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  • Success can be its own burden.

  • Id had struck a home run and became the champions of PC gaming.

  • With nothing to play for - and everything to lose: it was time for their next game to

  • step up to the plate.

  • And, in spite of all the pressure - they still came out swinging.

  • Quake eclipsed the competition - and was the final nail in the coffin for the so-called

  • 'Doom clones'.

  • No longer were such games mere imitators - but instead an entirely new genre.

  • The first person shooter was born.

  • So: how did rapidly changing technology - and the stresses of high expectations - affect

  • Quake's development?

  • What made its well-honed combat and intuitive level design perfect for competitive play?

  • And which of its achievements for PC gaming define its legacy?

  • Doom was a runaway success - and the start of a golden era of PC gaming.

  • Id had outdone themselves.

  • However, such a massive accomplishment casts a shadow - and now they had a new mountain

  • to climb.

  • PC hardware was evolving rapidly: every year machines had faster processors, bigger hard

  • drives and more RAM.

  • CD-ROM drives became the standard, and games were no longer constrained by the paltry storage

  • floppy disks afforded.

  • Another game-changing development was the advent of 3D acceleration: with dedicated

  • GPU assistance, polygonal graphics could finally shed their clunky reputation.

  • In order to take full advantage of these developments - and to remain ahead of the competition - Id

  • needed a new engine.

  • This time, everything would be 3D: polygons in place of sprites; fewer restrictions on

  • level architecture;

  • Fast enough to work on the most basic Pentium; sufficiently future-proof to excel with a

  • new wave of GPUs.

  • It wasn't going to be easy - but if anyone could do it, John Carmack could.

  • While the new tech was underway, the remainder of the Id team were left hamstrung.

  • Without a solid foundation to build on, all that remained were nebulous ideas.

  • Quake's concept pre-dates Doom, even Wolfenstein - it was originally teased in Commander Keen

  • as 'Quake: The Fight for Justice'.

  • Keen to keep the gameplay innovative, they hoped to shed Doom's straightforward shooting

  • action for a different blend of magic and melee.

  • 'Quake' was supposed to be the name of the main character, a hammer-wielding hero taken

  • directly from Id's Dungeons and Dragons sessions.

  • Inspired by Thor, and drawn from Nordic legend: hammers, runes and tales of mighty mythological

  • heroes.

  • However - like Doom, Quake would be composed of a melange of themes.

  • With an increased focus on character and storytelling, Quake and his ground-shaking hammer were intended

  • to embark on a trans-dimensional RPG set across a variety of fantasy worlds.

  • Some elements would be retained from Doom: science fiction, fantasy, and satanic imagery

  • - but new, darker and grittier elements would be added into the mix.

  • Disparate themes married together with slipgates - teleporters that traverse space and time.

  • A convenient handwave that links levels without the need for explanation or interstitial narrative.

  • The injection of new blood at Id brought fresh ideas, and some relief from the stressful

  • pace of work.

  • Two key hires joined late during Doom development: American McGee, a young level designer filling

  • the role of a largely absent John Romero; and industry veteran Sandy Petersen.

  • Petersen's influence on Quake would be quite profound: as a massive fan of H.P. Lovecraft,

  • he was the driving force behind the most resonant theme of the game.

  • Lovecraft's work is romantic: penned in flowery, ornate prose - but the subjects of his affection

  • stand in stark juxtaposition.

  • Knowledge not supposed to be known:

  • Sights better left unseen.

  • The Cthulu mythos inspires a daunting sense of cosmic horror: an instinctual fear of something

  • lurking in grand darkness; an incomprehensible being from another existential plane.

  • Altogether, the perfect basis for horror.

  • These themes of foreboding are the glue which held Quake's story together: a journey across

  • dimensions in search of magical runes to banish an ancient evil.

  • Unlike Lovecraft, there are no spiralling words to tell this story: in typical Id fashion,

  • the gameplay and environment whisper the lore quietly.

  • The vaulted ceilings and twisted corridors of Quake are like dreams of a bygone time:

  • fantasy castles merged with dark factories, saturated with dread.

  • The level geometry is unfettered compared to Doom's two-and-a-half dimensional rooms

  • - with suspended elements and ornate filigree - but strict polygon limits give Quake's world

  • an abstract feel: a strange primitive dimension of wrought iron, wood and stone.

  • If Doom was Thrash Metal, Quake was somewhere between Grunge and Post-Industrial: gritty,

  • dark and dripping with atmosphere.

  • Nine Inch Nails' front-man Trent Reznor was a big fan of Doom, and he, along with his

  • band, were brought on to assist with the creation of sound assets.

  • Originally, there was no music planned: instead a reliance on environmental sound to set the

  • ambiance.

  • However, Trent insisted - resulting in Quake's distinctive soundtrack: brooding ambient sounds

  • overlaid with digitally distorted guitars, screams and amelodic noise.

  • A collaboration celebrated with the inclusion of a Nine Inch Nails logo on ammo pickups.

  • The aesthetic imparted by sound is mirrored by vision: Quake's levels are dismal places.

  • The textures are worn, corroded, dirty: unfriendly places that set the player ill at ease.

  • While they might draw from a wide range of themes: metallic sci-fi plates, gothic grotesques

  • and ancient stone, they mesh together with a common grit: helped by the unfiltered low-resolution

  • textures and relatively narrow range of colours.

  • Quake's palette is designed with its tone in mind: a range of dark shades in naturalistic

  • hues: muddy greens, blues, coppers - and brown.

  • While these shades were selected to make the most of a limited 256 colour palette, muted

  • 'realistic' tones were a major trend in later FPS - even once colour depth restrictions

  • were no longer a factor.

  • Often a deliberate design decision, the careful use of colour can make for a more closely

  • composited scene: and can impart a unique feeling to a game's atmosphere.

  • Although often cited as the muddy origin of gaming's brown monotony, Quake's levels are

  • more diverse than they're given credit for.

