strawberry float yeah, Quake loving.
Personally, I do like Quake IV, I thought a few bits were every bit as good as its predecessor - but I don't like it as much as Q2. The Stroggos of the first game felt genuinely foreboding; you were one of a handful of survivors of the first human invasion force to reach the world, the enemy was waiting and the way everyone was crying out in the opening cinematic was just epic. Best game intro ever, by a very long way. The segment beforehand with all of those civilian radio messages indicating the sheer havoc wreaked upon humanity was brilliant as well.
The level variety was brilliant also, ranging from the forbidding Steedium Mines to the Strogg's monolithic anti-air "Big Gun", from the Strogg's Processing Plant to the "Medical" facility filled with the tortured cries of so many broken soldiers. The brilliantly made skyboxes felt very much to me like they greatly opened up the stages (while the PS1 port's purple skies removed a lot of the atmosphere and any sense of scale), bathing them in perpetual twilight and provided excellently imagined surroundings to each stage, while the infra-red between-stage map made me feel like I was actually progressing bit by bit northward toward the enemy capital, Cerberon. It was amazing.
And the music! Sonic Mayhem did a fantastic job on the music for the game. For some stupid reason the version of Q2 included with Q4 doesn't have any music (or didn't in my PC copy), so I still play on PC with the original disc in which provides me with my musical awesome. The expansions to the game were fantastic as well, although Ground Zero's final fight and The Reckoning's final level/map screens were disappointing. Still, brilliant games, worthy additions to the Q2 singleplayer world, and hopefully we'll get a Black Mesa Source equivalent for them someday.
Oh oh and the enemies,
jaysus they were fantastic, gorey yes but some imaginatively designed! It is somewhat unfortunate that much of that thought was simply discarded in Q4; why was the Gunner the only good enemy unit? Where were the classic Guard designs? Why was the Gladiator suddenly, just hours after Q2, all metal? Why was the Berzerker no longer able to smash my face in with a MASSIVE pneumatic hammer arm? Where were the Icarus and Flyers? Or the mutants? Where were the PHALANX and ION RIPPER guns (and Guards!)? And where was the Super Tank in all this? And I noticed a distinct lack of Laser guards also. All these enemies and weapons, updated but not to too great an extent, would have been
extremely welcome.
strawberry float man, now I wanna go play Q2 again.
5 Things That Would Have Made Quake IV Amazing1. Not announcing the game's big twist months prior to release. Nice one asshats, completely remove any sense of impact the scene might have had and replace it with mild gorey fascination why don't you. Wankers.
2. Starting the game with another Pod drop with simultaneous Drop Ship landings to spice things up. You can never have too many Pod drops.
3. Instead of becoming a Strogg and then being rescued part way through that process, what
should have happened is this:
- You get fully stroggified. In the process you see the Stroggification and "Medical" Centre from your vile instead of the standard way. Along the way you see Rhino Squad bust in where they did before, only you don't get rescued as the controls are inoperable due to, I dunno, lack of maintainence. You glimpse them repeatedly on your journey through the facility. They're not doing very well, but not awful either. You can't tell if they survive.
- Once released from the long Stroggification conveyor, you join a unit of similarly built Tactical Troops (orange guard guys). Everyone still basically has their own personality for now, everyone's terrified but can't control their actions.
- It is announced over the Hive Mind Intercom in that awesome voice that an assault force is being deployed to take the human ship you helped to land. You head out via Strogg Logistical Train (a nod to Q2) to the nearest available station.
- The assault stage involves you fighting former comrades through the LZ and into the ship. As you go you witness Pods being fired off, the intercom informs you all of their destination (you as the player don't know what that place is yet).
- Most of your comrades have now succumbed to the Stroggification, lost their free will but not their awareness.
- The assault falters as another Human ship disgorges its violent cargo and another front opens, on your way to the nearest exit you're trapped under debris and are captured by the humans, who successfully fend off the Strogg for the time being.
- For whatever reason, you have taken a little longer to succumb to the Stroggification than most, and because of this your squadmate Strauss is able to disconnect you from the Nexus.
- Game event line proceeds as normal from here on out. Strogg redouble their efforts and take the ship, you Pod out etcetera.
4. More reverence shown to the old enemy and weapon designs; Phalanx and Ion Ripper included.
5. A graphics engine that doesn't make everyone look plastic.
You know, thinking about it, Q2's Ground Zero expansion did the whole 'become a Strogg' thing long before Ravensoft thought it up. Raven did it so much better though.
I really hope the Strogg War returns in a new singleplayer game at some point, though no doubt it'll be years after the next Doom title.