Retrospective: Quake
A quirky quiescence.
There's a peculiar tension at the heart of Quake. Something's not quite right. For this reason it's a game that sits apart from id's other efforts while at the same time still being fundamental to the overall Brown Corridor heritage of the shooter genre.
It was a game that did so very much to evolve and define the FPS, and yet it does not fit so easily into the conventions that the Texan Doom-makers' other games wallow in. This tension is what makes it one of the developer's most interesting games.
Like all the shooting games whose existence has spilled from the number-fuelled mind of John Carmack, Quake's primary contribution to the history of games was technical. The 3D engine was a significant development atop what was prevalent at the time, and it introduced the minor revolution of "mouse-look" - that is free all-axes viewing using the mouse - to the majority of 1996's shooter players.
Up until that time gamers had been playing along flat axes, usually with "faked" height. But Quake made things truly three-dimensional, and this meant two things: levels which didn't have to shirk vertical complexity and, well, you could perform rocket jumps.
"It was the atmosphere and tone of the game that left its biggest impression on my imagination."
Rocket jumps were, of course, able to make Quake's tortuous, labyrinthine multiplayer maps faster to navigate, and were an unintended side-effect of the game's blast physics that became a defined skill within that multiplayer game and also with the bizarre phenomenon of speed runs.
It was the architecture of that multiplayer game that defined Quake's second contribution. Despite the richness of the world, the single-player was almost a prologue against the appeal and longevity of the multiplayer. In fact it was not Quake's 3D engine that really mattered to Quake, as powerful as it was. The technical project that had far-reaching consequences for multiplayer gaming was John Carmack's work on network code, which produced the kind of online deathmatch that still prevails today.
The Quakeworld update for the game, which introduced network code that would work feasibly over dial-up connections, was transformative: an action game that could, thanks to predicting where players were going to be, allow play at the high latencies that early modems had the contend with. Almost unimaginable now, in a world of ubiquitous broadband, but there was a time when a good chunk of gamers was unreachable in the evenings by their home phoneline, for reasons of Quaking.
Quake's aesthetic remains unique, caught in a strange limbo between sci-fi and fantasy.
Despite being shackled with tin-can communications tech, the sheer pace and intensity of Quake would daunt most modern players: the unrealistic physics and breakneck pace make Quake's multiplayer more like a twitchy kung-fu rocketry than the rather more pedestrian combat situations that shooters since Half-Life have delivered to us.
Enthusiasm for Quake's multiplayer game was ferocious, and id were quick to sponsor it - putting up Carmack's Ferrari as a prize in a 1997 tournament, won by the first notable FPS pro, Dennis "Thresh" Fong. The Quake scene surged across a nascent internet, and it was to define the pattern of FPS games for several years to follow.
The Quake template is one that is rarer now, due to its demands on player skill, but its influences are still felt in odd corners of modern game design, where the physics bounce players from the ground, and frictionless rocketry dominates the deathmatch.
Technology, however, is not wholly where Quake's value lies. Not to me, at least. It might have been the tech that rippled down the years, but it was the atmosphere and tone of the game that left its biggest impression on my imagination.
What I refuse to forget when looking back at Quake is how strange the flavour of the game, both mechanically and in its setting, really is. Quake was a game peculiar for almost refusing to tell a story, and setting itself in a world disconnected from standard fantasy, sci-fi, military, or post-apocalyptic templates that we see reused so routinely. Today, when every shooter imaginable is hammered across the contorted spine of some story or other, to be dropped in a bizarre world that served as little more than a container for violence and secrets is unusual indeed. Hell, it was unusual in 1996.
While the Dooms were sparse, they still told their tale of space marines versus the occult. Quake 2 and 4 focused on the rather more conventional "Strogg" story of space war between humans and their alien enemies. Quake itself stood apart, practically unexplained. The character was dropped into a byzantine world, and fought for his life, while checking every corner of the spiraling maps for secrets and hidden passageways.
The reason for this weirdness can be found in Quake's difficult and unlikely genesis. It was in fact a failed combat-based RPG. The id team's original plans for something more expansive after Doom quickly led back to a game that was even pacier and more focused on first-person close-quarters combat dynamics than Doom had been.
"It is a rumbling, speeding, frenzied dark masterpiece that deserves never to be forgotten."
But that had not been the original intention, because Quake had even once contained dragons and other trad fantasy standards. The id team's work took a darker turn as the RPG was eroded, but on close inspection you can see the echoes of the RPG-action game that, for a while, id thought it was making. As it turned out they ended up making a slick and minimalist FPS, but the ultra-gothic fantasy overtones remain. Quake is a shooter set not within a science fiction, or really within traditional fantasy, but in some kind of brutal, mechanistic pseudo-medieval realm in between.
This sense of rough-edged, grim fantasy design permeates the shooter, from its environments of clanking metal and rough stone, through to its monsters: savage sword-wielding skeletons, shambling giants that throw lightning-bolts, and Cthulhu-mythos boss characters that lurk in disturbing dungeon underworlds.
It is even reflected in the weapons: an axe, an archaic shotgun, a clonking gatling gun, a nail gun, a lightning gun like a giant magic wand. All this is set against a backdrop unlike normal fantasy Big Bad backstories, and quite unlike the other Quakes' galactic war, and even unlike the exposition-free Mars-demons of Doom.
Quake was set in a dimensional war of some kind, where raiders travelled through sinister "slipgates" to murder in other worlds. There was a whiff of beserk magic to the power ups, and the whole thing reeked of the dead remains of the game it might have been. Quake is a genre outlier in terms of setting and atmosphere, and as such one of my favourite games.
The introduction of mouse-look helped introduce verticality to the level design.
You can see why when people look at the other Quake and Doom games, they question whether a return to these evocative hybrid roots might not be a good idea.
Playing Rage this week has once again seen people raise the nature of id's "derivative" settings, as has happened numerous times in the past decade. Indeed, Rage does borrow heavily from post-apocalyptic cliche, lifted from Mad Max by countless driving and combat games, and most recently carved into our mainstream consciousness by Borderlands and Fallout 3. It seems to have almost no connection to Quake at all.
When contemplating the studio's colourful history of shooting games it's perhaps easy to glaze over the first Quake in the lineage. Not as infamous or as influential on mainstream perceptions as Doom, not perhaps as widely recognised as its first and second sequels, nor as notably disappointing as Doom 3, Quake is the game which is beginning to get fuzzy in our recollections.
It should not, because it is a rumbling, speeding, frenzied dark masterpiece that deserves never to be forgotten. And forget it I will not.
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Comments (73) Latest comment 8 months ago
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For some reason, I always prefer to replay the doom games instead of quake, I think they've aged better in my mind.
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Quake to Half-Life in two years. Its hard to imagine such a seismic shift now.
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It's a joke. Seriously, I was shocked to see how low the poly-count was on a game I remember fondly.
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First time I got into Quake was the shareware version at work on a PC with no sound and it was still an amazing experience, we also managed to set up a lan game for some multiplayer on our office server
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Having trouble getting the Steam version of Quake running on modern nVidia cards? I've got you covered.
Also, in that pack is several graphical updates that re-do the shadows, add HDR lighting, re-inserts the NIN soundtrack etc.
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I still remember playing the shareware Quake for the first time, It blew me away. It did give me motion sickness the first few times I played it. any one else get this?
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Well yes and no, D3 is a great game but is it D1 or D2? Do you think of it the same way with the same fondness? Most don't.
Brilliant game in it's own right with a couple of design mistakes (TORCH! ARGH!!!!) but had too much to live up to with Doom being such a landmark title and a proper story instead of "you are here just kill everything" of seemed to take away something.
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I managed to get through the SP with keys, but when we started playing on our work LAN this was the game that made me unlearn my Doom reactions and relearn a skill that is still just as vital today.
Quake still has one of my most powerful gaming memories. As I entered a room I noticed a white shambling monster in an adjoining room that was probably down the corridor. After being distracted killing the beasties in the room I'd entered I noticed it was gone, the hairs on the back of my neck literally prickled, and I turned around just in time to unload the shotgun into it's face as it went to take a swipe at me. Apparently I also uttered a rather girly scream at the same time.
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It's very telling that when id didn't try to tell a story, and concentrated on gameplay, they made better games.
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The PC is really lacking a game like this nowadays though. I can't think of a twitch multiplayer shooter made in the last ~5 years. Damn shame as they actually require skill.
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Oh, so it was Quake's fault was it? Bastards!!
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Also, I couldn't care less about stories. In one level, you're fighting guys with laser guns, in the next, you're fighting zombies and knights. Who cares? I want plain good fun, and Quake delivers just that. With lots of dark atmosphere.
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Even though I came late and never saw the original Quake, instead starting on Quake 3, the heady rush, the great weapons, the weird player models. Why aren't there more cartoonish ridiculously paced shooters around?
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]http://i.imgur.com/VfNpL.gif
[/link]
Yeah, that.
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There's something that says a lot about how good this game was, it is afterall the longest surviving multiplayer fps game, considering bit over a year ago i droped in and saw my age old clan playing tournaments still and there's still most likely some servers running.
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It's also got an absolutely stellar soundtrack, one that is actually in fairly high regard in dark ambient circles. I've played tracks from it at a couple of shows. It's brilliantly dark stuff.
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You do realize that more than one person uses a given username, right?
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Geograph Seal (1994) for Sharp X68000 was a first person shooter (and technically a primordial 3D platformer) with polygonal graphics, but I'm not sure if it supported mouse (the controls are digital anyways).
Mouse was my control device of choice in Spectre Supreme (1993), but although it was a first person shooter with polygonal graphics, the gameplay wasn't really three-dimensional.
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Ahhh the painkeep mod was hilarious, I remember lowering myself into the blackhole weapon the end of a grapplehook with everyone watching to see what happened, when they realsied I wasn't going to die they all promptly opened fire and I died in like 3 miliseconds
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There's something that says a lot about how good this game was, it is afterall the longest surviving multiplayer fps game, considering bit over a year ago i droped in and saw my age old clan playing tournaments still and there's still most likely some servers running.
Some, still plenty when I last checked a few months ago and plenty Doom servers still running as well which are pretty busy. Great fun.
ajaxpliskin
Quake 1 was the best! Bring back Romero for Doom 4 and a true Quake 1 sequel!
Thats the thing people forget. Carmack is probably as good as he has ever been, but he id the engines, he wasn't the designer, that was Romero. If it only had it hadn't all gone to his head.
Everyone should go read Masters of Doom, great insight to id. I'd love to see them work together again. 90's PC gaming was my favorite games period. So much new ideas, and advancements happening non-stop.
Nothing has held my interest in gaming as much since. Probably why I spend most of time playing 90's - early 2000s PC games. Still beats the hell out of the crap we get these days. And don't need anywhere near the latest tech to play them.
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If the traditional twitch based no nonsense shooter is a dying breed wouldn't it be great for a Quake vs Unreal Tournament crossover?
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I do have forgotten the command to set the fov wider though! Used to be able to type that really fast!
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especially as you state the atmosphere was your favourite part of it.
the atmosphere was trent and his crazy analogue machines - that unsettling ambient airy noise.
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Music by Trent Reznor, the nail gun ammo having the NIN logo on the side. Those bastard lightening firing shamblers, and the evil scream you got from the mobs who could snipe you with energy balls from across the room. Wicked.
Of course, jazz up the graphics and it's just eye candy on an already great game.
Excellent title.
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It was the first truly 3D FPS game. TRULY 3D - none of this Duke Nukem '3D' crap.
It was the first FPS to really nail mouse control. (This might not technically be true, but it certainly made many people realise that the mouselook system was superior to keyboard control)
It was the first decent deathmatch game (OK, strictly speaking Doom was, but the multiplayer levels and powerups were much tighter and more refined in Quake, LAN and multiplayer was easier to set up, and it wasn't just a single player game modded to multiplayer).
It was unencumbered by DRM or installation requirements - at school we'd copy the directory from the CD to a network share, all run from there and then delete the share.
It was nicely open to modification - as soon as we were bored of the standard maps and gameplay, a wealth of custom goodies could be grabbed from gaming magazine CDs. It wasn't long before I started making my own maps - including modelling our school, which would probably get me detained under anti-terrorism laws nowadays.
The soundtrack was epic and could be played in a CD player straight from the game CD.
The AI was actually... intelligent. Rather than enemies wandering around in circles, they actually seemed to HUNT you.
It didn't need a storyline. The gameplay was strong enough to stand on it's own.
I realise that whatever game anybody played when they were in their formative years is by default their 'greatest game of all time', but all the same, Quake really was something special.
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OMG Descent 1 and 2 were awesome there is a game that a) needs a retrospective and b) needs to be brought back. Something about those mines was just brilliant.
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It could be my memory, but didn't Looking Glass have true 3D engines before Id? I know they didn't have mouse look, but their games were more complex.
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DM1 and 5 Were shit. The rest were fantastic though. My fav maps were the custom maps: Ultrav and ZTNDM4. Truly epic maps for 1v1 duels. I really hope another quake will come and it will be based on quake1. I hated the daft strogg story on q2 and q4. Oh, and the RL was slow.
Nothing beats quake for pure skill. There's no shouting at the computer when you get killed - it's always your own fault. Unlike shit like COD/BF where all you need to do is sit in a window ledge and snipe the arse out of people. Not much skill involved. You can't do that in quake. Camp and your fucked.
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It wasn't long before I started making my own maps - including modelling our school, which would probably get me detained under anti-terrorism laws nowadays."
Are you me?
Maps featuring highest on our 16 player after school LAN session (it ran great on a bog standard school issue RM Nimbus Pentium 120!!!)playlist were DM3 (still the greatest FFA deathmatch map ever IMO) followed by community maps Andromeda 9 and Titan 2 (both by Slayer) and another one called Moonglum's Base. Oh, and UKCLDM2
I got pretty seriously into online QW, vividly remember the days of loading up quakespy, setting up my Qizmo proxy, dialling into Barrysworld late at night and fragging away until the early hours on the Barrysworld servers or my other regular server - 'Quake til Dawn'
No modern FPS can match the sheer frenetic pace and twitch gameplay of QW.
Happy days.
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Spent a lot of time in the level editor as well.
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It was the first truly 3D FPS game. TRULY 3D - none of this Duke Nukem '3D' crap.
You need a history lesson, then.
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Yep that was the first one, however everyone (especially games journo's) have forgetten about it. A shame, since it was a pretty good game!
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