PulseTo create, to create and escape.Join Date: 2002-08-29Member: 1248Members, Constellation
Previews said Quake 2 had a plot and we all know how <i>that</i> one turned out.
<!--QuoteBegin-Jedinaut+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jedinaut)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Its quite possibly the best game trailer I've seen in a long while.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It was ok, even with the blue blood, but far from the best.
Now, normally I would just write this off and say "Well, everyone is entitled to their own opinion, no matter how wrong it is", but the Quake 4 trailer happened to share an E3 with <a href='http://media.ps3.ign.com/media/714/714044/vids_1.html?fromint=1' target='_blank'>this</a> masterpiece, so sorry (ok, not really sorry), Quauyoshi, but you lose.
I think Quake 2 did a decent job of combining the actiony-ness of the first Quake with an actual in game plot. You knew what was going on, why you were on the planet, where you had to go, and the different advances throughout the game.
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
<!--QuoteBegin-Pulse+May 19 2005, 03:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pulse @ May 19 2005, 03:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Previews said Quake 2 had a plot and we all know how <i>that</i> one turned out.
<!--QuoteBegin-Jedinaut+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jedinaut)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Its quite possibly the best game trailer I've seen in a long while.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It was ok, even with the blue blood, but far from the best.
Now, normally I would just write this off and say "Well, everyone is entitled to their own opinion, no matter how wrong it is", but the Quake 4 trailer happened to share an E3 with <a href='http://media.ps3.ign.com/media/714/714044/vids_1.html?fromint=1' target='_blank'>this</a> masterpiece, so sorry (ok, not really sorry), Quauyoshi, but you lose. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I didn't find that funny at all except for the wall falling. If anything, it made me dread MGS4. So, Quake 4 wins.
not a bad movie, it dosent seem right graphically, just cant put my finger on it.
You know, the colors are a little bright, and the textures arent very worn, like doomish....
Looks like a good game though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
The only ugliness I really noticed were not the fault of the developer, but of the Doom 3 engine. In certain parts, especially in the part where they show the Stroggo-making machine or whatever the textures are hideously low res, like almost as bad as Half-Life. Also, the human models seem to have way too few polys in their heads, which again is a problem with the Doom 3 engine (remember Swann and his 8-pointed head?).
Still, if it's a good game I really won't care how it looks. I'll probably end up playing it on low settings and maxed resolution cuz I prefer a smooth fps to one that occasionally drops (and I'd like to give my poor X800 Pro a break after all these months of Far Cry, HL2, and Joint Ops).
Low poly characters and low res textures are not a fault of the Doom engine, but a design choice carried over from Doom 3 to use normal mapping for detail instead of plain old textures and polies. The same goes for the plasticky shine everything has, people have done crazy things with this new engine, but so far all commercial ventures have stuck with the easier way out.
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
<!--QuoteBegin-BloodySloth+May 20 2005, 04:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BloodySloth @ May 20 2005, 04:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Low poly characters and low res textures are not a fault of the Doom engine, but a design choice carried over from Doom 3 to use normal mapping for detail instead of plain old textures and polies. The same goes for the plasticky shine everything has, people have done crazy things with this new engine, but so far all commercial ventures have stuck with the easier way out. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Except things don't look plasticy?
<!--QuoteBegin-Quaunaut+May 20 2005, 11:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quaunaut @ May 20 2005, 11:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BloodySloth+May 20 2005, 04:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BloodySloth @ May 20 2005, 04:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Low poly characters and low res textures are not a fault of the Doom engine, but a design choice carried over from Doom 3 to use normal mapping for detail instead of plain old textures and polies. The same goes for the plasticky shine everything has, people have done crazy things with this new engine, but so far all commercial ventures have stuck with the easier way out. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Except things don't look plasticy? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yea, they don't really look plasticy. It looks more like everything is coated in a metallic oil paint.
<!--QuoteBegin-TommyVercetti+May 20 2005, 12:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TommyVercetti @ May 20 2005, 12:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Quaunaut+May 20 2005, 11:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quaunaut @ May 20 2005, 11:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BloodySloth+May 20 2005, 04:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BloodySloth @ May 20 2005, 04:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Low poly characters and low res textures are not a fault of the Doom engine, but a design choice carried over from Doom 3 to use normal mapping for detail instead of plain old textures and polies. The same goes for the plasticky shine everything has, people have done crazy things with this new engine, but so far all commercial ventures have stuck with the easier way out. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Except things don't look plasticy? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yea, they don't really look plasticy. It looks more like everything is coated in a metallic oil paint. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> specular mask FTW!
Realtime lighting rox, just the textures in some cases were behind UT2004, it would make a bigger install, and even more texture memory needed (y they didnt do it) but it would have been a beautiful addition.
<!--QuoteBegin-DaJMasta+May 20 2005, 05:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DaJMasta @ May 20 2005, 05:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TommyVercetti+May 20 2005, 12:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TommyVercetti @ May 20 2005, 12:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Quaunaut+May 20 2005, 11:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quaunaut @ May 20 2005, 11:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BloodySloth+May 20 2005, 04:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BloodySloth @ May 20 2005, 04:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Low poly characters and low res textures are not a fault of the Doom engine, but a design choice carried over from Doom 3 to use normal mapping for detail instead of plain old textures and polies. The same goes for the plasticky shine everything has, people have done crazy things with this new engine, but so far all commercial ventures have stuck with the easier way out. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Except things don't look plasticy? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yea, they don't really look plasticy. It looks more like everything is coated in a metallic oil paint. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> specular mask FTW!
