Quakes story = Dooms story with eldritch horrors replacing demons and that's all it needed. I think it's biggest flaw was the redundancy of the shotguns and nailguns which limited weapon variety a bit along with the 'bosses' or lack thereof.
It was only ever John Carmack who was dismissive of a story. And that was for videogames in general in the 90s. The other devs, especially Sandy Petersen, were totally on-board with a story and got it in. It's very fractured, though, akin to something like Metroid Prime or Dark Souls. Later on, John changed his tune about it, such as adding the idea that Doomguy doesn't even know what sex is, until he finally pushed for two Doom RPGs to be developed, and actually got them released!
I recommend trying out the Copper mod. It strives to balance Quake's gameplay, something that was left a bit half-baked in the vanilla game. For example, Copper makes the regular nailgun actually useful by nerfing the super nailgun's accuracy, while the lightning gun has been upgraded more into a BFG role by chaining targets together. In addition to weapons, monsters have also been balanced. For example, the Enforcer is no longer just a souped up grunt, but fills more of a "turret" role, something that the chaingunner did in Doom 2, while the Vore's projectiles' homing ability has been toned down, so that they don't completely interrupt the combat anymore and make the player hunker down. Even powerups have been adjusted. Take the ring of shadows: now it also has similar effects to Doom's partial invisibility powerup, nerfing the monsters' accuracy, which makes the powerup still useful against aggroed monsters. All in all, I'd say Copper makes Quake play more like it should have since 1996, and can't recommend it enough.
What you call "redundancy" was actually a pinnacle of weapon design, absent from most of other FPSes. It added an additional layer of decision-making and ammo management. With three pairs of weapons, each using the same ammo but being sufficiently distinct, players had to choose the right one to use in certain situation and adjust their playstyle to use them properly. Like: double-berreled shotgun isn't just a more powerful version of shotgun. If uses twice the ammo and has much bigger spread, so requires you to shoot from closer distance (or even point-blank) if you don't want to waste the ammo.
I agree with you, but luckily for us mods like Arcane Dimensions and Quake's engine based Wrath: Aeon of ruin are very close to it. Check them out if you haven't yet!
@@moebiusmania I agree Arcane Dimensions is freaking amazing. That's the real Quake 2, takes Quake to a whole new level in every way. Also looks beautiful and a lot of variety to each maps interesting secrets and events through out. If you haven't tried Arcane dimensions 1.8 then you definitely should for the map Tears of the false god and Ak Kalakha. Also Forgotten sepulcher is the most rich and longest standalone FPS map I've ever played.
@@sealboy1211 100% glad some of the classics are making an epic comeback, with games like System shock and Doom Eternal. Hopefully the former will be successful as well as the latter. Now for Quake. Heretic does deserve a remake as well, while I didn't really enjoy it by the third episode, I still appreciate the theme, unique weapons, level and gameplay design.
@@chaw3214 well said, I think by the final levels heretic becomes a little exhausting. The sequel though.....I feel like everyone slept on that, the fact they gave a smooth and responsive third person shooter with that heretic vibe with the 3D engine available was great. It blew me away back then.
I think Shub-Niggurath (much like Chthon) were really cool and interesting takes on boss fights back in 1996. These huge monstrosities that couldn't be defeated with conventional weapons, and you had to figure out how to use the environment to take them on. But now it's over 24 years later, we've known the boss mechanics for decades, and there's no real challenge to them, in contrast to how it was for a player who went in blind back in the day. I think it's fine for a design decision to come with a mix of upside and downside like that. The exchange of initial awe for a loss of challenge longevity feels fair.
Nails were also a nice showcase for 3d models. Would not have worked so nice with a sprite based engine. In single player there were these traps shooting nails
I've always considered Quake a glorified and playable tech demo showing off their newest graphics engine at the time. That's why everything seemed so weird and like some things didn't make sense; it wasn't meant to make sense.
One thing that didn't seem to get mentioned here about the interdimensional environments. The techbase levels are only ever the first level of their respective episode. Each episode starts with a techbase level, then you go through a slipgate, and the rest of the episode is the gothic dark fantasy stuff. I'm not certain, but what I think is happening is that The Quake Ranger doesn't have direct access to interdimensional travel to get to the runes and needs to breach these bad guys' bases and use their technology while they're mining for interdimensional resources like Doom (2016) or searching for the runes themselves or whatever it is they're doing.
