It's an undocumented fact in the history of video games that Tim invented Unreal Tournament back in the times. He's just humble enough not to brag about it.
I consider the Unreal single player campaign to be the best/intense one I've ever played. And i've played quite a lot of games since then :-).
But I doubt that the storyline/gameplay is intense enough to satisfy my (our) nowadays 'needs' so to say...
Personal part: For me a single player game needs to be really really good these days to keep me satisfied and hopping in regularly. I guess I've gotten spoiled through time.
Quite a strange development if you ask me, but it's there.
I’ve started up quite a lot of new and pretty good games the last couple’ years, like e.g. Fallout 4, Wolfenstein TNO, The witcher 3 and the likes. Didn’t finish any of them. The last game i’ve really finished (storywise) was Skyrim, years ago (didn’t finish witcher 1 and 2 either). Oh wait, almost forgot about DOOM. Finished it, but that one was really short.
I find myself firing up new games too soon (before finishing others I promised myself to finish), or falling back to quick and intense ‘easy’ satisfaction, which I find in QL for example (mostly cuz of forgetting about which button does what in The Witcher e.g., quite quickly. Takes then some time to fully get back in this game. Time I don't grant myself very often. Guess I’m gettin’ old here.)
Sidestep: One thing that makes playing single player games more intense though, is playing while someone is watching you play. For instance, my little nephew :-). But most games I play aren’t really fit for an 8 year old to watch. “Why is that woman naked? And why are they doing that?” “Well, ehrm… they eh… I dunno eh…” -having to skip scene I really wanted to see for myself-
Back ontopic: Unreal was ground-breaking back then. But times change and people change. And needs change (speaking for myself of course, but I know there are many more like me).
Although the storyline was very good, I don't think it will have the same impact as it did on gamers back then. It’ll now be one out of many, while it was one of a kind back in the 90’s. Like DOOM 1 and 2 were.
Also, those who wish for a polished Unreal single player probably have been there already and know what's waiting for them out there on Na Pali. Even when it has been 20 years or so.
(However I might underestimate younger gamers who are new to the game here.)
But Imma play it if i's going to be real.
And I'm probably gonna regret it, cuz it's pure sacrilege.
It’s like searching Google for that unbelievably pretty girl back in high school, and finding out that she’s become a big ugly momma in the last 20 years. Shouldn’t do that. Time seems to fuck up everything.
Leave her be, and she’ll be pretty forever.
Edited by Toilet_paper at 19:11 CST, 7 December 2017
Unreal is 20 years old. Remaking it would be like seeing one of those Pacman remakes in the 90s, with devs thinking it was still cool and rad.
Unreal and Quake would be bland today: too simple gameplay (for casuals), little content and stuff to do. Like Pacman. Any major game today is better bang for your buck than Unreal and Quake.
What Unreal and Quake need is to adapt to the times. It's not 1999, it's not 2015: don't copy yourself, don't copy what worked in previous years. Be original.
The Pacman franchise more or less does well now because recent games are nothing like the classic games. And no, they just didn't introduce champions thinking that alone was good enough of a change.
Doom 2016 was quite far from a simple remake. They had to change a lot of stuff doing some serious design work. It's a bit of a miracle that it ended up both good and in the spirit of the original.
This. Gameplay-wise, Doom 2016 is not faithful to the original in the slightest. The classic Doom games were twice as fast, had twice as many monsters, a ton of levels were puzzles, and the art style is quite different actually. Doom 2016 even has a button to insta-kill.
But the thing is people think it is faithful, because it captures the feeling of playing back in the 90s. People don't remember the nuances of strafing, but the feeling of awe when seeing those graphics for the first time, the satisfaction of shooting and killing monsters. Actually, the vast majority of Doom players in the 90s didn't know about strafing.
That's what Quake Champions lacks: it doesn't capture the feeling of playing a deathmatch game in the 90s. At the end of the day, 99,9% of the potential playerbase doesn't care about Slash moving 80 UPS faster or slower, but about reviving the feeling of what to them Quake was like.
For example, people care about QC having mediocre graphics (it does), about it having an art style and model design that went out of fashion literally 20 years ago (in 2017 nobody relates with a dinosaur or an anarkist), the weapons lacking the rewarding feeling of only shooting them, having absurdly long MM times and unnecessary screens before playing that make the game not have the "arcade-like" non-stop playing feeling Quake had in the 90s.
And that's why I think QC has inner issues that are going to make it fail on the long run. The devs would have to remake the game in order for it to succeed, and they are not going to. They are just going to add some characters, maps and balance changes that only 200 people care about, while the potential customers will stick to PUBG.
In many ways, the 2017 rendition of Quake is PUBG. That game captures the feeling of deathmatch in the 90s, way better than Quake Champions does.
Let alone, unlike Doom, QC target audience may simply not exist. There's the hardcore Quake players, who are mostly annoyed with anything that's new/different and 'non-quake', and then there's the casual players; as far as I know, they may simply not be interested in playing a game like Quake at all.
Wouldn't one say that nobody is interested in playing RTS prior to SC2 release, though?
Similar points could have been made about CSGO and perhaps even Dota 2 to some extent.
It depends on who can release what product with what marketing. I don't think humans are so different so as to make entire styles of gameplay obsolete, you just have to give people the incentive to try it out and give it a chance, which is admittedly more than they usually give.
I wouldn't mind a remake of Unreal right now, but... i don't trust the way Epic is handling or making their games anymore leaving UT4 in the dust while making games that are not even good like fortnite or paragon.
If you got Unreal Gold on steam, which I did last year, then you want the 227h patch for Unreal Gold +Return to Na Pali.
I don't quite remember how much tweaking was necessary beyond that - you'll want to go into the advanced settings (where it pops up that list of folded lists you can dig into for sounds, input, rendering etc...) to adjust a couple things.
FWIW I got it working very well on my intel GPU powered laptop running W7 last year with OpenGL, and that carried over just fine over the W10 desktop I built then.
you know what i miss about the old days..
back in the early - mid 2000s there used to be alot of clans around for all kinds of gametypes (in q3)
people used to get together practice and do some clan-wars :)
(even if they werent pro level players you know)
nowadays you dont see this happening like back then, sure some games have their "clan" or "gaming-community" but its not the same..
i remember it very well, all those beautiful sunny days.. i was a teen sitting infront of my big ass CRT and playing some quake.. chatting with friends on ICQ and msn messenger hahah man..
M$ totally dropped the ball with the whole Messenger thing!
Everyone was using it at one point.
Had they not shut it down, and migrated/integrated with mobile devices once they came along, there'd be no WhatsApp, Allo, WeChat etc etc. today as we'd all be using MS Messenger.
With a bit of luck, we even might have escaped bloody Facebook and it's rubbish messenger.
One of the few FPS games in which you have tried to create a signle player campaign. I respect it very much
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