  • A blend of old and new: like its music, the visual themes of Quake are equal parts harmony

  • and discord.

  • The same could be said for Id software themselves: while there's no doubt that Romero and Carmack

  • were capable of great things together, the cracks were beginning to show.

  • Design work wasted as technical goalposts shifted: an entire set of Aztec textures thrown

  • out - ironically enough for being too brown - and compromises began to creep in.

  • With time running out, the innovative take on magic and melee was starting to veer towards

  • the safe harbour of Doom's shooting action - much to Romero's chagrin.

  • With every year that passed, Doom's imitators were starting to innovate.

  • A technology demo for Quake emerged in February, 1996 - QTest, the first glimpse of the new

  • game - and a sample of its frantic multiplayer action.

  • Mere months left until release - a frantic rush to piece together a finished game: the

  • final push of a painful gestation.

  • The wolves were at the door: the prize? Id's crown.

  • Quake had better be good.

  • The opening chamber offers as warm a welcome as you should expect from Quake: its oppressive

  • walls split into three pathways, offering the player a simple choice:

  • How hard do you want it?

  • Sadly, the creatively-named difficulties of Doom are gone in favour of Easy; Normal and

  • Hard - although there is a secret entrance to the rather fiendish Nightmare difficulty.

  • In a similar fashion to Doom and Wolfenstein, Quake is split into four separate episodes:

  • sets of several levels thematically linked and culminating in the collection of a rune.

  • The magic of all four are required to face the final evil: but you are free to tackle

  • each in whatever order you choose.

  • The Dimension of the Doomed is intended as an introductory experience, containing a mixed

  • bag of levels and is the portion allotted for the shareware release of the game.

  • Things get more medieval in The Realm of Black Magic, as its sci-fi opener gives way to ancient

  • castles and waterlogged wizardly realms.

  • Darker still is The Netherworld, an abutment to Hell abundant with lava: its metal walls

  • warm to the touch, but the reception much cooler.

  • The Elder World is where Lovecraft's influence shines brightest: twisted palaces of pain,

  • punishing with their wicked traps and sprawling maze-like layout.

  • A deck of four suits stacked with misery - the way you deal with them is up to you.

  • The gameplay itself should be instantly familiar to anybody who's played Doom before: you spawn

  • gun in-hand, with a level chock full of bad guys before you:

  • Kill 'em all and get out alive. A simple plan, really.

  • They had perfected a formula - one that is repeated often today.

  • While Quake's failure to meet all its design goals is disappointing, the chance to build

  • on what made Doom great helped to refine the genre: providing a firm foundation for future

  • FPS.

  • Id were caught in the wake of their own creation - they didn't want to repeat the same beats

  • as Doom, but given its success - and the hype for a follow-up - defying expectations would

  • have been a dangerous move.

  • A fan favourite that saw a return from Doom was the shotgun, alongside the double-barreled

  • variant.

  • While an odd fit for medieval combat, Doom's former totems of power would be sorely missed

  • if absent - and so it transpires: a twin-barreled transplant across space and time.

  • The shotgun replaces the erstwhile pistol as the player's default weapon, and the double-barreled

  • variant provides more firepower once discovered.

  • Like with Doom, they are the workhorses of the game's combat - effective at close range,

  • with abundant ammunition - and relatively forgiving when it comes to aim.

  • One key difference is their power: Doom's shotgun - and particularly the super shotgun

  • - could tear through groups with ease, but the pace of combat in Quake is a little slower.

  • Enemies are tougher, with even common types able to weather a few shots: and as a result,

  • the shotguns aren't nearly as satisfying to use as their former incarnation.

  • Part of the reason for this is the shift from sprite-based enemies to fully polygonal ones:

  • while the jump to 3D was important from a technical perspective, it did impose some

  • harsher entity limits.

  • Doom often had you facing off against hordes of ten or more opponents - in Quake, it's

  • rare to see more than five.

  • With enemies taking more damage, the combat dynamic shifts: instead of focussing on dodging

  • projectiles while quickly eliminating close enemies, instead you must prioritise targets

  • and draw them into a favourable position: kiting the fastest, most dangerous enemies

  • away from others in order to safely eliminate them.

  • Controlling your distance from your opponent is the key to success - and failure to do

  • so properly leads to rapid punishment.

  • Most enemies are capable of powerful melee attacks, meaning that getting too close is

  • dangerous: getting trapped in a corner can mean being torn to shreds.

  • Whether it's a sword, chainsaw or sharpened claws: there is always a very strong incentive

  • to keep out of arm's reach.

  • The player's melee option is rather weak by comparison: the legendary earth-shaking hammer

  • from the design documents transformed into a gun-butt melee attack in early versions,

  • before finally changing again into a blood-stained axe.

  • Sadly, there's little reason to use it - with shotgun ammunition so plentiful and weak damage,

  • it's nothing more than a last resort.

  • Ranged weapons define Quake's combat, then - but some fit the theme more than others.

  • The next tier of weapons on offer are a mite more medieval, and a departure from a typical

  • machine gun - if similar in function.

  • The Nailgun and Super Nailgun mirror the shotguns, with the latter dealing more damage at the

  • cost of higher ammunition consumption.

  • Both shoot nails at a high rate, peppering opponents with perforating projectiles: an

  • effective means to despatch most threats, as long as your ammunition holds out.

  • One interesting aspect of both the nailguns is their use of physical projectiles while

  • shooting - of finite speed and with visible travel.

  • This is at odds with most bullet-firing weapons in FPS, which use instantaneous hitscans to

  • simulate shots: providing instant feedback but eliminating some skill factors.

  • Projectiles can be dodged, and make tracking a moving target more challenging: leading

  • your shots a necessity in such cases.

  • Quake's greater use of projectile weapons set the stage for its later multiplayer success:

  • design choices which formed the basis for future arena shooters, and their standard

  • for high-skill competitive FPS.

  • The explosive weapons on offer are another important facet of combat, with a blast radius

  • offering a margin of error to shots.

