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Quake (video game)
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| Quake | |
|---|---|
| Developer | id Software[a] |
| Publisher | GT Interactive[b] |
| Designers | John Romero Sandy Petersen American McGee Tim Willits |
| Programmers | John Carmack Michael Abrash John Cash |
| Artists | Adrian Carmack Kevin Cloud Paul Steed |
| Composer |
|
| Series | Quake |
| Engine | Quake engine[c] |
| Platforms | |
| Release | June 22, 1996 |
| Genre | First-person shooter |
| Modes | Single-player, multiplayer |
Quake is a 1996 first-person shooter game developed by id Software and published by GT Interactive. The first game in the Quake series,[12] it was originally released for MS-DOS and Microsoft Windows, followed by Mac OS, Linux and Sega Saturn in 1997 and Nintendo 64 in 1998.
The game's plot is centered around teleportation experiments, dubbed slipgates, which have resulted in an unforeseen invasion of Earth by a hostile force codenamed Quake, which commands a vast army of monsters. The player takes the role of a soldier (later dubbed Ranger), whose mission is to travel through the slipgates in order to find and destroy the source of the invasion. The game is split between futuristic military bases and medieval, gothic environments, featuring both science fiction and fantasy weaponry and enemies as the player battles possessed soldiers and demonic beasts such as ogres or armor-clad knights. Quake heavily takes inspiration from gothic fiction and in particular the works of H. P. Lovecraft. The game went through many revisions during development, and had originally been inspired by a Dungeons & Dragons campaign held among id Software staff.[13]
The successor to id Software's Doom series, Quake built upon the technology and gameplay of its predecessor.[14] Unlike the Doom engine before it, the Quake engine offered full real-time 3D rendering and had early support for 3D acceleration through OpenGL. After Doom helped popularize multiplayer deathmatches, Quake added various multiplayer options. Online multiplayer became increasingly common, with the QuakeWorld update and software such as QuakeSpy making the process of finding and playing against others on the Internet easier and more reliable. Quake featured music composed by Trent Reznor and his band Nine Inch Nails.[10]
Quake is often cited as one of the best video games ever made.[15][16][17] Despite its critical acclaim, Quake's development was controversial in the history of id Software. Due to creative differences and a lack of leadership, the majority of the team left the company after the game's release, including co-founder John Romero.[18] An "enhanced" version of Quake was developed by Nightdive Studios and published by Bethesda Softworks and was released for Nintendo Switch, PlayStation 4, Windows, and Xbox One consoles in August 2021, including the original game's first two expansions and two episodes developed by MachineGames. The PlayStation 5 and Xbox Series X/S versions were released in October 2021.[8]
Gameplay
[edit]Single-player
[edit]
In Quake's single-player mode, players explore levels, facing monsters and finding secret areas before reaching an exit. Switches or keys open doors, and reaching the exit takes the player to the next level. Before accessing an episode, there is a set of three pathways with easy, medium, and hard skill levels. The fourth skill level, "Nightmare", was described by the game manual to be "so bad that the entry is hidden, so people won't wander in by accident".[19]
Quake's single-player campaign is organized into four individual episodes with seven to eight levels in each (including one secret level per episode, one of which is a "low gravity" level that challenges the player's abilities in a different way). If the player's character dies, they must restart at the beginning of that level. The game may be saved at any time in the PC versions and between levels in the console versions. Upon completing an episode, the player is returned to the hub "START" level, where another episode can be chosen. Each episode starts the player from scratch, without any previously collected items. Episode one (which formed the shareware or downloadable demo version of Quake) has the most traditional layout with a boss in the last level. The ultimate objective at the end of each episode is to recover a magic rune. After all of the runes are collected, the floor of the hub level opens up to reveal an entrance to the "END" level which contains a final puzzle.
Multiplayer
[edit]In multiplayer mode, players on several computers connect to a server (which may be a dedicated machine or on one of the player's computers), where they can either play the single-player campaign together in co-op (cooperative) mode, or play against each other in multiplayer (see LAN party). When players die in multiplayer mode, they can immediately respawn, but will lose any items that were collected. Similarly, items that have been picked up previously respawn after some time, and may be picked up again. The most popular multiplayer modes are all forms of deathmatch. Deathmatch modes typically consist of either free-for-all (no organization or teams involved), one-on-one duels, or organized teamplay with two or more players per team (or clan). Players frequently implement mods during teamplay. Monsters are not normally present in teamplay, as they get in the way and reveal the positions of the players.
The gameplay in Quake was considered unique for its time because of the different ways the player can manoeuvre through the game.[20] Bunnyhopping or strafe-jumping allow faster movement, while rocket jumping enables the player to reach otherwise-inaccessible areas at the cost of some health. The player can start and stop moving suddenly, jump unnaturally high, and change direction while moving through the air. Many of these non-realistic behaviors contribute to Quake's appeal. Multiplayer Quake was one of the first games singled out as a form of electronic sport.[21] A notable participant was Dennis Fong, who won John Carmack's Ferrari 328 at the Microsoft-sponsored Red Annihilation tournament in 1997.[22]
Synopsis
[edit]In the single-player game, the player takes the role of the protagonist, unnamed in Quake but referred to as Ranger in later games (voiced by Trent Reznor),[23] who is sent into a portal in order to stop an enemy code-named "Quake". The government had been experimenting with teleportation technology and developed a working prototype called a "Slipgate"; the mysterious Quake compromised the Slipgate by connecting it with its own teleportation system, using it to send death squads to the "Human" dimension in order to test the martial capabilities of humanity.
The sole surviving protagonist in "Operation Counterstrike" is Ranger, who must advance, starting each of the four episodes from an overrun human military base, before fighting his way into other dimensions, reaching them via the Slipgate or their otherworld equivalent. After passing through the Slipgate, Ranger's main objective is to collect four magic runes from four dimensions of Quake; these are the key to stopping the enemy and ending the invasion of Earth.
