Sluggo: Will we be seeing any recreations of Quake 2 locations?
Tim Willits: It's difficult to recreate a Quake 2 environment because
we had a 300 polygon limit and now we have a 300,000 polygon limit. One of the
jokes is that the reason the Quake 2 marine isn't in the game is because he's so
low-polygon -- we were joking about having him run across the screen in all his
50 polygons!
I think the feeling, the style -- heavy industrial architecture, super large
pillars, massive structures -- are kind of the feeling of Stroggos. I think that
feeling is definitely what people familiar with Quake 2 will enjoy with Quake 4.
Eric Biessman: To a lot of people on the team, Quake 2 is one of their
favorite games. So we really wanted to create an homage -- you'll walk through
it and we've taken the drop pods and you'll see them scattered around. They're a
little more poly and a little more detail, but we've really tried to tie it to
Quake 2.
Tim Willits: I believe that Quake 2 had the best single-player
universe of the Quake series, and that's what we're returned to. And then Quake
3 had the best multiplayer feeling and experience of the Quake series. So with
Quake 4, you have the best single-player environment to go off of, and then you
have the best multiplayer environment to build off of. And honestly, I believe
this will be our best Quake -- we've had 10 years to make this that game great.
It's really building off the experience of the other Quake, the experience of
id, the experience of the guys at Raven -- all the pieces have come together to
create the perfect environment to make an awesome game.