Note- sorry for long-winded post- got overly excited- feel free to skip it!
I reckon a Quake 1 sequel/remake would be bitchin so long as:
1- used at minimum Quoth2, Quake Episode 1 (esp E1M5), Armagon -ALL in DP with Rygel and Pretty-WAter- as bare minimum standard to improve upon (and not software 1995 Quake). Also need Doom3, Shambler's Castle, Half-Life 1 and 2 (and OpFor), and Quake 3 Arena for additional inspiration.
2- Kept balance between hitech, gothic, alien, lovecraftian, satanic and other styles for monsters and levels (not just 1 base and a bunch of castles). Also mix the styles a bit (like Q3A). All old enemies, with a few new ones.
3- Got rid of double weapons (eg 1 type of shotgun, 1 nailgun-type weapon) and made at least 8-9 unique ones with unique ammo (pref 1 accurate-ish pistol and one machinegun (Quake doesn't feel quite complete without one). Quake 2/Half-Life had a good example of weapon balance- mostly. They should also do decent damage- possibly slightly more than original Quake 1's guns.
4- Cut out puzzle-monster bosses completely (all bosses FIGHT), go easy on traps, jumps, enemy spawn-ins, cutscenes/ scripted sequences (games seem way too dependent on them these days). And more -semi-open areas.
5- Developer preferably id, Ritual (Armagon team), quake fans (esp Quoth Team) or possibly John Romero's company (so long as they learnt their lesson from Diakatana)- unfortunately Raven don't seem to have a knack for remakes- ironically they seem to be able to turn the lamest TV shows into badass games (StarTrek Elite Force one of my fav games), but turn badass games into- well, something else (hated Quake4- a lot).
6- Hub-Episodes were a nice touch- but I'd rather a single progressive game that got gradually more challenging, instead of repeating an easy-to-hard episode four times over.
7- No 90s rave vampire themes, possessed evil kids (especially long-haired girls in white hospital gowns), medieval villages, 'scourge across the land', chosen warrior etc themes, Atlantis, Egypt, or heaven-vs-hell- they are either overrused, every other game are using them (and better suited to use them), or they are simply REALLY lame- especially Atlantis.
8- Make more of a plot. Rationalize the setting (ie make excuses for how the universe/story fits together). You are an unusually strong, fit person (possibly amongst many others) sent into the Slipgate to explore/invade Quake's dimensions. Quake is evil, and so are his minions- his human/humanoid minions are all mentally-damaged, surgically-altered, brainwashed or just generally not nice people- not zombies or possessed demons- that should also be clear. Doom3-style PDA/recordings are also awesome for fleshing the plot.
9- Use an engine that can at least do everything HL2Source and DP can- and makes good lifelike flesh, fur, metal, wood and stone textures- sadly id engines of late make everything look like plastic (mainly I think because every surface reacts the same to light- from skin to metal to plastic etc).
10- good interface- run, jump, duck, crawl, aim smoothly- NO Stamina bars- although I'd be willing to have gun ammo capacities/weapon-reload (these days infinite ammo feeds just seems to arcadey to me and I find myself hitting 'r' anyway).
That's my modest wishlist. If I ever get around to it (or, if I'm honest, some mapping and level-programming mastery) I might try to make some maps/artwork and stuff to illustrate- I'll at least have a Deviant Art page soon.
I reckon a Quake 1 sequel/remake would be bitchin so long as:
1- used at minimum Quoth2, Quake Episode 1 (esp E1M5), Armagon -ALL in DP with Rygel and Pretty-WAter- as bare minimum standard to improve upon (and not software 1995 Quake). Also need Doom3, Shambler's Castle, Half-Life 1 and 2 (and OpFor), and Quake 3 Arena for additional inspiration.
2- Kept balance between hitech, gothic, alien, lovecraftian, satanic and other styles for monsters and levels (not just 1 base and a bunch of castles). Also mix the styles a bit (like Q3A). All old enemies, with a few new ones.
3- Got rid of double weapons (eg 1 type of shotgun, 1 nailgun-type weapon) and made at least 8-9 unique ones with unique ammo (pref 1 accurate-ish pistol and one machinegun (Quake doesn't feel quite complete without one). Quake 2/Half-Life had a good example of weapon balance- mostly. They should also do decent damage- possibly slightly more than original Quake 1's guns.
4- Cut out puzzle-monster bosses completely (all bosses FIGHT), go easy on traps, jumps, enemy spawn-ins, cutscenes/ scripted sequences (games seem way too dependent on them these days). And more -semi-open areas.
5- Developer preferably id, Ritual (Armagon team), quake fans (esp Quoth Team) or possibly John Romero's company (so long as they learnt their lesson from Diakatana)- unfortunately Raven don't seem to have a knack for remakes- ironically they seem to be able to turn the lamest TV shows into badass games (StarTrek Elite Force one of my fav games), but turn badass games into- well, something else (hated Quake4- a lot).
6- Hub-Episodes were a nice touch- but I'd rather a single progressive game that got gradually more challenging, instead of repeating an easy-to-hard episode four times over.
7- No 90s rave vampire themes, possessed evil kids (especially long-haired girls in white hospital gowns), medieval villages, 'scourge across the land', chosen warrior etc themes, Atlantis, Egypt, or heaven-vs-hell- they are either overrused, every other game are using them (and better suited to use them), or they are simply REALLY lame- especially Atlantis.
8- Make more of a plot. Rationalize the setting (ie make excuses for how the universe/story fits together). You are an unusually strong, fit person (possibly amongst many others) sent into the Slipgate to explore/invade Quake's dimensions. Quake is evil, and so are his minions- his human/humanoid minions are all mentally-damaged, surgically-altered, brainwashed or just generally not nice people- not zombies or possessed demons- that should also be clear. Doom3-style PDA/recordings are also awesome for fleshing the plot.
9- Use an engine that can at least do everything HL2Source and DP can- and makes good lifelike flesh, fur, metal, wood and stone textures- sadly id engines of late make everything look like plastic (mainly I think because every surface reacts the same to light- from skin to metal to plastic etc).
10- good interface- run, jump, duck, crawl, aim smoothly- NO Stamina bars- although I'd be willing to have gun ammo capacities/weapon-reload (these days infinite ammo feeds just seems to arcadey to me and I find myself hitting 'r' anyway).
That's my modest wishlist. If I ever get around to it (or, if I'm honest, some mapping and level-programming mastery) I might try to make some maps/artwork and stuff to illustrate- I'll at least have a Deviant Art page soon.
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