Ouchface
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Misc. > Everything Else > Why wasn't Quake ported to the PlayStation?
Pages (4): « 1 [2] 3 4 »  
Author
All times are GMT. The time now is 12:00. Post New Thread    Post A Reply
ComicMischief
Member


Posts: 477
Registered: 06-12



scalliano said:

TBH The Saturn does an admirable job of running Quake (better than it runs Doom anyway), what drags the game down for me is the controls. Even with the Saturn's analogue pad it's a mess. Unless you play southpaw, of course.



Quoted for truth. In fact, it was the Saturn controller and Lobotomy's ports of Duke 3D/Quake that made me a southpaw gamer on consoles, something I've only recently been able to get 'over' and adapt to default console FPS controls. Muscle memory can be a fucking bitch to overcome, I tell ya.

Of Saturn Quake though, the all-new secret levels really were something. E1's was forgettable and E3's was gimmicky. E2's is one of my favourite Quake levels ever, coming across like an Ewok village in space; and E4's submerged hellhole? Yeah, loved it -- even if it was barely-playable with the southpaw/freelook controls because it nerfed the swimming.

Still, great version in my eyes.

Old Post 06-06-13 18:27 #
ComicMischief is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
GoatLord
I really should think before I post.


Posts: 2307
Registered: 07-02


Not entirely on topic, but why does GL Quake--and consequently, Quake 64--use static lighting? I remember being so disappointed that muzzle shots from weapons (and indeed all objects emitting light) were reduced to ugly orange balls. I also found it curious that Quake 64 lacked the episode hub. The texturing was also unfortunate, because clearly the lightmaps were part of the VGA palette when they should have taken advantage of the N64's higher color depth.

Quake 2 N64 was surprisingly fun. The missing features (ducking, carrying items, hubs) made it play like a Quake 1 mod, and yet this gave it a unique charm, seeing as the maps (except the first) were exclusive to the console.

EDIT: Oh, and what do you guys mean by southpaw?

Old Post 06-06-13 19:14 #
GoatLord is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
schwerpunk
Forum Staple


Posts: 2046
Registered: 05-12


Southpaw is slang for left-handed.

Old Post 06-06-13 21:04 #
schwerpunk is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Da Werecat
Forum Regular


Posts: 883
Registered: 11-09



GoatLord said:
Not entirely on topic, but why does GL Quake--and consequently, Quake 64--use static lighting?

You can enable back dynamic lighting in GLQuake by typing 'gl_flashblend 0' in the console. Early accelerators were probably too weak for this feature.

GLQuake has many other shortcomings though.

Old Post 06-06-13 21:25 #
Da Werecat is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Use3D
Forum Legend


Posts: 4711
Registered: 04-02



ComicMischief said:

Of Saturn Quake though, the all-new secret levels really were something. E1's was forgettable and E3's was gimmicky. E2's is one of my favourite Quake levels ever, coming across like an Ewok village in space; and E4's submerged hellhole? Yeah, loved it -- even if it was barely-playable with the southpaw/freelook controls because it nerfed the swimming.



Never had a problem with the controls. I use the digital pad on the analog controller however, the analog stick felt too 'floaty' in Lobotomy's games. E1 secret level Purgatorium is awesome! It's creepy and well thought out, and I love that spooky new sky to death. Don't forget Dank and Scuz (with a guest appearance by Doom Guy), a hidden little sprite-comic like thing in Saturn Quake (and of course Death Tank).

Erza Dreisbach is seriously one of my favorite people in the 32bit era. His engines ran beautifully on Saturn and I'm shocked developers didn't toss their cookies at the high level of special effects and speed that thing could pull off. I never saw anything that looked as good or ran as fast as Powerslave/Quake on any other system at that time.


Scet said:


The N64 has a 64x64 texture limitation along with forced texture filtering. I prefer the Playstations jagged pixels over the N64s pixel barf.



I literally laughed out loud when I saw the N64 running the first time. Even it's 'best' games still look terrible.

Old Post 06-06-13 23:03 #
Use3D is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Dragonsbrethren
Forum Staple


Posts: 2395
Registered: 03-09



scalliano said:
That said, I did buy a PS mouse to play Q2 with, due to game game seemingly consciously sidestepping the most obvious controller layout.

Yeah, it's kind of bizarre that they didn't think to include a few more options for using both sticks and swapping triggers, but at least the digital schemes offer a decent aiming scheme. If "modern" console FPS games hadn't ruined me the both sticks option would be perfect since that's pretty much what every 90's FPS was using. I can totally see why they went with that.

Mouse support was a brilliant inclusion, too, particularly since the game had schemes that worked well with it, unlike Final Doom.

Old Post 06-06-13 23:15 #
Dragonsbrethren is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
hardcore_gamer
Fáviti Member


Posts: 2183
Registered: 03-07



Use3D said:



I literally laughed out loud when I saw the N64 running the first time. Even it's 'best' games still look terrible.