I played a lot of it multiplayer back in the day, one of my favourite tactics is on one of the deathmatch levels had water in it and a thunderbolt. Whenever I had the thunderbolt and saw two people fighting near water, I'd jump in the water and discharge it, killing myself - the way the game works it uses the same routine for regular explosions as it does for the water discharge with the thunderbolt. That means that anyone near you would take a fuckton of damage even if they weren't in the water, so that means I got a -1 for suicide but +2 for the two guys I killed with me, totalling +1 frag and a hilarious trolling of 2 players who forget the thunderbolt exists
Multiplayer. Rockets, lightning and sometimes nades. Rocket jumps and bunnyhopping. Instant weapon switch to pull SG humiliation kills. Quakeworld rules.
Quake and Doom episodic structure were great. You could quickly jump in and choose one of 4 episodes. Not always having to start with the same levels like in a single game with Quake 2.
My mom bought this for me and my brother and we ran it on our Pentium 75 with 40 megs of RAM lol. God we had fun and Quake scared the shit out of us. We were even able to play death match with our cousin via dial-up connection, my first proper FPS online experience. I’ve been enjoying the hell out of your content since I discovered your channel. This video is no exception. Much thanks.
Quake (and Q2) was the pinnacle of FPS genre. It got the basics perfectly tuned (so it didn't need a good story etc. 😅). After Q2 the FPS games took a significant step down and spreaded to various directions... achieving some local apexes, but never reaching the former heights. This lasted until the Doom returned in 2016.
Cause of it's age, Quake looks better in software rendering and lower resolutions. You can check out the Mark V source port for that. The "Win-Quake" version that comes with it, has a resolution scaler to make it chunky. Textures, blood and particle effects stick out more. Looks like an oil painting! Also the enemies didn't have interpolation at the time.. so they look really jerky when moving. My millennial eyes can't handle that so I'd leave it on. The abstract medieval, satanic and gloomy atmosphere that doesn't make sense at all, feels awesome. They don't make em like they used to anymore. :(
The best part was trying to make it make sense lol. I like to imagine the slip gate ripped holes not only in space but time as well, resulting in a fucked up techno-medieval setting
For the ultimate retro experience, pair Mark V Winquake with a CRT monitor! I was lucky enough to find a decent monitor in an e-waste sorting station out in the countryside a couple of years back, and for free.
In school computers someone installed Quake 2. That was all that we as a kids played... It was amazing. Strangely I never heard of Quake 1 back in the day.
I love Doom, but to me, Quake (the first) takes the... cake. Absolutely ZERO boring or frustrating sections. Even when it's tough as... nails. Ahah. And of course, since I love dark medieval and gothic environments, and creatures, and all that good stuff (evil stuff, I mean) just makes it, probably, my favourite game of all time. Some of the levels in Quake are absolutely beautiful. Cathedrals, castles, the windows, etc.
I'm playing it for the first time rn, and it's still extremely fun! I just wish it had more colors brown and... lighter brown. Amid Evil scratches that itch though, so no REAL complaints.
I covered it briefly in my Quake 3 video, and I meant a singleplayer experience crafted around Lovecraftian elements. After Quake 1, there was Quake 2 and 4 which were about the Strogg.
7:28 - clean design, both in terms of visuals as well as behaviour. They are easy to identify in both of these aspects and distinct enough from each other to make a significant effect on the gameplay.
The first Quake will always be my favorite of all the Quakes in the series. I think part of its charm is that it is a game that is barely scraped together from a bunch of ideas, especially the medieval ones, all put into a first person shooter. It's practically a patchwork of sci fi and medieval horror rolled into one, and I loved it. I certainly found it more appealing to look at than the Strogg story, especially when it comes to its monsters. The Ogre, the Vore, and the Shambler were my standouts. And, of course, I did like the way you chose your difficulty and episode. Running across a stage to a portal was a neat gimmick. The fact you could even die choosing your difficulty because you didn't jump over the gap was equally amusing. Random note, seeing as I, uh, sailed the high seas as a hobby a long time ago, I played the game with the Mechwarrior 2 CD in the drive, and I was amazed at how well its music managed to fit the Quake setting. My biggest gripes were the weapons, the colors, and the bosses (or lack thereof). Beyond the grenade and rocket launchers, it lacked anything that truly stood out compared to what we got from Doom or Duke Nukem at the time. The colors were too dull, which added to all the levels being kind of the same. And the bosses? Forget the fact you don't really fight them. When I saw that giant monster at the end of the first episode, I nearly crapped myself. And though the 'fight' consisted of you just electrocuting it three times or whatever, I expected every episode to end with a boss. Obviously that didn't happen. Anyways, thanks for the video. I will be watching the rest of the Quake vids, but seeing as this game holds a special place for me, I just had to throw in my two cents.
if I recall correct, the differences in architecture and styles comes from the fact that there was an agreement dispute at id which eventually lead to the departure of a bunch of people.
I don't get where the idendity crisis came from. Doom was mixing up hell theme with cybernetics and it was alright, Quake did the same but with some nightmare dimension instead of hell and suddenly hard to tell what is it about?
I was blown away by how amazing the level design is …. The labyrinthine maze like structures consistently impress me . These levels top modern games level design imo
Actually, the first game to use rocket jumping as we know it was Marathon, a Doom clone FPS by Bungie in 1994 originally for a shit operating system. Since it wasn’t on DOS or Windows (except an altered port of the second game) until the sourceport in at least 2012, most people had never even heard of the Marathon trilogy so Quake was indeed the game that popularised rocket jumping for many.
Okay, so what about a new quake from id? I feel like they did a good job with Doom 2016 and Doom Eternal, but it kinda feels like they are done with it. What to add to the Formula of Doom (Eternal) without getting redundant? A new Quake could be a nice refreshing and I would love to see modern id's take on a Quake 1 like scenario. I definitely believe they could create a true modern masterpiece since they really outdone theirselves with the last two Dooms.
@UCiPJG426mZZcwRp0N6SQkGQ is there any resemblance then? Can't catch it. Non-native speaker, though played through the series with original voices quite recently
Do you mean G-Man from Half-Life? Because this dude doesn't sound anything like GmanLives, aside from the Aussie accent. And now that I'm thinking about it: despite this guy having a Aussie accent, he actually kind of talks like G-Man from Half-Life. Not the accent, of course. But the intonation, inflection, etc.
Man....quake on mplayer bitching about low ping bastards was awesome. Clan wars and general chat salt, the nineties is where we would kick it off for ya youngins.
Instead of just skipping the handgun Quake should have skipped that as well as the two shotguns. Would have made it a full roster of guns that feel good. The shotguns feel so weak compared to Doom's. Not to mention how badly animated they are.
To think that Quake and Mario 64 came out within a month of each other…. 1996 was a game changing moment that will never be surpassed
That was when 3d graphics really took off.
Quakes story = Dooms story with eldritch horrors replacing demons and that's all it needed. I think it's biggest flaw was the redundancy of the shotguns and nailguns which limited weapon variety a bit along with the 'bosses' or lack thereof.
LMAO @ Doom's "story"
@@bigdaddychemster1201 He's closer to the truth than you may think, check the "Masters of Doom" chapter about Quak (hellish) development.
It was only ever John Carmack who was dismissive of a story. And that was for videogames in general in the 90s. The other devs, especially Sandy Petersen, were totally on-board with a story and got it in. It's very fractured, though, akin to something like Metroid Prime or Dark Souls. Later on, John changed his tune about it, such as adding the idea that Doomguy doesn't even know what sex is, until he finally pushed for two Doom RPGs to be developed, and actually got them released!
I recommend trying out the Copper mod. It strives to balance Quake's gameplay, something that was left a bit half-baked in the vanilla game. For example, Copper makes the regular nailgun actually useful by nerfing the super nailgun's accuracy, while the lightning gun has been upgraded more into a BFG role by chaining targets together.
In addition to weapons, monsters have also been balanced. For example, the Enforcer is no longer just a souped up grunt, but fills more of a "turret" role, something that the chaingunner did in Doom 2, while the Vore's projectiles' homing ability has been toned down, so that they don't completely interrupt the combat anymore and make the player hunker down.
Even powerups have been adjusted. Take the ring of shadows: now it also has similar effects to Doom's partial invisibility powerup, nerfing the monsters' accuracy, which makes the powerup still useful against aggroed monsters. All in all, I'd say Copper makes Quake play more like it should have since 1996, and can't recommend it enough.
