gimpieman
10-04-2006, 11:27 PM
Look, let's not kid ourselves here people, you pretty much know what you're not going to get when you see Quake or Doom or Serious Sam on the shelves. You will NOT be subjected to such superfluous items as a deep intelligent plot, multi-branching storylines, or great life lessons. The bathwater you wash your dogs in is deeper than the plots in a Quake type shooter game.
http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-4_thumb.jpg (http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-4.jpg)
See that mech son? One day you'll drive it.
None of those things require discussion nor should it be expected from Quake IV. When I pick up a game like Quake IV I want several needs fulfilled and if the game fulfills those requirements then I'm quite happy with the money I spent. If a game like Quake IV or Serious Sam or Doom 3 provides me with good graphics and sound, a constant horde of monsters to shoot, and a loose storyline to tie it all together with rolling credits then I'm a happy player and will easily recommend it. Anything else is just gravy on my french fries. Fortunately, Quake IV is three for three in meeting these requirements plus it's middle half slathers an extra helping of gory goodness onto an already succulent shoot 'em up. Damn, anyone else got the fucking munchies?
The story Quake IV picks up where Quake II left you off all those years ago. The Marine you were in the first game fucked up the Strogg boss and now that has allowed the next wave of Marines to launch a massive barrel of kickarse on the Strogg homeworld. After what I think provides an excellent introduction movie, you quickly find yourself on the planet, your dropship a wreck and all you have is your meager (but trusty) pistol. So far, that's all pretty standard fair but this is 2006 and gamers like you and I do want just a little bit more than "run down corridors and shoot everything." To satisfy this need, Raven added squad mates who can either heal you or repair your armor. From time to time you'll even be given weapon upgrades that often times prove highly useful and destructive (such as the nail gun upgrade) and at times fall flat (the shitty plasma gun upgrade).
http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-3_thumb.jpg (http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-3.jpg)
You'd think that with all this futuristic technology that medicine would've advanced past torture.
Normally the addition of squad mates controlled by the computer causes trepidation (e.g. dumbest fucks known to be controlled by a CPU) since their path finding ability or desire to run in front of your boomsticks can ruin a game. But, in this case the AI provides some form of usefulness, if any. Their aim is good, their dialogue progresses the story, they follow and stay behind you well, and most importantly they stay out of the way when they are not needed. I appreciate their help but in the end I paid for the game so I should do most of the killing.
The character voices also used in this game a worth a mention. Seems like Raven had the dosh to employ Peter Storemare (Pvt. Johann Strauss) and Charles Napier (General Ulysses Harper) to do the speech for a couple of the main characters you will encounter.
Naturally, like any shooter that is short on plot, the real star of the game is the graphics engine and sound. The graphics engine employed is the Doom 3 engine. Like most of you this is the second Doom 3 engine based game I've played and, perhaps it's just me, but it seems the game is laid out almost identically to Doom 3, so much so, that at times it felt like I was a Mod for Doom3, which I suppose is essentially what Quake 4 is in the end; a Mod made by a professional developer.
http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-2_small_thumb.jpg (http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-2_small.jpg)
Mmm, random plasma rays. Really makes me feel like I'm in the future.
While this isn't inherently a bad thing, with so many games competing for my attention these days, playing through Quake 4 left me with a distinct feeling of deja vu. The gameplay "feel" is the same to Doom 3 as are the ways the levels are laid out and designed. There are a couple of things that do set the game apart though. There are some vehicle sequences which are quite fun. You will also have squad mates that follow you around at times. While you can't issue orders to them, their AI is quite good and they will prove to be more help, than a hindrance. Lastly, while the indoor level design is reminiscent of the endless corridors in Doom 3, there are some outdoor sequences which I did enjoy a lot. With so much focus on cramped indoor rooms and corridors, I liked having some larger outdoor arena type areas where there were lots of enemies and opportunities for run and gun style gameplay.
I mentioned about the middle portion of the game being a gory delight and without a doubt it's the ability of the game engine that makes that environment possible. Decapitated bodies pulsate with electricity (for reasons unknown), blood coats the walls of bizarre Strogg laboratories, and human remains litter the landscape like broken Barbie dolls. Whoever created those textures and level designs deserves a pat on the back, the sick morbid bastards. All I will say without spoiling it for you are these three words: rusty saw blades. Not since Ravenholme have I been this freaked out in a game.
However, character animation and appearance still appears quite cartoonish. Sure I can see the stubble on the Marines head, but it still doesn't look quite like a real head anyway. Yeah I know it's a game, but compared to something like the Half-Life 2 engine it seems human animation in the Doom 3 engine is a step behind its competitors. I think it is mostly in their beady eyes. They appear to be staring through you and into the next room. That and their heads bob on their necks like balloons. Crazy guys.
http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-1_thumb.jpg (http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-1.jpg)
I'll just make my presence known so you can can come blow me up later.
With Quake IV, Raven has shown that the Doom 3 engine can handle large environment rendering without any problems. While the method of showing this proves to be a little stupid and linear (driving a tank, riding a rail system shooting creatures), it does bode well for upcoming Doom 3 engine based games like Quake Wars who have touted their use of the engine and desire to make large gaming worlds.
My biggest complaint about this game is the sound. No the sound is not of poor quality, but the sound effects in the game have the nasty habit of drowning out dialogue in the game. Again, not a game ender since the plot is as a thin as a used tissue but you would think the developers would have included a slider to separate between in-game music, effects, and dialogue. Most games do that, why did they forget it?
It's been six years since we saw Quake III and nearly 10 years since we last landed on Stroggos, but I feel the wait was well worth it. The inclusion of useful squadmates, a living and breathing environment of movement and sights, and a definite sickly twist on what can or can't be done to human remains makes Quake IV a simple but enjoyable gaming experience overall.