  • The grenade launcher arcs slow-moving projectiles with a timed fuse - exploding after a delay,

  • or after coming into contact with an enemy.

  • It's the first explosive weapon you encounter - and far more forgiving to use than Doom's

  • rocket launcher.

  • Should you accidentally launch a grenade at a wall or at your feet, the fuse delay grants

  • a second or two to contemplate escaping its blast.

  • Just as well - as the game does emphasise the use of explosives with enemies of an otherwise

  • unkillable nature.

  • Zombies cannot be destroyed by conventional means: while they'll keel over after a shotgun

  • blast or two, it won't be long before they rise again.

  • As the manual states: "Thou canst not kill that which doth not live. But you can blast

  • it into chunky kibbles."

  • Gibbing returns from Doom, and this time it's chunkier than ever.

  • Should you deal more damage than necessary to kill an enemy, they'll disintegrate in

  • a shower of fleshy pieces and blood particles - a satisfyingly gory resolution.

  • This is something that comes into play often with Quake's addition of a new powerup: Quad

  • Damage.

  • As its name suggests, you'll deal 4 times the normal damage for its relatively short

  • duration - a blue-glowing effect which turns even the meekest of weapon into one which

  • will rip enemies apart.

  • Similarly explosive, Quake's rocket launcher shares its explosive ammo with the grenade

  • launcher - and offers better long-range ability, with straight-flying rockets that detonate

  • on impact.

  • It's a little more dangerous to use in close quarters, with instant explosive damage within

  • the rocket's radius - but, oddly enough, the suicidal pursuit of shooting rockets at your

  • own feet would become a popular pastime.

  • Quake's physics handling was more advanced that Doom's - with the player's position and

  • momentum tracked in 3 dimensions.

  • Jumping was a logical addition to the game, allowing the traversal of gaps and climbing

  • of obstacles - often leading to hidden secrets.

  • When combined with the repulsive effect of explosions, your jumps could be massively

  • magnified - and if you timed it just right, you could fling yourself far further than

  • expected: able to reach areas previously off-limits.

  • This phenomenon gave birth to the term 'rocket jumping' - and ushered in an era of advanced

  • FPS movement.

  • The weapon selection is rounded out with the Thunderbolt: an electric option that shoots

  • a continuous beam of lightning.

  • It is capable of dealing a large amount of damage very quickly - but it does demand good

  • aim, as in order to make the most of the weapon you must track your target.

  • No need to lead, and lower penalty for missed shots - but you are left exposed: a trade

  • off compared to the blind fire capability of the rocket launcher.

  • The most important thing to remember is that electricity and water don't mix - use the

  • thunderbolt while submerged at your peril.

  • The shotguns, nailguns and explosive options all come in pairs - with a respective 'super'

  • variant discovered later for an increase in available firepower.

  • The thunderbolt does not - but there was one planned: the chain lightning gun - a more

  • powerful electric option that would jump to multiple targets.

  • With the Thunderbolt added late in development, its counterpart was dropped due to time constraints

  • - one of the many compromises made during development.

  • Luckily, the level designs saw no such concession - and within Quake's atmospheric halls lie

  • some clever new tricks.

  • As Doom improved on Wolfenstein's key hunting labyrinths with more varied architecture,

  • Id's experience ensured that Quake's 3D realms were easy to navigate.

  • Despite the potential for this new verticality to disorient the player, most of Quake's levels

  • are intuitively laid out: getting lost is a rare occurrence - even with the absence

  • of Doom's automap feature.

  • This is the product of refined level design: more compact spaces that overlap, reducing

  • backtracking and with clear indicators of progress.

  • Much of this is done invisibly: teleports to face the player in the right direction;

  • composing chambers to make exits clearly visible; highlighting paths with lights; and leading

  • the player with strategic placement of enemies.

  • Done right, the player experiences a continuous chain of combat - never once needing to pause

  • and ask for directions, and almost unaware of Id's well-honed design.

  • Some hints are more explicit, of course: text cues make an occasional appearance for anything

  • remotely puzzling; and if all else fails - big arrows point the way.

  • Secrets are a returning favourite, and there are plenty strewn about levels: with most

  • activated by shooting secret recessed doors or hidden panels - a refreshing change from

  • blindly pressing walls.

  • Knowing their location (or discovering them accidentally) can grant access to all kinds

  • of perks - weapons, power-ups and other unexpected rewards.

  • However, not all surprises are good.

  • Between wall-mounted nailguns, portcullises, guillotines, stakes, crushing ceilings and

  • spikewalls - plenty of opportunities for punishment await the less observant.

  • Traps drive home the unfriendly atmosphere of the game: torturous chambers that only

  • the strong might survive.

  • While Doom had no shortage of toxic waste pools or lakes of lava, they behaved as damaging

  • floor: whereas in Quake, you could plunge into the watery depths, complete with a sinusoidal

  • screen distortion.

  • A major feature of some levels, the murky depths conceal many secrets, but also impose

  • a time limit on your exploration: linger longer than your breath can hold and you'll start

  • to choke.

  • Slime and lava pools also feature, but swimming in those is particularly ill-advised.

  • Another major enhancement was to the level interactivity: the 'use' key absent, with

  • the space bar now serving as jump.

  • Instead, buttons and doors are actuated by simply walking into them: intuitive, if lacking

  • the positivity of a keypress.

  • Interactive elements were made more dynamic, too: buttons physically depress, instead of

  • Doom's simple texture change - and doors now split elegantly in the middle, parting horizontally

  • as you pass through.

  • The ability to move objects horizontally opened up the potential for travelling platforms

  • as well as straightforward elevators - capable of carrying the player on a set path through

  • a level, much like a primitive version of Half-Life's tram system.

  • Some of Quake's levels took unique advantage of the engine's physics: to quite novel result.

  • Ziggurat Vertigo toned down the gravity, for a lunar experience of long grenade arcs and

  • where jumping leads to protracted hang-time.