What you call "redundancy" was actually a pinnacle of weapon design, absent from most of other FPSes. It added an additional layer of decision-making and ammo management. With three pairs of weapons, each using the same ammo but being sufficiently distinct, players had to choose the right one to use in certain situation and adjust their playstyle to use them properly.
Like: double-berreled shotgun isn't just a more powerful version of shotgun. If uses twice the ammo and has much bigger spread, so requires you to shoot from closer distance (or even point-blank) if you don't want to waste the ammo.
QUAKE is my favorite fps game of all time its a shame ID never made a proper QUAKE 2
I agree with you, but luckily for us mods like Arcane Dimensions and Quake's engine based Wrath: Aeon of ruin are very close to it. Check them out if you haven't yet!
@@moebiusmania I agree Arcane Dimensions is freaking amazing. That's the real Quake 2, takes Quake to a whole new level in every way. Also looks beautiful and a lot of variety to each maps interesting secrets and events through out. If you haven't tried Arcane dimensions 1.8 then you definitely should for the map Tears of the false god and Ak Kalakha. Also Forgotten sepulcher is the most rich and longest standalone FPS map I've ever played.
Quake should get the eternal treatment along with heretic/hexen
@@sealboy1211 100% glad some of the classics are making an epic comeback, with games like System shock and Doom Eternal. Hopefully the former will be successful as well as the latter. Now for Quake. Heretic does deserve a remake as well, while I didn't really enjoy it by the third episode, I still appreciate the theme, unique weapons, level and gameplay design.
@@chaw3214 well said, I think by the final levels heretic becomes a little exhausting. The sequel though.....I feel like everyone slept on that, the fact they gave a smooth and responsive third person shooter with that heretic vibe with the 3D engine available was great. It blew me away back then.
I think Shub-Niggurath (much like Chthon) were really cool and interesting takes on boss fights back in 1996. These huge monstrosities that couldn't be defeated with conventional weapons, and you had to figure out how to use the environment to take them on.
But now it's over 24 years later, we've known the boss mechanics for decades, and there's no real challenge to them, in contrast to how it was for a player who went in blind back in the day.
I think it's fine for a design decision to come with a mix of upside and downside like that. The exchange of initial awe for a loss of challenge longevity feels fair.
I like how Romero once said that they dicided to use nailguns because it was "Different"
Romero be like: uwu im gonna be quirky and make machwine gwun shoot nails x3
@@allcapsdown no
@@SlimeBlueMS yes
Nails were also a nice showcase for 3d models. Would not have worked so nice with a sprite based engine. In single player there were these traps shooting nails
best shooter ever
I've always considered Quake a glorified and playable tech demo showing off their newest graphics engine at the time. That's why everything seemed so weird and like some things didn't make sense; it wasn't meant to make sense.
One thing that didn't seem to get mentioned here about the interdimensional environments. The techbase levels are only ever the first level of their respective episode. Each episode starts with a techbase level, then you go through a slipgate, and the rest of the episode is the gothic dark fantasy stuff. I'm not certain, but what I think is happening is that The Quake Ranger doesn't have direct access to interdimensional travel to get to the runes and needs to breach these bad guys' bases and use their technology while they're mining for interdimensional resources like Doom (2016) or searching for the runes themselves or whatever it is they're doing.
all that comes to mind when i think about quake 1 is 'brown, beige and olive'
I played a lot of it multiplayer back in the day, one of my favourite tactics is on one of the deathmatch levels had water in it and a thunderbolt. Whenever I had the thunderbolt and saw two people fighting near water, I'd jump in the water and discharge it, killing myself - the way the game works it uses the same routine for regular explosions as it does for the water discharge with the thunderbolt. That means that anyone near you would take a fuckton of damage even if they weren't in the water, so that means I got a -1 for suicide but +2 for the two guys I killed with me, totalling +1 frag and a hilarious trolling of 2 players who forget the thunderbolt exists
Dm3 Abandoned Base .... Grab the Quad the Thunderbolt BOOM hahah happy days 👍
Multiplayer. Rockets, lightning and sometimes nades. Rocket jumps and bunnyhopping. Instant weapon switch to pull SG humiliation kills.
Quakeworld rules.
Quake and Doom episodic structure were great. You could quickly jump in and choose one of 4 episodes. Not always having to start with the same levels like in a single game with Quake 2.
My mom bought this for me and my brother and we ran it on our Pentium 75 with 40 megs of RAM lol. God we had fun and Quake scared the shit out of us. We were even able to play death match with our cousin via dial-up connection, my first proper FPS online experience.