I give it a :bikini: out of :mfight:
http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-4_thumb.jpg (http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-4.jpg)
See that mech son? One day you'll drive it.
None of those things require discussion nor should it be expected from Quake IV. When I pick up a game like Quake IV I want several needs fulfilled and if the game fulfills those requirements then I'm quite happy with the money I spent. If a game like Quake IV or Serious Sam or Doom 3 provides me with good graphics and sound, a constant horde of monsters to shoot, and a loose storyline to tie it all together with rolling credits then I'm a happy player and will easily recommend it. Anything else is just gravy on my french fries. Fortunately, Quake IV is three for three in meeting these requirements plus it's middle half slathers an extra helping of gory goodness onto an already succulent shoot 'em up. Damn, anyone else got the fucking munchies?
The story Quake IV picks up where Quake II left you off all those years ago. The Marine you were in the first game fucked up the Strogg boss and now that has allowed the next wave of Marines to launch a massive barrel of kickarse on the Strogg homeworld. After what I think provides an excellent introduction movie, you quickly find yourself on the planet, your dropship a wreck and all you have is your meager (but trusty) pistol. So far, that's all pretty standard fair but this is 2006 and gamers like you and I do want just a little bit more than "run down corridors and shoot everything." To satisfy this need, Raven added squad mates who can either heal you or repair your armor. From time to time you'll even be given weapon upgrades that often times prove highly useful and destructive (such as the nail gun upgrade) and at times fall flat (the shitty plasma gun upgrade).
http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-3_thumb.jpg (http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-3.jpg)
You'd think that with all this futuristic technology that medicine would've advanced past torture.
Normally the addition of squad mates controlled by the computer causes trepidation (e.g. dumbest fucks known to be controlled by a CPU) since their path finding ability or desire to run in front of your boomsticks can ruin a game. But, in this case the AI provides some form of usefulness, if any. Their aim is good, their dialogue progresses the story, they follow and stay behind you well, and most importantly they stay out of the way when they are not needed. I appreciate their help but in the end I paid for the game so I should do most of the killing.
The character voices also used in this game a worth a mention. Seems like Raven had the dosh to employ Peter Storemare (Pvt. Johann Strauss) and Charles Napier (General Ulysses Harper) to do the speech for a couple of the main characters you will encounter.
Naturally, like any shooter that is short on plot, the real star of the game is the graphics engine and sound. The graphics engine employed is the Doom 3 engine. Like most of you this is the second Doom 3 engine based game I've played and, perhaps it's just me, but it seems the game is laid out almost identically to Doom 3, so much so, that at times it felt like I was a Mod for Doom3, which I suppose is essentially what Quake 4 is in the end; a Mod made by a professional developer.
http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-2_small_thumb.jpg (http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-2_small.jpg)
Mmm, random plasma rays. Really makes me feel like I'm in the future.
While this isn't inherently a bad thing, with so many games competing for my attention these days, playing through Quake 4 left me with a distinct feeling of deja vu. The gameplay "feel" is the same to Doom 3 as are the ways the levels are laid out and designed. There are a couple of things that do set the game apart though. There are some vehicle sequences which are quite fun. You will also have squad mates that follow you around at times. While you can't issue orders to them, their AI is quite good and they will prove to be more help, than a hindrance. Lastly, while the indoor level design is reminiscent of the endless corridors in Doom 3, there are some outdoor sequences which I did enjoy a lot. With so much focus on cramped indoor rooms and corridors, I liked having some larger outdoor arena type areas where there were lots of enemies and opportunities for run and gun style gameplay.
I mentioned about the middle portion of the game being a gory delight and without a doubt it's the ability of the game engine that makes that environment possible. Decapitated bodies pulsate with electricity (for reasons unknown), blood coats the walls of bizarre Strogg laboratories, and human remains litter the landscape like broken Barbie dolls. Whoever created those textures and level designs deserves a pat on the back, the sick morbid bastards. All I will say without spoiling it for you are these three words: rusty saw blades. Not since Ravenholme have I been this freaked out in a game.
However, character animation and appearance still appears quite cartoonish. Sure I can see the stubble on the Marines head, but it still doesn't look quite like a real head anyway. Yeah I know it's a game, but compared to something like the Half-Life 2 engine it seems human animation in the Doom 3 engine is a step behind its competitors. I think it is mostly in their beady eyes. They appear to be staring through you and into the next room. That and their heads bob on their necks like balloons. Crazy guys.
http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-1_thumb.jpg (http://forums.zgeek.com/gallery/files/6/5/7/0/quake-4-1.jpg)
I'll just make my presence known so you can can come blow me up later.
With Quake IV, Raven has shown that the Doom 3 engine can handle large environment rendering without any problems. While the method of showing this proves to be a little stupid and linear (driving a tank, riding a rail system shooting creatures), it does bode well for upcoming Doom 3 engine based games like Quake Wars who have touted their use of the engine and desire to make large gaming worlds.
My biggest complaint about this game is the sound. No the sound is not of poor quality, but the sound effects in the game have the nasty habit of drowning out dialogue in the game. Again, not a game ender since the plot is as a thin as a used tissue but you would think the developers would have included a slider to separate between in-game music, effects, and dialogue. Most games do that, why did they forget it?
It's been six years since we saw Quake III and nearly 10 years since we last landed on Stroggos, but I feel the wait was well worth it. The inclusion of useful squadmates, a living and breathing environment of movement and sights, and a definite sickly twist on what can or can't be done to human remains makes Quake IV a simple but enjoyable gaming experience overall.
I give it a :bikini: out of :mfight: