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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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