E3 2017: Quake Movement 'Always Felt Better' Than Unreal Tournament, Bleszinski Says
Cliff Bleszinski says that he's always felt his life has been a competition with id Software
Cliff Bleszinki of Boss Key Productions is talking all about LawBreakers during E3 2017, but during a rather candid moment during a Shacknews video interview, he said that he felt his entire career has been a rivalry with id software.
The exchange was prompted when Bleszinski said LawBreakers would be released on August 8, prompting our Asif Khan to mention that would be right before QuakeCon. Bleszinski joked that he would drive a semi up to the convention center with PCs loaded with LawBreakers and troll the con. He said that back in the day it was all about competition with id between Quake and Unreal Tournament. "I think we ultimately sold more," he said.
But taking it a step further, "Quake's movement always felt better," he said, "so I went in and studied why it felt better." He said it goes back to classic code taken for Team Fortress 2. He said that movement in UT was binary, full speed or stop. In TF2 and Quake, there is an acceleration, and when you stop there is a deceleration, and when gravity is applied you get "a buttery smooth experience." He went on to explain that he worked with the programmers to try to get that smooth experience translated into LawBreakers' gravity-defying gameplay.
"This is the little sh*t that separates good from great in an FPS," he said.
For the actual exchange, check out the interview beginning around the 23:20 mark.
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John Keefer posted a new article, E3 2017: Quake Movement 'Always Felt Better' Than Unreal Tournament
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Always been a UT fan, but Quake always felt better. It was just minor details, the acceleration/deceleration time and the bob to absorb shock landing from a jump or the weapon bob movement when jumping or getting launched from a jump-pad. I think the velocity curve of the jumps in Q3 also had a quicker takeoff and landing with a more prolonged airtime. UT jumps always felt like you were instantly moving up at a constant velocity then descended identically, too robotic and the extended apex hang-time in Q3 gained by the quicker takeoff and landing made in-air shots easier to pull off, for both the jumper and shooting someone while they are mid jump.
Looking back on it UT99 was flashier, had more weapons with secondary triggers, more game-modes, more maps, gimicky stuff like lo-gravity levels and excellent bots, mutators etc that made it more appealing, but being older and going back to play both, Q3a was the much more polished expearience and brings me more joy today than UT99 does.
I think the UT99/Q3 difference is the same as what you drank in college, and what you drink now. -
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