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For those of you old and/or geeky enough to remember, the internet in 1996 existed for only one purpose - for bulletin boards and forums to serve as the battleground for the most important question in the history of mankind: which was the better of the unreleased Quake and Duke Nukem 3D. In the mid 90s, there was no such thing as a first-person shooter. There was Doom, and then there were Doom-clones. And while the world of video games saw many valiant attempts to dislodge the scary demonic game from its throne of first-person based mayhem, none were so hotly anticipated as Duke Nukem 3D (made by rival shareware publishing house Apogee), and id's next venture, Quake.
id software certainly made no bones about what they set out to achieve. Before its release, they boldly claimed that 'Quake will be to Doom what Doom was to Wolfenstein'. But did it live up to its own vaunting?
It was never quite clear where Quake stood in the id universe. It was kind of billed as a sequel to Doom, but in reality turned out to be more of a spiritual successor. Set in a medieval/sci-fi mash up world, strewn with numerous diabolical references, these influences from Doom were clear to see, aesthetically at least. It also drew directly from the world of HP Lovecraft's 'Cthulhu Mythos', referencing Shub Niggurath by name and plonking him in as the main antagonist. Really, though, nobody cared about any kind of story, as id create games that are born guns blazing. Quake was no exception.
Unlike its predecesoor, Quake is totally 3D. While not the first game to use polygons over sprites, it was certainly the first to attempt to do so and keep the action at breakneck speeds. Its 3D design demanded a high end machine (for the time - at least 100MHZ! Gosh!), and angles of walls and buildings do not distort when looking up and down (unlike Duke 3D, which wasn't really 3D at all). The HUD is kept to a minimum, showing just health, armour and ammo counts, maximising the field of view.
The id team give us no end of nightmarish monsters to take on. From skinned, rabid dogs to chainsaw-wielding ogres and the almost unstoppable Shamblers, their monster modelling team did very well. They also changed tack from Doom, which was all slow tension followed by bouts of intense fighting, and the arcade silliness of its sequel which chucked monsters at you til your RAM creaked. Instead, the pace of everything in Quake is cranked up to the maximum. Monsters race toward you, rockets zip by at high speeds and the guns burn through ammo at a ludicrous rate. And when you've run out of ammo, there's always your trusty battle-axe.
The levels are well designed, so far as taking advantage of the new full 3D engine is concerned. Bridges criss-cross, sewers intertwine and platforms move about. But here is the first major criticism to be thrown at Quake - the colour palette is incredibly dull. After just twenty minutes I had to walk away, my eyes throbbing from the strain of picking out sludge-coloured enemies on brown backgrounds and attacking them with my mud-coloured grenade launcher than fires beige ammunition. In trying to create a gloomy world, id mistook bland for atmospheric.
The music is great though, supplied as it was by Trent Reznor of Nine Inch Nails. id paid tribute to him by making the automatic nailguns a staple weapon, and emblazoning the ammo boxes with his trademark NIN logo. I think you can still ge the soundtrack somewhere too, which is very cool.
Powerups are freely scattered around too, which make life a bit easier every now and again, but here's the second gripe; its difficulty levels are way off. Easy is just too dull, medium is probably hard for most players, and hard is nigh on impossible. And if you find the secret Nightmare portal, just turn round and head back. Death comes swiftly in Quake, and you'll soon be mangled into blocky chunks of gibs.
Multiplayer was where Quake really held its own. Deathmatch Doom had become enormously popular online, and is the forebear of the likes of Halo and COD today. One gets the impression that single-player Quake was more of an afterthought, and had been designed with multiplayer at its core. Many of the levels are suited to Deathmatch, giving loads of variety from twisty, claustrophobic labyrinths, to open-area sites for rocket sniping. There was also a brilliant level called Ziggurat Vertigo, which had no gravity and a huge ziggurat streaming lava with craftily placed pilalrs to bounce grenades around. Deathmatch Quake is even more frantic and fraught than the singleplayer, creating arenas of rocket-filled feuds.
