26 reviews
The game that evolved Doom into a true 3-D experience and paved the way for a hundred imitations can be considered nothing less than a classic of modern gaming history. Out went the 2-D scaled bitmap graphics and in came a true interactive 3-D engine with dynamic lighting effects, animation and equally creepy 3-D enemies to inhabit this world, something today we all take for granted, but was very much a new milestone back in 1996.
I.D's game had it's critics in one-player mode, (the Polygon monsters came in lesser numbers than the flat enemies of Doom) but in Multiplayer it was and still could be considered one of the most exciting, immersive combat experiences that you could ever play on a PC. Anyone who's played a 16-man deathmatch amongst friends or acquaintances alike cannot deny the sheer power of this game. The sound was sickly detailed (with the help of one Trent Reznor) and the graphics were dark, earthy and atmospherically unmistakable.
Quake for many has been the closest thing to experiencing armed warfare (or a close approximation) without having to actually leave your seat, except of course when you need one of those sweaty adrenaline induced toilet breaks after you've just slaughtered your best buddies in over the top (but graphically intense) detail, with the fattest smile on your face, and for that I.D. we salute you!
I.D's game had it's critics in one-player mode, (the Polygon monsters came in lesser numbers than the flat enemies of Doom) but in Multiplayer it was and still could be considered one of the most exciting, immersive combat experiences that you could ever play on a PC. Anyone who's played a 16-man deathmatch amongst friends or acquaintances alike cannot deny the sheer power of this game. The sound was sickly detailed (with the help of one Trent Reznor) and the graphics were dark, earthy and atmospherically unmistakable.
Quake for many has been the closest thing to experiencing armed warfare (or a close approximation) without having to actually leave your seat, except of course when you need one of those sweaty adrenaline induced toilet breaks after you've just slaughtered your best buddies in over the top (but graphically intense) detail, with the fattest smile on your face, and for that I.D. we salute you!
If it were'nt for the existence of Duke-3D during that time, Quake simply might have been the best single player game at the time, despite its somewhat mediocre single player campaign when compared to the former. The revolutionary new engine certainly was'nt utilised to the max and like Doom-3, id preferred dark and dimly lit levels to maximise visual appeal without really having a huge visual impact. Gameplay was very good, but once again, not as fun as Duke. However, even though the main SP part of the game itself may not be great, hundreds of addons and total conversions are available online which make the single player experience much much better. Deathmatch is the area where Quake could'nt be touched by any other game, by far.
- neogeothecoming
- Jul 19, 2006
- Permalink
The original Quake is one of my favorite computer games of all time. When it first came out in 1996, it was very revolutionary. It was the first 3d shooter to use texture-mapped polygons and the enemies looked very good. The weapons were very cool too. I really liked the nailguns and the grenade launcher. The animations of the monsters are, in my opinion, still top-notch even by today's standards. Unlike most enemies in today's 3d shooters, the monsters are scary and horrifying. The fiend and the shambler are the most terrifying monsters that you will face and they require very quick reflexes to defeat. Upon hearing that one of my favorite musical groups, Nine Inch Nails, would be doing the soundtrack for this game only heightened my anticipation of playing Quake for the first time back in 1996. The soundtrack does not disappoint. Trent Reznor has created an atmospheric and immersive ambient music that truly brings you into the twisted and weird environment of the game. The game designers are obviously big NIN fans because the textures, environments and monsters seem too look as if they could be from an NIN video. They also named one of the guns the "nailgun" and the ammo for it has an NIN logo embroided on it. All in all, Quake is a wonderful game even by today's standards. It is also a very revolutionary game and is now a part of computer gaming history. The game has great action, great weapons, freaky monsters, fun single player, addictive multiplayer and an NIN soundtrack. What else more can you ask for?
- 5CENTLE55 APPRENT1CE
- Jun 14, 2000
- Permalink
Even with other competing shooters like Descent and Duke Nukem 3D around in the mid-90's, Quake lives up to its name: it truly "Quakes" the competition with its fast, non-stop action and excellent level design. Duke Nukem 3D may have had a fully interactive environment, but nothing could match Quake's lightning-fast and tremendously entertaining action. Weapons consist of standard-issued stuff (axe, shotgun, rocket launcher) and innovative weapons for the time, like a nailgun, grenade launcher, and thunderbolt gun (which you shouldn't even think about shooting underwater!) In an attempt to speed up the pace, there aren't any reloading times, and switching from weapon to weapon is very quick.
Along with the gameplay, the graphics are also Quake's biggest strength. Unlike Doom or Duke Nukem 3D, Quake uses a true-3D graphics engine to create detailed and believable environments. Gone are the choppy animations of enemies and their flat-looking appearances. As in Duke Nukem 3D, you can also swim underwater. All of this at a super-smooth frame rate! (At least, if you have a Pentium or higher processor.) In 1996, once I played Quake, I was fighting the urge not to play anything else. If you're looking for a solid piece of nostalgia to play, then this is exactly what you're looking for. It's a classic.
Along with the gameplay, the graphics are also Quake's biggest strength. Unlike Doom or Duke Nukem 3D, Quake uses a true-3D graphics engine to create detailed and believable environments. Gone are the choppy animations of enemies and their flat-looking appearances. As in Duke Nukem 3D, you can also swim underwater. All of this at a super-smooth frame rate! (At least, if you have a Pentium or higher processor.) In 1996, once I played Quake, I was fighting the urge not to play anything else. If you're looking for a solid piece of nostalgia to play, then this is exactly what you're looking for. It's a classic.
- Spartan_234
- Apr 30, 2006
- Permalink
Quake was the first proper FPS to have a fully 3D polygon rendering engine and 16 bit color for dynamic lighting. The theme of the game was also very dark and that could range from moody to strange. While the level design is advanced technically, the themes are just repetitive although the action is frantic. This game also featured a title song by Trent Reznor. On higher difficulty levels, Quake was always fun to play and along with the loads of user maps and addons released for it, had a pretty long life. Quake also offered a 16 player deathmatch capability and quickly became the most popular multiplayer game in the world, during its time.
This is amazing. First time I saw it, it was on a 486, with the smallest window and the lowest resolution. I was not impressed. After a few month, I saw its action on a pentium. It just blew me away. That summer, I played it from dusk till dawn. After its sequel came out (Quake2), Quake remains the funner game. It's fast and modifiable. The best mod ever in my personal opinion is the rocket arena mod.
Quake is one of my favorite POV game. Q3 is the top one. Q2 never made my list.
Quake is one of my favorite POV game. Q3 is the top one. Q2 never made my list.
"Even other monsters fear him, so expect a clobbering. He shrugs off explosions. Good luck."
ID's description of the Shambler, a little snippet from my Quake booklet, all the way back from 1996. It's been a while between frags.
I'm playing this remastered version of the game on a 75" TV on a PS5. 90's FPS has never looked so crisp in 4K and 120fps. Sound on 5.1 works well and you get a nice bassy boom to the shotgun, a trademark of an ID game. Controls just work and feel good from install, even though I did tweak it a little by turning off vibration, haptive feedback and motion controls to keep to the original, but for those that want it, it's there. I love that it's optional. Did I mention it has crossplay deathmatch and co-op story mode? It has crossplay deathmatch and co-op story mode.
If you want an original experience this is a 'remaster' done right. Of course it came from ID. Highly recommended.
ID's description of the Shambler, a little snippet from my Quake booklet, all the way back from 1996. It's been a while between frags.
I'm playing this remastered version of the game on a 75" TV on a PS5. 90's FPS has never looked so crisp in 4K and 120fps. Sound on 5.1 works well and you get a nice bassy boom to the shotgun, a trademark of an ID game. Controls just work and feel good from install, even though I did tweak it a little by turning off vibration, haptive feedback and motion controls to keep to the original, but for those that want it, it's there. I love that it's optional. Did I mention it has crossplay deathmatch and co-op story mode? It has crossplay deathmatch and co-op story mode.
If you want an original experience this is a 'remaster' done right. Of course it came from ID. Highly recommended.
This game utterly rocks. It is more than a game. It is a way of life. Once you play through the (admittedly simple) single player game, you can occupy yourself endlessly playing with others on a LAN or over the 'net.
First and foremost, this game is utterly awesome. The game as a whole is marvellously constructed and atmospheric, with oodles of scary bits to frighten you senseless. Game design is excellent, as is the level design.
In what Quake truly excells is in its multi-player game. Nothing can match the utter carnage of playing Quake in an office or over the Internet. The sheer excitement of the duel and teamplay is enough to keep you playing for years.
Quake has contually been added to over the past 2 years and the results are splendid, support for 3D cards, Capture the Flag games, new weapons and suchlike are all freely available over the internet or on old magazine cover-discs. This expandability is part of what makes Quake so good.
Remember, if you own a PC or use one at work and don't have Quake, you are missing out on one of the best games ever.
In what Quake truly excells is in its multi-player game. Nothing can match the utter carnage of playing Quake in an office or over the Internet. The sheer excitement of the duel and teamplay is enough to keep you playing for years.
Quake has contually been added to over the past 2 years and the results are splendid, support for 3D cards, Capture the Flag games, new weapons and suchlike are all freely available over the internet or on old magazine cover-discs. This expandability is part of what makes Quake so good.
Remember, if you own a PC or use one at work and don't have Quake, you are missing out on one of the best games ever.
- Scottie-12
- Dec 9, 1998
- Permalink
Since id Software's smash hit Doom enthroned the Texas-based studio as the king of first-person shooters and secured DOS's standing as a respectable gaming platform, it was only natural that DOS and Windows users would flock to the next major title from the company, whom they served regally as the leader of PC gaming. Every major release by id Software would turn out exponentially more remarkable and seminal than the last, so everyone who paid attention knew that its next project would be the next great thing for PC gaming. Less did they realize that many of the greatest FPS games in the years since would be powered by modified engines directly taken from Quake, and in the decades since would be inspired by the game or take elements originating in it.
Believe it or not, Quake was not originally intended to be a first-person shooter, let alone one of the greatest first-person shooters of all time. It was conceived as an open-world fantasy role-playing game, but the project proved too ambitious, and internal strife didn't help the situation. Instead, it ended up being another simple Doom-clone, but instead of demons and Mars, it was set in the future in a mysterious landscape that consisted of medieval castles, wizard lairs, lava tombs, and eldritch labyrinths, with high-tech weapons and bad guys even more evil than the satanic fiends from Doom. They include zombified humans with guns, ogres who tote chainsaws in the style of The Texas Chainsaw Massacre and fire grenades, knightly swordsmen, and monsters inspired by H. P. Lovecraft, and they are rather Gothically occult than blithely demonic. Regarding the plot, the player character is still a space marine, now named Ranger, who battles hordes of monsters from another dimension who sneak their way through the military base's teleporters as an unidentified being, codenamed Quake, plots Earth's destruction, but it was a unique concoction of dark fantasy and science-fiction thriller that, much like Super Mario 64, with fully 3D graphics was meant to showcase the very best of what games could and what they would be able to, all in an unorthodox genre for a game based heavily on European folklore, and it worked.
3D graphics was the first thing I said about why Quake succeeded, and it is the most obvious improvement over Doom. Everything is realized as being 3D. 2D sprites are replaced with models that, despite their age, hold a level of detail unachievable by sprites alone. Weapons and visual effects do not appear to be flat. The lighting is made greatly more flexible, and with added water to swim in come the effects of slightly bending light underwater. Most important of all is that the world is no longer confined to perpendiculars and single floors. The level architecture is more studious than ever, with slopes aplenty and what Doom's players had for years bemoaned the game's lack of: honest rooms over rooms. Though simple and not the first truly 3D FPS game according to Guinness World Records, Quake might be the first FPS where players could design levels in any way they wish, including those based on their favorite games, with only their systems' strength to worry about. As evidence in favor, level structures and enemies could be given scripted sequenced, many areas have booby traps that will cause significant harm, and, as a precursor to id Software habitually releasing the source codes of its old games only a few years later after their launch, practically anything about the game from variables to logic and rules could be modified either in-game via a console replacing traditional cheat codes - a first in gaming - or for precompilation, using John Carmack's C-based script language QuakeC. The company also popularized hardware-accelerated graphics with versions of the game supporting it released just a few months later - a legacy still felt to this day in computing. All of this mind-bogglingly could be performed on a Pentium processor clocked at only 75 MHz at minimum. My only disappointment is that the animations of enemies and some surfaces are a little rough, but the game in general runs more smoothly than Doom. The sound is similarly of CD quality. It is a tech demonstration of the most pleasing kind.
The monsters are tougher than ever, and so the weapon roster gets a makeover. The shotgun is now the number two weapon, and the pistol is retired for being no good against the baddies anymore. The in-game GUI is made more intuitive, actually grouping the weapons with the kind of ammo they use. The double-barreled shotgun reappears, and the nail gun (replacing the chaingun) now has a counterpart that fires nails twice as fast. The grenade launcher is a rocket-based weapon that fires bouncy grenades that explode on enemy contact or after three seconds, and the rocket launcher is moved to the number seven slot. My favorite of the weapons, the Thunderbolt, expends a lot of power, but electrocutes monsters almost instantaneously and can even penetrate walls, but with the disadvantage that it will kill the player if they foolishly fire it in water, discharging the weapon. Doom fans will probably be disappointed that the melee weapon is now an axe that should be used in combat only sparingly and skillfully to save ammo, and while the player does often deplete their ammo, it is easily replenished unless the player wastes large amounts. On the bright side, the game does introduce my favorite power-up: one that briefly multiplies the player's weapon damage fourfold. With that, even using the standard shotgun is impressive enough when they can turn monsters into bouncy, blood-trailed giblets. Other power-ups include armor, the biosuit from the last game, a ring from The Lord of the Rings that turns one invisible, and the Pentagram of Protection - what? Quake is a departure from id Software's other games in that it is dark, though not without ha-has. The music provided by Nine Inch Nails is not epic electronic metal, but rather sinister, occult-ish, and sectarian-sounding, the satanic themes are somehow even more tenacious, and the Pentagram of Protection is the epitome of that and the dark atmosphere. It is an average invulnerability power-up, and I sincerely like to hope that it is just high technology with simple unwholesome overtones such as health becoming 666 (or 999 rotated) when one picks it up. On the one hand, it is ironically funny how Ranger can use an abomination to whack abominations to death. On the other, it may be too transgressive for my personal tastes, although there is no shock content, the game falls short of occult propaganda, and in at least one section, it actually encourages the player to "defile" unholy alters to progress.
Quake is fast and frenzied like its predecessor, but is even more so in ways that it became the ideal breeding ground for speedrun culture. One has to look in all directions for danger, including straight up and down. If you thought the last game's monster AI was cheap, but in a charming sort of way, this game's monsters are faster and more formidable. They are not much more advanced, and they still hilariously maim each other, but it is the kind of formidable where even a few blocks of code is enough for a relatively experienced player to ponder how they are outsmarted. Scrags (replacing Cacodemons) are hard to dodge and shoot at simultaneously, and Fiends are clawed, tough creatures that quickly leap toward the player, gutting Ranger and making getting cornered a cutthroat nightmare, despite both being easily dodgeable sideways. Everything that made Doom great was carried over to Quake and made even better, including what might be the greatest networked multiplayer ever in the form of QuakeWorld. It allowed for fast play between players online via TCP/IP and even notoriously dreaded modems, made searching for servers far more convenient, and also boosted a then-niche form of competitive play known as esports. The game modes are still deathmatch and co-op, but the flexibility of the game meant that some of the greatest mods created for multiplayer provided game styles that were, for a time, unrivaled in networked gaming (think Team Fortress). Expansion packs further exploited that flexibility with better scripting, more weapons, more enemies, and new power-ups, and an all-original Capture The Flag mode, a variant of deathmatch where teams score points by carrying the flag to their own base. It is a little unfortunate that single-player mode, which is a tiny bit less than perfect, still suffers some of the same problems as other early shooters, them having a simple premise of shooting everything without any story development, but that is easily overlooked by its technical power and the mods that showcase it.
VERDICT: id Software broke its own barriers again, as it had been for the decade, but Quake might be the ultimate first-person shooter that should fill every gamer's collection, with no excuses not to. It deposed Doom as the king of shooters, and as evidence that the latter had become passé, not one developer talked about using it as their inspiration since the newly crowned game's release. Every early successful FPS after Quake, including every early FPS you have ever played, was inspired by the game or directly took its engine, and every late descendent of the genre in the evolution of FPS games has a vestigial element derived from the game. I don't think I will ever come across a game like Quake in my lifetime, a game that is so beautiful, showed such optimism and forethought about desktop computers and gaming, and so profoundly altered the course of PC gaming. Yes, it is a rip-off of id's own Doom, but from a technical standpoint, who cares? It is perhaps both the greatest PC tech demo and the greatest online multiplayer game of all time, and the modding community it was built for keeps it alive and well.
Believe it or not, Quake was not originally intended to be a first-person shooter, let alone one of the greatest first-person shooters of all time. It was conceived as an open-world fantasy role-playing game, but the project proved too ambitious, and internal strife didn't help the situation. Instead, it ended up being another simple Doom-clone, but instead of demons and Mars, it was set in the future in a mysterious landscape that consisted of medieval castles, wizard lairs, lava tombs, and eldritch labyrinths, with high-tech weapons and bad guys even more evil than the satanic fiends from Doom. They include zombified humans with guns, ogres who tote chainsaws in the style of The Texas Chainsaw Massacre and fire grenades, knightly swordsmen, and monsters inspired by H. P. Lovecraft, and they are rather Gothically occult than blithely demonic. Regarding the plot, the player character is still a space marine, now named Ranger, who battles hordes of monsters from another dimension who sneak their way through the military base's teleporters as an unidentified being, codenamed Quake, plots Earth's destruction, but it was a unique concoction of dark fantasy and science-fiction thriller that, much like Super Mario 64, with fully 3D graphics was meant to showcase the very best of what games could and what they would be able to, all in an unorthodox genre for a game based heavily on European folklore, and it worked.
3D graphics was the first thing I said about why Quake succeeded, and it is the most obvious improvement over Doom. Everything is realized as being 3D. 2D sprites are replaced with models that, despite their age, hold a level of detail unachievable by sprites alone. Weapons and visual effects do not appear to be flat. The lighting is made greatly more flexible, and with added water to swim in come the effects of slightly bending light underwater. Most important of all is that the world is no longer confined to perpendiculars and single floors. The level architecture is more studious than ever, with slopes aplenty and what Doom's players had for years bemoaned the game's lack of: honest rooms over rooms. Though simple and not the first truly 3D FPS game according to Guinness World Records, Quake might be the first FPS where players could design levels in any way they wish, including those based on their favorite games, with only their systems' strength to worry about. As evidence in favor, level structures and enemies could be given scripted sequenced, many areas have booby traps that will cause significant harm, and, as a precursor to id Software habitually releasing the source codes of its old games only a few years later after their launch, practically anything about the game from variables to logic and rules could be modified either in-game via a console replacing traditional cheat codes - a first in gaming - or for precompilation, using John Carmack's C-based script language QuakeC. The company also popularized hardware-accelerated graphics with versions of the game supporting it released just a few months later - a legacy still felt to this day in computing. All of this mind-bogglingly could be performed on a Pentium processor clocked at only 75 MHz at minimum. My only disappointment is that the animations of enemies and some surfaces are a little rough, but the game in general runs more smoothly than Doom. The sound is similarly of CD quality. It is a tech demonstration of the most pleasing kind.
The monsters are tougher than ever, and so the weapon roster gets a makeover. The shotgun is now the number two weapon, and the pistol is retired for being no good against the baddies anymore. The in-game GUI is made more intuitive, actually grouping the weapons with the kind of ammo they use. The double-barreled shotgun reappears, and the nail gun (replacing the chaingun) now has a counterpart that fires nails twice as fast. The grenade launcher is a rocket-based weapon that fires bouncy grenades that explode on enemy contact or after three seconds, and the rocket launcher is moved to the number seven slot. My favorite of the weapons, the Thunderbolt, expends a lot of power, but electrocutes monsters almost instantaneously and can even penetrate walls, but with the disadvantage that it will kill the player if they foolishly fire it in water, discharging the weapon. Doom fans will probably be disappointed that the melee weapon is now an axe that should be used in combat only sparingly and skillfully to save ammo, and while the player does often deplete their ammo, it is easily replenished unless the player wastes large amounts. On the bright side, the game does introduce my favorite power-up: one that briefly multiplies the player's weapon damage fourfold. With that, even using the standard shotgun is impressive enough when they can turn monsters into bouncy, blood-trailed giblets. Other power-ups include armor, the biosuit from the last game, a ring from The Lord of the Rings that turns one invisible, and the Pentagram of Protection - what? Quake is a departure from id Software's other games in that it is dark, though not without ha-has. The music provided by Nine Inch Nails is not epic electronic metal, but rather sinister, occult-ish, and sectarian-sounding, the satanic themes are somehow even more tenacious, and the Pentagram of Protection is the epitome of that and the dark atmosphere. It is an average invulnerability power-up, and I sincerely like to hope that it is just high technology with simple unwholesome overtones such as health becoming 666 (or 999 rotated) when one picks it up. On the one hand, it is ironically funny how Ranger can use an abomination to whack abominations to death. On the other, it may be too transgressive for my personal tastes, although there is no shock content, the game falls short of occult propaganda, and in at least one section, it actually encourages the player to "defile" unholy alters to progress.
