the only reason why enemies in Unreal were challenging was because the weapons sucked. fucking hard. they may have been imaginative, but they were awful.
At worst they were somewhat underpowered.
I noticed that to be satisfying an FPS weapon should have some 1-hit potential (not guaranteed, but possible) against something and for powerful weapons this something should be a typical or stronger foe and Unreal weapons, sadly, don't pass this test above easy.
other than that, they were slightly smarter than the average AI of the time, and Q2 AI may or may not have been slightly stupider than the average.
Actually, the Q2 AI was a bit smarter than average, to the point of some reviewer jizzing over themselves because of it. The thing is it still was pretty dumb, clumsy at level navigation, while also being crippled by ridiculous reaction and attack preparation times.
Q1 had noticeably dumber AI but it was still at least nominally challenging and satisfying to play.
Unreal's AI, OTOH wasn't just a bit smarter than average, it was, and still is, pretty fucking smart in all areas but teamwork. It was programmed by guy who was essentially *THE* bot AI programmer back then and it showed.
I personally liked the Strogg concept
Well, it could have worked if they actually felt like menacing space cyborgs instead of bunch random cripples. You don't need spazz mehreens to fight such threat, a bunch of potato policemen will do.
Not coincidentally my favourite enemy in Q2 was Medic - because it was the only enemy that reminded me that I'm not fighting a random bunch of cripples with clunky prostethics and shouldn't feel bad about it. It was also the only enemy seeming to possess something along the lines of an AI.
but the problem with the whole series is that all three games have typically just one color. Quake 1 was mostly brown, Quake 2 was always gray (every fucking room, every fucking map, everywhere), and Quake 3 was exclusively warm tones (yellow, orange, red). The problem with this is that after some time playing the game, you quickly get tired of the maps, and they all start looking the same for you when most of them have the same colors. Unreal 1 was extremely varied in the map and color department (compare: Terraniux with the water god's temple) and this ensured that, visually, the game was always fresh. I think this is something Quake failed to do, funnily enough, in every single one of their games.
True. At least Quake 1, while visually monotonous, cycled through several distinct themes and featured some distinct, memorable stuff in its maps.
Not even close to Unreal's variety, but enough to make it work.
Speaking of variety, Unreal's weapon variety > Quake's. I felt that several of Quake's weapons were redundant or unimaginative.
It was worse in Q1 where SSG was pretty much SG++ and SNG was very definitely NG++, but Id never really excelled at making interesting weapons. At best they made good shotgun cycling sounds.
Edit: I won't lie though, many of the weapons in Unreal sucked ass, at least the razorjack and biorifle. Or should i git gud?
Of course you should!
Ok, biorifle wasn't the most interesting weapon (although it shone against pupae) and RJ could use, apart from generic damage +50% that should be applied to the whole arsenal, ability to continue through enemies (as did very mechanically similar and devastating in confined spaces axe in Hexen II ).
My least favourite Unreal weapon was Stinger, though. It was basically worse minigun and and worse flak cobined into one and available early in game, that you only used against bullet sponges due to always having surplus ammo for it and inability to end such fight with several powerful shots anyway.