Article View: alt.games.quake2
Article #343Re: Not excited about Quake 2...
From: Andrew Skegg
Date: Mon, 01 Sep 1997 00:00
Date: Mon, 01 Sep 1997 00:00
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5783 bytes
This is a cryptographically signed message in MIME format. --------------msE970670840D0DEFDC4306206 Content-Type: text/html; charset=us-ascii Content-Transfer-Encoding: 7bit <HTML> Daniel Warner wrote: <BLOCKQUOTE TYPE=CITE>Michael Halls-Moore <...@interlan.demon.co.uk> wrote: <P>Personally I thought the coolest monsters in Doom/2 were the cyber <BR>demons. They just kicked ass. It seems to me that all the monsters <BR>will be these cyborg things, except for the basic infantry. And the <BR>zombies... they weren't scary. In fact they were quite humerous. I <BR>just loved shooting them and watching them go down, then groaning and <BR>hopping back up.</BLOCKQUOTE> True - dooms monsters were cool, and sometimes scary. Take the Archvile for example - that thing scared the shit out of me first time I came across it..... <BLOCKQUOTE TYPE=CITE> <P>And I find it hard to believe that quake's atmosphere was beneficial <BR>towards the game. Tell me exactly what purpose was shown by having <BR>pictures of crucified Jesus on walls/ buttons?</BLOCKQUOTE> Who said it is Jesus? LOTS of people were crucified. It could be any one of 'em. Jesus is just one of the more famous. <BLOCKQUOTE TYPE=CITE>I thought it detracted <BR>from the game, and a story about what was *supposed* to be about an <BR>evil character from another dimension (which was blown to hell by the <BR>actual game anyway....) .</BLOCKQUOTE> Id have never been any good at creating a good storey line behind their games - game play always game first, then they wrote a storey to try and fit in with the finished product.At least it looks like Quake 2 will have a decent storey line...... <BLOCKQUOTE TYPE=CITE>I honestly believe that a game can be made <BR>to convey an evil or foreboding atmosphere without having to resort to <BR>satanic references.</BLOCKQUOTE> How can you have an evil atmosphere with out satanic references? Surely evil IS satanic. <BLOCKQUOTE TYPE=CITE> <P>And the zones are not separate episodes as you are thinking of them. <BR>The levels will be divided into units, like a subway area or a space <BR>station. Each unit will have a bunch of levels (like the subway would <BR>have a power station, the subway itself etc). You will be able to go <BR>freely between all levels in the unit (ie, go to the power station to <BR>turn of power to the subway, then go back to the subway). These <BR>examples I gave are not going to be in the game, but that's the gist <BR>of what id's system will be like.</BLOCKQUOTE> ..........more power to them :) <BLOCKQUOTE TYPE=CITE> </BLOCKQUOTE> <BLOCKQUOTE TYPE=CITE> <P>>In article <lightnup-30...@pm03a07.shentel.net>, John Ward <BR>><li...@shentel.net> writes <BR>>> This may sound odd, but I am not very excited about Quake 2. Why? <BR>>>Three reasons: First of all, all of the enemies are going to be aliens <BR>>>and robots: no zombies. If you ask me, the zombies gave it a scary <BR>>>touch, and I love the moans. It freaks me out. <BR>>> From the looks of the game, there are going to be no more demons. <BR>>>The demons also made Quake awesome. <BR>>> It looks as though it has lost it's "dark touch" that was in the <BR>>>first game. <BR>>> <BR>>> Well, call me whatever you will, but I will stick with Quake, and the <BR>>>upcoming Myth: The Fallen Lords... <BR>>> <BR>>> Travis Ward <BR>>Although you are right about the mechanical monsters, there may be more <BR>>because I thought iD would implement different sort of zones for Quake <BR>>2. Like Hexen 2 is doing, maybe Quake 2 could do the same sort of thing. <BR>>A futuristic level, an ancient level, an industrial sort of place and <BR>>maybe a medieval zone. Something like that anyway. <BR>> <BR>>I totally agree with your statement about the dark touch. Quake 2 does <BR>>look a little more lighter this time round, let's hope iD makes it just <BR>>as dark as Quake... <BR>>--</BLOCKQUOTE> <P>-- <P>Andrew Skegg <BR>Quake aka : BoneStorm <BR>Web : <A HREF="http://www.home.aone.net.au/askegg">http://www.home.aone.net.au/askegg</A> <BR>Email : ask...@h132.aone.net.au <BR>UIN (ICQ) : 296093 <BR> </HTML> --------------msE970670840D0DEFDC4306206 Content-Type: application/x-pkcs7-signature; name="smime.p7s" Content-Transfer-Encoding: base64 Content-Disposition: attachment; filename="smime.p7s" Content-Description: S/MIME Cryptographic Signature <encoded_portion_removed> --------------msE970670840D0DEFDC4306206--
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From: Andrew Skegg <ask...@h132.aone.net.au> Subject: Re: Not excited about Quake 2... Date: 1997/09/01 Message-ID: <340A2E03.8EF7CE@h132.aone.net.au> X-Deja-AN: 269315495 References: <lightnup-3008971943120001@pm03a07.shentel.net> <bkNhjCAX+TC0EwJv@interlan.demon.co.uk> <3409efc6.2260746@news.mindspring.com> X-Priority: 3 (Normal) Reply-To: ask...@NOSPAMh132.aone.net.au Organization: Customer of Access One Pty Ltd, Melbourne, Australia Newsgroups: alt.games.quake2 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit