Quake Champions Almost as before, but not exactly
In December 2013, office work got up. Someone from the developers dragged the installation file Quake III Arena, he quickly broke into computers and further battles on the two cards just knocked all out completely from the track. It was a time of unrestrained fun, railguns and high-speed chases along the narrow corridors of small maps. The time for Quake III Arena has long since passed - Quake Champions are swiftly sweeping them, full of nostalgia and attempts to revive the classics.
The new game id Software and Saber Interactive makes efforts to revive the traditional genre of fast-moving arena shooters, laid in the old Quake. Multiplayer battles on bright cards using felting weapons and rare first-aid kits against deadly and agile opponents are still capable of attracting the attention of gamers. Quake Champions visually catchy and intense, it recalls the glorious past gaming times. But is it capable of attracting modern gamers, spoiled by a mass of new proposals, as well as qualitative remasters? Judging by the impressions of the beta test, it is unlikely.
Quake Champions are feeling slower than the original. There is no longer that impetuosity in the corridors or that freedom and the need to constantly move, as on the DM17. At the same time the dynamics are still enough to keep in good shape. And sit out waiting for an opponent will not work - it's still a network shooter, where you have to constantly run and wet the enemies.
The innovation of Quake Champions was the appearance of champions. In their characteristics, all the characters are equal, but somebody is more equal. Each of them has a unique ability, which under certain conditions gives the player an advantage. For example, Nyx can disappear right in front of the opponent's nose and appear behind his back. Nehiloe is such an advantage in a narrow corridor. This affects the balance and makes some heroes more preferable on certain cards. But what about the destruction of the enemy by the jump of the galactic commander Scalebearer from above on a multi-level map. Perhaps, the balance of champions will be finalized by the release of Quake Champions, because the PTA is called upon to evaluate this question, but so far there is a lack of ability training and how they work in different situations.
During the relatively brief testing of Quake Champions, it appeared that the developers and publisher of Bethesda use the existing franchise and its mechanics, but with new approaches corresponding to the time to recall the former greatness of Quake. Thus they seduce veterans and attract newcomers. Qualitatively drawn maps, dynamic battles and network fun on the PTA are based on the imbalance of champions and little interest in the gameplay. I did not personally call Champions like Quake III. It feels like it wins only in the graphic component, but do not put a cross on Quake Champions. Much will depend on what conclusions the developers will make from testing, how to compensate for the imbalance of champions and how rich the content of the game will be to release and after.
The format of free-to-play with the ability to buy champions for money or game currency should not frighten players, it becomes the normal. Skins, caps, stickers - all this does not affect the gameplay, so its player Quake Champions will certainly find.
The only question is whether it will be needed by a mass user with Overwatch, Paladins or another narrow profile shooter for its niche.