The single-player campaign consists of 30 separate levels, or "maps", divided into four episodes (with a total of 26 regular maps and four secret ones), as well as a hub level to select a difficulty setting and episode, and the game's final boss level. Each episode represents individual dimensions that the player can access through the Slipgate or magical portals (in the case of the latter three episodes) that are discovered over the course of the game. The various realms consist of a number of gothic, medieval, and lava-filled caves and dungeons, with a recurring theme of hellish and satanic imagery reminiscent of Doom (such as pentagrams and images of demons on the walls). The game's setting is inspired by dark fantasy influences, including H. P. Lovecraft's Cthulhu Mythos.[24] Dimensional Shamblers appear as enemies, the "Spawn" enemies are called "Formless Spawn of Tsathoggua" in the manual, the boss of the first episode is named Chthon, the main villain is named Shub-Niggurath and is explicitly stated to be an Old One, and the four episodes all have Lovecraftian names.[24]
Development
[edit]In the early 1990s, the staff at id Software had a private Dungeons & Dragons game, which would go on to inspire a number of elements in their titles over the following years. With John Carmack as DM, the campaign featured a group of adventurers named the Silver Shadow Band. The group were named for the silver dragon on which they flew, and each represented one of the core stats of the game. Among them was a powerful character named Quake, representing strength, who fought with a magic hammer capable of destroying buildings. Quake was accompanied by a floating magic artefact named the Hellgate Cube which attacked his foes with lightning bolts.[25] John Romero described fighting alongside Quake as the most fun they had playing D&D. The Silver Shadow Band did "contract work for Justice, an even more powerful group". The original campaign concluded in early 1992, after Romero's character made a deal with a demon, exchanging a book called the Demonomicron for a magic sword called the Daikatana, which resulted in a demonic invasion that wiped out the Material Plane.[26] A preview included with id Software's first release, 1990's Commander Keen, advertised a game entitled The Fight for Justice as a follow-up to the Commander Keen trilogy. It would feature a character named Quake, "the strongest, most dangerous person on the continent", armed with thunderbolts and a "Ring of Regeneration". Conceived as a VGA full-color side-scrolling role-playing video game, The Fight for Justice was never released. The team briefly explored making the project in 1991 but abandoned the idea as the technology for it simply did not exist at the time. The project was only in development for about two weeks.[25]
A return to the Quake concept was raised by John Romero in a meeting in late 1994, when discussing the next engine and main project after the completion of Doom II. Newer members of the team, including American McGee and Sandy Petersen, had not been present for the original D&D campaign or game project, but were on board with the idea after it was explained to them, and the team was then in agreement about the broad direction of the title. In a December 1, 1994, post to an online bulletin board, John Romero wrote, "Okay, people. It seems that everyone is speculating on whether Quake is going to be a slow, RPG-style light-action game. Wrong! What does id do best and dominate at? Can you say "action"? I knew you could. Quake will be constant, hectic action throughout – probably more so than Doom".[27]
The team entered into an R&D phase while Carmack was working on the engine. By 1995, the outline for the game included a medieval setting, hand-to-hand combat, thrown weapons, an area of effect attack with the hammer, and feeding souls to the Hellgate Cube.[25] Some early information on Quake was released publicly, focusing on a Thor-like character who wields a giant hammer.[28][29][30] A close up of Quake holding his hammer was on the cover of PC Gamer for the October 1995 issue, and screenshots showed medieval environments and a dragon.[13] Romero revealed in 2023 that the dragon model was never actually implemented, and had simply been placed in the sky for the screenshot. The plan was for the game to have more role-playing-style elements.[31] An Aztec style texture set was developed for the project, but the set was not used due to artistic opposition from American McGee, who preferred a more heavy metal themed look for his levels. This second texture set was used for the Vaults of Zin.[32]
Before gameplay could be worked on in earnest, Carmack would need to build the game engine which was a significant undertaking, and took much longer than anticipated.[25] Carmack was not only developing a fully 3D engine, but also a TCP/IP networking model. Carmack later said that he should have done two separate projects which developed those things- the networking model first, used for a game which was otherwise in the Doom II engine, and then the 3D overhaul for a second title.[33] The Quake engine popularized several major advances in the genre: polygonal models instead of prerendered sprites; full 3D level design instead of a 2.5D map; prerendered lightmaps; and allowing end users to partially program the game (in this case with QuakeC), which popularized fan-created modifications (mods).
Working with a game engine that was still in development presented difficulties for the designers.[34] Around fifty levels were developed during the R&D process, but engine changes meant that the team was frequently having to redo work. Much of this needed to be scrapped by the time the engine was completed in late 1995. The team was burned out from the process, and raised the idea of using the existing demo levels for a first person shooter, as it would be faster and less risky.[30] Romero opposed the change, but relented. The creative differences would ultimately lead to his departure from the company after completing Quake.[33][35][36]
Quake was programmed by John Carmack, Michael Abrash, and John Cash. The levels and scenarios were designed by American McGee, Sandy Petersen, John Romero, and Tim Willits, and the graphics were designed by Adrian Carmack, Kevin Cloud and Paul Steed. Cloud created the monster and player graphics using Alias.[37] Initially, the game was designed so that when the player ran out of ammunition, the player character would hit enemies with the butt of a gun.[30] Shortly before release this was replaced with an axe. id Software released QTest on February 24, 1996, a technology demo limited to three multiplayer maps. There was no single-player support and some of the gameplay and graphics were unfinished or different from their final versions. QTest gave gamers their first peek into the filesystem and modifiability of the Quake engine, and many entity mods (that placed monsters in the otherwise empty multiplayer maps) and custom player skins began appearing online before the full game was even released.[38]
Morale on the project was low, and developers were under crunch from December 1995 through to release in June 1996. Romero has described the process as one of the hardest grinds of his career. He was the only member of the team to attend the office on launch day to upload the files.[33]
Audio
[edit]
Quake's music and sound design was done by Trent Reznor and Nine Inch Nails, using ambient soundscapes and synthesized drones to create atmospheric tracks. In an interview, Reznor remarked that the Quake soundtrack "is not music[;] it's textures and ambiences and whirling machine noises and stuff. We tried to make the most sinister, depressive, scary, frightening kind of thing... It's been fun."[39] The game includes an homage to Reznor in the form of ammo boxes for the "Nailgun" and "Super Nailgun" decorated with the Nine Inch Nails logo.
