The only challenge lies in beating your enemies to weapon spawn points. There are no loadouts, and you’re free to carry as many weapons as you like. These weapons felt quite familiar in my grasp, with tactile, responsive animations that made me feel like I was stirring up havoc. The Champions’ abilities are more of an afterthought. Id Software was quite deliberate in making sure that 'the holy trinity' of weapons-the railgun, rocket launcher, and lightning gun-was preserved, and they’re all still entirely skill-based-your champion has no impact on how well you use a gun. While the Champions may feel new, the weapons are all classic Quake, but they fit the modern mold quite well. Which is probably what hardcore Quake players prefer. Unlike Blizzard's breakout FPS, where regular back-and-forth between Heroes subtly breathes life into the game, Quake’s Champions are silent vessels for you to perform some impressive gunslinging. Each Champion is well designed, but they lack a distinct voice or personality. If you’re looking for a hero shooter like Overwatch, you'll probably be disappointed.
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