Quake is fast and frenzied like its predecessor, but is even more so in ways that it became the ideal breeding ground for speedrun culture. One has to look in all directions for danger, including straight up and down. If you thought the last game's monster AI was cheap, but in a charming sort of way, this game's monsters are faster and more formidable. They are not much more advanced, and they still hilariously maim each other, but it is the kind of formidable where even a few blocks of code is enough for a relatively experienced player to ponder how they are outsmarted. Scrags (replacing Cacodemons) are hard to dodge and shoot at simultaneously, and Fiends are clawed, tough creatures that quickly leap toward the player, gutting Ranger and making getting cornered a cutthroat nightmare, despite both being easily dodgeable sideways. Everything that made Doom great was carried over to Quake and made even better, including what might be the greatest networked multiplayer ever in the form of QuakeWorld. It allowed for fast play between players online via TCP/IP and even notoriously dreaded modems, made searching for servers far more convenient, and also boosted a then-niche form of competitive play known as esports. The game modes are still deathmatch and co-op, but the flexibility of the game meant that some of the greatest mods created for multiplayer provided game styles that were, for a time, unrivaled in networked gaming (think Team Fortress). Expansion packs further exploited that flexibility with better scripting, more weapons, more enemies, and new power-ups, and an all-original Capture The Flag mode, a variant of deathmatch where teams score points by carrying the flag to their own base. It is a little unfortunate that single-player mode, which is a tiny bit less than perfect, still suffers some of the same problems as other early shooters, them having a simple premise of shooting everything without any story development, but that is easily overlooked by its technical power and the mods that showcase it.
VERDICT: id Software broke its own barriers again, as it had been for the decade, but Quake might be the ultimate first-person shooter that should fill every gamer's collection, with no excuses not to. It deposed Doom as the king of shooters, and as evidence that the latter had become passé, not one developer talked about using it as their inspiration since the newly crowned game's release. Every early successful FPS after Quake, including every early FPS you have ever played, was inspired by the game or directly took its engine, and every late descendent of the genre in the evolution of FPS games has a vestigial element derived from the game. I don't think I will ever come across a game like Quake in my lifetime, a game that is so beautiful, showed such optimism and forethought about desktop computers and gaming, and so profoundly altered the course of PC gaming. Yes, it is a rip-off of id's own Doom, but from a technical standpoint, who cares? It is perhaps both the greatest PC tech demo and the greatest online multiplayer game of all time, and the modding community it was built for keeps it alive and well.
- FreeMediaKids
- Jan 18, 2023
- Permalink
When quake 1 came out in 1996, it was more of a technological milestone than a great game, as a stepping stone to it's successors, quake 2 (1997) and half life (1998, which is based on the quake 1 engine).
Quake 1 was the first graphics engine to allow rooms to be any shape, and monsters were made of polygons rather than 2 dimensional sprites.
But it was ugly. Greenish brown walls. Greenish brown water. Some red lava if you were lucky. Quake 1 was not a colourful game. The enemies were slow moving. And at the time it had high system requirements. There was little ambient noise or music unless you had a CD player. Single player action was dull without the creepy ambient sound track.
Competing FPS games at the time were notably duke nukem 3d (1996), doom (1995) and doom engine based games.
Although Quake's engine was superior to Duke Nukem 3D, the gameplay and quality of maps in Duke Nukem 3d was far superior.
Quake's specialty was custom multiplayer; the famous mod Team Fortress was originally made for Quake 1, and was only re-released for half life 3 years later in 1999.
So although it has a multiplayer following, this game is not one to go back and play single player.
Quake 1 was the first graphics engine to allow rooms to be any shape, and monsters were made of polygons rather than 2 dimensional sprites.
But it was ugly. Greenish brown walls. Greenish brown water. Some red lava if you were lucky. Quake 1 was not a colourful game. The enemies were slow moving. And at the time it had high system requirements. There was little ambient noise or music unless you had a CD player. Single player action was dull without the creepy ambient sound track.
Competing FPS games at the time were notably duke nukem 3d (1996), doom (1995) and doom engine based games.
Although Quake's engine was superior to Duke Nukem 3D, the gameplay and quality of maps in Duke Nukem 3d was far superior.
Quake's specialty was custom multiplayer; the famous mod Team Fortress was originally made for Quake 1, and was only re-released for half life 3 years later in 1999.
So although it has a multiplayer following, this game is not one to go back and play single player.
- tom-durham
- Dec 16, 2016
- Permalink
The best video game ever made (considering pc-games AND consoles), Quake generated a cult-community with its own idiom and special rules of engagement. Five years after first release, Q1 still lives ferociously and heretic and the thrill of it all is that you can play it on any obsolete pentium system (75 Mhz, 4MB video-card and 60 MB hd-space ran fine for me). And besides that, the Linux-servers where the best of all! There are about 40 levels in the game (incl. multiplayer and secret levels): Quake consists of 4 episodes (like Star Wars and Alien so far), but there are still herds of people who haven't seen the game once (let alone 3dfx accelerated OpenGL Quake).
