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I just played Quake 2

DraQ

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Not really. To me the most important things for atmosphere in Quake 2 are:
1. The level design
Not really that hot - little sense of purpose, little diversity, rather simplistic.

2. The enemies - they are hard to hit and kill
:what:
Do you have some sort of disability?
I'm dead serious now.

Atmosphere > brainless killing
:bro:
That means everything, retard. Because games are being judged at release, not 10 years later. People tend to move on, except the 'Dex apparently.
bullshit

a sane person likes or dislikes a video game based on how interesting and fun it is to play, at release or 10 years later makes no difference at all

Bullshit.

It does make a huge difference.

Just like when I loved playing C&C Red Alert and Starcraft and System Shock and Thief 1 and BG series etc at release (+3 to 5 years after), playing them 10 years later and still feeling the same amazement and love like back then is impossible, at least for me.

But whatever floats your boat, oldtard.
:what:
:bro: withdrawn.

:rpgcodex:

Also, I played Elite 2 for the first time around 2005-2006.
Is still fucking awesome.
Problem?
 
In My Safe Space
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Not really. To me the most important things for atmosphere in Quake 2 are:
1. The level design
Not really that hot - little sense of purpose, little diversity, rather simplistic.
I'm too busy being afraid of all these niches to pay attention to such things.

2. The enemies - they are hard to hit and kill
:what:
Do you have some sort of disability?
I'm dead serious now.
Well, they are much harder to hit than in Doom and Quake I. I don't know. I have dysgraphia, so maybe I just have some problems with quick precise movements required for hitting someone on close range before they fire.
It's not that bad - I got to half of the second level before getting killed on hard mode, so I obviously hit them, but often I don't manage to do it before they damage me.
 

Zboj Lamignat

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Admittedly I don't like fps games that much, but I only ever cared for Quake 1. It was both good and innovative game. Great levels, best monster set in fps ever, engine looked sweet. It's also very telling how it has awesome atmosphere despite being concentrated on quick action and having no story at all. Level names in Q1 set more mood than whole story-driven, emotionally engaging shooters of today. Q2 was a let down for me with it's plastic toy robots and shiny lights, shooting still felt good and great multi though.

Unreal? Yeah, it's one of those games created only so that healthy straight people can easily spot pretentious fag gaymers. Someone's drooling over Unreal - you've got yourself a 100% genuine faggot. It was very impressive technically and at the same time an utter, utter failure as an action shooting game.
 

DraQ

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Not really. To me the most important things for atmosphere in Quake 2 are:
1. The level design
Not really that hot - little sense of purpose, little diversity, rather simplistic.
I'm too busy being afraid of all these niches to pay attention to such things.
But there are not even that many enemies in niches and AI is fucking dumb (as in shoot their buddies in front of them and they won't mind as long as they don't see you dumb).

Well, they are much harder to hit than in Doom and Quake I.
I don't know about Quake 1, enemies there were easy to hit, but they could also hit you hard and fast when you tried. Q2 ones take their sweet time before starting to shoot (they need to cock their chaingun, chain their cock, open their MG arm, precharge their railgun or otherwise get into firing stance) so it's like fighting european policemen who have to fire at least two magazines of warning shots into the air before being allowed to act, in other words - not fair.
Q2 SP combat, is the epitome of popamole - the cover may not be sticky, but you pop in and out all the same to take potshots at retards with impunity. Reliance on hitscan and and fast projectile weapons wouldn't be bad if the enemy was smart or at least could react fast (as it was in Blood) - with neither of those it's crippling.

If there is an enemy that can actually attack you with any effectiveness and speed, it's usually crippled by something else - for example those cybernetic leechdogs are fast and have pretty much unavoidable attack but they also have limited range so you can whittle them down with blaster in extremely cheesy manner most of the time and if you can, there is always SSG and RG.
I don't know. I have dysgraphia, so maybe I just have some problems with quick precise movements required for hitting someone on close range before they fire.
It's not that bad
But the only Q2 weapons requiring *any* sort of precision are railgun and, umm, railgun? MG sprays half of the screen and has crazy kickback, same with shotguns. Plus, you fight at very close range almost all the time in Q2, so even with railgun it's hard to miss.

