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Showing results for tags 'e3 2016'.
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So after a long wait of Bethesda reporting a few years back that "Quake will come back" and it'll "go back to its roots", we finally have a better idea of what they're doing with this whole Quake Champions thing. It looks great to me, and I know why people consider the multipalyer of Quake so important - it's essentially the grandfather of all mutliplayer shooter modes after all. I'm pretty sure it invented the idea of CTF and King of the Hill, and the game itself spawned many other projects from game devs who are very powerful now - Half Life and TF2 being examples of games made using Quake's engine. Buuuut after all that's said and done, to me, even though I approve of what's going on now, I can't help but feel frustrated that both ID and Bethesda appear to be throwing away their old Strogg lore introduced loosely with Quake II. It's gotten to the point I'm not even sure how many people out there know what I'm talking about. But I was there - Quake and Quake II I know now are two completely different games, set in completely different universes. The original in 1996 was much more liken to Serious Sam in the sense it involved a lot more puzzles and seemed like gladiatorial in nature. The game felt like you were exploring ancient temples from the Predators or something. Meanwhile, I started off playing Quake II first as a kid, and I loved every second of it. In Quake II, they went in an completely different direction with the singleplayer and invented an entirely different world - a sci fi world, with an alien invasion story and the theme of cyborg monsters using fallen humans as husks for their equipment. They were basically the Borg. Now back then, the way games told stories was still mostly through text between loading screens that no one bothered to read, but still, once you get an idea of what was going on, it was a brilliant universe the likes of which I haven't truly felt ever since. The problem is, the story of the Strogg was completely ignored for Quake 3 - which was literally called Quake 3 Arena, because that's what it was. It was the next "unreal tournament" of quake's multiplayer modes taken to what was then the next generation of gaming. It did pretty well for what it was as far as I can tell, but there was no story at all. Then later, after Doom 3, they released Quake 4, which awkwardly tried to bring back the story of the strogg as it left off from Quake II, with much less emphasis on multiplayer. It used Doom 3's engine, and in many ways felt like the same game. This was both its strength and its downfall, and in general the game itself wasn't held with much regard. Mediocre writing and unenthusiastic voice acting made it feel like little more than an average game to most. The story had some interesting turns, my favorite of which occurring about halfway through the game but in the end most people forgot about the game. Then later, after the success of Enemy Territory - Wolfenstein, a class-based strategic FPS, ID Software tried to make the Strogg relevant once more with Enemy Territory - Quake Wars. Today, the game has a serious lack in a player base - you can only find less than about 20 people playing it at a time on an average day - but the game itself was pretty well received, even if it never became a smash hit. Personally, it's one of my favorites. It's basically TF2, with an alien invasion semi-story, which "mission objectives" of such invasion are played through the eyes of either the GDF (Global Defense Force) humans or the alien Strogg. I use the word "story" very loosely, as it was less of a story than even Left 4 Dead, but still the game managed to have a lot of life in its overworld despite not actually having a story mode. You really felt like you were a part of this invasion, whichever side you played. And its actual gameplay, in my opinion, is very fun and addictive. My favorite part about this overworld though is I think it is the moment in which ID really did a great job at bringing the Strogg to life once more, borrowing heavily from the art designs of different technology and units from Quake II and 4 while also showing a lot of inovation and new ideas as to how they looked and felt. You could see a lot of "culture" put into them, if that makes any sense, and they were believable. They could have very easily made a future game that used the assets of this one for a singleplayer story. But alas, they never did, and now it seems the Strogg, in their fullest and most promising form as seen in Quake Wars, are gone now. To me, it's a damn shame. I think we really could do well with another go at the Strogg in a more story-based environment rather than just letting the idea fade away. Quake 4 was the last time anyone actually tried to have a singeplayer story revolve around these creatures, and that was in 2005. So in wrapping up, I've got to pose the question... How many of you actually remember the Strogg, or care about them? Are you happy with what they're trying to do with the Quake license by "returning to its roots", or are you disappointed by the apparent drop of this idea that barely ever got fleshed out in the first place? Do you think there may still be a chance the next Quake will actually have a story still, or would you buy a "spin off" quake game in the future if it uses the theme of an alien invasion again as the story? I'd like to hear from others. One argument I do understand from others is that when ID originally made Doom their ideas were original enough with having weird cyborg technology, while the alien Strogg were simply placeholders for making a world that was basically the spiritual successor to Doom, just instead taking a step further into the cyberpunk theme. I see the similarities, but I personally still like both universes. PS: To anyone wondering, the console versions are typically thought of as inferior to the PC version of Enemy Territory: Quake Wars because of clunky controls, lower quality sound and shaders as well as motion blur which, while some argue makes the game appear smoother, others argue that the distortion isn't worth the tradeoff.