'Cheapo' and other downloadable 'cheating' local proxies make it harder for newbies to understand why they were being fragged and to like the flagellating game at all. On top of that, hardcore players construct their own configuration files with pre-written actionscripts (rocketjumping etc.) to climb faster in the ranking, although anybody can check out the console tutorials for miscellaneous commands and scripts. There is no taunting (as in Duke Nukem 3D and Unreal) in Quake, except for the few lines of text on top of the screen where you can spout your indecent proposals and pre-fab messages. Newbies who don't understand the game or have a slow connection (HPW: high ping whiners) are allowed (by consensus) to 'camp' (wait in a corner and shoot unsuspecting passers) to at least prevent a negative end-score (after unintentional suicide etc.). But the lucky few with pings of below 20 ms become the real 3D acrobats (LPB: low ping ba**ards). I'm really not interested in professional gamers, but I would have liked to get some dough for all the time I have spent in those dungeons, arenas, grottos, vaults and oubliettes.
Q1 is less humourous than Duke3D, in fact: no humour at all. Also less empty and post-apocalyptic, but more macarbe and dismal. I do not only love quake for the looks of it, but especially for the mechanics. That was never topped by Q2 and Q3Arena. Q3A looks infinitely better, but as Q2 it lacks the aggressive and direct gameplay of Q1. Duke Nukem was already addictive, but has flat pictures moving around without changing perspective, in contrast with Q1's 3D entities in a convincing medieval setting or more uplifting futuristic surroundings. This engine proved to be revolutionary although most game-developers were interested to use the Q2 engine (Half-Life, etc.). id software proved itself as the most innovative developer of eye candy and gameplay itself. Funstuff like incorporating your own sounds into the game has become a lot harder with Q3A unfortunately. And there aren't as many hiding places, secret passages and exploitable level bugs anymore. Let's hope those will be back with Quake4 (resurrection?).
Quake Done Quick is a downloadable (5 MB) speed demo of 90 minutes recorded by several people running through Q1 as fast as humanly possible, for which you also need the full game installed first. You can sit back and relax and watch the protagonist killing everything and opening every secret in first-person view or movie mode. There are people who did a lot of effort choosing the right camera-dynamics and even incorporate some jokes in the 'plot'. Besides that, there is the Q3A movie 'Quad God' that unfortunately never really saw the daylight because of copyright issues (?). These entities will be locked up in there forever.
Other enthusiasts built their own maps with their own favourite interiors and entities (mods and total conversions like Capture The Flag, Weapons Factory, Malice, Rocket Arena, Team Fortress, Airquake, Future vs. Fantasy, Awesome, Carnage etc for which you'll still need the original game to function). Finally, Unreal and UT are also some of my favourites as they are better than Q2 and Q3A, but the deathmatch multiplay mode of Quake1 is still unsurpassed. HF!
'Cheapo' and other downloadable 'cheating' local proxies make it harder for newbies to understand why they were being fragged and to like the flagellating game at all. On top of that, hardcore players construct their own configuration files with pre-written actionscripts (rocketjumping etc.) to climb faster in the ranking, although anybody can check out the console tutorials for miscellaneous commands and scripts. There is no taunting (as in Duke Nukem 3D and Unreal) in Quake, except for the few lines of text on top of the screen where you can spout your indecent proposals and pre-fab messages. Newbies who don't understand the game or have a slow connection (HPW: high ping whiners) are allowed (by consensus) to 'camp' (wait in a corner and shoot unsuspecting passers) to at least prevent a negative end-score (after unintentional suicide etc.). But the lucky few with pings of below 20 ms become the real 3D acrobats (LPB: low ping ba**ards). I'm really not interested in professional gamers, but I would have liked to get some dough for all the time I have spent in those dungeons, arenas, grottos, vaults and oubliettes.
Q1 is less humourous than Duke3D, in fact: no humour at all. Also less empty and post-apocalyptic, but more macarbe and dismal. I do not only love quake for the looks of it, but especially for the mechanics. That was never topped by Q2 and Q3Arena. Q3A looks infinitely better, but as Q2 it lacks the aggressive and direct gameplay of Q1. Duke Nukem was already addictive, but has flat pictures moving around without changing perspective, in contrast with Q1's 3D entities in a convincing medieval setting or more uplifting futuristic surroundings. This engine proved to be revolutionary although most game-developers were interested to use the Q2 engine (Half-Life, etc.). id software proved itself as the most innovative developer of eye candy and gameplay itself. Funstuff like incorporating your own sounds into the game has become a lot harder with Q3A unfortunately. And there aren't as many hiding places, secret passages and exploitable level bugs anymore. Let's hope those will be back with Quake4 (resurrection?).
Quake Done Quick is a downloadable (5 MB) speed demo of 90 minutes recorded by several people running through Q1 as fast as humanly possible, for which you also need the full game installed first. You can sit back and relax and watch the protagonist killing everything and opening every secret in first-person view or movie mode. There are people who did a lot of effort choosing the right camera-dynamics and even incorporate some jokes in the 'plot'. Besides that, there is the Q3A movie 'Quad God' that unfortunately never really saw the daylight because of copyright issues (?). These entities will be locked up in there forever.
Other enthusiasts built their own maps with their own favourite interiors and entities (mods and total conversions like Capture The Flag, Weapons Factory, Malice, Rocket Arena, Team Fortress, Airquake, Future vs. Fantasy, Awesome, Carnage etc for which you'll still need the original game to function). Finally, Unreal and UT are also some of my favourites as they are better than Q2 and Q3A, but the deathmatch multiplay mode of Quake1 is still unsurpassed. HF!
