Quake 4 Snippets

Rob

Distinguished
Dec 31, 2007
1,573
0
19,780
Archived from groups: comp.sys.ibm.pc.games.action (More info?)

Eric Biessman, Project Lead for Quake IV at Raven Software, has revealed in
his own words some of the first details of the highly anticipated return of
the Quake series.
"Earth is under siege by an alien race. The Strogg are cybernetic warriors-a
mechanical frame and decaying body parts stabilized by flesh consumed in a
systematic annihilation of other species and civilizations. In a desperate
attempt to survive a Strogg attack on Earth, an armada of Earth's finest
warriors is sent to take the battle to the Strogg home planet. Earth's
initial assault force is nearly annihilated immediately, but one marine
manages to infiltrate the base, bring down their planetary defense systems,
and kill the Strogg's collective brain and leader-the Makron. Earth assumed
the destruction of the Makron would end it all, but it didn't.

"That's where QUAKE II leaves off and QUAKE 4 begins.

"The Strogg are quickly regrouping. However, with the Strogg's planetary
defenses still destroyed, Earth's forces can deliver a full and final
assault. This time, you're not alone. You are Matthew Kane, an elite member
of Rhino Squad, and part of Earth's next invasion wave. An army of soldiers
are fighting with you and an arsenal of weapons and vehicles are at your
disposal in this heroic and epic battle between worlds."


begin 666 sizer.gif
M1TE&.#EA"@`%`( ``/___P```"'Y! $`````+ `````*``4`0 (&A(^IRYT%
"`#L`
`
end
 
Archived from groups: comp.sys.ibm.pc.games.action (More info?)

Well, it sounds good, but so did Doom3. After getting burned for 65$ on
Doom3 "Collector's Edition" I'm waiting for reviews of QuakeIV. At least
it's being developed by Ravensoft. I've liked all the games they've ever
developed (going all the way back to the original Heretic) so that's a plus.

--
Remove nospam to email
"rob" <roball@xtra.co.nz> wrote in message
news:ROQae.1073$Od6.154741@news.xtra.co.nz...
>
> Eric Biessman, Project Lead for Quake IV at Raven Software, has revealed
> in his own words some of the first details of the highly anticipated
> return of the Quake series.
> "Earth is under siege by an alien race. The Strogg are cybernetic
> warriors-a mechanical frame and decaying body parts stabilized by flesh
> consumed in a systematic annihilation of other species and civilizations.
> In a desperate attempt to survive a Strogg attack on Earth, an armada of
> Earth's finest warriors is sent to take the battle to the Strogg home
> planet. Earth's initial assault force is nearly annihilated immediately,
> but one marine manages to infiltrate the base, bring down their planetary
> defense systems, and kill the Strogg's collective brain and leader-the
> Makron. Earth assumed the destruction of the Makron would end it all, but
> it didn't.
>
> "That's where QUAKE II leaves off and QUAKE 4 begins.
>
> "The Strogg are quickly regrouping. However, with the Strogg's planetary
> defenses still destroyed, Earth's forces can deliver a full and final
> assault. This time, you're not alone. You are Matthew Kane, an elite
> member of Rhino Squad, and part of Earth's next invasion wave. An army of
> soldiers are fighting with you and an arsenal of weapons and vehicles are
> at your disposal in this heroic and epic battle between worlds."
>
>
>
 
Archived from groups: comp.sys.ibm.pc.games.action (More info?)

rob wrote:

> "The Strogg are quickly regrouping. However, with the Strogg's
> planetary defenses still destroyed, Earth's forces can deliver a full
> and final assault. This time, you're not alone. You are Matthew Kane,
> an elite member of Rhino Squad, and part of Earth's next invasion
> wave. An army of soldiers are fighting with you and an arsenal of
> weapons and vehicles are at your disposal in this heroic and epic
> battle between worlds."

Shakespeare must be trembling.

Seriously, is that meant to be plot? It boils down to
"um, there's you and guys on your side, and you all have
weapons and vehicles, and you get to kill stuff!".

Which is no bad thing in itself, but there's no need to wrap
it up in bullshit.

P.
 
Archived from groups: comp.sys.ibm.pc.games.action (More info?)