The idea to use Nine Inch Nails for the soundtrack was raised by American McGee, who had been listening to their album The Downward Spiral during his work on the game. Romero was initially skeptical as he had envisioned a more ambient tone, but was open to the idea of the band composing with that tone in mind. id approached the band's agents, and the group had agreed to do the soundtrack by the following day as they were Doom fans and excited by the project. McGee handled the delivery of the soundtrack from there on. A legal issue that rose late in development with the record company meant that the code to play the audio from the CD was among the final changes made before release.[31]
Some digital re-releases of the game lack the CD soundtrack that came with the original shareware release. The 2021 enhanced version includes the soundtrack.[40]
Source ports
[edit]In late 1996, id Software released VQuake, a source port of the Quake engine to support hardware accelerated rendering on graphics cards using the Rendition Vérité chipset. Aside from the expected benefit of improved performance, VQuake offered numerous visual improvements over the original software-rendered Quake. It boasted full 16-bit color, bilinear filtering (reducing pixelation), improved dynamic lighting, optional anti-aliasing, and improved source code clarity, as the improved performance finally allowed the use of gotos to be abandoned in favor of proper loop constructs. As the name implied, VQuake was a proprietary source port specifically for the Vérité; consumer 3D acceleration was in its infancy at the time, and there was no standard 3D API for the consumer market. After completing VQuake, John Carmack vowed to never write a proprietary port again, citing his frustration with Rendition's Speedy3D API.[citation needed]
To improve the quality of online play, id Software released QuakeWorld in December 1996, a build of the Quake engine that featured significantly revamped network code including the addition of client-side prediction. The original Quake's network code would not show the player the results of their actions until the server sent back a reply acknowledging them. For example, if the player attempted to move forward, the client would send the request to move forward to the server, and the server would determine whether the client was actually able to move forward or if it ran into an obstacle, such as a wall or another player. The server would then respond to the client, and only then would the client display movement to the player. This was fine for play on a LAN, a high bandwidth, very low latency connection, but the latency over a dial-up Internet connection is much larger than on a LAN, and this caused a noticeable delay between when a player tried to act and when that action was visible on the screen. This made gameplay much more difficult, especially since the unpredictable nature of the Internet made the amount of delay vary from moment to moment. Players would experience jerky, laggy motion that sometimes felt like ice skating, where they would slide around with seemingly no ability to stop, due to a build-up of previously sent movement requests. John Carmack has admitted that this was a serious problem that should have been fixed before release, but it was not caught because he and other developers had high-speed Internet access at home.[citation needed]
After months of private beta testing, QuakeWorld, written by John Carmack with help from John Cash and Christian Antkow, was released on December 13, 1996. The client portion followed on December 17.[41] Official id Software development stopped with the test release of QuakeWorld 2.33 on December 21, 1998. The last official stable release was 2.30.[42] QuakeWorld has been described by IGN as the first popular first-person shooter meant to be played online.[43]
With the help of client-side prediction, which allowed players to see their own movement immediately without waiting for a response from the server, QuakeWorld's network code allowed players with high-latency connections to control their character's movement almost as precisely as when playing in single-player mode. The Netcode parameters could be adjusted by the user so that QuakeWorld performed well for users with high and low latency. The trade off to client-side prediction was that sometimes other players or objects would no longer be quite where they had appeared to be, or, in extreme cases, that the player would be pulled back to a previous position when the client received a late reply from the server which overrode movement the client had already previewed; this was known as "warping". As a result, some serious players, particularly in the U.S., still preferred to play online using the original Quake engine (commonly called NetQuake) rather than QuakeWorld. However, the majority of players, especially those on dial-up connections, preferred the newer network model, and QuakeWorld soon became the dominant form of online play. Following the success of QuakeWorld, client-side prediction has become a standard feature of nearly all real-time online games. As with all other Quake upgrades, QuakeWorld was released as a free, unsupported add-on to the game and was updated numerous times through 1998.[citation needed]
In January 1997 an independent developer, Nick Maher, developed a version of the Quake World master server (called QuakeWorld Local) that could be run on a LAN without an Internet connection. The software tracked player statistics over time and allowed international players without a QuakeWorld server on their continent, or without Internet access at all, to enjoy the new client.[44]
On January 22, 1997, id Software released[clarification needed] the first beta of GLQuake. This was designed to use the OpenGL 3D API to access hardware 3D graphics acceleration cards to rasterize the graphics, rather than having the computer's CPU fill in every pixel. In addition to higher framerates for most players, GLQuake provided higher resolution modes and texture filtering. GLQuake also experimented with reflections, transparent water, and even rudimentary shadows. GLQuake came with a driver enabling the subset of OpenGL used by the game to function on the 3dfx Voodoo Graphics card, the only consumer-level card at the time capable of running GLQuake well. Previously, John Carmack had experimented with a version of Quake specifically written for the Rendition Vérité chip used in the Creative Labs PCI 3D Blaster card. This version had met with only limited success, and Carmack decided to write for generic APIs in the future rather than tailoring for specific hardware.[citation needed]
On March 11, 1997, id Software released WinQuake, a version of the non-OpenGL engine designed to run under Microsoft Windows;[clarification needed] the original Quake had been written for MS-DOS, allowing for launch from Windows 95, but could not run under Windows NT-based operating systems because it needed direct access to hardware. WinQuake instead accessed hardware via Win32-based APIs such as DirectSound, DirectInput, and DirectDraw that were supported on Windows 95, Windows NT 4.0 and later releases. Like GLQuake, WinQuake also allowed higher resolution video modes. This removed the last barrier to widespread popularity of the game.
