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Page "Quake (video game)" ¶ 7
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gameplay and Quake
The practice of using graphics engines from video games arose from the animated software introductions of the 1980s demoscene, Disney Interactive Studios ' 1992 video game Stunt Island, and 1990s recordings of gameplay in first-person shooter ( FPS ) video games, such as id Software's Doom and Quake.
Dooms 1996 successor, Quake, offered new opportunities for both gameplay and customization, while retaining the ability to record demos.
Belonging to the former category, gameplay and stunt machinima began in 1997 with Quake done Quick.
On July 26, 2006, Challenge Pro Mode Arena with VQ3 gameplay was chosen by Cyberathlete Professional League as the mod of choice for their tournament, making it the standard competitive mod for Quake III Arena.
The gameplay is very similar to that featured in Quake, in terms of movement and controls, although the player has been slowed down, and now has the ability to crouch.
GameSpot agreed with positive reviews and praised every aspect of the game, stating " Quake is a masterpiece on every level, with its ominous atmosphere, silky-smooth animation, incredibly well-balanced gameplay and level design, and unparalleled soundtrack.
It features fifteen new single player missions, a new multiplayer arena, and gameplay features not originally found in Quake, including rotating structures and breakable walls.
This gameplay was also later reutilzied in a full-fledged commercial game Enemy Territory: Quake Wars set in id Software's Quake universe.
It is considered even today by many die-hard players to be the best multiplayer game, such that several games featuring QuakeWorld-like gameplay elements have been developed, including the Quake III mod: Challenge ProMode Arena, Painkiller, the freeware game Warsow, a mod for Quake 4 called Quake4World, and a free game called Quake2World based on the Quake 2 engine.
It expanded from this idea to a full total conversion featuring realistic weapons and gameplay similar to Action Quake 2.
Work on Urban Terror for Quake III Arena slowed down, as Silicon Ice Development was working on a release for Wolfenstein: Enemy Territory, titled Urban Terror MX featuring new vehicles and gameplay.
Players at QuakeCon reported the multiplayer gameplay to include elements similar to those in previous Quake games such as Strafe-jumping or Rocket jumping.
" PC Magazine gave Quake 4 a good review for both singleplayer and multiplayer gameplay.
The gameplay is similar to Quake deathmatch, with essentially the same weapons ( except the one for melee combat, which is Half-Lifes trademark crowbar instead of the original axe ), armour and power-ups.
A common multiplayer gameplay mode ( usually with team-based gameplay, as with the real-life game ) called " Capture the Flag " is found in many first-and third-person shooters such as Team Fortress 2, Marathon, Quake, Urban Terror, Unreal Tournament, Tribes, the Halo series, the Call of Duty series, the TimeSplitters series ( renamed " Capture The Bag "), and Metroid Prime Hunters.
There are two main modes of gameplay in Action Quake 2: Deathmatch ( Free For All ) and Teamplay.
For example, generally, twitch gameplay games such as a first-person shooter like Quake 3 require lower latency for the best experience, while generally, a turn-based game such as chess can tolerate higher latency.
Epic's Unreal Tournament series has shifted almost entirely towards deathmatch modes ( although it does retain a " team deathmatch " mode ), and significant FPS releases such as Doom 3, Quake 4, and both Half-Life ( Other than addon Decay for Half Life 1 ) titles shipped without cooperative gameplay modes.
Weapons Factory Unreal Tournament ( WFUT ) took the classes and weapons from the Quake II version and adapted them to the Unreal style of gameplay, in addition to being inspired by MegaTF.
Begun by COR Entertainment in 2004, the game combines a 1950s-era sci-fi atmosphere with gameplay similar to the Quake, Doom, and Unreal Tournament series.

