![]() ![]() Nightdive really botched the launch two years ago. In my opinion, though, this remaster is much better than the one served to our beloved Q1. There are even bots for deathmatch and cooperative modes. Nevertheless, I had a great time overall. But on the other hand, when the Berserker attacked from a jump without any telegraphing… and that attack is nearly unavoidable in 90% of situations… it felt like a bit of a fail.Īnd there are more situations like that here. On one hand, I had a nostalgic moment when I saw the Berserker waving one of its arms before an attack (I had only seen that animation in videos on YouTube, where someone dug up those unused animations). I find the changes to enemies to be debatable. Weapon switching, movement - everything seems faster. It’s brighter, more colorful, and decidedly faster. Perhaps that’s why they officially named it Quake 2 Enhanced.įirst and foremost, this game has lost some of the “heavy” atmosphere of the original Quake 2 in many places. So I guess it’s closer to somewhat of a remix, rather than a “remaster”.įor me, this Quake 2 remake leans more towards the positive than the negative, but I agree with anyone who says that it’s not the same Quake 2 anymore. It has many small differences that added up together do change the way this version Quake II feels and plays. ![]() In general, it just feels like some rebalancing mod that you can not disable is forced with the game. I mean, they didn’t tweak this stuff in Quake Enhanced (except restoration of E2M6 intro, but that’s a special case), so why they felt it was warranted in case of Quake II Enhanced?Īll in all, the younger people who are enjoying the current “retro shooter revival” wave are praising this rerelease (of an actual “retro” shooter no less), while those who played it for years are either annoyed or just baffled with all these changes. As for restoration of all the cut or unfinished stuff like AI code and animations, and change of the weapon and monster balancing and behavior, a perfect place to use all that would be the new expansion. The only change I would welcome is an optional feature to disable or nerf the turrets in Ground Zero. The original maps and mechanics should’ve been left as they were in the original game with just some minor entity fixes that correct the targets/targetnames of some of the monster teleport triggers. In some places (data center tank boss battle, or central big open circular area in Q2DM1) it’s almost as if r_fullbright is enabled. As well as the overall change in lighting, it’s brighter in general, especially in the open areas. I am not fond of the monster and weapon rebalancing. The mutant is really cool, feel free to transfer the model to the “MDL” format and use it in mods for “Q1”.Ĭool, I hope they can be used in Yamagi like Q1 remastered models were used in sourceports like FTEqw/Darkplaces/Quakespasm and its forks and maybe even thew new campaign. Improved “MD5” models can be safely used in mods, shambler will have to be replaced with a completed animation. The “PAK” file is very huge, editors are stupid with it.Ĭonclusion after 10 minutes of playing and 15 minutes of digging in the “pak” file:.And I have a machine gun in my hands, received at the start. And there the battles begin immediately, surprised by the presence of a tank in the first room. Added a new episode with a hub of levels, like “DotM” in “Q1”.It’s a pity that you can’t add external HD textures to the KEX engine. The textures were of poor quality and remained so.Moreover, a high-quality dynamic shadow with a silhouette is calculated from the player. And this is taking into account the fact that the developers have redesigned dynamic lighting. Shadows under monsters are just shit - a dark circle.The disappointing thing is that a shambler was added to the game with the same stupid animation, which I corrected for a long time. Bitch and mutant - generally cool models turned out. “MD5” models are very cool compared to the original ones.
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