On July 20, 2016, Axel Gneiting, an id Tech employee responsible for implementing the Vulkan rendering path to the id Tech 6 engine used in Doom (2016), released a source port called vkQuake under the GPLv2.[45][non-primary source needed][46]
Release
[edit]Ports
[edit]Quake was ported to multiple platforms. The first port to be completed was the Linux port Quake 0.91 by id Software employee Dave D. Taylor using X11 on July 5, 1996,[4] followed by a SPARC Solaris port later that year also by Taylor. An SVGAlib port for Linux was created by programmer Greg Alexander in 1997 using leaked source code but was later mainlined by id,[47] unlike similar unofficial ports for OS/2, Amiga, Java VMs, and Mac OS.[48] The first commercially released port was for Mac OS, done by MacSoft and Lion Entertainment, Inc. (the latter company ceased to exist just prior to the port's release,[49] leading to MacSoft's involvement) in late August 1997.[5] ClickBOOM announced a version for Amiga-computers in 1998.[50] Finally in 1999, a retail version of the Linux port was distributed by Macmillan Digital Publishing USA in a bundle with the two existing add-ons as Quake: The Offering.[51][52][53]
Quake was also ported to home console systems. On December 2, 1997, the game was released for the Sega Saturn. Initially GT Interactive was to publish this version itself,[54] but it later cancelled the release and the Saturn rights were picked up by Sega.[55] Sega took the project away from the original development team, who had been encountering difficulties getting the port to run at a decent frame rate, and assigned it to Lobotomy Software.[56] The Saturn port was developed with Softimage 3D[57] and uses Lobotomy Software's 3D engine, SlaveDriver (also used in PowerSlave and Duke Nukem 3D for the Saturn).[58] It is the only version of Quake rated "T" for Teen instead of "M" for Mature.
Quake was ported to the PlayStation by Lobotomy Software, but the company was not able to find a publisher for it.[59] A port for the Atari Jaguar was reported as 30% complete in a May 1996 issue of Ultimate Future Games magazine, but it was never released.[60][61] A port of Quake was planned for Panasonic M2 prior to cancellation of the system.[62]
On March 24, 1998, the game was released for the Nintendo 64 by Midway Games. This version was developed by the same programming team that worked on Doom 64,[63] at id Software's request.[64] The Nintendo 64 version was originally slated to be released in 1997, but Midway delayed it until March 1998 to give the team time to implement the deathmatch modes.[65]
Both console ports required compromises because of the limited CPU power and ROM storage space for levels. For example, the levels were rebuilt in the Saturn version in order to simplify the architecture, thereby reducing demands on the CPU.[66] The Saturn version omits the four secret levels from the original PC version of the game, replacing them with four exclusive secret levels: Purgatorium, Hell's Aerie, The Coliseum, and Watery Grave. It also contains an exclusive unlockable, "Dank & Scuz", which is a story set in the Quake milieu and presented in the form of a slide show with voice acting. There are no multiplayer modes in the Saturn version. The Nintendo 64 version includes 25 single-player levels from the PC version, though it is missing The Grisly Grotto, The Installation, The Ebon Fortress, The Wind Tunnels, The Sewage System, and Hell's Atrium. It also does not use the hub map where the player chooses a difficulty level and an episode; the difficulty level is chosen from a menu when starting the game, and all of the levels are played in sequential order. The Nintendo 64 version, while lacking the cooperative multiplayer mode, includes two player deathmatch. All six of the deathmatch maps from the PC version are in the Nintendo 64 port, as well as an exclusive deathmatch level, The Court of Death.
In 1998, LBE Systems and Lazer-Tron released a prototype titled Quake: Arcade Tournament Edition in the arcades in limited quantities.[67] R-Comp Interactive published the game for RISC OS as Quake Resurrection in 1999, including the total conversion Malice and expansion Q!Zone, although community-made source ports such as ArcQuake were also available.[68]
An unreleased Game Boy Advance port of Quake was in development from Randy Linden in 2002, and was pitched to id Software in that year. The port was rejected by the company, and Linden's work would remain unused until prototypes of his work were dumped in June 2022.[69] Two homebrew ports of Quake for the Nintendo DS exist, QuakeDS[70] and CQuake.[71] Both run well; however, multiplayer does not work on QuakeDS.[70] Since the source code for Quake was released, a number of unofficial ports have been made available for PDAs and mobile phones, such as PocketQuake, as well as versions for the Symbian S60 series of mobile phones and Android mobile phones.[72][73][74] The Rockbox project also distributes a version of Quake that runs on some MP3 players.[75]
In 2005, id Software signed a deal with publisher Pulse Interactive to release a version of Quake for mobile phones. The game was engineered by Californian company Bear Naked Productions.[76] Initially due to be released on only two mobile phones, the Samsung Nexus (for which it was to be an embedded game) and the LG VX360.[77] Quake Mobile was reviewed by GameSpot on the Samsung Nexus and they cited its US release as October 2005; they also gave it a "Best Mobile Game" in their E3 2005 Editor's Choice Awards.[78] It is unclear as to whether the game actually did ship with the Samsung Nexus. The game is only available for the DELL x50v and x51v, both of which are PDAs, not mobile phones.[78] Quake Mobile does not feature the Nine Inch Nails soundtrack due to space constraints.[77] Quake Mobile runs the most recent version of GL Quake (Quake v.1.09 GL 1.00) at 800x600 resolution and 25 fps. The most recent version of Quake Mobile is v.1.20 which has stylus support. There was an earlier version v.1.19 which lacked stylus support. The two Quake expansion packs, Scourge of Armagon and Dissolution of Eternity, are also available for Quake Mobile.
