Malf on 31/8/2021 at 11:20
I've been dipping in and out, and yeah, it's Quake.
Not sure I like Bethesda slapping their branding all over the game , but eh, what you gonna do?
Runs fine and looks great. I'm playing through at Nightmare and have gotten to Ziggurat Vertigo, and I've noticed something odd; the Megahealth respawns.
I'm pretty sure it didn't do that in vanilla Quake, but hell, I'll take that.
Jason Moyer on 31/8/2021 at 22:05
Yeah I finished the Ogre Citadel last night and I'm pretty sure the double shotty right after the bridge respawns. Wonder if there are any other weird changes like that.
Edit: Found some people talking about it on Twitter. One of the devs said that the item respawning is already fixed on their internal build.
EvaUnit02 on 1/9/2021 at 05:04
Quote Posted by Malf
I've been dipping in and out, and yeah, it's Quake.
Not sure I like Bethesda slapping their branding all over the game , but eh, what you gonna do?
Play via one of the fan-made source ports. Darkplaces + some of the years old HD asset replacement mods easily look better.
The untouched textures in this remaster are disappointing. I feel like they gimped the PC version on purpose to maintain compatibility with the underpowered console versions.
That being said, I've embraced the Doom 2016/Witcher 3 style weapon wheel. I have it bound to Mouse Button 5 and think I'd find it hard to go back to strictly using the numbered keys for switching weapons (mouse wheel weapon switch is popular, but I almost always disable it. Middle click is my usual quick melee key for FPSes.). The weapon wheel with its slo mo for switching guns enables a more flexible play style IMO.
Quote Posted by Malf
Runs fine and looks great. I'm playing through at Nightmare and have gotten to Ziggurat Vertigo, and I've noticed something odd; the Megahealth respawns.
I'm pretty sure it didn't do that in vanilla Quake, but hell, I'll take that.
They took some liberties with Nightmare difficulty by rebalancing it.
(
https://steamcommunity.com/app/2310/discussions/0/3032599335596508360/)
(
https://steamcommunity.com/app/2310/discussions/0/3035976310919713357/)
ZylonBane on 1/9/2021 at 05:33
Quote Posted by EvaUnit02
The untouched textures in this remaster are disappointing. I feel like they gimped the PC version on purpose to maintain compatibility with the underpowered console versions.
This game is literally a quarter of a century old. You could octuple the texture resolution across the board without making even a PS3 break a sweat.
Malf on 1/9/2021 at 06:35
Yeah, updating the textures would be kinda missing the point.
This is purely about making the game playable for a modern audience with no knowledge of source ports, and adding a few extra episodes that either haven't been played by the majority of Quake players or are completely new.
And with the current fad for "Boomer Shooters", it's nice for players to see where those games get their influence from.
EvaUnit02 on 1/9/2021 at 06:44
Quote Posted by Malf
Yeah, updating the textures would be kinda missing the point.
If "maintaining the original artistic intent" was a concern then using AI-upscaled textures would be the perfect solution. If modders with zero budget (aside from what they've invested in their desktops) can produce such texture packs then surely a project funded by a trillion $ corporation could do it too.
Malf on 1/9/2021 at 08:36
I don't know about you, but I've actually played the game with high-res texture packs before, and it never feels quite right.
It's why a lot of people play the game with no texture filtering. The original textures were designed without high resolution or filtering in mind, very much a product of the constraints of the engine.
The artists may have started at a larger scale and scaled down, but every decision in making them was made with the target resolution in mind.
When I first started playing with source ports of Doom and Quake, I downloaded every high res texture I could get my hands on, even enabled 3D models in Doom. And sure, it was cool to see what the community produced. But in the end, I always went back to the originals.
And again, you're missing the point. It's not about "maintaining the original artistic vision" (which I never actually said, so I've no idea why you put it in quotes).
It's about making the original game easily playable for a modern audience.
heywood on 1/9/2021 at 15:15
I guess this is new for console players, but for PC, we already had Quake on Steam.
I didn't think there was much demand for Quake on consoles because it's hard to play competitively with a gamepad.
WingedKagouti on 1/9/2021 at 18:36
Quote Posted by heywood
I guess this is new for console players, but for PC, we already had Quake on Steam.
The old version on Steam didn't run very well out of the box on new systems. You basically needed a source port to get a decent experience and that is one step too far for a large majority of gamers, even on PC.
ZylonBane on 1/9/2021 at 19:02
Quote Posted by EvaUnit02
If "maintaining the original artistic intent" was a concern then using AI-upscaled textures would be the perfect solution.
Dear god no, AI upscaled textures are never the "perfect" solution. Some AI upscaling algorithms can get acceptable results sometimes, but they inevitably make weird wrong guesses about what things are supposed to be. The only perfect solution is to use the original pre-downscaled artwork. The next best solution after that is to have a competent artist recreate the textures.