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/vr/ - Retro Games


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File: 37 KB, 390x519, syDVCCv_390x400_1x-0.jpg [View same] [iqdb] [saucenao] [google]
6270148 No.6270148 [Reply] [Original]

Why is this game so brown? Why do the enemies take so many shots before dying? Why is the music so forgettable? Why was there essentially no innovation on the Doom formula?

>> No.6270165

Quake movement was a happy accident. It's actually a hidden parkour game.

>> No.6270171

>>6270165
Like how combos were originally a glitch in street fighter, people found out that splash damage could propel the player in Quake
https://www.youtube.com/watch?v=ODC5n5ngQKU
Check this video out and if this doesn't peak your interest nothing will.

>> No.6270175 [DELETED] 

>>6270148
Shut up Doombaby

>> No.6270176

>>6270148
and yet it's still better than quake 2

>> No.6270181

>>6270148
Too many questions, too whiny

>> No.6270185

>>6270148
>Why is the music so forgettable?
I've never played another game where I can feel the music in my throat
https://www.youtube.com/watch?v=yohb3uhnmrs

>> No.6270187
File: 823 KB, 1440x1165, quake_color.png [View same] [iqdb] [saucenao] [google]
6270187

>>6270148
>Why is this game so brown?
Poor quality bait. pic related
>why do enemies take so many shots before dying?
They don't. It takes 3 seconds to fire 6 shots from the SSG, enough to kill everything but a Shambler (that's about as long as it takes to fire 3 SSG shots in Doom 2, to kill the average medium-tier enemy).
Rockets, nails and cells are also provided greatly, and they can finish off enemies even faster. You're supposed to use combos to kill enemies efficiently, which is why the weapon change is immediate.
>why is the music so forgettable?
It isn't music, as Trent Reznor himself said. It's ambient sounds which greatly improve the atmosphere.
>why was there no improvement from the Doom formula?
There was. Quake has no boring, harmless cannon fodder for 80% of its gameplay, unlike Doom. You're facing off strong opponents now, so as to make an actual challenge.

>> No.6270192

>>6270187
>pic related
Completely with you on that, Quake 1 has really nice visuals. Quake 2 is the brown one.

>> No.6270206

>>6270187
to add on this, i feel a lot of the reason people think quake enemies are bullet sponges is because theres no equivalent for human enemies, and more importantly, BOOM Click Click feels more intense that Boot ts Boot ts. also the music is genuinely amazing, if you dont fuck with industrial ambient you are lame

>> No.6270268

>>6270206
>also the music is genuinely amazing, if you dont fuck with industrial ambient you are lame
i didn't like it at first until i heard the music after beating a boss, finally getting some intensity and it ended up being a good contrast with the ambient stuff

>> No.6270275

>>6270187
These are basically all earthtones. They are not all literally brown but the just blur together and you remember it as brown.

>> No.6270337

>>6270171
I've been playing Quake for years and never knew about the hidden shortcut behind the quad damage in E1M1, what the fuck.

>> No.6270350

>>6270185
Holy shit. This is amazing

>> No.6270459

>>6270165
a lot of shit in gamdev is accidental. People who talk about developer intent are big retardos.

>> No.6270459,1 [INTERNAL] 

> Why is this game so brown?

It was the 1990s and industrial/goth was cool.

> Why do the enemies take so many shots before dying?

because you couldn't find the nailgun

> Why is the music so forgettable?

lmao wrong

> Why was there essentially no innovation on the Doom formula?

Because Doom was fun.

>> No.6270479
File: 1.62 MB, 1920x1200, dHwyUx3.png [View same] [iqdb] [saucenao] [google]
6270479

post colorful quake maps

>> No.6270529

>>6270187
>You're facing off strong opponents now, so as to make an actual challenge.
Quake is way easier than Doom II and around the same level as the first Doom.

>> No.6270553
File: 29 KB, 620x400, shambler_1751368i.jpg [View same] [iqdb] [saucenao] [google]
6270553

>>6270148
>Why is this game so brown?
because it takes place in a disgusting, dark hellworld.

>> No.6270654

>>6270459
These days developer intent means a lot because they will very happily patch shit out solely for being unintended regardless of what it adds to the game.

>> No.6270845

>>6270192
>Quake 2 is the brown one.
More like orange.

>> No.6270849

>>6270529
>Quake is way easier than Doom II and around the same level as the first Doom.
Individually, enemies tend to be more efficient in Quake.

>> No.6270857

>>6270187
You sure proved everyone wrong by showing that Quake is Brown AND Grey. Such color.