A Flash-based version of the game by Michael Rennie runs Quake at full speed in any Flash-enabled web browser. Based on the shareware version of the game, it includes only the first episode and is available for free on the web.[79]
Enhanced version
[edit]At the launch of the 2021 QuakeCon@Home on August 19, 2021, Bethesda released an "enhanced" version of Quake for Microsoft Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S consoles, developed by Nightdive Studios.[80] In addition to support for modern systems and improved rendering techniques, the enhanced version includes both mission packs, Scourge of Armagon and Dissolution of Eternity. It also includes two episodes created by MachineGames: the previously released Dimension of the Past and a new one called Dimension of the Machine. A port of Quake 64 was also included in its entirety via the newly implemented "Add-On" menu.[81][82][83][40]
Additional content
[edit]Originally, there were two official expansion packs released for Quake. The expansion packs pick up where the first game left off, include all of the same weapons, power-ups, monsters, and gothic atmosphere/architecture, and continue/finish the story of the first game and its protagonist. An unofficial third expansion pack, Abyss of Pandemonium, was developed by the Impel Development Team, published by Perfect Publishing, and released on April 14, 1998; an updated version, version 2.0, titled Abyss of Pandemonium – The Final Mission was released as freeware.[84] An authorized expansion pack, Q!ZONE was developed and published by WizardWorks, and released in 1996. An authorized level editor, Deathmatch Maker was developed by Virtus Corporation and published by Macmillan Digital Publishing in 1997. It contained an exclusive Virtus' Episode. In honor of Quake's 20th anniversary, MachineGames, an internal development studio of ZeniMax Media, who are the current owners of the Quake IP, released online a new expansion pack for free, called Episode 5: Dimension of the Past.[85]
Quake Mission Pack No. 1: Scourge of Armagon was the first official mission pack, released on March 5, 1997.[86] Developed by Hipnotic Interactive, it features three episodes divided into seventeen new single-player levels (three of which are secret), a new multiplayer level, a new soundtrack composed by Jeehun Hwang, and gameplay features not originally present in Quake, including rotating structures and breakable walls. Unlike the main Quake game and Mission Pack No. 2, Scourge does away with the episode hub, requiring the three episodes to be played sequentially. The three new enemies include Centroids, large cybernetic scorpions with nailguns; Gremlins, small goblins that can steal weapons and multiply by feeding on enemy corpses; and Spike Mines, floating orbs that detonate when near the player. The three new weapons include the Mjolnir, a large lightning emitting hammer; the Laser Cannon, which shoots bouncing bolts of energy; and the Proximity Mine Launcher, which fires grenades that attach to surfaces and detonate when an opponent comes near. The three new power-ups include the Horn of Conjuring, which summons an enemy to protect the player; the Empathy Shield, which halves the damage taken by the player between the player and the attacking enemy; and the Wetsuit, which renders the player invulnerable to electricity and allows the player to stay underwater for a period of time. The storyline follows Armagon, a general of Quake's forces, planning to invade Earth via a portal known as the 'Rift'. Armagon resembles a giant gremlin with cybernetic legs and a combined rocket launcher/laser cannon for arms.
Tim Soete of GameSpot gave it a score 8.6 out of 10.[87]
Quake Mission Pack No. 2: Dissolution of Eternity was the second official mission pack, released on March 19, 1997.[88] Developed by Rogue Entertainment, it features two episodes divided into fifteen new single-player levels, a new multiplayer level, a new soundtrack, and several new enemies and bosses. Notably, the pack lacks secret levels. The eight new enemies include Electric Eels, Phantom Swordsmen, Multi-Grenade Ogres (which fire cluster grenades), Hell Spawn, Wraths (floating, robed undead), Guardians (resurrected ancient Egyptian warriors), Mummies, and statues of various enemies that can come to life. The four new types of bosses include Lava Men, Overlords, large Wraths, and a dragon guarding the "temporal energy converter". The two new power-ups include the Anti Grav Belt, which allows the player to jump higher; and the Power Shield, which lowers the damage the player receives. Rather than offering new weapons, the mission pack gives the player four new types of ammo for existing weapons, such as "lava nails" for the Nailgun, cluster grenades for the Grenade Launcher, rockets that split into four in a horizontal line for the Rocket Launcher, and plasma cells for the Thunderbolt, as well as a grappling hook to help with moving around the levels.
Tim Soete of GameSpot gave it a score of 7.7 out of 10.[89]
To celebrate Quake's 20th anniversary, a mission pack was developed by MachineGames and released on June 24, 2016.[90][91][92] It features 10 new single-player levels and a new multiplayer level, but does not use new gameplay additions from Scourge of Armagon and Dissolution of Eternity.[citation needed]
The fourth mission pack, Dimension of the Machine, was released as part of the enhanced version of Quake released on August 19, 2021.
Quake can be heavily modified by altering the graphics, audio, or scripting in QuakeC, and has been the focus of many fan-created modifications, known as mods. The first mods were small gameplay fixes and patches initiated by the community, usually enhancements to weapons or gameplay with new enemies. Later mods were more ambitious and resulted in Quake fans creating versions of the game that were drastically different from id Software's original release.[citation needed]
The first major Quake mod was Team Fortress. This mod consists of Capture the Flag gameplay with a class system for the players. Players choose a class, which creates various restrictions on weapons and armor types available to that player, and also grants special abilities. For example, the bread-and-butter Soldier class has medium armor, medium speed, and a well-rounded selection of weapons and grenades, while the Scout class is lightly armored, very fast, has a scanner that detects nearby enemies, but has very weak offensive weapons. One of the other differences with CTF is the fact that the flag is not returned automatically when a player drops it: running over one's flag in Threewave CTF would return the flag to the base, and in TF the flag remains in the same spot for preconfigured time and it has to be defended on remote locations. This caused a shift in defensive tactics compared to Threewave CTF. Team Fortress maintained its standing as the most-played online Quake modification for many years. After the developers joined Valve, Team Fortress was ported to the GoldSrc engine as Team Fortress Classic. It later received a sequel, Team Fortress 2, for which content continues to be developed.[93]
Another popular mod was Threewave Capture the Flag (CTF), primarily authored by Dave 'Zoid' Kirsch. Threewave CTF is a partial conversion consisting of new levels, a new weapon (a grappling hook), power-ups, new textures, and new gameplay rules. Typically, two teams (red and blue) would compete in a game of Capture the flag, though a few maps with up to four teams (red, blue, green, and yellow) were created. Capture the Flag soon became a standard game mode included in most popular multiplayer games released after Quake.