In all, id took a bold step with Quake, opting for an all-polygon based game. But as a single-player game it feels somewhat lacking, especially in the variation of levels and colours. Its content caused quite a stir at the time, for much the same reasons that Doom did, for it cod-Satanic imagery and violence. I found it a bit tame though, as the 3D graphics were far too chunky to be taken seriously. It is of historical importance in the development of video games, but I think a lot of people would struggle to return to it today. And it arguably took itself too seriously, lacking the humour and level of immersion that its big rival Duke Nukem carried in spades. It also undermines its own attempts at horror, as the protagonist can sprint at silly speeds indefintely, wrecking any sense of tension or fear. As the Duke says when the San Andreas faultline slips during one level, 'I ain't afraid of no Quake'. I found myself returning to Duke Nukem far more, it was just a lot more fun. Maybe I'll necro-post my opinion on a defunct message board from 1995, if I can find one in some murky corner of the web.
Genre: First Person Shooter
Created by: ID Software
Soundtrack by: Trent Raznor
This was one of the first games I played over a network playing against other people in my college. I remember at the time that it was really fun, although I wasn't very good and used to get killed more times than I killed.
I remember the game being quite gory and would advise parents not to let young kids play this. The Quake brand is still going strong today and has massive online tournaments which thousands of gamers compete to be the best.
AIM OF THE GAME
You are a solider whose task is to stop the enemy called QUAKE. Secret experiments with teleporting and you can guess what happens. Yes an evil army comes through the teleportation portal (called a slipgate) and you must defend your world.
Throughout the game you must go through different gates to other realms taking on different evil creatures. A few of these realms take us to medieval times.
An important note and worth mentioning is that the actual storyline wasn't that important to gamers. This was mainly sue to the fact that two different types of stories had to be merged into one as the three level developers John Romero, Tim Willits and McGee all had different ideas about how the game should be put together.
The graphics were not the best but with a decent PC you would get a good return. The game was one of the first to be set in a 3-D world and every other game at the time found it hard to compete with Quake.
The best types of controls which most users prefer were the mouse and keyboard. At first it is so difficult to handle using keyboard and mouse at the same time but after a while you do pick it up.
The audio in the game was very clear and could hear the monsters breathing down your neck as they approached you.
NUMBER OF LEVELS
Quake has 28 levels and each one very different. Each level contains different creatures to battle against and quenches your thirst for blood quite nicely.
One of the funniest moments I have had whilst playing the game was playing as an axe wielding psycho and taking on all those experts with laser weapons and they hated being axed!
MODES OF PLAY
Single player mode, Multiplayer mode and deathmatch mode. All of which are great fun but the best is the deathmatch mode. Here you are rewarded for how good you are at the game and not how lucky you get.
Overall this is a killer game and must be played by all you hardcore gamers. The visual and sound effects are out of this world and this game is as good as anything out there now and delivers an edge of the seat performance.
As the game got older patches and extra MODS were released to keep interest in the game alive offline as well as online.
I would give this a higher rating if I could! Great game and lots of gore - a real gamer's delight!
Quake is here! QUAKE IS HERE! Yep, it's the most hyped game since pong (does anyone besides me remember pong?). Let me preface my comments by saying it's a good game. I like it. I really do. I promise. But. Yep, there's a but. The way the game was built up, I expected it to be the coolest thing since the Internet Coffee Camera went online, and it's just not. Don't get me wrong, it's good. It's fun. But it's just not as good as I was hoping. For those who don't know what the game is (which I would guess would be the TRS-80 web surfers among us), it's a basic first person shooter in the Doom/Duke3d style. It's well done, with most of the major features you would expect. The colors seem a bit drab to me, and at times the game is a little easy, but still a blast to play.
When i started playing Quake i was young(er than i am now), and inexperienced (this applies for all Quake games), it was fun!! Nothing was better than killing a few Zombies before going to sleep. When i started to play on the internet it was a whole new world. Some people are shitheads and cheat while others stay in the corner, and camp (a term where people stay in one place in a slight advantage to those who are not expecting them). Still this was fun, and also considerrably harder than playing alone in ones house. One of my main tasks was to try and join a clan. One clan said that they would offer me a place if i played well (P.S. never spend your whole life infront of the computer it craps up your eyesite, and you lose your social life((this is from offhand experiance))). I tried and tried and iventual found out that TFC was a much better game than Quake(also it is easier to get into a clan in TFC). Goodbye