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Quake V (OUR dreams, hopes and wants)

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  • #16
    I'd love to see a Quake 5 have mixed elements of the original with enhancements, but also some elements of newer games. I don't mean "new" games per se, they suck a lot, but I'm talking post 2003/4 era new games. No super linear crap, still exploration-oriented levels, but add in a decent story.

    I like Valve's approach to storytelling in the sense that they always keep it from the player's view, never a cutscene. I think that would fit perfectly for Quake 5, because it would be the best way to add a story without making it that different from Quake 1 (Q1 had no cutscenes) Of course story wouldn't really matter if the game is that fun, but I think having an absorbing story that unfolds through only the player's eyes would make the game a lot better too.

    IMO Quake 5 should NOT be exactly the same as Quake 1, because if that is the case - I would definitely go back to Quake 1 after I'm done with it. If it's the same, what would keep me from going back to Quake 1 - the graphics. And I don't give a shit about graphics, and on top of that I'm nostalgic so if it really isn't that different Q5 would probably die out for me.

    I think a good example of a sequel is Half-Life 2. HL1 is one of my favorite games (still way below quake) but HL2 was a really good game too. It was a good sequel because it was very different from HL1, but it still had similar gameplay - but a ton of changes that made it different, but they weren't bad changes. Playing HL1 and HL2 give me a different feeling, but they both feel like Half-Life to me.

    I want Quake 5 to have that kind of feeling, that it's different but it's still Quake.

    I liked Quake 2 but it just did not feel like Quake (1) to me.

    Oh, and it needs Trent Reznor's music and sound design, and a dynamic dismemberment system where you can shoot off a monsters legs and they will crawl, shoot a grunts arm and he drops his shotty, blow off a zombies head and he still shambles toward you, etc. And maybe a nice interactive melee system for the Axe where it can get stuck in enemies and you have to pull it out.

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    • #17
      Originally posted by Bloodshot View Post
      ...blow off a zombies head and he still shambles toward you...
      Normaly (except for Q1) you could kill a zombie only by blowing his brain or entire head off. Just a little hint.

      Anyways, i would love to have a real sequel to Q1 because Q2 dissapointed me and Q3 was fun but not much Quake and Q4 i never tried because i was not interested after vieweing some videos/screenshots. As i wrote before it should have the same atmosphere, more monsters (better monster ai of course), the same style of level design (secrets/slipgates/teleporters etc.) some new weapons but also the classic set, great music, good multiplayer. The most important thing is that it should feel like quake and it should play like quake.

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      • #18
        I don't think that it would be hard to make such a game at all, for a company with the resources and a working engine. Actually it would be a piece of cake to keep your next game to these requirements and land within 50 feet of the target without too much effort. It's not rocket science.

        So if a game is not like that, it is because their design lead/owners/publisher decided that it shouldn't.

        Games don't end up being slow/linear/overly scripted by accident. Every choice is discussed over and over, and there are playtesters being watched while they play the game. So it's safe to say that what's in an id or raven game is no accident at all. A few relatively simple decisions are usually made differently than we here, for example, would wish them to be made.

        For some reason.

        What those reasons are would be interesting to discuss. I don't believe it's just money; they genuinely believe they are making good games.

        Why are they deciding to have the player walk slowly and require a run button that doesn't actually do much? Why do they not enable easy rocket jumping by making the player take only 50% damage?

        There are probably interesting reasons behind limiting the player's movement (which is what games often do in several ways).

        You can keep the game shorter and you don't have to provide so many side areas / use so many details in areas the player isn't supposed to see, maybe.
        Scout's Journey
        Rune of Earth Magic

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        • #19
          In a thread that was very similar to this. What I want to see happen in Quake 5 would be to have them merge the game storylines. You see Quake 1 technology in Quake 2 era games (includes Q4 and Q Wars) - hell a entire mission in Quake Wars is based around a Slipgate.

