Quake 4 multiplayer could not create5/29/2023 ![]() Aha, that was actually the deadly big guy, not the pushover big guy. Many times I would run into an area, see an enemy and not worry, only for them to almost kill me a second later. Quake 4’s enemies all look too similar, leading to the problem where you enter a room and can’t easily tell which foe you should prioritise. I still like ‘em though! Bad Enemy Design In Quake 4 the shadows are back, and still look good, but aren’t really used to create tension or scare the player. Doom 3’s sharp, dark shadows are stylish and create a cohesive look that is both scary and believable. They aren’t hard or annoying, but unremarkable and take too long.ĭoom 3 gets criticised for being too shadowy, but I always liked its look. In Quake 4 the vehicle sections are all set in boring-looking empty arenas of dirt and rock. Half-Life 2 also featured some questionable driving bits, but at least in that game you got to explore cool varied environments, like an empty seaside highway. A great example of this comes in the bad vehicle sections. ![]() Quake 4 can feel like a game trying to be Half-Life 2. If we ever get a Quake 5, please skip the elevators. ![]() On two separate occasions I got stuck in one of these elevators and had to reload a save because my teammate decided to block the door. Sometimes with your idiotic AI squadmates. ![]() You spend way too much time in this game riding elevators. Missing enemies in close combat with a shotgun in an id game is a travesty. What makes this shotgun bad? Its biggest problem is how tight the spread is, leading to many situations where I would miss enemies at point-blank range. But it’s a Quake game with id’s logo on it, and it has a fucking awful shotgun. I know id didn’t make this game, instead only supervising its development and advising the folks at Raven Software. ![]()
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