I got to half of the second level before getting killed on hard mode, so I obviously hit them, but often I don't manage to do it before they damage me.
:what:
Second level or second unit?
 

shihonage

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ITT DraQ overwhelms the only true spiritual sequel to Doom 1 with sheer volume of fuming nonsense.

I will get to you, my sweet, when I have another uninterrupted chunk of time to reply to a dozen micro-replies on a single topic.
 

shihonage

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And so, respected :obviously: RPG analyst falls to the level of chimps who use my own Fallout tag as a "clever" insult.

Get some air, man. My reply was teasing, yours is just hostile.
 

Jasede

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Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Who needs human-human communication when you have dragon-on-dragon communication?
:obviously:
 

BLOBERT

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BROS I POSTED SOMEWHERE IN THIS PACE ABOUT REPAYING QUAKE 2 WITHIN THE LAST YEAR OR SO

IT WAS FUN AND I PLAYED IT ON THE FUCKING CD I BOUGHT WHEN IT CAME OUT

BROS WE HAVE TOTAL FAGGAGE HERE OLLOLLOLLOL ARGUING ABOUT POPAMOLE THEN ARGUING ABOUT OLDER FPS GAMES BROS IN QUAKE 2 IT WAS FUN TO SHOOT SHIT IT WASNT THE FUCKING MONA LISA OR SOME OTHER LEONARDO DICAPRIO MASTERPIECE BUT UIT WAS FUN
 

BLOBERT

FUCKING SLAYINGN IT BROS
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BROS ALSO DRAQ I THINK YOU ARE A TOTAL BRO BUT WHENEVER SOMEONE USES BUTHURT IN A POST I IMAGINE A 12 YEAR OD 300 POUND KID STROKING HIS COCK WHILE FIPPING BACK AND FORTH FROM THE CODEX TO CHICKSWITHDICKS.COM
 

Lord Rocket

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No. But Q2 has nothing in common with Doom, and I like Doom and not Q2, so you hurt my butt pretty bad.
 

Zboj Lamignat

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Did someone from ID ever comment on why did they go for shiny robot toys and yellow-shooting blasters instead of lovecraftian doom and gloom of Q1?
 

shihonage

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Quake 2 is closely related to Doom series, as it shares majority of Doom 2's weapons, and it has Doom 1's confined level design. Notably, BFG and double shotgun were the non-typical FPS weapons of the time which were found in both Doom and Quake series.

I find it interesting that people can call a dense indoor design "popamole", yet have nothing bad to say about its complete opposite - the level design of Serious Sam, which mostly amounts to placing player into large boxes and surrounding him with enemies, at which point the game plays more like Asteroids than anything else.

I find dense indoor designs very interesting, as long as they're not overloaded with derpy puzzles (see Prey for that). This is where enemy placement starts to matter, although to be fair, Doom did have more diverse enemies, and their placement mattered more.

I LOVED Doom1's level design, and I liked Quake2's levels for similar reasons. They actually had walls and twisty corridors and levers and stairs... While Doom levels had names, they resembled no real locations, Quake 2 was one of the first FPS which actually had environments which looked cohesive with their purpose, sufficiently sci-fi/alienesque, instead of being a loose abstraction.

Finally, Quake series had full campaign coop, just like the Doom series. It was the last id software game with that feature.

There's also something to be said for things that the game DIDN'T DO. It didn't have monsters spawning out of thin air behind your back. It didn't overuse darkness. Doom 3 did both of those things on every step, and it certainly wasn't anywhere close to being as much of a spiritual sequel to Doom as Quake 2 was.
 