          So this game could follow someone who was present on Earth during these events.
          Game could start off kinda how DooM 3 and Half-Life did. Walk around casually, see the technology and everything. Sets the mood. You're a marine, go into a meeting where the sarge explains how a entity called Quake is starting a attack and how you lost a base already, all of the Enforcer classed marines started going psychotic and killing everyone and then some of the surviving Marines did the same (E2M1). Then have you prepare to get a mission ready to do a counter attack to take the base back - but before it happens the main base gets attacked. Throw in some references to Ranger during this, like you see a marine grab a axe from a decorative statue and run through a slipgate with labeled "Outpost E1M1" or something similar.
          Then for the character you are, you stay and fight to escape this central command post. Encounter various Q1 enemies and once you do escape you fight some of the enemies in the cities and rural areas on Earth as some escaped.
          After this story arc is done, they could show a time lapse cinematic where it shows Earth rebuilding and all, and then how many ships attacking (Strogg). Play this, but this is shorter and the player quickly gets taken out (knocked out or seriously injured). Wakes up and is told he is needed for a mission and this mission follows the events hinted at the end of Quake 4.
          I find this would be a nice way to go. You could have 1/3 or 1/2 of the game be Quake 1 themed (but on Earth) and then the remaining be Quake Strogg theme.
          This new mission could be something completely new. The Strogg could of "Strogg-ified" another race. This would result in all new enemies. Hell you could even throw in that during the Strogg Wars on Earth the Strogg stole some of the Slipgate technology and they then proceeded to invade there (Quake 1) and this now results in Strogg-ish Quake 1 enemies. Not the best idea but think if done right could be badass. Imagine seeing a Tank/Shambler hybrid or a Iron-Maiden Vore.
          With new enemies easily comes new weapons. If done like this too though comes so many modding possibilities. Since Q1 era enemies are present, a modder could make a Q1 based mod. Then with Q Wars enemies comes Q2/wars/4 enemies mods.

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          • #20
            what i love in any kind of game is simply this: lots of different enemies, lots of different weapons. by lots, i mean fucking...LOTS. i wanna see something new every time i turn a corner, or at the least, every time i enter a new map.

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            • #21
              /\This

              I'd like to see some variety, and it would be great for mappers as we could have more monsters for different roles without it being repetitive, such as multiple bombardiers for diffferent level themes and such.

              EDIT:

              Shit, new page

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              • #22
                I would like more replay value such as a completely destructible map.
                If I want to plow a trench with multiple explosives or knock out any wall
                in any structure That would be great.
                WARNING
                May be too intense for some viewers.
                Stress Relief Device
                ....BANG HEAD HERE....
                ---------------------------
                .
                .
                .
                .
                .--------------------------

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                • #23
                  Also, I want enemies to hunt you (Good A.I)

                  Think if a fiend didn't automatically rush you on site every time, what if they swooped up to a higher ledge for an ambush? 4/5 fiend campin yo azz!
                  QuakeOne.com
                  Quake One Resurrection

                  QuakeOne.com/qrack
                  Great Quake engine

                  Qrack 1.60.1 Ubuntu Guide
                  Get Qrack 1.60.1 running in Ubuntu!

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                  • #24
                    camping fiends....win. Destructable maps is also a great idea. actually, destructable anything is usually fun.

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                    • #25
                      a grapple
                      Cbuf_AddText (va("say ZeroQuake GL version 1.10\n"));

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                      • #26
                        climbing fiends. ;-)
                        Scout's Journey
                        Rune of Earth Magic

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                        • #27
                          Originally posted by golden_boy View Post
                          climbing fiends. ;-)
                          if they do this, then my life will have been accomplished.

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                          • #28
                            I'd like to see RAW castle levels deep within the Chtulu'ish realm..

                            I'd like to fight my way through primal exterior levels of semi-wide open areas to get to the boss who's invaded the castle type fortress etc...

                            Enemies should definitely be smarter. No more Axe'ing Shamblers for fun please!

                            And at least 1 boss fight where you have to use a highly-pre-alpha mobile slipgate to defeat a boss, slipping through dimensions to evade the boss, (survival by running and attacking when its possible type deal).


                            Bring back the single-player aspect ID Software!
                            QuakeOne.com
                            Quake One Resurrection

                            QuakeOne.com/qrack
                            Great Quake engine

                            Qrack 1.60.1 Ubuntu Guide
                            Get Qrack 1.60.1 running in Ubuntu!

                            Comment


                            • #29
                              I agree with these:
                              Old quake atmosphere and clearer definition of storyline
                              Bullet holes and destructible limbs A+
                              Destructible environments A+
                              Better AI woo hoo!!
                              How about using physics and destructible environments to kill enemies?
                              I hope we can actually see some of these one day!

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                              • #30
                                Climbing fiends! Oh yes!
                                IT LIVES! http://directq.blogspot.com/

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