>> No.6270878

>>6270857
It has an actual art direction and uses a lot of blues, oranges and reds, unlike DOOM which is a clusterfuck of colors and designs with no cohesive art direction, those repeated textures really look like shit you know

>> No.6270880

>>6270459
You're an idiot. You just talked about it yourself, you said a lot of shit is accidental. He made a simple, accurate and interesting statement.

>> No.6270890
File: 542 KB, 1677x2500, champion.jpg [View same] [iqdb] [saucenao] [google]
6270890

>>6270857
>>6270878
>bashing one great game to lift up another great game because of low quality bait
Rethink your decisions, lads

pic unrelated

>> No.6270895

>>6270890
DOOM IS SHIT LAD

>> No.6270901

doom was a great intro into fps

>> No.6270908

>>6270901
So, baby's first FPS. Got it.

>> No.6270918

so how about this pandemic and regime change?

>> No.6270923

>>6270901
No, wolf3d was.

>> No.6270926

At least Quake is an aesthetically pleasing brown that takes place in low-tech gothic locales instead of the mid-2000s "Middle Eastern Beige" that served as the backdrop to every uninspired oil nabbing sim

>> No.6270942

>>6270878
I don't think Quake is an ugly game, and I agree that it has art direction and style. But it certainly isn't colorful or particularly beautiful either.

>> No.6270947

>>6270908
No, that title still goes to Halo CE for shitting on the work that Rare did for console shooters, keeping the Xbox alive and bringing in hordes of fratboys and 12 year olds into the genre and games as a whole

>> No.6270965

>>6270947
true.

>> No.6270971

>>6270148
>Why is this game so brown?
To allow for beautiful atmospheric lighting with only 256 colors.
>Why do the enemies take so many shots before dying?
To compensate for the lower enemy counts forced by hardware limitations of the time, and to encourage good use of the quad damage.
>Why is the music so forgettable?
Because dark ambient is supposed to enhance the dark atmosphere, not be memorable.
>Why was there essentially no innovation on the Doom formula?
The innovations are mostly technical. Most important were true 3D with arbitrary polygons, Internet multiplayer (with the first latency compensation in QuakeWorld), and first-class support for modding (with the first headshots in Team Fortress, before Goldeneye).

>> No.6270997

>>6270947
Rare shooters were excellent but represented stagnation. Halo CE represented innovation and adaptation to the platform. However neither had a major influence of console shooters or the path shooters on all platforms took. That title belongs primarily to Call of Duty.

>> No.6271002
File: 3 KB, 385x60, ColorSummarizer.png [View same] [iqdb] [saucenao] [google]
6271002

>>6270187
I like Quake's art style, but that picture doesn't make a good case for your argument.

>> No.6270997,1 [INTERNAL] 

Nine Inch Nails did the music, no?

>> No.6271005

>>6271002
People who complain about nothing but brown don't know shit about art styles.

>> No.6271013

>>6270997
It didn't really "innovate" more than it was a good multiplayer game that came at the right time and place to be popular

>> No.6271020

>>6271013
That's fair, but I'd still say its controls and gameplay loop adjusted to the limitations of the controller better than previous console shooters. I'd definitely argue that it played better than most while being easy to learn.

>> No.6271035
File: 29 KB, 320x240, Barons_of_Hell.png [View same] [iqdb] [saucenao] [google]
6271035

>>6270148
>Why do the enemies take so many shots before dying?
That's rich coming from the guy comparing Quake to a game with worse examples of bullet sponges.

>> No.6271047

>>6270148
I will always remember this phrase from a PlayStation magazine regarding Quake's visuals: "shit-encrusted graphics"

>> No.6271049 [DELETED] 
File: 127 KB, 1230x283, doombabby.png [View same] [iqdb] [saucenao] [google]
6271049

>>6270947
Halo is 20 years old anon, time to let go of the awkward grudge. Relentless pandering, news articles and a pretentious fanbase has created the modern fps kiddie: the doom babby.

>> No.6271056

>>6271049
As much as I don't like them, they're still a comparatively niche group. Cowaduty made the modern fps kiddie.

>> No.6271059

>>6271056
>Cowaduty made the modern fps kiddie.
Once again, 10 year old game. Today the entry level shooter is CSGO, there's upcoming contenders for that role.

>> No.6271064

>>6271059
If we're talking about strictly current times, wouldn't that be Overwatch or Fortnite then?

>> No.6271069

>>6271049
Even if you’re right, going into an archive and screencapping your own deleted post from 4 years ago likely isn’t the best way to convince people

>> No.6271096

>>6271049
I think Halo influenced controls on FPS games on consoles way more than the overall game play design of FPS games. As it was said, way more games tried to mimic Call of Duty than Halo.

Also hating a certain game for being influential is fucking retarded.

>> No.6271634

GPUs didn't have the power to process other colors.

