![]() This may not sound too important, but it's a wonderful bit of audio feedback that can sometimes mean the difference between deciding to retreat from a fight or rushing in with guns blazing. ![]() For example, you'll hear a soft, horn-like sound whenever you hit an opponent with a weapon. However, it also sports a number of subtle features that give an appreciation of just how much experience id has within this genre. The violence is very visceral and over the top, with opponents bursting apart in ridiculous showers of gore that would make even the most hardened serial killer green with envy. The gameplay is your typical FPS blend of fast action and moderate tactics: fast, in your face, with as much or as little strategy as you want to utilize. ![]() Thankfully, they've succeeded to a large degree. This narrow focus allowed id Software to devote all its resources toward one goal: making the best damn deathmatch the world has ever seen. There is no single player of the sort that you're accustomed to rather, its solo modes mimic the core of the game, which is online player vs. Quake III is primarily a competitive game: as such, its focus is rather narrow compared to most other first person shooters. But does it live up to its potential, or get stuck in a quagmire of technical problems and nagging oversights? Let's take a look. Indeed, this is the most ambitious port we've ever seen. Almost everything that made the PC version what it was has been replicated here, from the maps to the models to the top-tier graphics: it's all here. Quake III Arena for the Dreamcast is easily the most ambitious first person shooter port to ever surface on a console. However, Sega (and co-developers Raster Productions) beg to differ. If they want multiplayer action, console gamers have to resort to rounding up a bunch of friends and play on tiny, segmented screens, an experience which cannot compare to the full-screen, high speed gameplay offered by PCs. Unfortunately, large-scale networked gaming is relatively unheard of in the realm of consoles. Odds are, once you've experienced the bliss of online play, the bland world of artificial, computer-controlled opponents just won't seem the same. ![]() Online Internet gaming allows you to frag your friends, neighbors, and even people across the world, all in real time. PCs have had networking capabilities for years, so it's only natural that PC games would take advantage of this feature much sooner. The third area, online play, is somewhat simpler. These days, if a FPS is released without modification options, it had better be darn special - players have come to expect the constant stream of upgrades afforded by user-created modifications. The same is true for Quake, Quake 2, Half-Life, Unreal, and so on. In this way, the very best first person shooters can survive for years - Doom was released in 1993, and its mod community is still alive, kicking, and churning out cool stuff. This effectively increases the lifespan of a good FPS title by a great deal, since there are always new experiences just around the corner. Expandability allows players to modify their games, be it in the form of extra levels, custom graphics, or even completely new ways to play. Control is obvious enough when it comes to turning and target tracking, the mouse is clearly superior to a standard console controller. There are three primary reasons for this: control, expandability, and online play. Yeah, I'm first and foremost a console fan, but I just don't think FPSs have ever worked well outside of PCs. I've been playing first person shooters (FPSs) for the better part of ten years, and if there's one thing I'm sure of, it's that PCs are the way to go if you want to see the best the genre has to offer. PlanetDreamcast | Games | Reviews | Quake III Arenaĭid someone say "killer app"? - Review By BenT
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |