


Changing weapons quickly is simple, and the rest are available via an easily accessible scroll wheel. That said, the game *is* built well, and attempts to complement the control scheme. The battle just moves too fast for you to keep up using such a sluggish and inaccurate mechanism. I remember once playing the Dreamcast port of Q3A back in the early days of online consoles, and this experience was almost identical to that - albeit the netcode was better and I wasn’t competing with people using keyboard and mouse. The maps and weapons couldn’t be more channelling Q3A if they tried, and the placement of boosters, armour, health and secret bonuses is even more telling. Nexuiz just feels like it should have stayed on the PC. My console preferring partner would be laughing through the headset while I complained, but simply being used to a terrible situation doesn’t make it a justified design decision on the part of the developers. I found myself constantly trying to peer around or above my weapon, especially if I was using the comically large shotgun or any of the burst fire rifles. But when the game is designed to be played on a television, like most console iterations, Field of View is always a constant concern. Now when you’re playing on a PC with a reasonable resolution, the fact that your gun is sitting front and centre generally isn’t too much of a concern. I constantly found myself getting dropped in on, and that constant movement was forever hampered by the need to refocus the camera or deal with the dreadful FOV. I’ve never been spectacular at quickly aiming during a circle strafe or while flying through the air via thumb sticks, and I still harness the sneaking suspicion that the design of this particular control style was never designed for it either. I know I’m within good company when I note that playing a traditional FPS, as in, one that doesn’t rely on hiding behind cover or features regenerative health, on a console is extraordinarily awkward. Roughly two years later, we’re presented with the “reimagining”, the same ridiculously fast and unforgiving Quake-style combat, complete with a variety of familiar weapons, map types and those portal jumps you just love to hate. While the large bulk of the original team carried on with GPL development of the game under a new title, Xonotic, IllFonic became the first third-party developer to license Crytek’s CryENGINE 3 to develop Nexuiz into a downloadable console title. In 2010, a little-known outfit called IllFonic purchased the rights to the title’s namesake, some of the team and a big chunk of propriety source code. Originally released under GPL, it quickly became one of the most popular independently developed Quake Engine titles, and development continued until February 2008, when the last “classic” version of Nexuiz was released. Back in 2005, developer Alientrap released the original Nexuiz, a ridiculously fast and frenetic multiplayer FPS in the vein of the original Q3A (Quake 3 Arena).
