that's one of the games I wanted to play as a child but couldn't. The graphics looked amazing to me on computer magazines at the time -specially the Amiga version-, and I mean computer, not consoles. The brownish but colourful graphics of that version on Micromania magazine got me so hyped about a game like that at the time. Alas never happened to play that game in the end :/
Another nice video DF. Loved to see some Turrican again
You're into some weird shit, Linneman
Edit: oh it's Alex's video
Well, not really. They also changed assets, polygon counts, ....And thats one of the reasons RT is so cool, older games get a visual upgrade
Never understood the Quake hype. Quake 2 was great but quake 1 was just ... an "ugly" mess. I preferred Duke3D or other Sprite shooters at this time. Sprites just looked so much better at this time than those low-poly models.Perhaps the most impressive game I've played, not because of the graphics but the art style. If I were a CEO on a videogames company I'd certainly hire the artist behind Quake.
Iirc, I've never seen similar art style ever since. The atmosphere was really out of this world, too. Some of the levels -specially in the area where the medieval knights are- are some of the best I've played in a videogame. Just like some kind of godly Mario 64 or similar level.
Also I remember in some videos people mentioning the "Quake widows", GFs of some Quake players that felt neglected.
That's an art vs tech debate. Personally, once I played Quake it was hard to go back to Duke because of the way mouselook felt in duke. It's fixed in the modern ports, but it never felt right after you feel it in Quake. And Quake 2, the guns feel off to me now. I find it really hard to go back to. Even the RTX release. But I do think Quake 2 is probably the most completely fleshed out game id ever made. The level design was still maze-like but it sort of made sense. You had hub worlds and defined goals. And the multiplayer was so good at the time.Never understood the Quake hype. Quake 2 was great but quake 1 was just ... an "ugly" mess. I preferred Duke3D or other Sprite shooters at this time. Sprites just looked so much better at this time than those low-poly models.
That's an art vs tech debate. Personally, once I played Quake it was hard to go back to Duke because of the way mouselook felt in duke. It's fixed in the modern ports, but it never felt right after you feel it in Quake. And Quake 2, the guns feel off to me now. I find it really hard to go back to. Even the RTX release. But I do think Quake 2 is probably the most completely fleshed out game id ever made. The level design was still maze-like but it sort of made sense. You had hub worlds and defined goals. And the multiplayer was so good at the time.
I saw an interview with John Romero, or maybe it was him reading mean tweets or something, and he addressed the browness of Quake, and he said something like "Quake only uses 16 colors so we were really limited", and elaborated that the lighting is all done by changing pallets of somethings so the textures all had to fit into a really small color pallet to accommodate the lighting. I could have the number wrong, maybe it was 32 colors.
EDIT
Found it, it's in the Noclip profile of Romero about 31 minutes in.
Romero says they have 8 colors and 32 values for light maps.
which hardware did you use to play the game at the time?Never understood the Quake hype. Quake 2 was great but quake 1 was just ... an "ugly" mess. I preferred Duke3D or other Sprite shooters at this time. Sprites just looked so much better at this time than those low-poly models.
Slightly off topic, but UT2004's software renderer is insane. I know it doesn't support every feature (detail textures I think are broken), but it uses some sort of filtering, and is reasonably performant considering how complex that game was at the time. IIRC it ran better on a higher end Pentium 4 than it did on that chipset's onboard graphics accelerator.Quake was technical wonder as software renderer.
Remember wondering what happened to textures after certain distance, as they managed hold detail without roping and aliasing artifacts, a first time seeing mipmaps.