i was learning unity, so i decided i'd try to make a multi-genre variety golf game. i put it off because i didn't really wanna learn how to code. i saw a trailer for what the golf? and played the demo, and it relieved me from my plan. that's when i decided to not bother with making a game that wasn't just a gui. as for the game itself -- this is way better than what i could have come up with. so silly and janky and entertaining. i played it twenty-thirty minutes at a time to savour it and not wear out the humour. i definitely recommend this method. i love you
completed this on normal! cons 💀 some enemies will envelope you. like. you're standing in them 💀 some throwaway enemies, some look similar to others 💀 the story, writing, and voice acting is … something. 💀 the weapon order is weird, takes getting used to 💀 cooldown for katana throw is way too long to be useful 💀 secrets are ridiculous to find, but side areas (bonus sections) are easy to stumble into goods 🌞 the level design is amazing. variety of spaces with different types of pathways 🌞 so many cool enemies!! most of them are projectile based. no hitscanners!!!!!!! 🌞 every weapon has its place... pistols are always useful as long as you keep upgrading them! 🌞 sound design is so good, the pistol sound is one of the big reasons i was so into this lol 🌞 cool upgrades that really alter your weapons 🌞 soundtrack is pretty cool!! sometimes it's that metal/electronic stuff mick gordon is known for which i don't like but it's not as ADHD as that 🌞 it just feels really really good, which i think is the most important part quake (1996) is my fav game of all time, so i can't possibly compare DT to that.
The first time I tried this, I got to Cragscleft, became frustrated, then stopped. I tried again next year, freed Cutty, took a break for the night, and... just didn't return. There was just too much friction for me to want to go back. I'm not sure what happened, but I finally arrived at the Bonehoard. This game finally clicked for me. However, each mission took at least 2 hours (real time) because I just got lost over and over again. I was watching a playthrough to see how other people approached it... well, it turns out that my problem was two main things: 1) I have terrible spatial memory & 2) I have such a terrible reading comprehension that I didn't bother to decipher any clues. I was too impatient to figure out the directions the game had given me and instead wandered around aimlessly for far too long. Clearly, I'm not the intended audience for this - Quake is more my cup of biscuits. Regardless, I stuck through it, including the Thieves' Guild. I recognised how compelling the gameplay was and embraced how brilliant the mechanics and level design meshed together. The variety of styles one must use for success kept me from being complacent. But my absolute favourite part is the weirdness: monsters, steampunk, fantasy, surrealism... yeah, the surrealism is mint. If the setting was more dry, then I probably wouldn't bother. But the fact that I felt this game was weird in spite of my tendency to play experimental indie games says quite a bit.
[played with 1.3 and sidekicks] i pretty much can't argue with any of the criticisms aimed at this game. i have nothing new to add as far as that goes. however, understanding these complaints helped me lower my expectations. this game is janky as h*ck and i love it for that. it tries so many weird different things, and i value that much much more than consistency. bouncing lasers, throwing discs, lightning spears, lol. plus the colours are out of this world! the story is absurd but that adds to it! seems like thin excuses to explore different themes but i don't mind at all, variety is fun! just not a fan of killing stereotypical prisoners, though. there were some poor decisions made, but i had such an amazing time with it!
let me get this off my chest: quake (1996) is my dear beloved and i absolutely despise the direction quake ii took. it's like alien compared to aliens: doing from an gorgeous atmospheric horror film to a military-loving action movie. uh, hard pass. but for the rest of the review i'll keep in mind that it wasn't meant to be a quake sequel, but something different. here goes: the railgun is by far the best thing about this game. it's so cool and the thing i remember most from when i played this game at in internet cafe around the release time. the particles in this game are incredible! furthermore, i do enjoy the level design - kinda cool you gotta figure out your place in this nonlinear space. however, the environments are so homogenous that it's easy to become lost. warehouses and crates aren't exactly the pinnacle of 'interesting'. that's a huge negative considering that visuals are so important to me. this game sucks in that aspect. other than the railgun, the weapons just don't feel that great compared to most fps's i've played. the enemies are mostly variations of humans, robots, and human+robots, and it's pretty stale. comparing to the original quake, i give this game a 0. in a vacuum, it's a 3.
a few years ago, i tried out the shareware and stopped at e1m3 because it was too scary. eventually, i played through the whole game in 2018, but it was so exhausting: the heavy atmosphere, surprises, and uncaring world took so much energy that i could only manage a map per day at most. now i'm part of the quake mapping community, having made 16 maps as of this writing. it's made a much bigger impact than i thought i would, and surpassed my obsession of doom to where i don't think much about the latter anymore.
Saw this advertised when it first came out, and couldn't help but become intrigued. It's something that seemed a little different, enough to where I would think about it once in a while. Playing this game for the first time in 2020 was incredible. It was way weirder than I could have imagined, which is saying a lot in comparison to my childhood imagination. It's succinct, controls pretty well, and full of personality that I don't think has aged at all. I would definitely say it was worth the twenty-three year wait to play this.