I’ve been enjoying the hell out of your content since I discovered your channel. This video is no exception. Much thanks.
I still play Quake to this very day.
Quake (and Q2) was the pinnacle of FPS genre. It got the basics perfectly tuned (so it didn't need a good story etc. 😅). After Q2 the FPS games took a significant step down and spreaded to various directions... achieving some local apexes, but never reaching the former heights. This lasted until the Doom returned in 2016.
9:24, Hard disagree here. I will always prefer gimmicky boss fights over bulletsponges.
4:31 - visual variety, perhaps, but what really matters is how the levels affect the gameplay. And in this regard Quake was unmatched.
Cause of it's age, Quake looks better in software rendering and lower resolutions. You can check out the Mark V source port for that. The "Win-Quake" version that comes with it, has a resolution scaler to make it chunky. Textures, blood and particle effects stick out more. Looks like an oil painting! Also the enemies didn't have interpolation at the time.. so they look really jerky when moving. My millennial eyes can't handle that so I'd leave it on.
The abstract medieval, satanic and gloomy atmosphere that doesn't make sense at all, feels awesome. They don't make em like they used to anymore. :(
The best part was trying to make it make sense lol. I like to imagine the slip gate ripped holes not only in space but time as well, resulting in a fucked up techno-medieval setting
For the ultimate retro experience, pair Mark V Winquake with a CRT monitor! I was lucky enough to find a decent monitor in an e-waste sorting station out in the countryside a couple of years back, and for free.
In school computers someone installed Quake 2. That was all that we as a kids played... It was amazing. Strangely I never heard of Quake 1 back in the day.
I love Doom, but to me, Quake (the first) takes the... cake. Absolutely ZERO boring or frustrating sections. Even when it's tough as... nails. Ahah. And of course, since I love dark medieval and gothic environments, and creatures, and all that good stuff (evil stuff, I mean) just makes it, probably, my favourite game of all time. Some of the levels in Quake are absolutely beautiful. Cathedrals, castles, the windows, etc.
I'm playing it for the first time rn, and it's still extremely fun! I just wish it had more colors brown and... lighter brown.
Amid Evil scratches that itch though, so no REAL complaints.
You are playing for the first time and it 𝘀𝘁𝗶𝗹𝗹 is a ton of fun?lol
Also you're right
@@manreal yes
As in its still a good game after 30 years
You say there's never been a gothic lovecraftian visual take on Quake again, neglecting the existence of Quake Champions- review that next!
I covered it briefly in my Quake 3 video, and I meant a singleplayer experience crafted around Lovecraftian elements. After Quake 1, there was Quake 2 and 4 which were about the Strogg.
@@FPMedia_ Alright. Cover QC please!
5:56 - Q4 showed how brilliant Quake's 'shotgun as the base weapon' really was.
7:28 - clean design, both in terms of visuals as well as behaviour. They are easy to identify in both of these aspects and distinct enough from each other to make a significant effect on the gameplay.
Super shotgun + super nailgun + lighting gun + quad damage it's just a beautiful symphony of body parts
The first Quake will always be my favorite of all the Quakes in the series. I think part of its charm is that it is a game that is barely scraped together from a bunch of ideas, especially the medieval ones, all put into a first person shooter. It's practically a patchwork of sci fi and medieval horror rolled into one, and I loved it. I certainly found it more appealing to look at than the Strogg story, especially when it comes to its monsters. The Ogre, the Vore, and the Shambler were my standouts. And, of course, I did like the way you chose your difficulty and episode. Running across a stage to a portal was a neat gimmick. The fact you could even die choosing your difficulty because you didn't jump over the gap was equally amusing. Random note, seeing as I, uh, sailed the high seas as a hobby a long time ago, I played the game with the Mechwarrior 2 CD in the drive, and I was amazed at how well its music managed to fit the Quake setting.
My biggest gripes were the weapons, the colors, and the bosses (or lack thereof). Beyond the grenade and rocket launchers, it lacked anything that truly stood out compared to what we got from Doom or Duke Nukem at the time. The colors were too dull, which added to all the levels being kind of the same. And the bosses? Forget the fact you don't really fight them. When I saw that giant monster at the end of the first episode, I nearly crapped myself. And though the 'fight' consisted of you just electrocuting it three times or whatever, I expected every episode to end with a boss. Obviously that didn't happen.