Well balanced physics and a polished "feel" make this a classic multiplayer game. The rocket launcher when mastered becomes a versatile tool. A much more entertaining game in multiplayer mode than in single player mode. The multiplayer feature combined with Quakeworld makes internet play possible even on a 28.8 modem.
Quake is a good game. It is dark, gloomy and sometimes scary but it is not as good as Doom, Goldeneye or Turok. To put it simple if you liked Doom you will like this title.
It is difficult to give a fair rating for a game like Quake so many years after its release. Having played its predecessors like Doom and Wolfenstein 3D as a teenager, one can appreciate the massive improvement in the 3D environments, graphics and sounds that came with Quake, as well as being one of the first FPS games that allowed you to play death matches over the internet. On the flip side some of its successors like Half-life showed us how much more enjoyable a FPS could be if the creators take the time invest in a storyline.
For me, the lack of storyline in Quake is the biggest flaw of the game. Without any introduction the player gets dumped into seemingly random generated dungeons having to shoot various monsters and search for secret places. With no idea what I'm supposed to be doing there (besides killing and trying to survive), the game quickly bored me and after completing the first series of levels I just stopped playing because the game was not worth my time.
To conclude
The technical stuff (graphics, game play, music etc) 5/5 Pretty impressive for its time.
Storyline - 0/5 It seems as if the developers were still debating what storyline to use by the time game was published, so they just threw everything together, resulting in a disjointed mess.
For me, the lack of storyline in Quake is the biggest flaw of the game. Without any introduction the player gets dumped into seemingly random generated dungeons having to shoot various monsters and search for secret places. With no idea what I'm supposed to be doing there (besides killing and trying to survive), the game quickly bored me and after completing the first series of levels I just stopped playing because the game was not worth my time.
To conclude
The technical stuff (graphics, game play, music etc) 5/5 Pretty impressive for its time.
Storyline - 0/5 It seems as if the developers were still debating what storyline to use by the time game was published, so they just threw everything together, resulting in a disjointed mess.
I bought this game back in the summer of 1998, and there are no regrets here. When I started playing multi-player, I was hooked. Best memories are from the Finnish server iNET Small(was taken over by eDome, then EUNet if memory serves me correctly). The graphics improved with the releases of FuhQuake and most recently eQuake. Instant gibbing on maps from DM4, DEATH32C to AEROWALK and who can forget NAKED3. New 24 bit textures adds a lot more atmosphere to the maps as well.
Special thanks goes to the gang at the now closed SH9 Server in Härnosand, Sweden! The server had an amazing group of people playing there, immortalized through the screen shots!
Special thanks goes to the gang at the now closed SH9 Server in Härnosand, Sweden! The server had an amazing group of people playing there, immortalized through the screen shots!
Simply put, "Quake" is one of the best games available for PC. Although the game may be somewhat dated in terms of the graphics and the multiplayer capabilities, it's very atmospheric, detailed, and at times, scary! It may look like another 'shoot-em-up' game, since it is made by the creators of "DOOM", but it is probably one of my most favorite games! I didn't like the multiplayer game that much(but maybe it's because my computer is slow), but I thought the single player game was great! The music and sound effects were created by NIN, and there were times when I thought I was playing NIN's version of a video game. The dark, brooding interiors look much like the video "Closer", and the music is probably the darkest side of NIN I have ever heard!
In short, get this game! One, for it's graphics and fun gameplay. Two, for NIN's music and sound effects!
In short, get this game! One, for it's graphics and fun gameplay. Two, for NIN's music and sound effects!
The Quake series is one of the most exciting first person shoot em up video games! The characters, monsters, and the action makes this game a fun non-stop playing time! Below is a brief look how I think the game is!
Game Play: The game play is very good. There is really basic controls here and is easy to perform. Novice gamers should have a good time here!
Graphics: The graphics are wonderful especially for the Nintendo 64. The backgrounds are really beautiful!
Difficulty: The game is easy but as it goes on you find out that it will become more difficult!
Music: The music is great! Just fantastic catchy tunes through out the game! In My opinion its some of the best music ever in a video game!
Sound: The sound is great. Nuff said!
Overall: I have always loved Quake! If you like excellent shoot em up games then I strongly recommend you play this game!
To purchase this video game check out Amazon.com!
Game Play: The game play is very good. There is really basic controls here and is easy to perform. Novice gamers should have a good time here!
Graphics: The graphics are wonderful especially for the Nintendo 64. The backgrounds are really beautiful!
Difficulty: The game is easy but as it goes on you find out that it will become more difficult!
Music: The music is great! Just fantastic catchy tunes through out the game! In My opinion its some of the best music ever in a video game!
Sound: The sound is great. Nuff said!
Overall: I have always loved Quake! If you like excellent shoot em up games then I strongly recommend you play this game!
To purchase this video game check out Amazon.com!
- Movie Nuttball
- Nov 15, 2004
- Permalink
Most people have played or at least seen Quake. The game by today's standards has poor graphics and netplay. The graphics, at the time, were a breakthrough. Working with a very small 256-color pallet (as composed to the 65k of later and games and the new standard, 4billion colors) idSoftware relied heavilly on dark colors to create Quake's definitive dark look and feel, which many people find beautiful. All graphics (accept explosions) were 3D and dynamically lit. Quake was also one of the first games to support OpenGL 3D acceleration, which has since become a standard.