>> No.6271758

>>6270148
>he dosen't remembers screams of tormented souls

>> No.6272087
File: 784 KB, 1440x1215, EDjvp0PXoAYfj4M.png [View same] [iqdb] [saucenao] [google]
6272087

>>6270148
>LE QUAKE IS BROWN XXXDDDDD
Commit Giuseppe

>Why do the enemies take so many shots before dying?
Because you don't understand the weapons you fucking faggot, the shotgun isn't the same powerhouse as in Doom, and the Shambler takes half damage from explosions, which is why you use the nailguns on him, or bait and switch the fuck out of him with the super shotgun and a good corner/pillar.
Nevermind that the game is very generous with Quad Damage and rockets, and those are necessary to combat zombies, which is a great way to shake things up, because it'll mean that to excel you need to get used to weapon switching as best you can.

>Why is the music so forgettable?
It's not, it's probably some of the best purely ambient music ever made, it's a million times better than the replacement music for the PSX/N64 versions of Doom.

>Why was there essentially no innovation on the Doom formula?
It's completely three dimensional including floor over floor and far more movement options, you can freelook and jump like a mad cunt, you don't even have to get into rocket jumping or bunnyhopping to put your increased maneuverability to great use.

>>6270165
You can actually parkour like a demon, that's true, which opens up for ridiculous strats, either because you think that's the fun way to play, or because you're a speedrunner and you want to make the fastest times while showing off your skills.

>> No.6272092 [DELETED] 
File: 62 KB, 1150x684, tardcommittee.jpg [View same] [iqdb] [saucenao] [google]
6272092

>>6270275
>>6270857
>>6271002
>What is art direction?
>Why does this game that goes for a dark and grungy gothic horror aesthetic not look really bright and vibrant like Super Mario 64?
>I am unable to see greens, blues, reds, oranges, yellows, purples...

>> No.6272113
File: 522 KB, 800x600, i'll never call quake brown again.jpg [View same] [iqdb] [saucenao] [google]
6272113

>>6272087
wow, you're right. 12 cherry picked images really changes a simple truth.

>> No.6272121

>>6272113
>wtf why is this grungy dark cave not colorful??!

>> No.6272132

>>6270849
This. 3D models means they couldn't have as many, so they had to make the enemies more dangerous to make up for their lower numbers.

>> No.6272983

>>6270878
If you don't think both Doom and Quake is beautiful, you're a cuckold.

>>6270947
12 year olds and fratboys were playing Doom in 1993 you fucking retard.

>>6271049
One day you'll get stable employment.

>> No.6273037

>>6270148
People like you are why games like Doom Eternal have obnoxious neon colors everywhere.

>> No.6273072

>>6273037
Doom and Doom 2 was partially highly vibrant, so it isn't that out of place, if they did it for a new take on classic Quake it'd be much more out of place.

>> No.6273096

I'm replaying this after 20+ years and it is amazing. Q2 is pretty bad

>> No.6273114

>>6273096
Q2 is weak in the beginning, it gets better as it after a few hours. It's possible to dodge the aiming of the hitscanners too, just strafe.

>> No.6273135

>>6273114
OK, will try to make it thru the beginning then

>> No.6273919

>>6272113
actual fucking retard. Shows the starting cave of a level that, for the rest of it, is largely gray, red and blue.

A game that molds itself in a grungy, Gothic horror theme doesn't have to be colorful. Why don't you play Animal Crossing or some shit if you want happy rainbows

>> No.6273923

>>6270529
Ok, Civvie.

>> No.6274086

Quake is beautiful - what kind of additonal colors should they have incorporated to satisfy?
Gameplay wise it's way more fun than part II which in itself is a kind of gem but lacks the tasteful crazy that made id software titles special.

>> No.6274109

>>6270148
Youre not supposed to play single player.

>> No.6274203
File: 2.60 MB, 534x360, bonk.gif [View same] [iqdb] [saucenao] [google]
6274203

>>6274109

>> No.6274223

>>6270880
i think you have autism my friend

>> No.6274258

>>6274086
Quake 2 is pretty much not Quake at all - the name was due to marketing and not being able to think of a better name

>> No.6276315

>>6270148
Brown doesnt exist

>> No.6276352

>>6272087
>QUAKE ISN'T BROWN SEE
>posts a shitton of brown
That's like saying techbase wads aren't...I dunno...whatever the complaint is about techbase wads might be.

>> No.6277437

>>6273919
>A game that molds itself in a grungy, Gothic horror theme doesn't have to be colorful.
Pretty much this. But what really makes the world of Quake so memorable and sets it apart from those other shooters have to offer in my opinion is the architecture of the levels that is more reminiscent of castles or temples.
Unlike other shooters, you're not fighting against enemies in your world (save for the first level of each episode), you're fighting them in theirs, and the otherworldly architecture of the levels reminds you of that constantly.

