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Quake 4 |
| Fri, October 28 2005 | 6:22PM | PermaLink |
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A sequel - whether it's a movie, book or game - has two duties. On the
one hand, it has to be faithful to the original; to have something of the
old feel, a few old characters, and a few common threads to pull the two
stories together. But at the same time, it has to take the series
somewhere new - pull the characters and their story into new territories
and new situations; embrace new ideas and bigger themes. The thing about
iD and Raven's Quake 4 is that it absolutely aces the first part. It
couldn't be any more like Quake II if it had been designed by the exact
same people immediately afterwards. But then it goes and fumbles the
second part. If Quake 4 didn't look so damn cutting-edge, we'd have to
label it a retro game and be done with it.
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