gameplay and was
The gameplay in Asteroids was imitated by many games that followed.
In the 1990s Hasbro edition, the hotel chains were replaced by generic corporations, though the actual gameplay was unchanged.
Finally, dropping prices of home computers like the Commodore 64 had caused many to believe that buying a home computer was a better investment because it provided more detailed gameplay and could be used for other purposes such as word processing.
* The fastest recorded tennis stroke is Ivo Karlovic's serve, whereas the fastest badminton stroke during gameplay was Fu Haifeng's recorded smash .< ref name = record >
First was the Roller Controller, a trackball packaged with a port of the arcade game Slither, a Centipede clone and meant to be used with some dedicated games like Victory or to enhance the gameplay of previously published cartridges which benefitted from its trackball system ( like Wargames ).
With one third of the game ( 9 levels ) distributed as shareware, Doom was played by an estimated 10 million people within two years of its release, popularizing the mode of gameplay and spawning a gaming subculture ; as a sign of its effect on the industry, games from the mid-1990s boom of first-person shooters are often known simply as " Doom clones ".
The phrase " Doom clone | Doom clone " was initially popular to describe the style of gameplay in Doom-like games, but after 1996 was gradually replaced by " first-person shooter " By 1998 the phrase " first-person shooter " had firmly superseded " Doom clone "
It was released to major acclaim ; reviewers praised the interactivity of the environment, level design, gameplay and unique risqué humor ( a mix of pop-culture satire and lampooning of over-the-top Hollywood action heroes ).
A game of the same name developed by G-Artists and published by Bandai was released in 2005 for PlayStation Portable, but this is a sequel to the PlayStation 2 game, with a completely different storyline, setting, and gameplay.
This was unusual at the time, as most non-free expansion packs also included other new or revised gameplay elements.
The Intellivoice was original in two respects: not only was this capability unique to the Intellivision system at the time ( although a similar device was available for the Odyssey2 ), but the speech-supporting games written for Intellivoice actually made the speech an integral part of the gameplay.
He noted that the gameplay of Kid Icarus was " the most unique blueprint for a video game ", but that it had been " fairly fresh back in 1987 ".
It was developed by Nintendo in cooperation with the independent company Tose, and largely adopts the gameplay mechanics of its predecessor. Kid Icarus: Of Myths and Monsters remained the last installment in the series for over 20 years.
Alan Cox had played the original University of Essex MUD, and the gameplay was heavily influenced by it.
DikuMUD had a key influence on the early evolution of the MMORPG genre, with EverQuest ( created by avid DikuMUD player Brad McQuaid ) displaying such Diku-like gameplay that Verant developers were made to issue a sworn statement that no actual DikuMUD code was incorporated.
The developers ' intention was to make the sensation of flight the central gameplay element, achieved through 3D graphics and a combination of both 2D and 3D gameplay.
The first game released was Quest for the Rings !, with gameplay somewhat similar to Dungeons & Dragons, and a storyline reminiscent of J. R. R. Tolkien's The Lord of the Rings.
The game was highly praised by reviewers who, for the most part, described the gameplay as fun and engaging.
An unofficial version for iOS was released through Cydia for jailbroken iOS devices in April 2008 ; it is a demo version similar to the original except that it integrates the iPhone and iPod Touch's accelerometer and touch controls to make gameplay possible.
A high-definition version for iPad was released in November 2010, featuring re-created controls, sharper graphics, better gameplay, and better framerate ; this improved version was also integrated into the iPhone and iPod touch version of the port.

gameplay and considered
These cost from 0 to 3 or more points depending on whether they should be considered Frequent, Major ( or even " Twice Major ", for especially powerful abilities that significantly affect gameplay ) and / or Versatile.
Although he considered the blend of gameplay elements from different genres a success, he said that Kid Icarus suffered from " frustrating " design flaws, such as its high difficulty level.
The aspects of style and gameplay from Super Mario Kart that have been retained throughout the series have led Nintendo to face criticism for a lack of originality but the franchise is still considered to be a beloved household name by many, known for its familiar core gameplay.
Its gameplay influenced the design of first-person shooters for years after its release, and it is widely considered to be one of the greatest computer games of all time.
Gilbert considered such gameplay as " a cheap way out for the designer ".
" The review, however, also considered that the short length prevents the gameplay and audio from getting tiresome.
The semi-sequel Yoshi's Story was released for the Nintendo 64 and featured similar gameplay, but is generally considered to be of a lower quality.
Shenmue is regarded as a major step forward for 3D open-world gameplay, and considered the originator of the " open city " subgenre later popularized by Grand Theft Auto III in 2001.
The gameplay was considered not fun enough at the time and was scrapped until later when Tanabe received instruction to use the Yume Kōjō mascots in a game, at which point he expanded the gameplay and developed Doki Doki Panic.
, an arcade game based on the Jewelpet franchise can be considered a spiritual sequel to the series as it has the same gameplay as Columns.
However, due to its unique gameplay and sense of humor, it is today considered a cult classic.
By extension, " Fog of War " is also used to describe the limited view distance of many first person shooters, where unlimited view is considered either bad for gameplay or, more often, because of technical limitations, in that a Fog of War allows for the rendering of a smaller part of the game area.
Some titles have had their online features ( often considered lower priority than the core gameplay ) cut months away from release due to concerns such as lack of management, design forethought, or scalability-Virtua Fighter 5 for the PS3 is a notable example of this trend .< ref >
IGN's readers ranked it as the 40th best game of all time, while the staff placed it at 78th ; the staff believed that, " while handheld spin-offs are generally considered the low point for game franchises, Link's Awakening proves that they can offer just as rich a gameplay experience as their console counterparts ".
The developers achieved this gameplay design by rendering the experience as a standard first-person shooter but seamlessly adding a character customization and development system, which are considered as signature role-play elements.
While crude by modern standards, in 1980 Akalabeth < nowiki >'</ nowiki > s graphics and dungeon crawl gameplay mechanics were considered quite advanced, and the game attracted a large amount of attention.
In contrast, Parish considered the title worth purchasing, citing its addictive gameplay.
Each player may have up to six Pokémon on the playing field at a time: one “ active ” Pokémon and up to five on the bench ( these are considered to be in reserve, but they can still affect gameplay ).
Before the Diamond & Pearl expansion, all cards that were not Pokémon or Energy were considered Trainer cards, though they have since been subdivided into categories: Item cards that directly affect the battling Pokémon, Stadium cards represent custom arenas that add a special mechanic to gameplay and Supporters represent other characters in the Pokémon world.
Publications including IGN and The Independent considered the gameplay too similar to Metroid Prime, while GamePro was unhappy that the game did not have a customizable control scheme.
Author John Vince considered him as one of the originators of " high-action " and " reflex-based " arcade games, citing Defenders gameplay among other games designed by Jarvis.

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