Maxim Samoylenko (dspair) wrote,
Maxim Samoylenko
dspair

From gloomy, gothic castles to high-tech teleportation complexes, as you battled countless different foes with increasingly ludicrous weapons, Quake absolutely revelled in its refusal to stay still. Its creativity, even within the limited technical resources of the time, is extraordinary. Do you remember Wind Tunnels? The level that was split into several different areas, only accessible by allowing yourself to be sucked up by enormous vaccuum tubes? Or how about Ziggurat Vertigo, the secret level accessible from one of the game’s early areas? In that, gravity was markedly lowered, meaning you could leap around the map at will, carefully looping rockets over to the Ogre on the distant ledge.
It was this level of imagination that astounded me, and got my own creative juices flowing. Before then, my experience of games had been rubbish movie tie-in platformers on whatever the console de jour was at the time. But Quake was the real deal. You could do this stuff in computer games? Until then, I’d had no idea.


В точку вообще

Были только три компьютерных игры моей молодости, дизайн уровней которых меня потряс - это doom, quake 1 и thief 1. После quake я натурально брал лист бумаги, садился за стол и придумывал планы уровней. Думаю, уровни были крутые
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