Rocket Arena provides the ability for players to face each other in small, open arenas with changes in the gameplay rules so that item collection and detailed level knowledge are no longer factors. A series of short rounds, with the surviving player in each round gaining a point, instead tests the player's aiming and dodging skills and reflexes. Clan Arena is a further modification that provides team play using Rocket Arena rules. One mod category, "bots", was introduced to provide surrogate players in multiplayer mode.[citation needed]
Arcane Dimensions is a single-player mod. It is a partial conversion with breakable objects and walls, enhanced particle system, numerous visual improvements and new enemies and weapons. The level design is much more complex in terms of geometry and gameplay than in the original game.[94][95]
There are a large number of custom levels that have been made by users and fans of Quake. As of 2019[update], new maps are still being made, over 20 years since the game's release. Custom maps are new maps that are playable by loading them into the original game. Custom levels of various gameplay types have been made, but most are in the single-player and deathmatch genres. More than 1500 single-player and a similar number of deathmatch maps have been made for Quake.[96]
Reception
[edit]Critical reception
[edit]| Aggregator | Score |
|---|---|
| GameRankings | 93% (PC)[97] 76% (N64)[98] |
| Metacritic | 94/100 (PC)[99] 74/100 (N64)[100] |
| Publication | Score |
|---|---|
| AllGame | 3.5/5 (SAT)[113] |
| Electronic Gaming Monthly | 6.5/10 (SAT)[101] 8.0/10 (N64)[102] |
| GameFan | 275/300 (SAT)[103] |
| GameSpot | 9.3/10 (PC)[104] 6.4/10 (SAT)[105] 6.9/10 (N64)[106] |
| IGN | 8/10 (N64)[107] |
| Next Generation | 5/5 (PC)[108] 4/5 (MAC)[109] 3/5 (SAT)[110] 3/5 (N64)[111] 3/5 (ARC)[112] |
Quake was critically acclaimed on the PC. Aggregating review websites GameRankings and Metacritic gave the original PC version 93% and 94/100,[97][99] and the Nintendo 64 port 76% and 74/100.[98][100] A Next Generation critic lauded the game's realistic 3D physics and genuinely unnerving sound effects.[108] GamePro said Quake had been over-hyped but is excellent nonetheless, particularly its usage of its advanced 3D engine. The review also praised the sound effects, atmospheric music, and graphics, though it criticized that the polygons used to construct the enemies are too obvious at close range.[114]
Less than a month after Quake was released (and a month before they actually reviewed the game), Next Generation listed it as number 9 on their "Top 100 Games of All Time", saying that it is similar to Doom but supports a maximum of eight players instead of four.[115] In 1996, Computer Gaming World declared Quake the 36th-best computer game ever released,[116] and listed "telefragged" as #1 on its list of "the 15 best ways to die in computer gaming".[117] In 1997, the Game Developers Choice Awards gave Quake three spotlight awards for Best Sound Effects, Best Music or Soundtrack and Best On-Line/Internet Game.[118]
Entertainment Weekly gave the game a B+ and called it "an extended bit of subterranean mayhem that offers three major improvements over its immediate predecessor [Doom]." He identified these as the graphics, the audio design, and the amount of violent action.[119]
Next Generation reviewed the Macintosh version of the game, rating it four stars out of five, and stated that "Though replay value is limited by the lack of interactive environments or even the semblance of a plot, there's no doubt that Quake and its engine are something powerful and addictive."[109]
The Saturn version received mostly negative reviews, as critics generally agreed that it did not bring over the elements that make the game enjoyable. In particular, critics reviled the absence of the multiplayer mode, which they felt had eclipsed the single player campaign as the reason to play Quake.[101][110][120][121] Kraig Kujawa wrote in Electronic Gaming Monthly, "Quake is not a great one-player game - it gained its notoriety on the Net as a multiplayer." and his co-reviewer Sushi-X concluded "Without multiplayer, I'd pass."[101] Most reviews also said the controls are much worse than the PC original, in particular the difficulty of aiming at enemies without the benefit of either mouse-controlled camera or a second analog stick.[101][105][121] GamePro noted that the graphics are very pixelated and blurry, to the point where people unfamiliar with Quake would not be able to discern what they're looking at. They concluded, "Quake may not be the worst Saturn game available, but it certainly doesn't live up to its PC heritage."[121] Most critics did find the port technically impressive, particularly the added light sourcing.[101][110][120] However, Next Generation pointed out that "Porting Quake to a console is nothing more than an excuse for bragging rights. It's simply a way to show that the limited architecture of a 32-bit system has the power to push the same game that those mighty Pentium PCs take for granted."[110] Even Rich Leadbetter of Sega Saturn Magazine, which gave the port a 92%, acknowledged that it was a proverbial dancing bear, noting several conspicuous compromises the port made and stating as his concluding argument, "Look, it's Quake on the Saturn - the machine has no right to be doing this!"[120] GameSpot opined that the game's lack of plot makes the single-player campaign feel too shallow and lacking in motivation to appeal to most gamers.[105] Most critics compared the port unfavorably to the Saturn version of Duke Nukem 3D (which came out just a few months earlier), mainly in terms of gameplay.[101][110][120][121]
