Phantastic! Thanks.
Best continuity, fluidity, synchronicity, and visuals I've seen in a game video, and the best promotion of quake to those closed minded graphics wanters.
Some criticism:
- Given the audience, I would have liked to see an explanation like: 'In the 10 years since Quake was first spawned, it has maintained a worldwide community of people, some of which, for (circa) 9 of those years, have maintained and developed every imaginable non-gameplay aspect of Quake. {text goes on to prove how every derivative engine (and game) eg q2 q3 hl cs rtcw etc are inferior duplicates which, while graphics have improved, really have added nothing valuable to deathmatch }. In a decade, with many of the initial players playing for much of those years, the level of ability, mental and 'physic'al abuse has accumulated, rendering Quake a virtually limitless frame that is so wonderfully distorted, it is seems unapproachable to the uninitiated. Quake selects those whom are able.' but less lame
Minor stuff:
-Easy to overlook because it was largely obscured by the soundtrack: The game sounds weren't Reznor's original cd quality files, which sound fantastic by the way(gib and teleport sounds are especially mind fart-orgasmic). The jump etc sounds used were just a bit fuzzy.
-It would have been better to make the v model guns a bit longer to show off those models. I think fov 120 wouldn't be a stretch B).
-Enemy and team skins become confused
Really minor stuff:
I would have used the Q that came on the original quake box (with the metallic bits and corrosion) and have that explode into those bits B).
-Rotation/tilt was within tasteful limits in all the frag scenes and executed really well, but some of the level-touring stuff was a bit over tilted and jagged.
Best continuity, fluidity, synchronicity, and visuals I've seen in a game video, and the best promotion of quake to those closed minded graphics wanters.
Some criticism:
- Given the audience, I would have liked to see an explanation like: 'In the 10 years since Quake was first spawned, it has maintained a worldwide community of people, some of which, for (circa) 9 of those years, have maintained and developed every imaginable non-gameplay aspect of Quake. {text goes on to prove how every derivative engine (and game) eg q2 q3 hl cs rtcw etc are inferior duplicates which, while graphics have improved, really have added nothing valuable to deathmatch }. In a decade, with many of the initial players playing for much of those years, the level of ability, mental and 'physic'al abuse has accumulated, rendering Quake a virtually limitless frame that is so wonderfully distorted, it is seems unapproachable to the uninitiated. Quake selects those whom are able.' but less lame
Minor stuff:
-Easy to overlook because it was largely obscured by the soundtrack: The game sounds weren't Reznor's original cd quality files, which sound fantastic by the way(gib and teleport sounds are especially mind fart-orgasmic). The jump etc sounds used were just a bit fuzzy.
-It would have been better to make the v model guns a bit longer to show off those models. I think fov 120 wouldn't be a stretch B).
-Enemy and team skins become confused
Really minor stuff:
I would have used the Q that came on the original quake box (with the metallic bits and corrosion) and have that explode into those bits B).
-Rotation/tilt was within tasteful limits in all the frag scenes and executed really well, but some of the level-touring stuff was a bit over tilted and jagged.
'on 120 ping i have beaten mortuary dirtbox and reload' (tm) mz adrenalin
'i watched sting once very boring and not good at all' (tm) mz adrenalin
[i]'i shoulda won all
'i watched sting once very boring and not good at all' (tm) mz adrenalin
[i]'i shoulda won all