|
|Forum|Articles|Quake
vs Unreal.
By Anubis
WHY UNREAL/UT IS BETTER THAN QUAKE 3 ARENA
Perhaps the biggest rivalry in the computer world next to
Mac vs Windows, many have argued over whether Quake or Unreal
is better. Many of these people have never even played the game
that they are against, and are basing their arguments solely
on hearsay and conjecture. Hearsay and conjecture may work on
Lionel Hutz, but they don't work on me. I have played many hours
in both games, and seen every level, weapon, and flashy effect
that the stock configurations of the games have to offer. A warning,
if the minutiae of first person shooters bores you to tears,
stop reading this now
ENGINE GEOMETRY CAPABILITY.
At this point in the evolution of first person shooters, the
deciding factor is no longer overlapping sectors or angled surfaces.
It is curved surfaces. Both engines are more than capable of
rendering curved surfaces, but the stock Unreal levels do not
make good use of this ability( though third party maps do). Additionally
the Quake engine appears to do some sort of interpolation algorithm
over the curved surface to make it look much more smooth and
uniform. Winner Quake
ENGINE TEXTURE CAPABILITY
This is a much more subjective category than engine geometry
ability as different people will see different levels of texture
detail based on the power of their computer system. From my tests
however Unreal rendered much more detailed vibrant textures,
and its decals and coronas were crisp and sharp. Quake textures
seemed muddy and murky in comparison and its decal and corona
effects were not nearly so awe inspiring. Unreal also seemed
to make much better use of detail textures than Quake. Winner
Unreal
ENGINE EFFECT ABILITY
Both engines had some powerful effect generating ability.
Quake has it's environment mapping and Unreal has its fractal
dynamic textures. In addition each engine has their respective
translucency, dynamic lighting, moving brush rendering and whatnot.
Each engine could produce some impressive effects, and even though
I preferred Unreal's fractal effects more, it is too subjective
for me to pass judgment either way. Tie
ENGINE EXPANDABILITY
Unreal owns this category. Unreal uses a simple folder system
in the OS to handle game files, simply drag the new game files
to the appropriate folder and you are usually ready to go. In
game Unreal has menus to select the game additions you want to
use, and also has menus to allow access to individual mods settings.
In contrast Quake game media is stored in .pk3 files that must
be decompiled and recompiled to install any moderately demanding
mod, a time consuming process. Even changing the default bots
requires a .pk3 decompile whereas Unreal allows you to edit bots
from within the game. Winner Unreal
GAME MEDIA: PLAYERS
Quake is the clear winner in this category. Quake has some
20 plus different player models with different skins, whereas
Unreal only has five player models. In addition the Quake models
are all fairly well rendered, and most of the Unreal models are
not. An argument could be made that Unreal does have a full set
of models, because of all the models used for the monsters in
the single player campaign, but none of these models can be used
as player models. Winner Quake
GAME MEDIA: WEAPONS
This is one of my main beefs with Quake. The Unreal weapons
are not just better than the Quake weapons, they completely own,
dominate and destroy the Quake weapons. First off there are 14
weapons in the stock version of UT, there are only 7 in Quake.
The Unreal weapons are unbelievably good, each has original and
different attacks, and each one adds new strategies and gore-splattering
possibilities to the game. The Quake weapons are boring and pathetic
in comparison, if you have played any other first person shooter,
you have seen all the Quake weapons before. The Unreal weapons
have secondary triggers, the Quake weapons do not. Unreal weapons
do body part specific damage, Quake weapons do not. The Unreal
weapons strike a better balance between realism and gameplay,
if I fire a rifle round into another player head, he is not going
to be walking away from it, and hitting a guy in the head is
a lot harder than it sounds when they are jumping around and
launching grenades at you. In Quake I can fire a rocket launcher
point blank into another players face and they will scamper away
to pick me to death with their machinegun. Unreal's weapons are
so much better than Quake it is not even funny. Winner Unreal.
GAME MEDIA: LEVEL GEOMETRY
Another win for Unreal. All of the stock Quake levels fall
into one of two categories. A satanic temple, or a satanic jumppad
arena. All of the Quake levels have the same brownish texturing.
All the Quake levels have the same tired reddish lighting, I
am not even sure if the engine supports other light colors. It
is not that hard for the third party mapmakers to make a revolutionary
map for Quake, all they have to do is "not" create
a satanic temple with brownish texturing and all red lighting
and they will have created something that did not come with the
game. In comparison there are levels in the stock version of
Unreal that are set in trains, cites, castles , reactors, ships,
Egyptian temples, mines and any number of different locales.
The Unreal level designers also have made a better attempt to
use the entire color spectrum, texturing comes in colors other
than brown, and lighting in colors other than red. Winner Unreal
GAME MEDIA: LEVEL LAYOUT
Let me use an analogy. Most of you have probably seen the
Harry Potter movie, or read the book, or played one of the 28
different games slated to be released. In the Harry Potter books
they play this game on flying broomsticks. The objective of the
game is to pass a large red ball (called the quaffle) through
one of three scoring rings. Each goal is worth 10 points. The
game does not end until one of the teams catch another ball (called
the golden snitch) which is worth 150 points. What this means
is that even if your team is getting its ass kicked and the other
team is ahead by a dozen goals, you can still win if you catch
the golden snitch. So the rest of the game is essentially ballast,
regardless of what happens before the snitch is caught, it will
have no effect on the outcome of the game. This is a pretty good
analogy to the way the Quake levels are designed, in that they
do not flow. There is one place in the level where all the killing
takes place and all the frags are made( usually it is near the
rocket launcher) and the other 90 percent of the level is essentially
ballast in that it has little or no effect on the outcome of
the game. What this means is that you can be winning the match
by a half dozen frags, get killed and then respawn in some distant
part of the map, while other players spawn near that critical
frag zone. So in the time it takes to run across the entire length
of the map you can go from being in the lead to being dead last.
So in many cases what you do during the majority of a Quake game
can end up having no effect on the outcome of the game. You can
just have the bad luck to spawn in the wrong spot near the end
of the match, and someone else who was lucky enough to spawn
near the frag zone will win instead. In comparison Unreal levels
have very good flow, they twist into themselves, the killing
is evenly spread across the level instead of being concentrated
in one place, and it is easy to get to any part of the level
from any other part of the level fairly quickly. Winner Unreal
Final score: Unreal 6 , Quake 3
Syntax Error/:|Forum|Articles|
|
|