7/31/2023 0 Comments Doom quake gamesQuake II and Quake III Arena pay homage to the BFG 9000 with a pair of weapons both called the BFG10K. Overcharging the BFG too much will cause it to overheat and explode, killing the player instantly. In Doom 3, the BFG 9000 is a charged weapon: holding down the trigger causes the weapon to accumulate energy before release, resulting in a more powerful shot. The BFG 9000 also appears virtually unchanged in Doom II: Hell on Earth, Final Doom, Doom 64, and Doom RPG. In the first Doom, the weapon can only be picked up in the third and fourth episodes. The most powerful weapon in the game, it causes major damage to most types of enemies and can clear an entire room of foes in one shot, or deal huge damage to singular enemies. It is a large energy weapon that fires giant balls of green plasma as well as 40 invisible rays in a cone shape. However, it was scrapped as developer John Romero stated that it "looked like Christmas" and severely slows the game down due to the large number of on-screen sprites.Ĭomputer Gaming World described the BFG 9000 in the first commercial Doom game as "the Ultimate Weapon". In that version, the BFG 9000 released a cloud of 80 small plasma balls (randomly green or red) per shot, which could bounce off floors and ceilings. The weapon first appeared in the press beta release of Doom. The versions found in the Doom games are called "BFG 9000" and those in Quake "BFG 10K". Another version of the name used in the Doom motion picture is "Bio Force Gun". This euphemistic label implies the more profane name of the BFG. The Quake II manual says it stands for "Big, Uh, Freakin' Gun". The abbreviation BFG stands for "Big Fucking Gun" as described in Tom Hall's original Doom design document and in the user manual of Doom II: Hell on Earth. The special state-Shub-Niggurath's Pit-isn't the end of the story, as six areans are provided especially for deathmatches, where up to 16 players go head-to-head.The BFG (" Big Fucking Gun") is a fictional weapon found in many video games, mostly in id Software-developed series' such as Doom and Quake. Gameplay is very much in the DOOM mold, a " Dimension of the DOOMed" level leading to m 26 main stages and four secret missions. The Enforcer enemy closely resembles Doomguy, even the death sequence is very similar.Īs demonstrated in some Quake alpha screenshots, during the development, some Doom maps were redone for Quake for internal use. Many weapons in Quake are similar to Doom's: the shotgun, super shotgun and rocket launcher are directly taken from it. The Quake HUD's layout is likewise closely modeled on the Doom HUD (which itself is not much different from the Wolfenstein 3D HUD). The scenario is practically a direct calque of Doom's: once again, the military-industrial complex devised teleportation devices (called "slipgates") which actually pass through a dimension full of hostile monsters who seize this opportunity to invade and must be thwarted, by the sole surviving soldier stationed at the facility. In the end, Quake went far in none of these directions and instead blended elements of all, resulting in a mix very similar to Doom's own theme: beginning in high-tech maps and moving on to gothic fantasy levels to battle Lovecraftian monsters. The concept for the game itself was divided between roughly three camps: those (notably John Carmack) who wanted a fast-paced futuristic theme, with no supernatural elements for a change those (notably Adrian Carmack) who wanted a Lovecraftian occult theme and those (notably John Romero) who wanted a gothic fantasy game centered in melee combat. The first Quake was built around its engine with no strong story point.
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