This is why the reappearing enemies in Metroid games work well, they do it per room and in some cases only some enemies reappear (like metroid prime), but it works damn well, just like in hexen except there they spawned in front of you even.but again, it wasn't much of a problem. There is something to say about constant respawning enemies being perhaps annoyance, but completely not having any spawn at all and wandering through empty lands where you've already ravaged most of stuff is not fun at all. So they got all that cool stuff and ideas and.the game is mildly amusing at best and gets incredibly boring once you start backtracking and trying to get to the castle of the first hub.no respawning enemies anymore like in hexen. So yes, we got a Quake with a Hexen clothes on with some obviously Unreal-inspired and I know that Raven got a chance to take a look at Unreal during Hexen 2 developement (there's even proof to that, in fact there was even a consideration they could use the Unreal engine at some point for an unannounced game). It still feels like quake with inventory system, newly added crouching and various broken ideas/features that seem to be shared with games under developement back then (to be honest I'm looking at Unreal which was way under developement and better at the time). The problem begins that the finished game is not that much better/different. The beta was an interesting experience and I didn't play through ALL of it, though normally you can only play the demo part without opening other maps, but it seemed like an interesting experience, felt like hexen mod on quake in alpha stage, not bad for that. To be honest, I only got to it once I got to the leaked hexen 2 beta which was long-lost once.
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