Wednesday, 28 August 2013

Suck it down, what is brown

I'm back from hols and continuing my journey through the brown lands of Quake. The KVM switch arrived well and good and works perfectly, so I'm very happy with that (it switched my headphones, too, which is good because my speakers are now in the attic!). I moved through the original Quake fairly quickly (on Normal difficulty). In some ways, it feels more like a tech demo than a full game - I'm not sure if that's because I'm so familiar with its levels or because that's the actual truth of it. There's some good design in there, but once you know all of its surprises then it starts to feel a bit bland. The terrible colour palette and frustratingly dark lighting don't help much either. Sure, it adds something to the atmosphere, but it really wears you down after a while.

Mission pack 1: Scourge of Armagon doesn't really change much in that respect - it still uses all of Quake's assets (there are some new bits, but they're generally brown) so everything is still the same dark and murky tone. The level designs, however, were fresh and exciting. You can tell that the art of level design had begun to mature by then, there are a lot more animations and natural pathways, and of course lots more fiendish traps. Some of this may be just because I hadn't played the levels before, but I definitely enjoyed my time with it a lot more than my re-play of the original Quake. Onwards to Dissolution of Eternity!

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