‘No excuses’
When Quake Champions was announced at E3, it ruffled some feathers. In one moment, it made the PC crowd jump for joy when id Software noted that it would be 120Hz. In another, they crashed a lot of old school arena shooter fan’s hopes and dreams by explaining that it wouldn’t take after the original Quake series, in that it would be a “class-based shooter.”
But before I write it off, I want to see what it can do. Speaking to GameSpot, creative director Tim Willits stated why it’s only going to be on PC:
“It’s everything from input sampling of the mouse to making sure that your monitor refresh rate is fast enough. Because even with Quake Live, we have found throughout the years that going from 30 to 60 is huge, but even 60 to 120–is noticeable. Most of us, and even me, I can’t really tell the difference. But there are some players who are inhuman. And we can’t come out and say we’re going to make a game for them and not run ridiculously fast Because if we lose the pro guys, we’re in trouble. That’s why it’s a PC game. No excuses. No limitations.”
I mean, it makes sense. While I’d love to see a return to true arena play where everyone is on the same playing field at the start of the match, if the classes are only light variations it could still end up being pretty intense. With Unreal also somewhat making a comeback, it’s a good time to be a shooter fan.
Why It’s So Important Quake Champions Runs at 120Hz [GameSpot]
Published: Jun 30, 2016 10:30 am