Realtime lighting rox, just the textures in some cases were behind UT2004, it would make a bigger install, and even more texture memory needed (y they didnt do it) but it would have been a beautiful addition. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Because it would've doubled the space needed for textures? That's pretty memory heavy if you think about it ¬_¬.
<!--QuoteBegin-Spacer+May 20 2005, 05:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ May 20 2005, 05:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DaJMasta+May 20 2005, 05:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DaJMasta @ May 20 2005, 05:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TommyVercetti+May 20 2005, 12:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TommyVercetti @ May 20 2005, 12:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Quaunaut+May 20 2005, 11:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quaunaut @ May 20 2005, 11:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BloodySloth+May 20 2005, 04:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BloodySloth @ May 20 2005, 04:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Low poly characters and low res textures are not a fault of the Doom engine, but a design choice carried over from Doom 3 to use normal mapping for detail instead of plain old textures and polies. The same goes for the plasticky shine everything has, people have done crazy things with this new engine, but so far all commercial ventures have stuck with the easier way out. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Except things don't look plasticy? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yea, they don't really look plasticy. It looks more like everything is coated in a metallic oil paint. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> specular mask FTW!
Realtime lighting rox, just the textures in some cases were behind UT2004, it would make a bigger install, and even more texture memory needed (y they didnt do it) but it would have been a beautiful addition. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Because it would've doubled the space needed for textures? That's pretty memory heavy if you think about it ¬_¬. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> They should have made it the ultra mode instead of just uncompressing textures. Compressed higher res textures are much nicer looking than uncompressed low res textures.
Comments
(I still don't think Q4 has a plot.) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
...go read a preview <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Previews lie <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-Jedinaut+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jedinaut)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Its quite possibly the best game trailer I've seen in a long while.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It was ok, even with the blue blood, but far from the best.
Now, normally I would just write this off and say "Well, everyone is entitled to their own opinion, no matter how wrong it is", but the Quake 4 trailer happened to share an E3 with <a href='http://media.ps3.ign.com/media/714/714044/vids_1.html?fromint=1' target='_blank'>this</a> masterpiece, so sorry (ok, not really sorry), Quauyoshi, but you lose.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You're a marine. You're on Stroggos. Kill em all.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It just wasn't very good/complex. :P
<!--QuoteBegin-Jedinaut+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jedinaut)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Its quite possibly the best game trailer I've seen in a long while.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It was ok, even with the blue blood, but far from the best.
Now, normally I would just write this off and say "Well, everyone is entitled to their own opinion, no matter how wrong it is", but the Quake 4 trailer happened to share an E3 with <a href='http://media.ps3.ign.com/media/714/714044/vids_1.html?fromint=1' target='_blank'>this</a> masterpiece, so sorry (ok, not really sorry), Quauyoshi, but you lose. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I didn't find that funny at all except for the wall falling. If anything, it made me dread MGS4. So, Quake 4 wins.
Okay, well then, ingame plot...
Lets see.
Oh! Character development. Your character develops... a need for ammunition!
And uh...
You find out there's this Makron thing...
And then right before the end there is this startling revelation of a plot twist that the Tank Commander is pimping crack****s. ;D
You know, the colors are a little bright, and the textures arent very worn, like doomish....
Looks like a good game though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Still, if it's a good game I really won't care how it looks. I'll probably end up playing it on low settings and maxed resolution cuz I prefer a smooth fps to one that occasionally drops (and I'd like to give my poor X800 Pro a break after all these months of Far Cry, HL2, and Joint Ops).
Except things don't look plasticy?
Except things don't look plasticy? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yea, they don't really look plasticy. It looks more like everything is coated in a metallic oil paint.
Except things don't look plasticy? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yea, they don't really look plasticy. It looks more like everything is coated in a metallic oil paint. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
specular mask FTW!
Realtime lighting rox, just the textures in some cases were behind UT2004, it would make a bigger install, and even more texture memory needed (y they didnt do it) but it would have been a beautiful addition.
Except things don't look plasticy? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yea, they don't really look plasticy. It looks more like everything is coated in a metallic oil paint. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
specular mask FTW!
Realtime lighting rox, just the textures in some cases were behind UT2004, it would make a bigger install, and even more texture memory needed (y they didnt do it) but it would have been a beautiful addition. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Because it would've doubled the space needed for textures? That's pretty memory heavy if you think about it ¬_¬.
Except things don't look plasticy? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yea, they don't really look plasticy. It looks more like everything is coated in a metallic oil paint. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
specular mask FTW!
Realtime lighting rox, just the textures in some cases were behind UT2004, it would make a bigger install, and even more texture memory needed (y they didnt do it) but it would have been a beautiful addition. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Because it would've doubled the space needed for textures? That's pretty memory heavy if you think about it ¬_¬. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
They should have made it the ultra mode instead of just uncompressing textures. Compressed higher res textures are much nicer looking than uncompressed low res textures.
yea yea u might say,Well DOOM3 looks like (insert name here)
oh well, just saying. Still looks awsome! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->