E3 2017: Quake Movement 'Always Felt Better' Than Unreal Tournament, Bleszinski Says

Cliff Bleszinski says that he's always felt his life has been a competition with id Software


Cliff Bleszinki of Boss Key Productions is talking all about LawBreakers during E3 2017, but during a rather candid moment during a Shacknews video interview, he said that he felt his entire career has been a rivalry with id software.

The exchange was prompted when Bleszinski said LawBreakers would be released on August 8, prompting our Asif Khan to mention that would be right before QuakeCon. Bleszinski joked that he would drive a semi up to the convention center with PCs loaded with LawBreakers and troll the con. He said that back in the day it was all about competition with id between Quake and Unreal Tournament. "I think we ultimately sold more," he said.

But taking it a step further, "Quake's movement always felt better," he said, "so I went in and studied why it felt better." He said it goes back to classic code taken for Team Fortress 2. He said that movement in UT was binary, full speed or stop. In TF2 and Quake, there is an acceleration, and when you stop there is a deceleration, and when gravity is applied you get "a buttery smooth experience." He went on to explain that he worked with the programmers to try to get that smooth experience translated into LawBreakers' gravity-defying gameplay.

"This is the little sh*t that separates good from great in an FPS," he said.

For the actual exchange, check out the interview beginning around the 23:20 mark.

Contributing Editor
From The Chatty
  • reply
    June 14, 2017 3:10 PM

    John Keefer posted a new article, E3 2017: Quake Movement 'Always Felt Better' Than Unreal Tournament

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      June 14, 2017 4:02 PM

      I love how candid he is about the whole thing, and how he approaches it as a developper just trying to learn something new..

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      June 14, 2017 4:05 PM

      So he's known this for damn near 20 years and is only just now doing something about it? Better late than never I guess.

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      June 14, 2017 4:16 PM

      To me Quake always felt 'fluid' where UT has more of a 'flat' feel.

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      June 14, 2017 4:19 PM

      Is that supposed to be team fortress 2? Maybe team fortress classic?

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      June 14, 2017 4:36 PM

      Everyone knows this. Some may not want to admit it, but deep down, in the darkest recesses of their ice cold heart, they know it's true.

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      June 14, 2017 4:39 PM

      True words.

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      June 14, 2017 5:16 PM

      Always been a UT fan, but Quake always felt better. It was just minor details, the acceleration/deceleration time and the bob to absorb shock landing from a jump or the weapon bob movement when jumping or getting launched from a jump-pad. I think the velocity curve of the jumps in Q3 also had a quicker takeoff and landing with a more prolonged airtime. UT jumps always felt like you were instantly moving up at a constant velocity then descended identically, too robotic and the extended apex hang-time in Q3 gained by the quicker takeoff and landing made in-air shots easier to pull off, for both the jumper and shooting someone while they are mid jump.

      Looking back on it UT99 was flashier, had more weapons with secondary triggers, more game-modes, more maps, gimicky stuff like lo-gravity levels and excellent bots, mutators etc that made it more appealing, but being older and going back to play both, Q3a was the much more polished expearience and brings me more joy today than UT99 does.

      I think the UT99/Q3 difference is the same as what you drank in college, and what you drink now.

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        June 15, 2017 5:16 AM

        Quake movement feels better, but I found the weapons so boring and familiar (plus it just felt like a race to the RL).

        UT mixed things up there (although the goop gun still fucking sucks), and had great maps with more visual variety.

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      June 14, 2017 5:20 PM

      its like Mario vs mega man

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      June 15, 2017 2:36 AM

      Always been an UT guy but Quake Champions changed it all

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        June 15, 2017 5:17 AM

        I was impressed with the beta too. The speed is like nothing else in games for SO LONG, it all just feels right.

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      June 15, 2017 3:21 AM

      Quake > UT

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      June 15, 2017 3:30 AM

      Nice that he said that, and I agree. For me Quake always felt 'weightier' and I loved that. In my mind Quake was bulkier (in a positive sense) and things had more substance whereas Unreal was floaty and everything felt so thin.

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      June 15, 2017 3:56 AM

      While true I did enjoy UT more because of its arsenal, secondary fire modes, the Assault game type and the easy-access mutators like low grav and insta-gib.

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        June 15, 2017 3:59 AM

        But man, few games give me the rush Quake 3 CTF used to give. Best pure CTF whereas Kingpin Bagman was the most ingenious CTF variation.

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      June 15, 2017 6:43 AM

      Cliff weighs in: Quake > UT

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      June 15, 2017 2:17 PM

      That was *exactly* it! That's the exact fucking reason why I always gravitated to Quake bases games vs. Unreal based ones.

      With all his infinite knowledge about movement, NOW he can create a better Quake clone!

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