That's a ignorant statement. Lots of it's games look better then most Playstation games. Star Wars: RS is a good example of what was at the time one of the best looking console games around.

Super Mario 64 also looked awesome, and actually doesn't look so bad even today considering how old the game is.

Old Post 06-07-13 01:29 #
hardcore_gamer is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
GoatLord
I really should think before I post.


Posts: 2307
Registered: 07-02



Da Werecat said:
GLQuake has many other shortcomings though.


Like what?

Old Post 06-07-13 04:07 #
GoatLord is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
DooM_RO
Senior Member


Posts: 1199
Registered: 02-11


It's not a very eye-pleasing game in the first place. Why make it uglier by porting it to inferior platforms?

Old Post 06-07-13 05:28 #
DooM_RO is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 1870
Registered: 01-08



Use3D said:

I literally laughed out loud when I saw the N64 running the first time. Even it's 'best' games still look terrible.



Doom 64. Take that back.

Old Post 06-07-13 05:39 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Dragonsbrethren
Forum Staple


Posts: 2395
Registered: 03-09



GoatLord said:


Like what?


Lack of overbright lighting, fullbright colors, support for non-power-of-two textures, mipmapping looks entirely different (probably a good thing). Also software Quake uses a colormap like Doom, so lighting can look different, but Quake's colors are mapped more linearly, so it's not nearly as noticeable as it is in Doom.

http://www.quaddicted.com/engines/software_vs_glquake

GLQuake is a product of its time and you're much better off running software or a modern hardware rendering engine.

Old Post 06-07-13 06:09 #
Dragonsbrethren is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Avoozl
Indecisive


Posts: 2237
Registered: 06-09


Please, playstation had horrible polygon transitioning.

Old Post 06-07-13 06:12 #
Avoozl is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Dragonsbrethren
Forum Staple


Posts: 2395
Registered: 03-09



DooM_RO said:
It's not a very eye-pleasing game in the first place. Why make it uglier by porting it to inferior platforms?

Because visuals are the only reason anyone would want a game on a different platform, right?

Old Post 06-07-13 06:16 #
Dragonsbrethren is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
schwerpunk
Forum Staple


Posts: 2046
Registered: 05-12


Software rendering is ugly and inefficient. We should remove it from all sourceports. /s

Old Post 06-07-13 06:32 #
schwerpunk is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
DooM_RO
Senior Member


Posts: 1199
Registered: 02-11



Dragonsbrethren said:

Because visuals are the only reason anyone would want a game on a different platform, right?



Whether you like it or not, graphics and art direction MATTER.

Old Post 06-07-13 11:16 #
DooM_RO is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
DoomUK
Forum Spammer


Posts: 3838
Registered: 04-04



Use3D said:
I literally laughed out loud when I saw the N64 running the first time. Even it's 'best' games still look terrible.

Compared to 3D PC games of the same era, the difference is fairly negligible unless you're a total nerd.*

*Just to clarify, I can see the difference between PC Quake 2 and N64 Quake 2, or even PSX Quake 2 and N64 Quake 2. It's pretty obvious if you care about these things. But I wouldn't use this knowledge as a platform for conversation with anyone outside of a gaming forum. Know what I'm sayin'?

Old Post 06-07-13 11:25 #
DoomUK is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
schwerpunk
Forum Staple


Posts: 2046
Registered: 05-12


I remember my friend at the time -- a full-on PC Master Race Graphixxx Whore -- saw Goldeneye for the first time and said, "That's it, I need to get an N64!" when he zoomed in on some far off textures using a sniper rifle. Even with the intense aliasing and texture flickering, the game looked damned good at the time. At least for those of us who[s parents] could only afford a 'decent' cutting-edge PC.

Also, I know that games like Quake 2 did so-called "soft-skin texturing" (where polygons would bend with animations around the pelvises and shoulders of a models (unlike in Blood 2 and SHOGO, for instance), but I'd never seen it done so beautifully as in Banjo Kazooie.

N64 was really, really impressive when it came out.

Last edited by schwerpunk on 06-07-13 at 12:59

Old Post 06-07-13 12:54 #
schwerpunk is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Use3D
Forum Legend


Posts: 4711
Registered: 04-02



hardcore_gamer said:



Super Mario 64 also looked awesome, and actually doesn't look so bad even today considering how old the game is.



So you and most others claim, but I wasn't impressed then and it certainly hasn't improved with age. But of course, 'tis just my opinion.




DoomUK said:

Compared to 3D PC games of the same era, the difference is fairly negligible unless you're a total nerd.*



Negligible? Haha, that's nonsense.

Old Post 06-07-13 12:59 #
Use3D is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
schwerpunk
Forum Staple


Posts: 2046
Registered: 05-12


Use3D, I want to know what the Hell you could've been playing back then that would've made such a difference. I had a 19" flat-screen monitor and a RIVA TNT2, and I was spoiled, but I still thought the N64 did graphics more beautifully than my cutting-edge PC.

