Quake Champions Revealed on E3 2016

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SweetShark

Shark Girls are my Waifus
Jan 9, 2012
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Damn...so close....
I REALLY wanted a reboot of the first Quake game or even a sequel for the original story, but the new game base of the legendery multiplayer Quake 3 Arena.
I guess I should not complain because I LOVE also this game as well.

From the details we have it seems the game will features a roster of unique characters, each with their own distinctive abilities, allowing the players to fight the way they want.
Also it seems it will be ONLY PC exclusive which is nice I guess [for the people who use PC mostly I mean...it sucks for console's players...].

For now in the trailer its revealed 4 different characters who the 2 of them are known from the previous game: Ranger and Visor or Gorre. There is a possibility maybe the girl is Mynx, but with Neon Blue hair, but this is my opinion.

I really love to see that the developers decided to give special abilities for each characters. However and please note, from what I saw, it is not trying to copy TF2!!! In TF2 each character had different weapons as well. But in Quake Champions it seems you can use whatever weapon you like. I hope I am right of course.

Finally but not least, I hope for the return of DoomGuy, Crash, Sarge, Orbb and Klesk.
For new characters now...there is potential to have characters from games like Dishonored, Fallout, Rage, etc, etc...but I want 100% sure to see this guy:


How about you? What do you think so far for the game and who do you want to see in the character roster?
 

KraQ

New member
Oct 4, 2014
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I have mixed feelings.

On the one hand, the fact that the Tim Willis went out of his way to mention the uncapped framerate and "120hz gameplay" (which I slightly suspect is referring to the tickrate that the servers will be running at) during the announcement tells me that they're paying attention to details. He also mentioned in the interview [https://www.youtube.com/watch?v=llP143m6hXw] following the presentation that strafe jumping, rocket jumping, and ledge grabbing are present.

On the other hand, classes are really antithetical to what gives Quake it's characteristically clean and crisp gameplay. I suppose it wouldn't be the end of the world if it ended up being similar to how characters in work a fighting game, but that's me being optimistic; the much more probable outcome is a gimmicky set of inorganic additions to the core gameplay that only serve to muddy the experience. How do you possibly make item timings and map control part of the game when some players have the ability to teleport and see through walls? What is the point of having a forward dash when strafe jumping lets players move at speeds limited only by the amount of space they have?

For now, the direction seems to be "easier to play" over "easier to get into," but I guess I'll wait to see what happens at quake-con to make a full judgement of the game.
 

SweetShark

Shark Girls are my Waifus
Jan 9, 2012
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KraQ said:
I have mixed feelings.

On the one hand, the fact that the Tim Willis went out of his way to mention the uncapped framerate and "120hz gameplay" (which I slightly suspect is referring to the tickrate that the servers will be running at) during the announcement tells me that they're paying attention to details. He also mentioned in the interview [https://www.youtube.com/watch?v=llP143m6hXw] following the presentation that strafe jumping, rocket jumping, and ledge grabbing are present.

On the other hand, classes are really antithetical to what gives Quake it's characteristically clean and crisp gameplay. I suppose it wouldn't be the end of the world if it ended up being similar to how characters in work a fighting game, but that's me being optimistic; the much more probable outcome is a gimmicky set of inorganic additions to the core gameplay that only serve to muddy the experience. How do you possibly make item timings and map control part of the game when some players have the ability to teleport and see through walls? What is the point of having a forward dash when strafe jumping lets players move at speeds limited only by the amount of space they have?

For now, the direction seems to be "easier to play" over "easier to get into," but I guess I'll wait to see what happens at quake-con to make a full judgement of the game.
indeed, these are some good questions of how the developers can balance the different abilities all the characters will have. Maybe the abilities are like the power-ups in the new multiplayer?
 

Scarim Coral

Jumped the ship
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Oct 29, 2010
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So it's basically Overwatch then? Not saying it's bad but I would loved some classic gameplay (deathmatch, last man standing etc) and with character without unquie abilities.
 

DefunctTheory

Not So Defunct Now
Mar 30, 2010
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Looks like the in progress Unreal Tournament, with character specific movement abilities.

Like a lot of the partially interesting things that are coming out of E3, I feel like there's not enough here to be interested about. Feels like 'Hey, just thought you'd like to know we're working on this, check back in with us in 6 months to see if you give a damn.'
 

Amigastar

Any Color you like
Jul 19, 2007
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Street Fighter V also has Character Specific abilities. If done well i don't mind that mechanic.
 

Chimpzy_v1legacy

Warning! Contains bananas!
Jun 21, 2009
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KraQ said:
On the other hand, classes are really antithetical to what gives Quake it's characteristically clean and crisp gameplay. I suppose it wouldn't be the end of the world if it ended up being similar to how characters in work a fighting game, but that's me being optimistic; the much more probable outcome is a gimmicky set of inorganic additions to the core gameplay that only serve to muddy the experience. How do you possibly make item timings and map control part of the game when some players have the ability to teleport and see through walls? What is the point of having a forward dash when strafe jumping lets players move at speeds limited only by the amount of space they have?

For now, the direction seems to be "easier to play" over "easier to get into," but I guess I'll wait to see what happens at quake-con to make a full judgement of the game.
I agree and have similar doubts on whether or not these character specific abilities will end up being added value, "Thou shalt start on equal footing" being the holy tenet of arena shooters after all, but I understand the reasoning behind why'd they add them.

Thing is, advanced movement skills like bunny hopping, air strafing and rocket/grenade jumping require a pretty significant amount of practice to pull off and even more so to reliably give yourself the edge in a fight. This means a 1on1 fight is likely to go to the player that can move the best (among other factors like aim and efficient pickup collecting through map knowledge). And that's the way many old-school players (like myself) prefer it: the most skilled player wins a straight up fight.

But the current train of thought in multiplayer design seems to be giving everyone a fighting chance, even if they have a lower skill level. They don't want new players to get discouraged and abandon the game because they continously get curbstomped by veterans.

Hence the character specific abilities, to help compensate for the skill gap. The high level players will still come out on top overall, but pulling off something similar to the advanced skills with the press of a button will sometimes let less skilled players win where they would otherwise lose, if only because of the element of surprise.

I'm sure you already know this. I'm just giving my thoughts on the matter and maybe providing some poor explanation.