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Quake Champions

  • Sprony
  • June 13, 2016 at 3:20 AM
  • Buddy
    • March 13, 2017 at 4:20 PM
    • #121

    That screenshot looks better :)

  • Sprony
    • March 13, 2017 at 5:18 PM
    • #122
    Quote from Buddy

    56 minutes ago, Buddy said: That screenshot looks better :)

    Then your are going to love this. Here's a little bit:

    Quote

    Quote

    Initially, I was worried by the premise of Quake Champions: a Quake game with a diverse set of of character classes didn't sound like a Quake game to me. Almost immediately after sitting down with the game at PAX East, however, my concerns were wiped away.

    Over my first few lives, I rotated between a handful of characters--known as champions--to get a feel for just how different they are and how deeply that variety impacts the gameplay. While they're certainly distinct, they don't impact the game in as meaningful a way as the characters in Overwatch or Team Fortress 2.

    Characters have varying amounts of health and armor, as well as movement speed and a unique ability. These include a totem you can deploy to heal teammates and damage foes or one that causes you to rush forward, killing anyone in your path. While pick-ups on the map allow you to speed up their cooldown, these can't be used all that often. The abilities are not hugely impactful--they might win you a fight, but it doesn't seem as if using one is likely to be a match-defining moment, as can be the case with a well-timed Ultimate in Overwatch.

    Ranger, whom you'll be able to use for free, quickly became my go-to choice. His movement feels like that of a classic Quake character, but he has the ability to launch an orb that can do damage or that you can teleport to. This was useful for flanking players who were caught off guard, but I still spent the bulk of my time playing no differently than I would in Quake 3: Arena.

  • BubkeZ
    • March 16, 2017 at 7:29 AM
    • #123

    Hi, I was one of the best Quake 2 player in the world for many years so my personal expectations are very high, no good FPS game have been released since QL and that's just Q III all over again. I have no idea why id Software or some other game developer doesn't listen to the old pro players or the scene in general who made Quake what it is today.

    We play QL since it's fast, bright, easy to access, mod etc and not for any graphics at all we just want pure FPS with an awesome game engine, maps and weapons!

    Please don't let us down we need this!

    /BubkeZ

  • text_fish
    • March 16, 2017 at 10:24 AM
    • #124
    Quote from BubkeZ

    2 hours ago, BubkeZ said: I have no idea why id Software or some other game developer doesn't listen to the old pro players...

    ...We play QL since it's fast, bright, easy to access, mod etc and not for any graphics at all

    You just answered your own question. It's the same reason people get butt-hurt when graphical updates cause an FPS drop in CS:GO. Some players are just happy with what they've got, but in order to make money developers need to release new stuff and attract new players with pretty graphics and new gameplay hooks. It's a difficult line to tread and there are examples of developers going too far either side, i.e. Quake players feeling abandoned by a lack of new stuff and the UT community being split by too many installments back in the Noughties.

  • BJA
    • March 17, 2017 at 2:47 PM
    • #125

    Another character trailer.

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  • Radu
    • March 17, 2017 at 3:55 PM
    • #126

    Goomba stomping!

  • -HP-
    • March 17, 2017 at 7:40 PM
    • #127

    [Blocked Image: http://www.reactiongifs.com/r/dpfy.gif]

  • FMPONE
    • March 18, 2017 at 5:36 PM
    • #128
    Quote from (HP)

    21 hours ago, (HP) said: [Blocked Image: http://www.reactiongifs.com/r/dpfy.gif]

    Quote from Radu

    On 3/17/2017 at 11:55 AM, Radu said: Goomba stomping!

  • Radu
    • March 22, 2017 at 4:05 PM
    • #129

    It's starting to look more like quake doom

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  • FMPONE
    • March 22, 2017 at 5:44 PM
    • #130
    Quote from Radu

    1 hour ago, Radu said: It's starting to look more like quake doom

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    Now that looks fucking nice.

  • -HP-
    • March 22, 2017 at 5:58 PM
    • #131

    This is gonna sound nitpicky as fuck, but the green they used on the armor shards is a very distracting color.

  • PogoP
    • March 22, 2017 at 6:40 PM
    • #132

    I get wanting to make gameplay assets stick out from the environment, but yeah it looks like some sort of shader with a colour overlay which just completely flattens the entire object.

  • Minos
    • March 22, 2017 at 7:21 PM
    • #133

    Looks legit

  • Sprony
    • March 22, 2017 at 8:32 PM
    • #134
    Quote from Radu

    4 hours ago, Radu said: It's starting to look more like quake doom

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    Holy shit, now that looks fucking awesome!

  • Radu
    • March 22, 2017 at 8:41 PM
    • #135

    I don't mind these presentation trailers, but I'd rather see real gameplay footage than actor scripted sequences. The only real gameplay available so far is potato quality stuff filmed at PAX

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  • Sprony
    • March 22, 2017 at 8:42 PM
    • #136

    Classic Quake Rocket Launcher Spotted!

  • dux
    • March 22, 2017 at 9:42 PM
    • #137

    Why does it look so slow. Is it an FOV thing?

  • Radu
    • March 23, 2017 at 9:38 AM
    • #138
    Quote from dux

    23 hours ago, dux said: Why does it look so slow. Is it an FOV thing?

    Probably, but it might be due to the scale of the environment. It doesn't seem much slower than Reflex or Quake live. We'll just have to wait and see for ourselves.

    [Blocked Image: http://i.imgur.com/qA0AT04.jpg]

  • ShockaPop
    • March 23, 2017 at 10:52 AM
    • #139
    Quote from Radu

    1 hour ago, Radu said: Probably, but it might be due to the scale of the environment. It doesn't seem much slower than Reflex or Quake live.

    [Blocked Image: http://i.imgur.com/qA0AT04.jpg]

    Shambler mask!

  • grapen
    • March 23, 2017 at 11:29 AM
    • #140

    So hats confirmed? Do they have legendary particle effects though?

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