In tune with the gothic surrounds. Dragon and knights as you can see on the screenshots as well as ghosts and witches. Not an awful lot of information on the armaments as yet; just that the main weapon will be a hammer of sorts to squish opponents heads.
The rocket launchers, shotguns, and plasma rifles that we've all learnt to love won't gel so well with the setting, but hopefully ID will avoid Heretic's crappy "wands" and "crossbows".
Likely to be a "hellgate cube" - a kind of R-Type-style guardian, which floats about you and may change sides. There are definitely no spells. Or trolls. Or pixies. Keywords: Heretic, Schmeretic. ID also plans to support VR headsets for a totally wrap-around Quake-o-rama.
You will also, thank God, be able to strafe. Keywords: thank God, hurray. The screenshots say it all really. Mega shading, texture-mapping, parallaxed sky, light sourcing, shadows - all in real time, all in true 3D.
The monsters and other players will be polygon-based so will, theoretically anyway, have Virtua Fighter-style animation. Quake will also "probably" support some 3D accelerator cards such as the mythical Glint. Keyword: 'spooooooge'. Quake will support 3D surround sound and may have soundtracks by that legendary punk band.
Nine Inch Nails, and, oxymoron city, Thomas Dolby. Unconfirmed at this stage, although recent postings seem to indicate that there will be no music; just ambient sound effects such as screams and people gargling in their own blood.
Keyword: Dolby, cool, and, last but not least, "spooge". Here's the crunch. Dedicated Quake servers will pop up all around the world, allowing a "possible" too players in the same game "if the server can take it". Romero also promises that deathmatch will be as fast and frenetic as Doom's, but at the same time will demand more skills from the players to interact with the more complex geography. Modem play will be fully supported and there's also a possibility of cross-Internet games.
Quake will be fully customisable. All the maps and "entity forms" will be in easy-to-understand text files, with the graphics in standard. You'll also be able to design new monsters, new weapons, add new sounds, and create new levels "easily".
Also, if you upload your new stuff to your local dedicated Quake server, every player online will have access to them. Keywords here: cool, wow, fab, holey moley, not forgetting "spooge". Without doubt. Quake will be the gaming event of the year. Other games developers and gamesplayers alike are chewing their nails down to the wrist in anticipation.
The screenshots look good. The rumours sound great. And the release date seems attainable. We can but wait. But let's leave the final words to Dave Taylor shall we? Then Doom came out and you spooged all over yourself again, only this time more.
OKAY, okay, we'veI been down on our knees in front of this game for months now. Nary has an issue of Zone gone by in the last year without some mention of Quake, or spooge, or some hideously sticky combination of both. We wanted you to share the vice-like anticipation which clenched our testicles, our incessant reciting of Football League Tables and the Lords Prayer, that stinging feeling, watering eyes, cold showers. We just wanted you to share that with us.
Now the wait is over. You've allocated a portion of your spooge reservoir for the shareware version. You've seen the bare bones of Quake - the engine, the weapons, monsters, the architecture. Now, we're here to tell you how much cooler, and better, and spankier the full version of Quake is. In traditional iD fashion, the registered version of Quake features extra monsters, extra weapons and bloody loads of extra levels - 47 in total.
Complete all these and you'll be granted access to the final level and a personal audience with Shub-Niggurath, the grisly gorelord of the Quake universe. And then to round everything off, there are six, monsterless deathmatch stadiums. You've probably already experienced the joys ofi the first episode - the futuristic, grunt-packed SlipGate Complex, the malevolently convoluted Necropolis, the stunning Gloom Keep, and the twisted, nightmarish Door To Cthon.
The new levels take the glorious architecture and arcane deathtraps and expand them beyond anything you'd expect. Beyond anything you'd want to expect. Each episode starts in a futuristic space base, packed with shotgun-wielding grunts and laser-toting enforcers. Electricity hums in the background. The walls are grimy and stained with the salsa of recent bloodbaths. The fluorescent lighting flickers on and off.
You think Doom, but then Doom didn't have underwater sewage systems, sons of bitches snipers on high, and the darkest scariest shadows in Christendom. Tile second episode - The Realm Of Black Magic - comes from the highly warped skull of John Romero, the guy responsible for Doom's more esoteric moments. The world contains a range of castles, from the wiry, multi-layered medieval Ogre Citadel with its stained glass windows and sandstone walls to the Crypt Of Decay where you spend half the time drowning in the moat, and half the time suspended on parapets being pummelled by needle darts.
And dying. The penultimate level, Wizard's Manse, is a true work of art, a deadly spiral of walkways and bridges, gradually leading you by the spine further and further up to a massive confrontation with a bundle of fiends. The Netherworld has been designed by American McGee. Crazy name, crazy levels. In the Vaults Of Zinn every step is a trap.