  • The level is accessible via a hidden entrance: entirely missable for many, and one of four

  • such secret levels, one for each episode.

  • The most irregular level found in regular rotation are The Wind Tunnels: a series of

  • interconnected tubes that transport the player to different areas via pneumatic means.

  • While not all of Quake's levels are so novel: its designs yield no shortage of surprises.

  • Amongst the most interesting aspects are its enemies: with a focus on combat, most of your

  • attention will be directed towards them - and as befits the mood, even the most mundane

  • have a sinister edge.

  • The grunts are corrupted humans fodder for cannons, easy to kill - but like most of your

  • opponents, relentlessly hostile.

  • Found in groups, often alongside their dogs of war: neither they nor their masters pose

  • too much of a threat; serving as target practice, an introduction for nastier foes.

  • The Enforcers are tougher: shooting powerful lasers, and their humanity masked by hermetically

  • sealed armour - and although muffled, their cries are the only such uttered in English:

  • 'Freeze! You There! Stop!'

  • Quake's monsters come into their own once you plunge the depths of medieval castles

  • - away from the commonly-spied sci-fi bad guys and into a new macabre realm.

  • Ogres are an anachronism in action: a mythical monster wielding both chainsaw and grenades,

  • Get too close, and the chainsaw will rip and tear: stray too far, and his grenades will

  • keep you busy.

  • The trick is to bait his close-range attack, then retreat out of range, leaving the Ogre

  • temporarily defenseless.

  • The knights are straight out of the middle ages: donning plate armour, armed with a sword

  • (and a bad temper) they make a beeline straight for you once spotted.

  • Although relatively easy to kill, they appear in groups and can be very dangerous should

  • they trap you in close quarters - particularly the beefier death knights, who can also harass

  • you at range with their magical attack.

  • The most unique of Quake's enemies are its most powerful: eyeless abominations that exploit

  • a Lovecraftian influence.

  • A departure from the terrestrial: the scrag is an otherworldly wizard, capable of silent

  • flight and utters only a whisper as it floats to attack.

  • The loudest sound you'll hear are your own screams as its magical barbs strike.

  • The fiend is more direct: a sinewy beast capable of grand leaps, with two limbs that serve

  • no other purpose but evisceration.

  • They're fast, and deadly if they reach you - and thus a top priority to kill, even in

  • the presence of tougher creatures.

  • Retreating becomes an important strategy: with limited ability to deal damage, and the

  • possibility of becoming rapidly overwhelmed, Quake's combat demands that you sometimes

  • seek the better side of valour.

  • The three-legged Vores, also known as the Shalrath, don't just ask for caution - they

  • demand it.

  • Their purple explosive orbs will track you relentlessly, and upon contact will deal significant

  • damage - and so tackling the source becomes a delicate game of hit and run: first, deal

  • as much damage as you can, and then lure the inevitable homing missile into a wall, where

  • it will detonate safely.

  • With patience, you might emerge unscathed - if humbled.

  • Lesser-seen but often feared, the Spawn are dangerous opponents exclusively found in levels

  • from the Elder World.

  • A mysterious blob that erratically bounces towards you - tough to hit, and dangerous

  • in death: exploding violently as it succumbs to fire.

  • Added late in development, the Spawn is the least well realised foe - but its presence

  • is nonetheless unsettling.

  • Perhaps the most powerful beast amongst Quake's ranks is the Shambler: a shaggy-coated eyeless

  • terror that lurks in dark spaces; with unquenchable anger and an ability to shrug off even massive

  • damage.

  • Fighting the yeti-like beast exercises all aspects of the game's combat: you must keep

  • your distance, stay on the move - and use cover effectively.

  • Get too close and you'll be torn to shreds by its claws: spend too long in the open,

  • and its electric attack will quickly whittle your health.

  • The Shambler's impressive capacity for damage and resistance to explosives means you're

  • in for a long fight: make too many mistakes and its endurance will outpace your own.

  • Id's episodic structure follows a repeating pattern: an introduction, followed by slow

  • escalation to climax: a ratcheting design that makes the game accessible for newcomers

  • but provides increasing resistance for those seeking to test their limits.

  • In Wolfenstein and Doom, episodes end with a boss fight - a final face off versus a big

  • bad - but only one of Quake's four episodes have such a conclusion.

  • A sacrifice made in the face of design compromise, perhaps - while Quake is polished in places,

  • its endings shows the stresses of its development.

  • The first episode pits you against Chthon, a lava-dwelling demon who jealously guards

  • the Rune of Earth Magic.

  • His explosive lava attacks are relentless: molten missiles flung from his stationary

  • position, capable of dealing massive damage.

  • To defeat him, you must navigate his lair to deploy two electrodes that lie above: once

  • in place, you can activate the power to shock Chthon - this being the only means to deal

  • damage.

  • Repeat this three times and the beast will sink back into the magma whence they came:

  • the rune now yours, and your path to the next chapter open.

  • The later episodes lack any such grand encounters: the second finale introduces Vores for the

  • first time as a psuedo boss-fight, and similar encounters mark the end of the third and fourth

  • episode.

  • With all episodes completed, and their respective runes collected - the player must descend

  • into a pit and face the ultimate evil:

  • The Black Goat of the Woods with a Thousand Young:

  • Shub-Niggurath.

  • Surprisingly, the end boss of Quake is quite benign: a betentacled mass that sits in place

  • ominously - no attacks, no threat - seemingly immune to damage.

  • Of course, her lair bristles with minions - so you're not left without a fight.

  • Inch by inch you push them back, wave after wave of shamblers and vores deeper into the

  • grotto - until finally, you reach a teleporter.

  • Entering the slipgate teleports you to the location of a spiked sphere that floats lazily

  • throughout the level - a spiked sphere that sometimes passes through Shub-Niggurath herself.

  • When two entities collide, the one with the greater dimensional momentum wins: a superposition

  • of mass that can split open a god.

  • Time the teleport right and you'll telefrag the tentacled terror - and thus win the game.