Anyways, thanks for the video. I will be watching the rest of the Quake vids, but seeing as this game holds a special place for me, I just had to throw in my two cents.
if I recall correct, the differences in architecture and styles comes from the fact that there was an agreement dispute at id which eventually lead to the departure of a bunch of people.
I don't get where the idendity crisis came from. Doom was mixing up hell theme with cybernetics and it was alright, Quake did the same but with some nightmare dimension instead of hell and suddenly hard to tell what is it about?
Finally played through with the remaster.
Without a doubt one of the best games of all time and absolutely holds up today and likely forever.
I was blown away by how amazing the level design is …. The labyrinthine maze like structures consistently impress me . These levels top modern games level design imo
Actually, the first game to use rocket jumping as we know it was Marathon, a Doom clone FPS by Bungie in 1994 originally for a shit operating system. Since it wasn’t on DOS or Windows (except an altered port of the second game) until the sourceport in at least 2012, most people had never even heard of the Marathon trilogy so Quake was indeed the game that popularised rocket jumping for many.
Okay, so what about a new quake from id? I feel like they did a good job with Doom 2016 and Doom Eternal, but it kinda feels like they are done with it. What to add to the Formula of Doom (Eternal) without getting redundant?
A new Quake could be a nice refreshing and I would love to see modern id's take on a Quake 1 like scenario.
I definitely believe they could create a true modern masterpiece since they really outdone theirselves with the last two Dooms.
i wish quake had stuff other than brown bricks in it. otherwise amazing game.
My favorite.
People did make lots of new and different style maps. I remember playing quake Q-Ball on MPLAYER . Must be played in multiplayer.
This guy gets it! I absolutely HATED the final boss! The fuck is that thing? S demonic Hamburger Helper glove?
For me Quake 1 and 2 were just warmups for multiplayer
nice G-Man speak style
Yeah, the content itself is fine, but the voice and intonations that almost mimics gmanlives' (even if unintended) turn me off.
@UCiPJG426mZZcwRp0N6SQkGQ is there any resemblance then? Can't catch it. Non-native speaker, though played through the series with original voices quite recently
eVeRy AuSsIe Is GgGmAn
Do you mean G-Man from Half-Life? Because this dude doesn't sound anything like GmanLives, aside from the Aussie accent. And now that I'm thinking about it: despite this guy having a Aussie accent, he actually kind of talks like G-Man from Half-Life. Not the accent, of course. But the intonation, inflection, etc.
@@DeadPixel1105 Yes, i actually referred to the G-Man character from the Half-Life game series.
Many mobile games propose the same gameplay of Quake, just like Doom but more dynamic, faster, it's the perfection.
Best Quake game ever is Wrath: Aeon of Ruin. Second best is Quake Champions: Doom Edition.
🤦♂️
Listen to your daddy, son. Best Quake game ever is Quake II.
One of the greatest shooters EVER!!!
I would give it a 9.5/10
Quake is a game which speedrunners play...we stick with doom.
Quake is a lot tougher, and the dark medieval fantasy thematic is not for everyone. I understand that Doom is more appealing to the masses.
@@HeathenDance u ain't wrong bout that buddy
@@HeathenDance quake felt more faster than others tbh it is born fast paced tho
Man....quake on mplayer bitching about low ping bastards was awesome. Clan wars and general chat salt, the nineties is where we would kick it off for ya youngins.
Ogres are annoying and too tanky for their own good
That's why I love killing them with explosives
@@mjsugod1385 yeah me too
Yeah doom was more fun. Quake is a vacation in Brown Town. You can create a dark atmosphere without having everything so drab.
Some people really need to play more than the first four levels.
They shit on quake but doom the man it sad .. the legend clash that what made doom and quake was a legend
Instead of just skipping the handgun Quake should have skipped that as well as the two shotguns. Would have made it a full roster of guns that feel good. The shotguns feel so weak compared to Doom's. Not to mention how badly animated they are.
An id Software game without a shotgun of any kind?
Sir, you speak heresy. And I will not have it.
@@DeadPixel1105 better none than bad ones
@@GoodmansGhost You should have ended your last comment with:
"I'm looking at you Doom 3 Shotgun, you bastard!"
@@DeadPixel1105 it was implied ;)
Yea the super shotgun just made the normal shotgun redundant