Reviews for the Nintendo 64 version praised its lighting effects[102][107][122] and smooth frame rate in single-player mode.[102][106][107][111] IGN added the caveats that the environments are simplified from the PC version and the pre-rendered light sourcing is less impressive than the real-time light sourcing of the Saturn version, but judged the visuals overall to be superior to those of the unaccelerated PC version.[107] GamePro went so far as to say the graphics are as clean as those of GLQuake,[122] while Next Generation was more moderate, concluding that "As a whole, Quake 64 doesn't live up to the experience offered by the high-end, 3D-accelerated PC version; it is, however, an entertaining gaming experience that is worthy of a close look and a nice addition to the blossoming number of first-person shooters for Nintendo 64."[111] Most reviews found fault with the multiplayer, stating that the frame rate takes a hit in this mode,[102][106][107][122] some of the levels are too large with only two players present,[102][106] and the game should have supported four players, as previous Nintendo 64 shooters Hexen: Beyond Heretic and GoldenEye 007 did.[102][107] However, Next Generation pointed out that on the Nintendo 64, Quake with four players would inevitably have meant a severely compromised frame rate and small view screen.[111] GameSpot also felt the multiplayer was fun despite its limitations, and noted that setting up a deathmatch was quicker and easier on the Nintendo 64 than on PC.[106] Reviewers sharply differed over the controls, with Electronic Gaming Monthly, IGN, and GamePro all describing them as precise, responsive, and intuitive,[102][107][122] while GameSpot and Next Generation complained that finding the right control required fiddling with the settings and even at best felt lacking compared to a keyboard-and-mouse setup.[106][111] Reviews generally concluded that while the Nintendo 64 version would not appeal to Quake veterans due to its multiplayer shortcomings and lack of exclusive content, it was a strong enough conversion for non-PC gamers to enjoy the Quake experience.[102][106][107][111][122]
Next Generation reviewed the arcade version of the game, rating it three stars out of five, and stated that "For those who don't have LAN or internet capabilities, check out arcade Quake. It's a blast."[112]
In 1998, PC Gamer declared it the 28th-best computer game ever released, and the editors called it "one of the most addictive, adaptable, and pulse-pounding 3D shooters ever created".[123] In 2003, Quake was inducted into GameSpot's list of the greatest games of all time.[124]
Enhanced version
[edit]| Aggregator | Score |
|---|---|
| Metacritic | 81/100 (PC)[125] 85/100 (XSXS)[126] 87/100 (PS4)[127] 87/100 (NS)[128] |
| Publication | Score |
|---|---|
| Destructoid | 9/10 (PC, NS)[129] |
| Nintendo Life | 10/10 (NS)[130] |
| Push Square | 8/10 (PS4)[131] |
Nintendo Life gave the Switch version a rave review, saying it "wisely avoids tinkering with the magic formula that made the game so great in the first place, instead keeping the look and feel of the original intact whilst carefully adding all manner of modern bells and whistles in a feature-packed port that's an absolute dream to spend time with." They particularly praised the level designs, puzzle elements, atmospheric game world, and numerous configuration options for the graphical upgrades and multiplayer sessions. They argued that the smooth performance in both docked and handheld mode and ability to play the game as portable makes the Switch version the definitive version of the game.[130]
Sales
[edit]According to David Kushner in Masters of Doom, id Software released a retail shareware version of Quake before the game's full retail distribution by GT Interactive. These shareware copies could be converted into complete versions through passwords purchased via phone. However, Kushner wrote that "gamers wasted no time hacking the shareware to unlock the full version of the game for free." This problem, combined with the scale of the operation, led id Software to cancel the plan. As a result, the company was left with 150,000 unsold shareware copies in storage. The venture damaged Quake's initial sales and caused its retail push by GT Interactive to miss the holiday shopping season. Following the game's full release, Kushner remarked that its early "sales were good — with 250,000 units shipped — but not a phenomenon like Doom II."[18]
In the United States, Quake placed sixth on PC Data's monthly computer game sales charts for November and December 1996.[132] Its shareware edition was the sixth-best-selling computer game of 1996 overall, while its retail SKU claimed 20th place.[133] The shareware version sold 393,575 copies[134] and grossed $3,005,519 (~$5.53 million in 2024) in the United States during 1996.[135] It remained in PC Data's monthly top 10 from January to April 1997,[136][137][138][139] but was absent by May.[140] During its first 12 months, Quake sold 373,000 retail copies and earned $18 million in the United States, according to PC Data.[141] Its final retail sales for 1997 were 273,936 copies, which made it the country's 16th-highest computer game seller for the year.[142]
In 1997, id estimated that there may be as many as 5 million copies of Quake circulating.[143] The game sold over 1.4 million copies by December 1997.[144] Sales of Quake reached 550,000 units in the United States alone by December 1999.[145]
Legacy
[edit]The source code of Quake was released on December 22, 1999.[146] The id Software maps, objects, textures, sounds, and other creative works remain under their original proprietary license. The shareware distribution of Quake is still freely redistributable and usable with the GPLed engine code. One must purchase a copy of Quake in order to receive the registered version of the game which includes more single-player episodes and the deathmatch maps. Based on the success of the first Quake game, Quake II, Quake III Arena, and Quake 4 were published, with Quake 4 being developed by Raven Software using the Doom 3 engine.[citation needed]
Quake was the game primarily responsible for the emergence of the machinima artform of films made in game engines, thanks to edited Quake demos such as Ranger Gone Bad and Blahbalicious, the in-game film The Devil's Covenant, and the in-game-rendered, four-hour epic film The Seal of Nehahra. On June 22, 2006, it had been ten years since the original uploading of the game to cdrom.com archives. Many Internet forums had topics about it, and it was a front-page story on Slashdot.[147] On October 11, 2006, John Romero released the original map files for all of the levels in Quake.[148]
Quake has four sequels: Quake II, Quake III Arena, Quake 4, and Enemy Territory: Quake Wars. In 2002, a version of Quake was produced for mobile phones.[149] A copy of Quake was also released as a compilation in 2001, labeled Ultimate Quake, which included the original Quake, Quake II, and Quake III Arena which was published by Activision. In 2008, Quake was honored at the 59th Annual Technology & Engineering Emmy Awards for advancing the art form of user modifiable games. John Carmack accepted the award. Years after its original release, Quake is still regarded by many critics as one of the greatest and most influential games ever made.[150]