  • As you emerge victorious, axe in hand and dripping in Lovecraftian guts:

  • the only thing remaining to conquer was multiplayer.

  • The popularity of Doom's deathmatch left no room for debate: multiplayer was a must.

  • There was magic in its frantic fragging, and Quake would distil this essence: with all

  • of Id's design excellence combining to make something very special.

  • Quake shipped with 6 dedicated multiplayer maps, although many more would follow courtesy

  • of community creators.

  • The 3D worlds allowed for more creative levels: rather than sprawling flat maps, the action

  • could be concentrated into tightly woven, multi-tiered arenas.

  • The enhanced verticality added a new dimension to awareness and aiming - and expanded the

  • range of tactics required to best an opponent.

  • Movement, positioning and map control are essential: take the higher ground, deprive

  • the enemy of valuable pick-ups and exploit your advantage - better yet, force your enemy

  • to squander theirs.

  • The quest for advantage over other players led to the cultivation of advanced movement

  • techniques, some exploiting quirks in Quake's engine: such as jumping continuously to move

  • at an accelerated pace, known as bunny hopping.

  • Strafe jumping is similar, but with a zig-zagging path to take advantage of diagonal speed -

  • and of course, rocket jumping opens up shortcuts, access to lofty areas and can help make a

  • hasty escape from a dangerous situation.

  • As with Quake's monsters, retreat was also a valid strategy in multiplayer: shying from

  • unfavourable odds in order to acquire more health, armour or weapons - potentially turning

  • the tables on an overconfident foe.

  • Eliminating random factors helps to limit the impact luck has on combat: with weapons

  • dealing predictable damage, and with consistent accuracy but non-zero travel time - the player's

  • ability to deal damage is rooted in skill alone.

  • Anticipation, aim and awareness are the keys to success - without these, neither the most

  • powerful weapon nor the most resistant armour will save you.

  • Quake's basic recipe was very easy to pick up - shoot the other players until they die

  • - but advanced strategy, the metagame and overall nuance meant that getting good could

  • take a lifetime.

  • Fast, fun and competitive - the perfect recipe for an arena FPS, and a bold hammer blow in

  • the forging of the genre.

  • Quake might have been half-baked on some singleplayer fronts, but the purity of its deathmatch shone.

  • A flash of brilliance - but could the critics accept its flaws?

  • What sense of dread must have lingered upon waiting for those first reviews.

  • With Doom to live up to, and new technical boundaries to push - the potential for failure

  • was high.

  • Thankfully, critical response was generally very positive: review scores were universally

  • high, praising the full 3D environments and well-honed gameplay.

  • Many seemed relieved that there was substance to the hype: the bar raised a little higher,

  • and a new thrill for fans of the emerging category.

  • The press were generally kinder than the fans: with the most ardent not afraid of expressing

  • their complaints online.

  • Most negative responses focussed on the lack of innovation: the reluctance to tread too

  • far from Doom's formula - and the environments, while atmospheric, were more monotonous and

  • far less interactive than those seen in Duke Nukem 3D.

  • In hindsight, the most frustrating aspect of Quake is its failure to fully exploit its

  • setting - and the potential of its original design.

  • Games which draw from gothic fiction are few and far between: and decisively plumbing Lovecraft's

  • depths could have made for a compelling fusion of shooter and horror.

  • Paired with its intended RPG elements, Quake might have been very different - perhaps too

  • ambitious, but it was their initial ambition that set Id apart.

  • Overall, the well-rehearsed shooting action - and long-lasting appeal of multiplayer and

  • mods - won most people over.

  • It wasn't perfect - but it was still as good as PC gaming gets.

  • Quake saw a number of different clients after its initial release: PC hardware was changing,

  • and additional needs added new demands of the engine.

  • In late 1996, the first 3D-accelerated version of Quake arrived: VQuake, designed specifically

  • for the 'Rendition Verité' series of boards.

  • While the chipset did offer a considerable upgrade to performance over software rendering,

  • the proprietary API threw up a new set of challenges - and the emergence of a large

  • variety of alternative cards led Carmack to express a preference for open standards, such

  • as OpenGL.

  • GLQuake arrived in early 1997, with support for the ascending standard API and hence a

  • broader range of accelerator cards: OpenGL, along with DirectX, remain the standard APIs

  • for 3D graphics today.

  • Multiplayer was another aspect of the game with evolutionary pressure: while Quake worked

  • flawlessly over a LAN connection, it lacked some essential features for internet play.

  • The release of QuakeWorld rectified this, with revamped netcode: including client-side

  • prediction, which meant that the game no longer had to wait for server confirmation before

  • processing player input: a boon for high-latency connections, such as those made via dial-up

  • modem.

  • In the wake of Window 95, Microsoft were keen to push the gaming potential of their new

  • operating system - most games prior would quit Windows to free up RAM and run in MS-DOS

  • instead.

  • WinQuake used Microsoft's new DirectX APIs to deliver 3D graphics directly on the desktop

  • - something we take for granted today.

  • Few games have seen as much development post-release as Quake: this stands testament to how dynamic

  • the PC gaming scene was at the time.

  • Vanilla Quake was a great package: countless hours of fun within both its single player

  • and multiplayer portions.

  • However, the PC crowd are an industrious lot, and their hunger for more content was matched

  • by a willingness to get underneath Quake's hood.

  • Mods added massive longevity to Doom, and so of course Id wisely duplicated the support

  • on offer for their new game.

  • What followed was a thriving community of creators: soon players would be spoilt for

  • choice in maps, tweaks, bots - and total conversions.

  • Quake released with only two multiplayer modes: co-operative and deathmatch - and so some

  • mods sought to implement new rules to expand the game types on offer.

  • One of the most popular early mods was Threewave's Capture The Flag: an introduction of teamplay

  • and an objective to competitive multiplayer.

  • The addition of a grappling hook also expanded available movement options:

  • speeding transit across gaps, and deft deployment able to swing you out of trouble - an addition

  • later mirrored with Unreal Tournament's translocator.