Quake's gameplay was very simple; just shoot the bad guys. Yet the levels were designed exceedingly well, and challenged the mind as well as the trigger finger. An admittedly thin plot diminished the game for some people. The gameplay, however, can be quite difficult in the hardest setting, even to experienced gamers. Another breakthrough in Quake was the netplay. Doom, despite numerous patches, still lagged awfully even in a modem-to-modem game. Quake added support for 4 players on modems, and up to 16 over the internet (it was the first 3D shooter to do this). QuakeWorld (a free followup from id) sped up netplay dramatically. The sound was one part of quake that has not been duplicated, even by quake sequels. A soundtrack by Nine Inch Nails is the highlight, fitting the mood of the game perfectly. The ambient background noises, such as the wind and your own breathing, can make this game downright scary at times.
This game, while surpassed in graphical quality and gameplay by today's titles, is still a must-own for serious gamers, and has already established itself as a modern classic.
Quake's gameplay was very simple; just shoot the bad guys. Yet the levels were designed exceedingly well, and challenged the mind as well as the trigger finger. An admittedly thin plot diminished the game for some people. The gameplay, however, can be quite difficult in the hardest setting, even to experienced gamers. Another breakthrough in Quake was the netplay. Doom, despite numerous patches, still lagged awfully even in a modem-to-modem game. Quake added support for 4 players on modems, and up to 16 over the internet (it was the first 3D shooter to do this). QuakeWorld (a free followup from id) sped up netplay dramatically. The sound was one part of quake that has not been duplicated, even by quake sequels. A soundtrack by Nine Inch Nails is the highlight, fitting the mood of the game perfectly. The ambient background noises, such as the wind and your own breathing, can make this game downright scary at times.
This game, while surpassed in graphical quality and gameplay by today's titles, is still a must-own for serious gamers, and has already established itself as a modern classic.
The game itself is probably the single piece of software qhich revolutionized 3d-gaming industry forever. But the true unique part of this project is that T.Reznor did the musical score for it. 10 tracks of dark, ambient, densely textured instrumentals ranging from 3:00min to 8:00min in length, give the game life, death, and an eerie, shadowy feeling which adds that extra flavour to the entire experiece.
Even though the songs were created for the game exclusively, they can be played as normal songs from a cd by simply playing it from a stereo. And believe me, nothing beats a grey December evening than those slowly developing sounds coming out of your surround sound speakers as you watch the light snow fall upon the frozen landscape. (anyone Not from Canada might not get that last comment)
Even though the songs were created for the game exclusively, they can be played as normal songs from a cd by simply playing it from a stereo. And believe me, nothing beats a grey December evening than those slowly developing sounds coming out of your surround sound speakers as you watch the light snow fall upon the frozen landscape. (anyone Not from Canada might not get that last comment)
Although the graphics of Quake have aged in time (and only slightly at that), it's still one of the most rewarding, challenging, and involving games I've ever played. Despite being eight years old, it has a cult following that is staggering, and besides, it has a soundtrack by NIN. How can you top that? Any game that has the courage to make the nail-gun a prime weapon for the sole purpose of putting NIN on every ammo box deserves regard by any patron of senseless violence.
- TheDopefishLives
- Sep 20, 2002
- Permalink
Everyone seems to make it a habit to go on about how ID Software introduced the concept of bloodshed and extreme violence to games, but if you look past that, you can easily find games such as Moonstone that prove this is not the case. Doom was a far more interesting game because the monsters took some thought, not just quick reflexes, to defeat. One had to carefully plan the best method of attack (usually making them turn on one another), and choose the best weapon for the job.
There's all this fuss about the music and that weiner from Nine Inch Nails who composed it. After hearing it, the key word is "big deal". It may sound conducive to a dark, loathsome atmosphere when taken in context of the game, but it is really blase compared to what I have in my record collection. I used to turn it off and stick an Abruptum CD in my drive instead. It's "straight out of the violent ward" sound was far better suited to the visuals.
The weapons and monsters weren't all that interesting, either. All they really are is the ugly mothers out of Doom with different graphics. The nailgun was pretty ho-hum, and the grenade launcher was all but useless. Thankfully, things were much improved in the sequel, where they added some truly interesting monsters, some purposeful environments, and a few weapons that had an interesting effect, like the rail gun.
In summation, Quake was an entertaining game in the short term, but its long term value soon wore off. There was nothing to keep the user interested, except maybe for the short-term amusement of multiplayer games.
There's all this fuss about the music and that weiner from Nine Inch Nails who composed it. After hearing it, the key word is "big deal". It may sound conducive to a dark, loathsome atmosphere when taken in context of the game, but it is really blase compared to what I have in my record collection. I used to turn it off and stick an Abruptum CD in my drive instead. It's "straight out of the violent ward" sound was far better suited to the visuals.
The weapons and monsters weren't all that interesting, either. All they really are is the ugly mothers out of Doom with different graphics. The nailgun was pretty ho-hum, and the grenade launcher was all but useless. Thankfully, things were much improved in the sequel, where they added some truly interesting monsters, some purposeful environments, and a few weapons that had an interesting effect, like the rail gun.
In summation, Quake was an entertaining game in the short term, but its long term value soon wore off. There was nothing to keep the user interested, except maybe for the short-term amusement of multiplayer games.
- mentalcritic
- Aug 17, 2001
- Permalink