>From what I've seen in screenshots, the biggest problem facing Quake IV
is that it looks identical to Doom 3. Not just the same graphics engine
-- but the same damned metal corridors in gloomy lighting featuring
soldiers running around in armor. I've yet to see something that sets
the two games apart,
 
Archived from groups: comp.sys.ibm.pc.games.action (More info?)

Paul Moloney wrote:
> rob wrote:
>
>
>>"The Strogg are quickly regrouping. However, with the Strogg's
>>planetary defenses still destroyed, Earth's forces can deliver a full
>>and final assault. This time, you're not alone. You are Matthew Kane,
>>an elite member of Rhino Squad, and part of Earth's next invasion
>>wave. An army of soldiers are fighting with you and an arsenal of
>>weapons and vehicles are at your disposal in this heroic and epic
>>battle between worlds."
>
>
> Shakespeare must be trembling.

Why? Has he a vested interest in PC FPS games?

>
> Seriously, is that meant to be plot? It boils down to
> "um, there's you and guys on your side, and you all have
> weapons and vehicles, and you get to kill stuff!".

Wow. Go to top of English Comprehension class.

>
> Which is no bad thing in itself, but there's no need to wrap
> it up in bullshit.
>


So .. what would you do? Market it as "Game where you shoot alien thingies".

Give me a break.
 
Archived from groups: comp.sys.ibm.pc.games.action (More info?)

Walter Mitty wrote:
> Paul Moloney wrote:

> So .. what would you do? Market it as "Game where you shoot alien
> thingies".

No, but I'd market it as to why it's different to all
the other non-plot-driven FPSs out there. That is,
market it on its strong points (which I presume in
Quake's case, was is wow wizzy graphics).
Half-Life 2's plot and interactivity was a strong point,
so selling it on those was smart.

Honest, if you're marking a game, tell me _why_ I'd
want to play this game over the myriad of other FPSs.
A selection of weapons is not a selling point - which
FPS _doesn't_ have a selection?

P.

--
-pm

"The sea was angry that day, my friends. Like an old man trying
to send back soup in a deli."
 
Archived from groups: comp.sys.ibm.pc.games.action (More info?)

On Mon, 25 Apr 2005 17:12:26 +0100, "Paul Moloney"
<paul_moloney@hotmail.com> wrote:

>No, but I'd market it as to why it's different to all
>the other non-plot-driven FPSs out there.

I think they're just trying to emphasize that it's a story-based
1-player game, more of a sequeal to Q2 than Q3. I don't expect
Shakespeare, but I am glad to know it has a 1-played game this time.
 
Archived from groups: comp.sys.ibm.pc.games.action (More info?)

Maybe they should just market Quack IV as: "Doom3, all over again, with
improved flashlights".

--
Remove nospam to email
<arcanastream@yahoo.com> wrote in message
news:1114457071.269198.274160@o13g2000cwo.googlegroups.com...
> >From what I've seen in screenshots, the biggest problem facing Quake IV
> is that it looks identical to Doom 3. Not just the same graphics engine
> -- but the same damned metal corridors in gloomy lighting featuring
> soldiers running around in armor. I've yet to see something that sets
> the two games apart,
>
 
Archived from groups: comp.sys.ibm.pc.games.action (More info?)

Paul Moloney wrote:
> Walter Mitty wrote:
>
>>Paul Moloney wrote:
>
>
>>So .. what would you do? Market it as "Game where you shoot alien
>>thingies".
>
>
> No, but I'd market it as to why it's different to all
> the other non-plot-driven FPSs out there. That is,
> market it on its strong points (which I presume in
> Quake's case, was is wow wizzy graphics).
> Half-Life 2's plot and interactivity was a strong point,
> so selling it on those was smart.
>
> Honest, if you're marking a game, tell me _why_ I'd
> want to play this game over the myriad of other FPSs.
> A selection of weapons is not a selling point - which
> FPS _doesn't_ have a selection?
>

No, but the return to fighting the Strogg is : hence the story line. It
will be a big relief to many of us who were dumbfounded by that disaster
Q3 - which fared badly compared to Unreal Tournament.