  • Assault the enemy base, take their flag - and get back home safely: games are full of tense

  • moments, and demand a large amount of team co-ordination.

  • Today, Capture the Flag is a staple gamemode - an essential facet of any competitive FPS.

  • Some mods were more ambitious: no mere tweak, but the creation of an entirely new game,

  • built on the base of another.

  • Some mods verged on silly, using Quake's novel physics to their advantage: simulating snowboarding,

  • as with Slide Quake: AirQuake's flight simulation; or powersliding cars such as in Quake Rally.

  • One of Quake's most famous total conversions is Team Fortress: taking its shooter core,

  • and adding a host of new gameplay features to make for a compelling team multiplayer

  • experience.

  • Nine individual classes give the player multiple options, with something suitable for every

  • playstyle: from fast-moving scouts, fire-breathing pyros or versatile soldiers on the attack

  • (with medics and spies providing front-line support) - and snipers, engineers, heavy weapon

  • guys and demomen on defence.

  • Its well-balanced gameplay and accessible team action ensured its popularity, with countless

  • hours wasted on legendary maps such as 2fort.

  • The newly formed Valve Software were taking notes: their new game - Half-Life - would

  • be designed with such mods in mind.

  • Popular Quake mods and maps found a new home with Valve's new game: Action Quake became

  • Action Half-Life, and (courtesy of an acquisition by Valve) Team Fortress became Team Fortress

  • Classic - eventually leading to Team Fortress 2 some years later.

  • The ability of mods to experiment and evolve allows games to hone themselves to perfection:

  • and, like TF2, many popular PC games are the product of such a process.

  • Counter-Strike started life as a mod for Half-Life, and has been a dominant shooter for a very

  • long time indeed.

  • A mod for Warcraft 3, Defense of the Ancients, led to the creation of the MOBA genre - giving

  • us the immensely popular League of Legends and DOTA2 today.

  • Day-Z spawned as a less-serious alternative to the military simulation of ARMA 2, spurring

  • a flurry of similar multiplayer survival sims.

  • PC gaming is far richer for the contributions made by modders - and Quake is a technical

  • lynchpin: a pivotal point in their emergence.

  • Of course, the IBM-compatibles didn't have all the fun: like Doom, Quake was ported to

  • a wide range of other platforms.

  • Linux and SPARC Solaris were the first alternatives - a simple leap from the UNIX-based workstations

  • used to develop Quake.

  • A commercial port for MacOS followed in 1997 - and even the (largely deceased) Commodore

  • Amiga saw an official version in 1998.

  • The console wars for the 32-bit generation had fallen off - versions for the Atari Jaguar

  • and 3DO notably absent, as the Sony Playstation and Nintendo 64 had decisively taken the market

  • lead.

  • In 1997, the Sega Saturn was still clinging on - and Lobotomy Software were charged with

  • porting Quake to the system.

  • They made use of their own engine, developed for an earlier Egyptian-themed FPS called

  • PowerSlave: tailored for the Saturn's hardware.

  • The result wasn't quite as good as the PC version, but it came without too severe a

  • compromise.

  • A Playstation version was also planned - and even prototyped - but no publisher was found,

  • and was thus cancelled.

  • FPS games were the mark of the then next-generation consoles: impressive feats of 3D proving the

  • might of new hardware - but often, the absence of analogue controls made them difficult to

  • play - and the drop-off in interest probably reflects this.

  • The N64's analogue stick made for a far better experience in navigating 3D worlds: and, like

  • Doom 64, its version of Quake was more confidently executed.

  • Some levels were cut due to space and memory constraints, but otherwise the features stack

  • up: the use of coloured lighting and bilinear filtering of textures gave the game a smoother

  • look, akin to GLQuake on PC.

  • In December 1999, John Carmack released the source code for Quake and QuakeWorld: a Christmas

  • present to the world, and a chance for any platform powerful enough to compile their

  • own version.

  • The first of two official mission packs arrived in 1997: Scourge of Armagon.

  • With 3 new episodes, new enemies, weapons, power-ups and music - it was another slice

  • of Quake action, with a twist of new creativity.

  • Developed by Hipnotic Interactive - who would later go on to create games such as SiN and

  • Heavy Metal: F.A.K.K. 2 as Ritual Entertainment.

  • Another mission pack followed shortly after the first, this time developed by Rogue Entertainment.

  • With two episodes and a similar wealth of new content as the first expansion - including

  • the introduction of ammo variants - those seeking a new challenge were well catered

  • for.

  • Meanwhile, Id were gearing up for their next game - with a far quicker turnaround this

  • time. Quake's sequel would arrive towards the end of 1997.

  • Of course, it was never supposed to be called Quake II.

  • It wasn't a direct sequel, instead the start of something new - but the Quake name was

  • eventually adopted when no alternative could be agreed upon.

  • A departure from the gothic/medieval/magic themes, Quake II was pure science fiction

  • - a romp through an alien world and the introduction of a cybernetic enemy called the Strogg.

  • As the FPS genre evolved, simply throwing the player into combat wasn't good enough

  • - as games gained the ability to construct new universes, the need for a narrative followed.

  • Quake II shows signs of this development, with the addition of mission objectives and

  • a stitching together of levels to make a seamless world - a shift towards experiential story

  • telling, such as that executed in Half-Life and Medal of Honor.

  • However, Quake was never really about storytelling: and in a return to gameplay-focussed form,

  • the end of the millennium saw the release of what might be the greatest arena FPS ever:

  • Quake III Arena.

  • A sole multiplayer focus meant there was no singleplayer baggage to slow it down, aside

  • from the addition of bots.

  • A variety of arenas, ranging from gothic castles to industrial facilities: peppered with power

  • ups and populated with players: what follows is frantic fragging action, and the culmination

  • of Id's expertise.

  • The spark of deathmatch ignited by Doom and refined by Quake, now distilled: with nothing

  • superfluous to gameplay, and a purity not often matched.

