I remember when UNREAL came out, and when I first saw the game packages in Costco stores then, I thought that it looked like a stranger, more immense, alien, avant-garde version of QUAKE. Of course, the game turned out to be far different than QUAKE by several kilometers, but the polygonal models and colors looked QUAKE-like to me when I first perceived. When I first played the game, on a computer without a 3D accelerator (extremely slow, as can be imagined), I felt like I was in a much more advanced and ambitious reinterpretation of QUAKE. Back then, I thought UNREAL was just following the same formula as QUAKE and DOOM, and that the planet of Na Pali was really Hell itself in the incarnation of a tropical, wasteland planet.
Years afterwards, after actually playing the whole thing WITH 3D Acceleration, I was impressed by how far Epic Games pushed UNREAL, making it ahead of its time, and far ahead from QUAKE 1. However, the game's engine felt almost unstable, because it tended to go very fast and very slow on an XP. It was also not very focused story wise and gameplay wise, which makes it more convoluted than QUAKE in comparison (though UNREAL has better written dialogue texts than QUAKE's, if not the best).
Going back to UNREAL being perceived by me as an advanced version of QUAKE, I was wondering: what if elements from UNREAL were integrated into a mod for QUAKE I? Simply, what if you had a QUAKE mod based off the enemies, levels, and art of UNREAL? Hypothetically, these would just be a handful of levels, inspired a bit from the QUAKE-like appearance UNREAL was originally going for (in early UNREAL game trailers), inhabited by QUAKE versions of UNREAL's enemies.
It were to be pulled off, I would use the Ogre model for the Scaarj, and use an AI code similar to the Reaper Bots AI for QUAKE's multiplayer. For the Nali, I would use the zombies as a template for them, but since they are pacifists, they'll not attack you.
The same idea could be attributed vice versa. Why not also make an UNREAL mod based off of QUAKE 1? The Ogre and the Shambler would be very terrifying with the AI of the Scaarj or Titan.
I was thinking that these hypothetical mod ideas should be called QUANREAL and UQUAKE.
These are just suggested concepts, so you can make fun of them if you like.
Years afterwards, after actually playing the whole thing WITH 3D Acceleration, I was impressed by how far Epic Games pushed UNREAL, making it ahead of its time, and far ahead from QUAKE 1. However, the game's engine felt almost unstable, because it tended to go very fast and very slow on an XP. It was also not very focused story wise and gameplay wise, which makes it more convoluted than QUAKE in comparison (though UNREAL has better written dialogue texts than QUAKE's, if not the best).
Going back to UNREAL being perceived by me as an advanced version of QUAKE, I was wondering: what if elements from UNREAL were integrated into a mod for QUAKE I? Simply, what if you had a QUAKE mod based off the enemies, levels, and art of UNREAL? Hypothetically, these would just be a handful of levels, inspired a bit from the QUAKE-like appearance UNREAL was originally going for (in early UNREAL game trailers), inhabited by QUAKE versions of UNREAL's enemies.
It were to be pulled off, I would use the Ogre model for the Scaarj, and use an AI code similar to the Reaper Bots AI for QUAKE's multiplayer. For the Nali, I would use the zombies as a template for them, but since they are pacifists, they'll not attack you.
The same idea could be attributed vice versa. Why not also make an UNREAL mod based off of QUAKE 1? The Ogre and the Shambler would be very terrifying with the AI of the Scaarj or Titan.
I was thinking that these hypothetical mod ideas should be called QUANREAL and UQUAKE.
These are just suggested concepts, so you can make fun of them if you like.
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