In fact, he's 50-50 in his matches against Cypher, who made him look completely human and beatable. Rapha certainly isn't the god he's made out to be by some people. Or maybe his style was a little too passive. He lacked a little in the aim department, and probably didn't handle pressure as well. Agent too is arguably better than Rapha at that game.Ĭooller just lacks a few intangibles that always held his back, it's even difficult to say what exactly, because skill wise, he was as good as one can be in quake. Take Rapha for example, his inspiration was Cooller, and Cooller times items and controls the map even better than Rapha- he's the purest expression of map control, dodging and not caring much for the opponent's hitbox overall. When the other pros start getting nervous 5 games deep in a final, they start overthinking, getting maybe too cautious when it's time to execute, Rapha and Cypher will simply keep chugging on, be there when it matters, performing pretty much always the same, or simply less worse than others under tense times.īasically it's mostly down to nerves and self confidence. What Rapha (and Cypher) have over the others is consistency, reliability, resiliancy under stress. It's not chess, it's not calculus, it's a fps.Īll the pros do pretty much what Rapha does, maybe a little better on some parts, a little worse on others. Simply because this is not a game for geniuses, Quake might be the most skill intensive afps, but it's still a fucking videogame. His dodging, map control, timing etc are significantly worse than all the other top pros. Tox the most overall skilled? The living aimbot? He's the most skilled if you only count "aim" as skill. Many of his victories were also due to him having a t1 and insane ping advantage over people playing with 100 ping in tournaments. Quake paved the way for Call of Duty, Battlefield, Overwatch, Skyrim, and even virtual reality by plunging the player into a fully realized 3D world, and simply allowing them to look around freely.Thresh only played at the very beginning, for like 2 or 3 years, and quickly disappeared as soon as a competitive scene with real threats started to emerge. The ramifications of this technology shift are still being felt today. You couldn’t look up at the ceiling or down at the ground in these older games, and that limited the action so that monsters couldn’t really attack you from above or below. The same technique had been used in a more rudimentary fashion in things like flight simulators, but previous first person action games like Doom and Duke Nukem used tech that didn’t allow for a full 360-degree view of the experience. The entire environment in Quake was modeled in 3D, something that hadn’t been done in action games before, in part because the processing power required to do so just wasn’t ready yet. Need proof? Here are eight ways that Quake influenced the way we think about games, and Willits’ take on each. “I really believe that Quake was more influential for video games than Doom ,” he says. Tim Willits, who’s still with id and now serves as the studio’s creative director, was a designer on the original game, and while admitting his obvious bias is certain of its significance to the broader culture. A successor to the studio’s hit series Doom, it built upon both the technology and gameplay of its predecessor, and in doing so set the template for how games would both be made and played for the following two decades. It’s widely regarded as one of the most influential video games of all time, having pioneered a number of conventions that we now take for granted. Quake, the first-person shooter from id Software, turns 20 years old on June 22nd, 2016.
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