Old Post 06-07-13 13:03 #
schwerpunk is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Khorus
Strife!


Posts: 1377
Registered: 04-05


I'm with Use. Crash Bandicoot was a much better looking title than SM64.

Old Post 06-07-13 13:36 #
Khorus is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
DoomUK
Forum Spammer


Posts: 3838
Registered: 04-04



schwerpunk said:
N64 was really, really impressive when it came out.

Especially for a system which costed a fraction of what a decent gaming PC would.

Old Post 06-07-13 13:48 #
DoomUK is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
ComicMischief
Member


Posts: 477
Registered: 06-12


I love N64 games. I love the N64, because of the games.

I'm not going to defend the graphics though; it looked like every texture was painted on wet paper by a retarded quadriplegic child who held a paintbrush in his ass to do them.

And he was blind. And the art director who dictated to him what the textures should look like had a speech impediment. Plus the paintbrush-sandbag was deaf.

That filtering went a long way to rendering some games many times more ugly than they deserved to be.

Old Post 06-07-13 13:50 #
ComicMischief is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
GoatLord
I really should think before I post.


Posts: 2307
Registered: 07-02



DooM_RO said:


Whether you like it or not, graphics and art direction MATTER.



Absolutely. Anyone who claims graphics don't matter should ask themselves how much they'd still enjoy their favorite games if the engine remained the same, but the artists were uncreative, sloppy and unskilled. Having a really nice engine alone won't cut it, evidenced by the bland, uniform look of hyper-detailed war games as of late.

Another example is Super Mario World versus Sonic the Hedgehog, both released in 1991. The former had a larger color palette and more powerful hardware, but the latter focuses its attention on a plethora of micro details that give it the appearance of having a larger palette.

Team Fortress 2 is another good example. Its engine is totally inferior to say, CryEngine 3 or Unreal Engine 4, but it visually holds up because the cartoony style and consistent aesthetic is very memorable and professionally executed.

Old Post 06-07-13 17:41 #
GoatLord is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Da Werecat
Forum Regular


Posts: 883
Registered: 11-09



GoatLord said:
Sonic the Hedgehog

I would rather say that it was overdetailed and messy. My eyes hurt from even the memory of what it looked like.

Old Post 06-07-13 17:56 #
Da Werecat is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
GoatLord
I really should think before I post.


Posts: 2307
Registered: 07-02


Blasphemy. Those games had some of the best sprites and parallax scrolling of the 16-bit era. Sonic CD and the cancelled Sonic Crackers did look messy, however.

Old Post 06-07-13 18:26 #
GoatLord is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Da Werecat
Forum Regular


Posts: 883
Registered: 11-09



GoatLord said:
Those games had some of the best sprites and parallax scrolling of the 16-bit era.

Maybe. But I'd prefer backgrounds that actually let you clearly see the character under your control.

Spot the hedgehog!

Old Post 06-07-13 19:00 #
Da Werecat is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Justince
Junior Member


Posts: 142
Registered: 02-11


Sonic spends 98% of his time in the very center of the screen. Grasping much?

Old Post 06-07-13 19:23 #
Justince is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Da Werecat
Forum Regular


Posts: 883
Registered: 11-09



Justince said:
PROTIP: Sonic spends 98% of his time in the very center of the screen.

Thanks. It will surely help a lot of people.

Old Post 06-07-13 19:27 #
Da Werecat is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Dragonsbrethren
Forum Staple


Posts: 2395
Registered: 03-09



DooM_RO said:


Whether you like it or not, graphics and art direction MATTER.


It's the 90's, you don't have a PC and you have a PlayStation. Graphics and art being slightly lower quality don't mean shit to you since you can actually play the game now.

Look at the Saturn version, which was ported by the same studio that would have done to PSX version. Sure, you can point out changes, but it does't look bad at all. In some regards, it actually looks better.

Old Post 06-07-13 19:53 #
Dragonsbrethren is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
DASI-I
Mini-Member


Posts: 92
Registered: 08-10



GoatLord said:

Quake 2 N64 was surprisingly fun. The missing features (ducking, carrying items, hubs) made it play like a Quake 1 mod, and yet this gave it a unique charm, seeing as the maps (except the first) were exclusive to the console.



A friend of mine gave me an n64 along with quake 2 (score!) and I've been playing it thinking that it will suck compared to the PC, but no. I'm actually really liking quake 2 on the N64. And I can play it like a modern shooter (Dpad: move/strafe, Stick: look/aim). Quake 2 is a port done right, unlike quake 1.

Old Post 06-08-13 17:59 #
DASI-I is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 12:00. Post New Thread    Post A Reply
Pages (4): « 1 [2] 3 4 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Misc. > Everything Else > Why wasn't Quake ported to the PlayStation?

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Message Board Statistics