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right here brah
Some people say that there are sophisticated, "smart" shooters and there are arcade, "mindless" shooters and then start to defend or loathe one type. There is no difference, "caves with enemies" and "stand here and listen to plot exposition" are both shooters, not "wrong" and "right" sides. You can like one "type" or both but don't say that one is better and the other is worse.

And if you're arguing with DraQ, just ignore his "Are you retarded?" "arguments", if he used 'em, he lost.
 

DraQ

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Who needs human-human communication when you have dragon-on-dragon communication?
:obviously:
*wink* *wink* *nudge* *nudge*?

BROS WE HAVE TOTAL FAGGAGE HERE OLLOLLOLLOL ARGUING ABOUT POPAMOLE THEN ARGUING ABOUT OLDER FPS GAMES
Except the gameplay of Q2 is full popamole. The cover isn't sticky, but other than that popping in and out and taking potshots at slow, retarded foes works for 90% of the game with almost negligible risk of taking damage. 90% of the remaining time, you either run away to find appropriate spot to use the above tactics, or rush back and forth with SSG (and if you do it right even dedicated melee enemies won't be able to deal damage toe-to-toe because SSG dishes out a metric fuckload of hurt with each shot).
The rest of the time you have CG, BFG and stash of powerups to fall back on.

The problem with Q2 is that most enemies won't even get to shoot at you. And I don't mean this in a tactical shooter sense of "if you get shot you'll die, use carefully thought out tactics to not get shot at", I mean it in a sense of "if you're not a vegetable, you will rarely get shot at, let alone hit, and then you have a lot of health".

Seriously, it takes about 2-5s for an Enforcer or gunner to *prepare* for dishing out damage - you need about as much time to dispatch two enforcers (or one gunner) with SSG including the time necessary to get into point-blank range. Anything harder? You kill what you can and fall back to popamole tactics enabled by dense indoor environments.

And no, I'm not speaking out of my ass - I took my time to test it yesterday, launched Q2 on hard and only got my (totally rusty because I haven't played Q2 since I dont know when) ass killed towards the end of unit 2 because I got a bit tired, bored and therefore careless.

BROS IN QUAKE 2 IT WAS FUN TO SHOOT SHIT IT
Well, no, not really, unless you mean in the sense of "watching shit die" - I admit that death anims are pretty elaborate and well made, especially in connection with damage skins.

BROS ALSO DRAQ I THINK YOU ARE A TOTAL BRO BUT WHENEVER SOMEONE USES BUTHURT IN A POST I IMAGINE A 12 YEAR OD 300 POUND KID STROKING HIS COCK WHILE FIPPING BACK AND FORTH FROM THE CODEX TO CHICKSWITHDICKS.COM
Whatever rocks your boat, I guess.


the only true spiritual sequel to Doom 1

No. You take that back.

You have another candidate in mind?
Doom 2? :cptobvious:

Hell, even Quake - both are hi-tech + supernatural evil, except Doom's supernatural evil consists of somewhat corny demons from hell, while Quake's is more lovecraftian.

Quake 2 is closely related to Doom series, as it shares majority of Doom 2's weapons, and it has Doom 1's confined level design. Notably, BFG and double shotgun were the non-typical FPS weapons of the time which were found in both Doom and Quake series.
DBS is hardly non-typical if there are few early FPS games without it.
BFG is a member of broadly defined superweapon class.

Anyway, common between D2, Q1 and Q2:
SG, SSG, RL
Q1 and Q2 only:
GL
Q2 and D2 only:
BFG, CG
Q1 and D2 only:
-
Unique:
Axe, CS, punch, blaster, pistol, RG, NG, SNG, PG, MG, Thunderbolt

NG can be consider functional equivalent of MG, though, despite being non-hitscan, same with CG and SNG, with Q1 SNG and Doom's CG being more similar to each other than to Q2's CG in terms of usage.

