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My opinion is - OG Quake has better SP while Quake II has better MP.
/thread
dat soundtrack dough I listen to it when i workout :)
I think Quake 1 is the better game in both SP and MP. Also, i tend to opt for Half Life 1 over Quake 2
Regarding the DNA... Unreal was the other big one at the time, along with Half-Life, that I'm most familiar with. I am curious though as to which shooters you're referring to that copied Q2 as I think I probably missed those.
FPS of the same period or with a similar engine of Quake 2 are Unreal, Sin, Kingpin, Soldier of Fortune, Jedi Knight: Dark Forces 2, Jedi Knight: The Mysteries of the Sith, Blood 2, System Shock 2, Daikatana and Hexen 2.
Don't think Sere wanted to say that some game copied Quake 2 but that in every common fps, today fps too, there are core elements that scratch the same itches that Quake 2 did and that it had nothing out of the chore, nothing extraordinary. Maybe it has not a strong identity and it is too generic for today standards.
The Quakes and the Unreals (Tournaments) are more MP behemoths, although popularity of the "arena shooter" has somewhat declined in the post Call of Duty 4 times.
Soldier of Fortune, Kingpin and Blood 2 were super fun too, but I played the first Unreal more for the graphics and atmosphere than the gameplay itself.
The first Quake also has a brilliant atmosphere, which makes it more interesting as a SP game.
And I would call things like Half-Life, System Shock, Jedi Knight and even Daikatana "progressive FPS games", as they broke with the "DooM clone" tradition and incorporated novel elements into the genre. (OG Unreal did some very progressive things too, and Quake II to an extent as well)
EDIT: so yes, while OG Quake was pretty much still a "DooM clone", albeit in full polygon 3D graphics, Quake II already did some things that make it harder to describe as such like for example:
- segmented, semi non-linear map design (Hexen did it before but Quake II made it mainstream)
- dodging AIs (primitive for today's standards but back then was pretty impressive)
- non-centered weapon models (Duke 3D did it before but Quake II made it mainstream)
- no more HUD taking up a lot of the screen (the minimal HUD became the standard for FPS games post Quake II, although the "health face" can be missed)
- radio voices from other marines (while the game doesn't actually feature AI sidekicks as we're always alone, it does create the atmosphere that we're not the only ones fighting a war against the Strogg)
- semi simulation physics (Quake II features things like weapon recoil, slower pace of movement, fall damage and more things that make it feel more simmy compared to the pure arcadeness and speed of the old DooMs and OG Quake)
- dying animations (the "DooM clones" always had some gory death animations, but Quake II took it to another level, with crawling enemies and flys buzzing over corpses; The Quake II engine powered Soldier of Fortune took the concept to an even greater level)
So I would say that Quake II broke with quite some traditions and paved the way for the story-driven FPS game, as well as the semi realistic military shooter. (see mods for Quake II like "Action Quake II" and "D-Day Normandy")