Every lift carries a hundred monsters. Every monster carries a hundred grenades. Every grenade has your name etched on its surface. In sputum. Satan's Dark Delight is another classic.
Half the level is flooded. The rest is suspended above oceans of totally deadly lava. Unpredictable lifts drag you towards crushing ceilings. Doors, roof tops and floors crack open at the scariest of moments, upchucking hundreds of zombies, ogres and fiends in your direction. A lovely, juicy suit of armour beckons from a gently lit pedestal. Grab it and the lights snap out, except for a single bolt of lighting from the single shambler who's just teleported in for a chat.
In the Tomb Of Terror, the secrets are hidden in the shadows, on the roof tops, or under the lava. Survive all this and you have to face the Wind Tunnels, where huge conduits suck you up and pinball around the level, like a blackened bogey ball flicked around an office.
The final episode is a sprawling nightmare. The Tower Of Despair is a labyrinth of death, with ogres in cages, huge murals on the walls, and a massive corridor maze with collapsing floors and dark, dark shadows. Thick viscous shadows, endless overlapping hallways and balconies, armies of vores, shamblers and fiends, and nasty, nasty traps. By the end of this, you'll be on your hands and knees, weeping, snot evacuating from every orifice. So far, so Doom, you may be mumbling to your mummy.
Quake is Doom. No doubt about it. But it's Doom pared down to the marrow, the gameplay gristle stripped to white gleaming bone, and then rebuilt, fleshed out with a new body, a new engine, new graphics, and entire limbs of atmosphere. Turn the light off. Stick your headphones on. Disconnect the phone. And scream, and jump, and gibber, and squint, and sweat your way through the levels. You'll never get adrenaline dumps like this front any other game.
Take the sound, for example. It is incredible, and 3D spaced for extra realism. Each monster has its own gruesome intestinal howl as a call signal. Spawn make this inhuman squelching sound as they bounce like evil space hoppers around the scenery -the sound of a hundred sweaty bottoms stuck to a hundred plastic chairs. Zombies groan as they reincarnate, squelching as they pull flesh from their arse to throw at you.
Knights, waving their swords at you, make this masturbatory kind of grunt. Ogres roar and metallically ping-pong pipe bombs in your direction. A distant shambler's Explode a demon and you'll hear a sound like Homer Simpson choking on a pork chop. Tumble into a piranha-packed pond and you'll hear their teeth clattering in expectation. And in the background, the ambient sound beavers on.
And it's a good one. Only downside is that it's hosted on a Russian website. So you have to look carefully between all the Russian characters. MachineGames, the developers of the modern Wolfenstein games, contributed two entirely new expansion packs called Dimension of the Machine and Dimension of the Past.
Crusade across time and space against the forces of evil to bring together the lost runes, power the dormant machine, and open the portal hiding the greatest threat to all known worlds—destroy it… before it destroys us all. Greak: Memories of Azur. Adversarial multiplayer supports 8-player online matches and 4-player local split-screen matches. Crossplay support is also available for friends playing across different platforms.
Fight through the dark fantasy base campaign and expansions in 4-player online or local split-screen co-op, and compete in pure, retro-style combat with support for 8-player online or 4-player local split-screen matches. Featuring dedicated server support for online matchmaking and peer-to-peer support for custom matches.
Expand your experience with free, curated, fan-made and official mods and missions such as Quake 64, which is available to download and play now. More fan-made and official mods and missions coming soon. After performing a number of tasks, such as destroying and capturing Strogg aircraft hangars and defense systems, Kane and his remaining squad members make it to the USS Hannibal.
There they are given their next mission: infiltrating one of the Strogg's central communication hubs, the Tetranode, with an electromagnetic pulse bomb in the hope that it will put the main Strogg Nexus in disarray.
Kane is tasked with defending the mission convoy, which takes heavy casualties. Strauss figures out a way to destroy the core by shutting down its coolant systems.
As Kane reaches the entrance to the Tetranode, however, he is greeted by two rocket-equipped network guardians, as well as the newly constructed Makron, which easily defeats Kane and knocks him unconscious.
When Kane awakens, he finds himself strapped to a conveyor belt in the Strogg "Medical Facilities", a structure used for turning those captured and killed by the aliens either into protein food or additional Strogg units. In a long and gruesome first-person cutscene, Kane is taken through this "stroggification" process which violently replaces much of his anatomy with bio-mechanical parts. Recent Reviews:. All Reviews:. Popular user-defined tags for this product:. Is this game relevant to you?
Sign In or Open in Steam. Quake EULA. Languages :. English and 5 more. View Steam Achievements Includes 35 Steam Achievements. Publisher: Bethesda Softworks. Franchise: Quake. Share Embed.
0コメント