Sandy Petersen is a fucking sadist. Fuck episode 4. I love this game.
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Anonymous06/09/26(Tue)22:08:34
It's the last episode. They had to make the Spawn pay for himself.
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Anonymous06/09/26(Tue)22:56:50
>>12624274(OP) Quake is really hurt by lack of an automap.
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Anonymous06/09/26(Tue)23:31:35
>>12624361 gotta disagree. some of the later maps take a lap or two to properly mentally model, but it's entirely doable. an automap would trivialize the spatial reasoning entirely and cut into the horror atmosphere a bit. this ain't rip n tear Doom here, this is paranoia and dark spaces
>>12624409 >this ain't rip n tear Doom here, this is paranoia and dark spaces Quake has just as much action and shooting as Doom. Quad damage is a ton more powerful than Doom's berserker which forces you to get close to enemies and suffer insane damage. And Doom PSX or 64 has just as much of a horror atmosphere as Quake imo, much of which comes from the creepy evil soundtracks. Quake does look visually scarier from its constant use of darkness though.
Id say both are examples of action games with heavy horror vibes.
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Anonymous06/10/26(Wed)13:34:16
>>12625097 The point isnt that Quake doesn't have action, it's that you're not meant to feel like a badass Doom is a horror pastiche at best
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Anonymous06/10/26(Wed)14:44:37
>>12624361 no it doesn't levels are not that large to need a map, and the lack of one forces the designers to be good at their jobs.
Contrary to Doom in Quake the "base" levels do not work as well as the more abstract offerings. Peterson did, relative to his talents, a pretty good job with regards to creating "otherworldly" maps. He's a great designer but designing maps isn't necessarily his strong point.
>>12628025 The one thing he didn't seem to good at was making his maps as aesthetically pleasing as the others, but they still played well. Barring some of the spawn traps, his Quake episode is probably my favorite.