  • The most recent mainline instalment is Quake 4: released in 2005, it was one of the Xbox

  • 360's launch titles (alongside its PC release).

  • The game runs on the same engine as Doom 3 - and its dark interior spaces certainly ring

  • familiar.

  • Unlike Doom 3, there's a reduction in the number of jumpscares and an increase to the

  • pace of combat: you move faster, and the more linear level design makes progression more

  • constant.

  • This smooths out some of Doom 3's frustrations, but also makes for a corridor-driven affair

  • that embodies the generic sci-fi shooter.

  • However, the game does have some interesting weapons and locations: one of the most memorable

  • sequences is the mid-game stroggification.

  • The player captured, strapped to a conveyor belt and forced to endure a gruesome mutilation

  • as part of an assimilation process.

  • It's a particularly memorable part of an otherwise largely forgettable game.

  • Quake 4 sits oddly amidst the series: it's not a thoroughbred multiplayer title like

  • Quake 3 Arena, and released nearly a decade after the first two games - isn't exactly

  • a classic FPS.

  • In 2007, Enemy Territory: Quake Wars span off the Quake universe into a class-based

  • team multiplayer game.

  • Developed by Splash Damage - the same team responsible for the earlier freeware Wolfenstein:

  • Enemy Territory, Quake Wars brought similar gameplay to its sci-fi universe: the human

  • GDF versus the alien Strogg.

  • With large-scale maps, vehicles and a tight focus on taking objectives, players are faced

  • with relentless action in order to tilt the tide of battle towards their faction's favour.

  • A new take on Quake multiplayer - but it wouldn't be long before a return to its roots.

  • The enduring popularity of Quake 3 Arena led to the 2010 release of Quake Live: an update

  • to the pinnacle of arena shooters, and a move to a free-to-play model that ran via a web

  • browser plugin.

  • Originally, the plan was to fund server costs with in-game advertisements - but this proved

  • non-viable, prompting the addition of premium subscriptions instead.

  • Otherwise, it was classic deathmatch through and through.

  • However, Quake's relevance proved difficult to revive - Quake 3 was already a decade old

  • - and past its prime.

  • With Quake Live having no LAN or mod support, nor even custom maps: the community was reliant

  • on Id for support - but it wasn't enough.

  • With the surge of interest in PC gaming and esports, the battle for competitive audiences

  • ramped in ferocity: Games like Counter-Strike, League of Legends and DOTA2 have long since

  • usurped Quake's crown.

  • While a dedicated few remain loyal, the franchise lies fallow today - but with the recent revival

  • of Wolfenstein and Doom... Quake might yet follow.

  • For now, all that remains are echoes of its legacy:

  • but my, what a legacy.

  • Not only does Quake delineate the PC's shift towards full hardware 3D - its effect on FPS

  • control schemes has stood the test of time, too.

  • For most, Doom was played with the keyboard: the arrow keys, Ctrl and Space the most instrumental

  • of the controls.

  • Vertical aiming was done automatically: it was impossible to have two rooms on top of

  • one another, anyway - so horizontal rotation was sufficient.

  • Aiming along only a single rotation axis feels rigid, however - as though you're controlling

  • a tank's turret.

  • Far more natural are two degrees of rotation: and Quake's vertical levels were a natural

  • fit for full mouselook.

  • Originally, Quake shipped with familiar controls for those coming from Doom: but its fully

  • remappable controls allowed players to change up the scheme to something more comfortable.

  • Keyboards are designed to let the hands rest on the home row: ASDF on the left, JKL; on

  • the right - with small notches marking these positions to assist in touch typing.

  • With the right hand on the mouse, the most natural position for the left sits around

  • these keys: and the arrow keys found themselves slowly replaced by such a cluster: WASD.

  • Many were reluctant to shift at first: the notion of using an assortment of keys instead

  • of the ones dedicated to directional input seemed alien - but eventually the better hand

  • position caught on, becoming the standard.

  • WASD with mouselook: keyboard and mouse in perfect harmony - the way FPS games were always

  • meant to be.

  • Quake made it happen.

  • The technology behind Id's games has always been impressive: and Quake's engine - along

  • with its sequels - have been behind some very significant titles.

  • Quake's original engine was used for only a handful of titles: Hexen II, Malice, X-Men:

  • The Ravages of Apocalypse and Laser Arena - it was the later derivatives that had greater

  • impact.

  • The QuakeWorld engine was adopted and modified by Valve as the GoldSrc engine - powering

  • Half-Life and its mods such as Counter-Strike - and providing a technical base for the later

  • Source engine.

  • Quake 2's engine would power Heretic II; Sin; Kingpin; Soldier of Fortune - and Ion Storm's

  • early games.

  • Quake 3's tech took its place, providing the backbone for Return to Castle Wolfenstein;

  • Star Wars Jedi Knight; Heavy Metal: FAKK 2; American McGee's Alice; Medal of Honor: Allied

  • Assault -

  • and the majority of the Call of Duty series.

  • Few can claim to rival Quake's engine impact: and while the newer Id Tech versions don't

  • see the same scale of use, the lineage of many popular engines today can be traced to

  • the same origin.

  • Its relevance extends to more than just games, too: the moddability and flexibility of Id's

  • engine encouraged the growth of an entirely new artform:

  • Machinima.

  • Capturing video footage of gameplay was a difficult task in the 90s: a time before FRAPs,

  • affordable hardware capture or GPU integrated recording.

  • Even if you were able to record, the file sizes and processing power available made

  • editing and distribution infeasible.

  • A three megabyte MP3 was a sizeable download, worthy of a coffee break - never mind the

  • hundreds of megabytes a video might be.

  • Quake had a solution: originally implemented in Doom, an ability to record and play back

  • gameplay in-engine, in a compact form known as demos.

  • Players could use this functionality to show off their skills - both in multiplayer and

  • singleplayer: from documenting frantic fragfests to providing indisputable proof of an incredible

  • feat.