To not have a selection of weapons would certainly be a "dont buy me"
point though. If you have it, flaunt it.
 
Archived from groups: comp.sys.ibm.pc.games.action (More info?)

<arcanastream@yahoo.com> schrieb im Newsbeitrag
news:1114457071.269198.274160@o13g2000cwo.googlegroups.com...
> >From what I've seen in screenshots, the biggest problem facing Quake IV
> is that it looks identical to Doom 3. Not just the same graphics engine
> -- but the same damned metal corridors in gloomy lighting featuring
> soldiers running around in armor. I've yet to see something that sets
> the two games apart,

Screenshots of Prey looked the same, too

GAH!
 
Archived from groups: comp.sys.ibm.pc.games.action (More info?)

On Mon, 25 Apr 2005 18:24:22 -0700, "Doug" <pigdos@nospamcharter.net>
wrote:

>Maybe they should just market Quack IV as: "Doom3, all over again, with
>improved flashlights".

You assume to much. They didn't take the opportunity to fix the
universally reviled flashlight problems in the XBox version. So why
would they fix it in their own games? Pure egotistical arrogance at
work.
 
Archived from groups: comp.sys.ibm.pc.games.action (More info?)

I was being sarcastic. I should've put a smiley in ;^)

--
Remove nospam to email
"Joe62" <jmcginnNOSPAM@radicalREALLYNOSPAM.ca> wrote in message
news:34at615ombkdgik3fmg2459blk76fnnmvp@4ax.com...
> On Mon, 25 Apr 2005 18:24:22 -0700, "Doug" <pigdos@nospamcharter.net>
> wrote:
>
>>Maybe they should just market Quack IV as: "Doom3, all over again, with
>>improved flashlights".
>
> You assume to much. They didn't take the opportunity to fix the
> universally reviled flashlight problems in the XBox version. So why
> would they fix it in their own games? Pure egotistical arrogance at
> work.
 
Archived from groups: comp.sys.ibm.pc.games.action (More info?)

On Tue, 26 Apr 2005, Joe62 wrote:

> You assume to much. They didn't take the opportunity to fix the
> universally reviled flashlight problems in the XBox version. So why
> would they fix it in their own games?

I think it was agreed upon that not the flashlight was the problem, rather
the missing slider for gamma in the menu. After adjusting this in the ini,
I never had much necessity for the flashlight.

--
Werner Spahl (spahl@cup.uni-muenchen.de) Freedom for
"The meaning of my life is to make me crazy" Vorlonships
 
Archived from groups: comp.sys.ibm.pc.games.action (More info?)

Thusly Werner Spahl <spahl@cup.uni-muenchen.de> Spake Unto All:

>On Tue, 26 Apr 2005, Joe62 wrote:
>
>> You assume to much. They didn't take the opportunity to fix the
>> universally reviled flashlight problems in the XBox version. So why
>> would they fix it in their own games?
>
>I think it was agreed upon that not the flashlight was the problem, rather
>the missing slider for gamma in the menu. After adjusting this in the ini,
>I never had much necessity for the flashlight.

But that takes away the dark spookiness... IMO, the ducttape mod
(which had the flashlight ducttaped to the guns) and Reznor sounds
were must-have mods for Doom3. With them it was a much better game.
 
Archived from groups: comp.sys.ibm.pc.games.action (More info?)

On Wed, 27 Apr 2005, i own a yacht wrote:

> did anyone actually agree upon that or is it just you? the game was very

I seem to remember that a lot of people were relieved to adjust the gamma.

> dark, but that doesn't change the fact that not being able to wield a
> flashlight and a gun simultaneously (or a light attached to the
> guns/helmet) is incredibly retarded. if you try to workaround this by

I agree with you there, similar stupid like having these marines not
wearing a helmet, even when going outside. In the mission pack you get a
helmet with lights in one segment and remove it after that level 🙁!

> adjusting the gamma, you either negate the need for a flashlight or you
> still have to use it solo. not very good options.

But it makes the game playable while including the tension id wanted to
create by the solo flashlight in the first place.

--
Werner Spahl (spahl@cup.uni-muenchen.de) Freedom for
"The meaning of my life is to make me crazy" Vorlonships