Out of the total 31 levels of the game all ending with a traditional “Exit” sign, you’re going to feel a spur of repetition in the first 20. The only bad news is that these more inventive and open rooms don’t seem to appear until the final levels, but they were trying. That doesn’t mean the areas are barren or endless corridors – admittedly you will frequently find yourself in a corridor – but open and sometimes multi-level rooms keep combat interesting. In Doom or Duke Nukem 3D you might find yourself stuck in a spot where you’re wondering around for hours trying to find that single door you walked past, but Quake 4 always has a set path you simply cannot get lost in. I was pleased to see very linear level design. By the home stretch, you should have all weapons (and ideally many of them upgraded once or twice) at your disposal to take on heavy resistence. It’s not a detrement, you try a new weapon for a few enemies and then usually swap over to your weapon of choice – achievement addicts will need to complete a single level only using each weapon, which is difficult both from an ammo and a tactical standpoint. The developers decided to dole out weapons slowly, building from the basic phaser pistol to the dark matter gun about 70 percent through, with ocassional upgrades to specific weapons that insure you use them sparingly. You won’t notice much diversity in the enemies, but standing still is dangerous in Quake 4 so it’s important to learn each enemy’s strategy and how to overcome.Ī vast collection of weapons is at your disposal, each one having amusing twists on the basic armaments all FPS titles from the 90s seemed to boast, along with a few welcome additions like series staple the nail gun. After the introduction of regenerative health I always groan at classic health plus armor mechanics that I feel creates unnecessary backtracking and item hunting, but Quake 4 manages to keep it balanced. Back in 2005, however, the need to run, get in the enemy’s face and strafe the room was an interesting hybrid between FPS conventions of the past and future. If you are used to modern day shooters, the Strogg army will pose little threat to you, especially if you’re aggressive. Quake 4 opens back with Kane as humans begin to invade, and attempt to irradicate, the Strogg home world Stroggos – one of many lazy naming conventions you’ll notice as you go. ![]() It is for this reason that Quake 4 marks an interesting place in the id universe given its continuation of Kane’s story from Quake II and drastic visual similarity to Doom 3.įor those not familiar, an alien race known as the Strogg have been attacking the human race for years and in Quake II Kane’s team, Rhino Squad, finally managed to kill their leader Makron. Continuing that similar trend, Quake III was an arena-only shooter that took the online PC gaming community by storm whereas the plot-heavy game belonged to none other than the revamped demonic classic Doom 3. I don’t want to discredit the plot completely, but there are striking similarities to the Quake series and Doom series in every way. ![]() ![]() As the series progressed in Quake II marine Matthew Kane was introduced as a strong protagonist to help fight off the alien race known as the Strogg. Unlike games before it, the engine didn’t ignore things like height and depth when calculating shots or movement, Quake understood the 3D plane. Developer id, of the Wolfenstein and Doom series and bascially responsible for the first person shooter (FPS) genre, finally created a true 3D FPS with the original Quake. The Quake series is quite an interesting one, especially when you consider its legacy and creation. Watch For: Copies on PC that have the bonus DVD of content and copies on 360 that have a bonus DVD containing the same content as well as Quake 2.
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