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by Dream Cast 05/28/2016, 7:06am PDT |
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There's still a lot to like about Quake 4, though! The aiming is fine. Or at least, it WOULD be fine, if the frame rate would hold steady for a few seconds. There aren't any weird dead zone or obvious crosshair acceleration issues (these positively RUINED John Woo's Stranglehold). The controller layout is fine, too. I'm not crazy about the weapon selector, but it's a damn sight more usable than Doom 3: BFG Edition's 'next weapon' and 'previous weapon' buttons. Nothing important requires clicking the sticks.
Unlike Doom 3, there's no sprinting, however base movement is considerably faster (well, starting in act two it is, you just have to gut it out until then). There's plenty of guns (all of which can be carried at the same time), and EVEN PLENTIER types of monsters to shoot them at, with a roughly even mix of melee, projectile, and hitscan attacks (they even telegraph some of the latter). If you wanted a 'fairer' version of Doom 3, where the enemies always come from in front and there are no tricks or traps of any kind, this is pretty much that. Plus some useless NPC allies and a few boring vehicle sections.
If you can ignore the stunningly ugly art direction (courtesy of outsider artist Kevin Long, the Frank Frazetta of Rifts' various terminator robots with spikes on them (seriously, same guy)), the copious re-used assets from Doom 3, the absolutely UNACCEPTABLY UNPLAYABLE frame rate, and the fact it's an all-around inferior sequel to Quake II... it's honestly not half bad! Or maybe precisely half bad. 60/40 bad to good, at worst. Don't play it unless you really, really want to. I'm kind of glad I did.
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