![]() It’s worth noting that the Dreamcast port does support the console’s own proprietary keyboard and mouse, but it’s difficult to imagine many players taking advantage of it, then or now. Moving, shooting and jumping around with reckless abandon becomes second nature quickly enough, but inevitably lacks the accuracy of traditional PC input. Yes, the Dreamcast controller does feature a d-pad, but its positioning would make it almost impossible to use properly in tandem with the stick. The Dreamcast controller only has one analogue stick, so it is tasked with aiming duties, while the face buttons move your character around. Proving GroundsĪs regards controls, the transition from keyboard and mouse to pad has been handled as well as could be expected. The bloody road to fragging success is not all that difficult, as long as you roll with the game’s trademark ballet of rockets, slugs and gib rather than push against it with habitual, overly cautious Call of Dutyisms. The game’s suite of weapons is varied and satisfying to use, and maps expertly streamlined. Quake III is incredibly fast paced each and every design choice was clearly taken with a view to ensuring that a breakneck speed is maintained throughout. Strictly speaking Quake III does feature a single player mode, but all it really amounts to is a shooting gallery of preset matches featuring AI controlled bots intended as an entré for the main event. Unsurprising, then, that id Software chose to omit a narrative entirely for the third installment. While the first and second Quake titles both featured respectable single player campaigns, it goes to without saying that the games’ messianic status among the online fraternity was thanks to their fiendishly addictive multiplayer components. Thankfully, Quake III exceeded all expectations, losing very little in translation and arguably ushering in an era of renewed effort in terms of ensuring that console players would enjoy much the same experiences as their beige tower-loving brethren in the years to come. Back then, PC to console ports were often greeted with a fair degree of skepticism, as the technological gulf between the two formats was much wider than it is today. Area GateĪlthough Unreal Tournament would eventually also make an appearance on the ill-fated console, Quake III: Arena beat it to market by around 3 months here in the UK. Their supremacy was such that SEGA successfully securing one or both of these for release on the Dreamcast was all but essential for the console’s lofty online ambitions to be taken seriously. Leading the charge back then were the Quakeand Unrealfranchises, each offering their own unique takes on the massively popular paradigm. With the competitive shooter scene having been dominated by gritty, military pseudo-realism for much of the last console generation, it now seems like a lifetime ago that the lightning fast rocket jumping and circle strafing of classic PC FPS’ were the order of the day for serious online gamers.
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