>> No.6278238

>>6274109
good bait here's your reply

>> No.6278630
File: 112 KB, 639x399, heretic.jpg [View same] [iqdb] [saucenao] [google]
6278630

>>6270148
Its to with having 256 colours and also having lighting. Say if you choose 8 colours for your textures, then the game has to make different shades for each of those colours to make the lighting work. Compare it to duke 3d and doom which has a lot of colours in the textures. There are quake maps with green, blue and red instead of brown but you can only have a few colours.

Innovation, it was only 3 years after doom.

>> No.6279413

someone please tell me what the secret is to finding secrets in Arcane Dimensions

I'm sick of combing over every room for 5 minutes before I discover a wall lets you walk through it or something

>> No.6279442

>>6272087
Look, Q1 is a defining game of my childhood. Used to watch d00mer replays and became awestruck how he could play and aim with a mouse (90% of early players moved and aimed with keyboard only) and I couldn't figure out why he shot rockets at the ground near enemies instead of straight ahead. With that said. Nigga, Quake is brown...

>> No.6279473

>>6279413
It's pretty esoteric at times. Try climbing a bunch.

>> No.6279740

>>6270171
>Like how combos were originally a glitch in street fighter, people found out that splash damage could propel the player in Quake
One of the level exits in Quake literally requires standing on a grenade and getting boosted by the explosion.

>> No.6279754

>>6279740
Nevermind how in Doom, to reach the third secret level, you were required to use the rocket launcher against a wall to boost yourself into the secret exit. Rise Of The Triad also required you to straight up do a rocket jump if you wanted the good ending.

>> No.6279759

id Software games suck.

>> No.6279768

Brown bad
Fortnite good

>> No.6280016

I wish there were more mods for Quake. Weapon packs, gameplay overhauls etc

>> No.6280037

>>6278630
You have no idea what you're talking about.

>> No.6281507
File: 76 KB, 640x640, 1491823726773.png [View same] [iqdb] [saucenao] [google]
6281507

>>6270148
>Why is this game so brown?
256 color palette focused on reducing banding, making the game rather monotone
>Why do the enemies take so many shots before dying?
Because of the lower enemy count, so they're made more challenging and dodging attacks is more important than killing a room with a single shot
also stop using the shotguns like it's Doom
>Why is the music so forgettable?
Because you can't appreciate ambient music
>Why was there essentially no innovation on the Doom formula?
There's plenty. Perhaps not as much as the competition but it did things most others weren't
A greater variety of unique monster attacks and behaviors, a focus on timing and dodging attacks including baiting melee
Not to mention the verticality and 3D space of the levels that 2.5D shooters struggled with

>> No.6281601

>>6281507
You're right. As much as I love Doom, a chunk of its bestiary is somewhat similar to the Imp in many practical ways (shoot visible projectile that does no splash damage, then move closer), which is why I love the Revenant and Arch-Vile so much for changing the formula up more. The Cacodemon being a beefed up and flying Imp is ok, in fact the flight gives him a substantial advantage, but his projectile behavior is the same still.

There's much less overlap in roles with Quake, the Demon, Vore, Shambler, Scrag, Spawn, and Zombie all do their own things and have their own behaviors, the Knight guys are fairly similar to each other but do still differ, and the possessed troopers have different kinds of guns (much like the ones in Doom).

>> No.6281713

>>6274258
Wasn't the original name Operation Overlord or something like that?

>> No.6281726

>>6281713
I've heard a few different suggestions, 'Wor' was one of them. Operation Overlord I think is actually mentioned somewhere in the game.

>> No.6281738

>>6279759
unironically kill yourself

>> No.6281748
File: 15 KB, 299x299, 272v5e.jpg [View same] [iqdb] [saucenao] [google]
6281748

>>6270148
Playing Quake after Doom is like discovering metallurgy after using stone tools your entire life.
The movement is fantastic, the enemies are well varied in their silhouette, telegraphing, and in the way you're meant to dispatch them.
The sound design is top notch and the OST is among the best ever created, compliments of Trent Reznor.
You are quite literally a retard, learn to use the rocket launcher as your go to weapon instead of shotguns, zoomer doomdrone.

>> No.6281759

>>6281748
Also doing different kinds of combos with the instant weapon switching feels so stylish.

>> No.6281764

>>6281738
cope

>> No.6281770

>>6281764
oh boy he said the c word! it's over boys, we lost!

>> No.6282150

>>6281748
Just because Quake is excellent doesn't mean you need to shit on Doom.

>> No.6282198

>>6282150
He didn't say anything bad about Doom. He just sang the praises of Quake.

>> No.6283539

>>6270148
blood was better