shihonage
DEVELOPER
Yeah software mode in Quake2 is preferred by some. It gets rid of rainbow colors. If only Unreal's software mode did the same...
After seeing where this thread had wound up, I looked into my brain and asked it about Quake 2 and Unreal, both of which I had played back in the day.
[...]
"...OK, but what about the weapons?"
"... there was a pistol... and some other weapons... can't remember them."
"OK, thank you, go back to your beer."
"YAY!"
If you wanted out of the discussion not going your way - I aim to please.I keep overestimating you. We're done here.
So just to make sure I'm fair and relatively impartial, I'm going to be replaying Unreal 1 and Q2 "back to back" for the next few days.
The findings will be reported.
Why? Is your beloved puke coloured (in accelerated mode) execution simulator too crappy to withstand direct comparison?You have to find a decent Quake port. Unreal may have held up better on modern systems but Quake2 should only be experienced via ports.
Erm, Q2 doesn't have faster gameplay. You might move faster (though I remember the 1:1 map ports from q2 to q3 feeling "too short") but the higher fire rates, faster projectiles and lower reload times made q3 considerably faster gameplay wise.
How can one not remember the shock rifle(asmd) after playing ANY of the unreal games?
Well, nope.Eh, Unreal was an eyecandy, nothing more, nothing less.
There is more to an FPS than graphics and gunplay.Even the reviews back then were basically "OMG the graphics, 10/10 GOTY! PS the gunplay's kinda shit".
I can't really agree about arsenal, it was mostly just ISO standard fps guns (although I remember chaingun and hyperblaster fondly, also shotgun sounds), but while I'm not sure if I'd consider Q1 bestiary the best, it was certainly both refreshingly creepy and eerie, and quite effective in terms of gameplay - something Q2 failed miserably at - on both counts.That said, Q2 was a huge disappointment for me, apart from the great arsenal that it had. Monsters especially. Q1 had the best menagerie ever imo, all games, all genres included. Replacing these demonic spawn with toy robots was such a bad idea!
Uh...
The problem wasn't really gunplay itself, but weapons being somewhat weak relative to enemy HP ranges and weapon sounds being too quiet.I remember Unreal's gunplay being fine
Why? Did you dislike anything in particular?it was more the level design I disliked.
Yep.I haven't played it since it came out though, so at this point that's like not playing it at all. I should boot it up.