I find it interesting that people can call a dense indoor design "popamole", yet have nothing bad to say about its complete opposite - the level design of Serious Sam, which mostly amounts to placing player into large boxes and surrounding him with enemies, at which point the game plays more like Asteroids than anything else.
I'm merely stating the fact - if you pop in and out of cover to take potshots at defenceless retards it's popamole. Does it really matter if cover is sticky or if it switches game to TPP?

Hell Q2 is more popamole in terms of gameplay than DX3 with full (ab)use of cover system.

I find dense indoor designs very interesting, as long as they're not overloaded with derpy puzzles (see Prey for that). This is where enemy placement starts to matter, although to be fair, Doom did have more diverse enemies, and their placement mattered more.
Q2 actually has pretty good enemy placement, the problem is that they are too retarded and slow for it to actually matter.

And dense indoor environments can be interesting, but won't be if you're just running around rooms full of crates, ad nauseam.
Layout in Q2 wasn't bad, but everything looked almost the same no matter what it was supposed to be.

I LOVED Doom1's level design, and I liked Quake2's levels for similar reasons. They actually had walls and twisty corridors and levers and stairs...
Except Doom's levels were much more diverse and memorable.

While Doom levels had names, they resembled no real locations, Quake 2 was one of the first FPS which actually had environments which looked cohesive with their purpose, sufficiently sci-fi/alienesque, instead of being a loose abstraction.
Well, not really. First, you have Build engine games. Second, you have Strife. Third, you have Hexen 2. Fourth, if dungeon-crawl like counts as cohesion, you have Hexen 1.

There's also something to be said for things that the game DIDN'T DO. It didn't have monsters spawning out of thin air behind your back.
It did, as early as level 1. Ok, maybe not behind your back, but if you go to the first outdoor area in first map (the one with water) and clear the doorway ambush (I went through the breakable window and water to be precise), then backtrack for the flak jacket, and go to this area through the cracked floor then use the water path again, the enemies will have respawned.

Also, Q2 may not have enemies spawning behind you to attack you (although I'm not sure), it does have enemies breaking through the walls behind you to attack you (comm center), which works effectively the same.

It didn't overuse darkness.
It did, and you didn't even have flashlight, you had to fire your blaster around like a retard to see anything in dark areas.
 

commie

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Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
I suppose you also belong to the crowd then who hates FEAR 1's level design. I personally loved the dark and empty offices, it really grew on me. FEAR 2 was the result of listening to the whiners, i.e. introducing more "diversity" in level design and aestehtics and thus destroying the spooky nature of FEAR.
As for Quake 2, the layout I guess was okay, but the level art was crude and just atrocious.

Sound design? Please let me refer again to FEAR 1 and Condemned 1.

Regarding the most overrated game of all time FEAR I beg to differ. It wasn't scary at all for one, you always knew that when you walked the long corridor the lights would shake and you'd get an Alma flashback(yawn). Seeing only empty offices and maintenance tunnels all game was taking the piss as was the 3 types of enemy plus robot. Also you knew that every second office room you'd have 5 or so clones spawning, so you'd have your awesum firefight before going to the next office room and having it again. Sure they were fun at first but after 10-15 such encounters you had to ask "is this all?" The answer was "yes!". Then there's the idiotic story that has you going down then up the same building 3 or 4 times. Almost everything about that game sucked. FEAR 2 at least had more diversity and broke it up with actually fun mech shooting areas(unlike the turgid rail shooting bits in CoD).

As for sound design, FEAR and Condemned are shat on by all Thief games, by SS2, by Undying...

Oh and good games keep their magic: Thief was, is and always will be awesome. Tripjack is right that some games are brilliant regardless of time. Others, really have aged badly. Old flight sims are most obvious examples of a genre that has aged terribly, at least from the era before 3d acceleration.
 
In My Safe Space
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I think that Gunship and Hind have aged pretty well.
 

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