitely in that class of games, where gaminess was king
Built in godmode is not gaminess and doesn't result in good gameplay.