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Quake 4 Interview - interview|
| (hx) 10:20 AM CEST - Apr,30 2005 |
PC.IGN
has conducted
an
interview with Tim Willits, the Lead Designer at id Software, as he talks
about Raven Software's
Quake 4. Here's a taster:
IGN: With Quake II being more story driven and Quake III more
multiplayer focused, was there a feeling of "getting back to the original
formula" of rampant destruction that made the series?
Tim Willits: It was much more of a continuation of Quake II more than
anything else - We wanted to create a great single player experience that felt
like a Quake style game. You'll find a lot of hard-hitting action in the title.
You'll also find squad buddies that fight alongside you as well as vehicles that
you can drive. And we also realized that we needed a really good multi-player as
well, which is why we wanted to give it more of a Quake III feel rather than a
Doom 3 multi-player feel.
IGN: The lone concept art that's been released since the announcement
three and a half years ago appears to be an augmented Strogg warrior. Any there
other creatures returning from the previous single player titles?
Tim Willits: There are no monsters returning from Quake, but Quake II
fans will recognize a number of monsters that have returned - Gunners, Grunts
and Makrons for instance. The Berzerker returns with a new electrical ground
pounding attack that affects a large area. One of the other things that players
will pick up is the increased AI which all of the returning and new monsters
will exhibit. Raven's developers have put in a lot of tactics for friendly and
opposing forces. For instance, you'll notice Gunners taking cover, reinforcing
positions, coordinating attacks with other Gunners, and so on. The same will
happen with your squad mates. This reinforces the greater sense of the war
raging around you and the organized forces you'll fight with and against.
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