Quake Champions Misadventures

How long has it been since I last wrote about my experience with a game I’d been playing?

Today, though, I figured I’d share my experience with the latest entry in id Software’s legendary FPS franchise, Quake Champions. I first heard about the game last year, but I never took it upon myself to play it until last week when it was free for a week on Steam, following this year’s E3.

Anyway, Quake Champions is sort of a spiritual successor to Quake III Arena and Quake Live, only it introduces what are called Champions – unique playable characters with their own stats and special abilities a la Overwatch. Opinions regarding that particular element have been understandably divided, but I personally rather like it despite it not being a very Quake thing to do. Other than that, the gameplay is largely what can be described as classic, fast-paced AFPS gameplay.

In the game’s current state, available game modes (for casual players anyway) include Deatmatch, Team Deathmatch and Instagib. Long-time AFPS players will need no explanation as to what these are – and in all honesty, no one else should either. In case you’re unfamiliar with Instagib, though, think of it as basically Deathmatch but with one-hit kills. And only one weapon, usually a railgun or something similar.

In the just over 10 hours I’ve played Quake Champions for, I’ve grown rather fond of the game. The gameplay is nothing short of fun, every gun is oh so satisfying to shoot, the music works perfectly with everything else. And to my surprise, the game is incredibly well-optimized – even on my not-so-high-end laptop, it runs at a solid 60fps most of the time, albeit on the lowest graphical settings. But then again, I’m an advocate of framerate over graphical shine anyway.

That’s honestly all I can think to say, so with that, I’ll see you again soon!

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