  • One such spectacle was speedrunning - a simple notion: complete the game in as short a time

  • as possible.

  • A culmination of all the movement tricks learned in other facets of the game: rocket jumps,

  • bunny hopping and other such exploits to shave seconds off each level run.

  • A community effort led to the compilation of Quake Done Quick in 1997: a flight through

  • all of Quake's episodes in just under 20 minutes.

  • The subsequent 'Quake Done Quicker', 'Quake Done Quick with a Vengeance' and 'Quake Done

  • Quickest' saw even more severe shortcuts, with the shortest run at 11 minutes and 29

  • seconds.

  • Other variants exist, including 100% completion runs which demand every secret found and every

  • enemy slain - but the basic rule remained: gotta go fast.

  • Some had more cinematic aspirations for Quake's tools: and made use of the game to tell stories,

  • using players as actors and Quake's world as a backdrop.

  • Diary of a Camper was an early 'Quake movie' that made use of a variety of features in

  • concert: a spectator acting as cameraman; a number of on-screen actors; and the use

  • of text chat for dialogue.

  • It was primitive - simple, amateur in places - but the technology behind the scenes bristled

  • with potential.

  • The use of real-time game worlds to create short films opens up the process to anyone

  • with a PC: and (copyright issues aside) creators can make use of pre-existing assets to make

  • something new.

  • Perhaps the most famous example of Machinima is Red vs Blue: a long-running web series

  • that uses Halo multiplayer as its backdrop.

  • Instantly resonant with fans of the FPS franchise, it highlighted a new means of expression for

  • amateur filmmakers and helped to thrust machinima into the mainstream.

  • More recently, Team Fortress 2 made humorous use of its game assets as a promotional tool:

  • with a series of videos designed to introduce the classes.

  • This development eventually led to the release of Source Filmmaker, an immensely powerful

  • tool for amateur film-makers and a fountainhead of entertainment online.

  • Today, there exists an entire industry forged around the reuse of video game footage: from

  • full blown animated productions to the improvised storytelling of let's plays - a new work emerges

  • from the old, greater than the sum of its parts.

  • As explosively as the first person shooter burst onto the PC gaming scene, the plight

  • of the arena shooter is not a happy one.

  • Quake and its ilk had perfected their genre - so what innovation remained?

  • Slowly but surely, sales dropped off as interest waned.

  • Abstract arenas were shed in favour of linear storytelling - with World War 2 proving popular

  • for a while.

  • As the millennium ticked over, there was also a swing towards console gaming: now more confident

  • in their 3D ability, games like Halo took the lead.

  • Shooters slowed down to better compensate for console controllers, and cover mechanics

  • were introduced in lieu of dodging projectiles.

  • It was a necessary change, but some lament the loss of the old-school: leading to somewhat

  • of a revival in recent years with a string of modern Quake imitators.

  • A rejection of modern FPS: no more quicktime events, waist-high cover, linear corridors,

  • endless cutscenes and 'you are hurt! take cover!'.

  • Instead a return to the breakneck pace of the classic arena shooter: no loadout advantages,

  • just pure and competitive shooting action.

  • It's not quite the same as it was - a pang of nostalgia for late nights spent illuminated

  • by a CRT monitor, endless deathmatches in familiar walls punctuated by the dial-up tones

  • of a 56k modem - but to evoke those feelings is almost as good as reliving them.

  • The definitive FPS: deathmatch; modding; machinima; speedrunning; esports - a game that gave us

  • many gifts.

  • But Quake took its toll on Id.

  • Keeping pace with a rapidly evolving industry while living up to their earlier success placed

  • undue stress on the small team.

  • While they still exist today, what remains is a far cry from the innovation powerhouse

  • that produced Doom and Quake.

  • Sandy Petersen, champion of the Lovecraft influence, left Id after Quake to join Ensemble

  • Studios - where he worked on games such as Age of Empires.

  • American McGee was let go after the completion of Quake II, and later joined EA and Rogue

  • Entertainment to create American McGee's Alice: a gothic twist on a fairytale classic.

  • John Romero left after Quake: Eager for more creative challenge, he co-founded a new studio

  • called Ion Storm with Tom Hall.

  • The studio's first project was the ill-fated Daikatana: an ambitious game that languished

  • too long in development; had unfortunately arrogant advertising; and ultimately performed

  • poorly.

  • Tom Hall's project was Anachronox: a cyberpunk RPG with a strong emphasis on story, similarly

  • stricken by delay: tarnished by association with Daikatana; and sadly overlooked.

  • Ion Storm went on to greater things, however: bringing in Warren Spector, of Wing Commander

  • and Ultima fame, leading to the creation of one of the greatest PC games of all time:

  • Deus Ex.

  • More recently, Romero has teamed up once again with Adrian Carmack with the intent of making

  • a new FPS: Blackroom.

  • Made made in the classic shooter mould, and with two of the minds behind Doom and Quake

  • at the helm: a potential revival awaits the optimistic.

  • John Carmack stuck with Id as a technical director: cultivating the Id tech engine with

  • iterative improvement - from the per-pixel lighting of Doom 3 to the megatextures used

  • in Rage.

  • Id's output drastically slowed down, however - with modern games taking exponentially longer

  • to develop, there have been only 4 games from Id in the last decade.

  • In 2013, Carmack left Id for Oculus: a chance to take the reigns on a new frontier - virtual

  • reality.

  • The future of computer graphics, and an opportunity to innovate once more.

  • Id's heyday might be behind us - they are far less dynamic now than during that tumultuous

  • time in the nineties - but their impact on PC gaming continues to resonate today.

  • Wolfenstein: Doom; Quake.

  • An indelible legacy;

  • An industry forged.

  • An unholy trinity that spawned a genre - and changed games forever.

  • Perhaps Quake didn't quite live up to Doom's expectations:

  • but it gave us more than we ever wanted.

  • Thank you very much for watching - and until next time, farewell.

Success can be its own burden.

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