Quake 4 Visual Preview
Andre Medeiros writes "CNet is featuring a visual preview of the upcoming entry in the Quake series." From the article: "Bodies everywhere - As you can see, Quake 4 stays true to a well-worn first-person shooter trope: no matter where you go, your expendable fellow Marines will litter the ground and silently warn that you're about to be ambushed by plasma-wielding aliens."
I think I'll wait for an actual game to be made using the engine before spending any money. Thank you.
Here's a mirror http://eightyford.com/archives/85, with every image on one page. I just find it annoying to have to click through 7 pages when I'm on a slow connection.
Cheers
Religion for nerds. Stuff that really matters
(Disclosure: this joke is already half-made in the article.)
Nonperiodic Central Trajectory
Yep, this is a dupe -- The images are straight out of Gamespy's 'Art and Design of Quake 4', which was covered by Zonk in a Slashdot article from May 7
When does the Hot Coffee mod come out so I can see Stroggs having sex with dead headless Marines?
Quake 4 is that new expansion pack for Doom 3? Seriously though, is it necessary that the visual style of the game be exactly like that of D3? Couldn't they have changed the look of the levels, or at least made it look like the characters weren't skinned by the same person?
Actually, it [i]is[/i] Doom 3, with the same levels, except they turned up the light. :D
- shazow
In fact the multiplayer is going to have Q3 physics (which will be different from the single player). So you will again be able to rocket jump, strafe jump, etc. I'm excited.
...or maybe they're just being honest - perhaps 440x330 is the only resolution you can afford to run it at.
Besides, higher resolution pictures here: IGN
Slashdot - Mutual Assured Discussion
What do you mean "did it right"? This game ain't even out yet. How can you judge on vaporware. It's going to have a different aliens flavor but more of the same ole space marine, same shit different title.
Can't wait till the forums are flooded with driver problems. Time to rack up those Ad space, cause this ain't going to work on 50% of the people's PCs if it demands more resource than Doom3... which to my amazement is still filling up forums with problems.
Don't wait any longer - play the final level from Quake 2 ("Final showdown"), beat the boss, and look in the small corridor where powerups spawn for a small crack that wasn't there before. Shoot it, press all buttons inside the room that's revealed and a stairway will apear. Use it :)
Enemy Territory: Quake Wars looks to me like the game I'll buy.
(warning: Flash site) W:ET and WoW are the only games I play online lately. And I'm only trying WoW out on a friends acct to see if its really all that.
No sig for you!!
- Shot #1 - This is screenshot from our prototype running in realtime. That's a shot taken at 80x60 (4-bit color), but it can go as high as 100x80 with 32 colors on higher-end machines.
- Shot #2 - This demonstrates the engine's realtime shadowing. Every single pixel has its own shadow, which is something no other platform can say. Further, it's done without pixel or vertex shaders, making it compatible with older systems. (However, they must support the Photoshop "emboss" plugin.)
- Shot #3 - In 1998, lens flare was all the rage. 2005 is the year of the bloom. Or maybe it's a glow effect? I can't remember which one it was -- I'll check with our marketing department and get back to you on that.
- Shot #4 - You're thinking, "Hey, that's nice, but I bet you can't do all three effects at once." Well, we can, and we did.
All right, so I suppose it's tough for an indie studio to compete with Quake IV. But here's hoping that we can carve our a niche in the hearts of gamers everywhere. After all, you don't always need a cool million to write a game. Sometimes all you need is 96k.We're indie. We're working on our 14th game.
It will be pale in comparison to Duke Nukem Forever. You wait and see!
How ya like dat?
I know what you mean, but I always listen to 'relaxing' music like Texas and Natalie Umbruglia (it was the mid 90s) to calm my thoughts and make me more deadly. You know your in trouble when your walking through a supermarket, 'Torn' comes on and your the only one reaching for your sidearm, calculating the threat and looking for cover.
There have been two other games that have temperally changed my worldly perspective. Jet Set Radio Future: driving along and thinking that I could be going faster if I'd bought my skates and was grinding along the central reservation and up that lamp post, jumping 30 meters over that build etc... and Tekkan 3: after a 24 hour tournament, left me in situation where everytime I moved my fingers I could see the moves it would produce. Very distracting - especially when coding.
I always think this is a sign of a good game, but it is always the precursor to a big argument. My significantly better half, quite rightly, doesn't like it when 'that stupid z box thingy' gets more attention than her.
Scared of flying, pointy things snce 1979!
I agree. The strength of doom wasn't the typical run & gun, it was the _scale_ of the run & gun. Rooms absolutely packed full of imps. The only games I've seen that expand on this concept properly are Serious Sam and Abuse. Quake 4 looks like it'll be Quake 2 all over again - room after room of odd little battles. Not as "boo, an imp" as doom 3, but still not the glorious carnage of doom 2. When will we ever see another "Dead Simple"? Or better yet, when will we see something on the monstrous scale as the Kleer horde of Serious Sam's "Metropolis".