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报告翻译问题
Shub isn't really what people think of when we say Quake.
Rage ran like ass. I remember jumping through hoops like having to enabling a large cache for the game specifically because of the textures. I couldn't multi-task on my PC (had a Core 2 Duo E8500 3.0GHz) at the time at release, otherwise the game performance would become choppy.
Subsequent IdTech 4 games scaling back or completely ignoring the Megatexture BS were terrific ideas. Eg The Evil Within 1 already was a poor port to PC, I can imagine how much worse it would've been had it used a fully featured implementation of MT.
You...Shouldn't expect to multitask while running a brand new AAA game? I don't know what kind of complaint that is.
Rage ran fine. It got a bad rap because ATI screwed id software with their drivers and noncompliant opengl implementation. Carmack worked with ATI to fix this and then they released different drivers than what he helped with anyway. They discarded his work and didn't fix the issues for several years.
here is average boss fight
walk in circle around boss and keep shooting or slashing
its why i dont really like boss heavy games like dark souls. ♥♥♥♥ is boring and tedious.
Megatexture was a cool idea on paper but execution lead to terrible results. You aren't Carmack's employee, no need to eternally kiss his ass.
Chthon boss fight was easier to figure out, but it still was trial and error.
First thing you do when you play the game for very first time is trying to kill the thing using weapons like with everything else while trying to avoid the lava it's throwing at you, but eventually you run out of ammo and/or get killed during the boss fight so you start to explore the area to notice the elevator and buttons on the floor of the upper platform and you figure right away that you have to step on them, then you notice you have to step on them in specific order, first to lower both of the the pillars then to zap the Chthon with electricity.
Why does the room have that construction in the first place is mystery. One that make no sense.
Shub-Niggurath on the other hand have no obvious level design mechanics, and once you shoot through the Shamblers and Vore there is nothing that would imply that the portal at the end will spawn you at the location of the dire orb instead of being just death trap that will throw you into lava.
Unless you do the same mistake again, and again, you wouldn't notice that it teleport you to different locations each time.
Once you realize that dire orb is the receiving end of that portal, you have to be cleaver enough to figure out that to defeat the boss you have to step into the portal at the very moment the dire orb pass through the boss to rip her apart from inside.
Or, if you play the game for the first time rather recently, you search for the guide on the internet.
Can we add the Doom Eternal: The Ancient Gods Pt. 2 to the list? The Dark Lord battle is a bit of a let down. Granted, in Id's defence, Hugo Martin has gone on the record in saying they would have liked to have done more with the Dark Lord (and TAG2 in general) but the COVID19 pandemic did limit the team in what they could do development wise.
Yeah, I remember when I first played Quake all the way back in 1996 it took me a while before I worked out for myself how to kill Shub Niggurath. At first I died in the lava after teleporting at the wrong time, which actually dissuaded me from using the tele as I didn't twig on to the fact the orb was the exit lol. Then I thought maybe I had to use the hidden Quad damage to kill her, which made sense in my head as to get to the quad you pretty much need to kill everything else in the level just to get to it. Eventually worked it out on maybe my 4th attempt through trial and error. In my defence I was 13 years old at the time so maybe I should have worked it out sooner. But still, its kind of an obtuse solution given that the mechanic of the orb is not encountered anywhere else in the game up until this point.
Yeah it's a pity. Romero has talked about it a bunch of times, that the intention was to have more and better bosses. They just ran out of time basically. By the time 1996 rolled around they had been in development for a full year with pretty much nothing to show for it. They were under staffed, poorly managed and behind schedule. It just got to the point where the call had to be made to just get the damned thing in a working state and ship it.
I have high hopes for Quake remake though. I'm expecting sort of action role-playing game with elements of survival horror.
Problem is that Quake got associated with rocket-jumping speed run type of play in all those years so it might end up just as another doom 2016/eternal, only set in medieval times.
What I meant to say is that modern id Software games like doom 2016/eternal favors brutal aggressive play-style which is fitting for the Slayer's background.
Ranger on the other hand is lone-survivor who was trained as marine, not some genetically/magically enhanced demon hunter super-soldier and unlike Slayer, Ranger does not have any power suit, thus less aggressive approach would make more sense for the quake remake.
For example: luring the enemies into trap or taking side path to avoid the fight till you reach power up which allow you to turn the tables and defeat the otherwise too powerful enemy.
Ammunition should be very rare in medieval and runic realm, and so on.
Basically it would be more fitting for the remake to be akin to survival horror where you mostly get only what you scavenge from looting the slain enemies similar to backpack drop in original quake, but with very limited opportunity to stockpile on supplies rather than weapons and ammunition scattered in large all around the place just waiting for you to pick it up and start shooting your way to the exit.
Ranger also should gain more power and actual abilities as he collect the runes, and dire orb should be obtained earlier in the game as it should be required to defeat some enemies and reaching certain places to find power ups or just to progress through the game.