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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