In 2025, The Strong National Museum of Play inducted Quake into its World Video Game Hall of Fame.[151] Co-creator of Quake, John Romero, attended the induction ceremony. Lindsey Kurano of The Strong Museum said "Quake’s legacy lives on in its atmospheric single player campaign, its influence in how online games are played, its active modding community, and its creation and shaping of esports."[152]
Speedrunning
[edit]As an example of the dedication that Quake has inspired in its fan community, a group of expert players recorded speedrun demos (replayable recordings of the player's movement) of Quake levels completed in record time on the "Nightmare" skill level. The footage was edited into a continuous 19 minutes, 49 seconds demo called Quake done Quick and released on June 10, 1997. Owners of Quake could replay this demo in the game engine, watching the run unfold as if they were playing it themselves.[citation needed]
Most full-game speedruns are a collaborative effort by a number of runners (though some have been done by single runners on their own). Although each particular level is credited to one runner, the ideas and techniques used are iterative and collaborative in nature, with each runner picking up tips and ideas from the others, so that speeds keep improving beyond what was thought possible as the runs are further optimized and new tricks or routes are discovered. Further time improvements of the continuous whole game run were achieved into the 21st century. In addition, many thousands of individual level runs are kept at Speed Demos Archive's Quake section, including many on custom maps. Speedrunning is a counterpart to multiplayer modes in making Quake one of the first games promoted as a virtual sport.[citation needed]
Changes at id Software
[edit]The release of Quake marks the end of the classic line-up at id Software. Due to conflicts and burnout, the majority of the staff resigned from id after the game's release including Romero, Abrash, Shawn Green, Jay Wilbur, Petersen and Mike Wilson.[153] Petersen claimed in July 2021 that the lack of a team leader was the cause of it all. He volunteered to take lead as he had five years of experience as project manager in MicroProse, but he was turned down by Carmack.[154] Romero has discussed their relative lack of experience at the time and failure to communicate with one another, and has stated that there is no long-lasting animosity between the staff.[31] Even though he led the project, Romero did not receive any money from Quake.[155] In 2000, Romero released Daikatana, the game that he envisioned Quake being, and despite its shaky development, and being considered one of the worst games of all time,[156][157] he said Daikatana was "more fun to make than Quake" due to the lack of creative interference.[158]
Sequels
[edit]After the departure of Sandy Petersen, the remaining id employees chose to change the thematic direction substantially for Quake II, making the design more technological and futuristic, rather than maintaining the focus on Lovecraftian horror. Quake 4 followed the design themes of Quake II, whereas Quake III Arena mixed these styles; it had a parallel setting that housed several "id all-stars" from various games as playable characters. The mixed settings occurred because Quake II originally began as a separate product line.[159] The id designers fell back on the project's nickname of "Quake II" because the game's fast-paced, tactile feel felt closer to a Quake game than a new franchise.[160] Since any sequel to the original Quake had already been vetoed, it became a way of continuing the series without continuing the storyline or setting of the first game. In June 2011, John Carmack made an offhand comment that id Software was considering going back to the "...mixed up Cthulhu-ish Quake 1 world and rebooting [in] that direction."[161]
See also
[edit]- Diary of a Camper, a short film made in Quake
- Binary space partitioning, a technology used in Quake
Notes
[edit]- ^ The enhanced version of the game was developed by Nightdive Studios.
- ^
- ClickBOOM published the game on the AmigaOS;
- MacSoft published the game for the Mac OS;
- Sega published the game for the Sega Saturn;
- Midway Games published the game for the Nintendo 64;
- Macmillan Digital Publishing USA published the game for Linux.
- R-Comp Interactive published the game for RISC OS in 1999[9]
- In 2001, Activision published the game in a compilation pack which includes Quake II and Quake III Arena known as Ultimate Quake.
- In 2021, Bethesda Softworks published the enhanced version of the game.
- ^ The Sega Saturn version of the game, developed by Lobotomy Software, uses the Slavedriver engine. The enhanced version uses the Kex Engine.
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External links
[edit]Quake (video game)
View on GrokipediaGameplay
Single-player campaign
The single-player campaign of Quake features objective-based progression through a series of episodic levels set in otherworldly, Lovecraftian dimensions accessed via slipgates, where players navigate to find exits while combating enemies and collecting resources.[6] The campaign spans 30 levels divided across four episodes—Dimension of the Doomed, Realm of Black Magic, Netherworld, and The Elder World—with the first three episodes culminating in the acquisition of a silver rune using four elemental runes collected in that episode's levels (Episode 1 featuring a boss fight against Chthon beforehand), and Episode 4 ending in a boss fight against Shub-Niggurath.[4] Core mechanics emphasize fast-paced first-person combat and exploration, with players starting equipped with an axe and shotgun, scavenging for health packs (restoring up to 100 health, with megahealth temporarily boosting to 200 before decaying), armor shards and suits (green for basic protection, yellow for moderate, red for advanced), and environmental hazards such as slime pools and lava that inflict continuous damage unless mitigated by power-ups like the biosuit.[6] Weapon selection plays a central role in combat strategy, offering eight escalating options: the melee axe for close-range desperation; the shotgun firing six pellets for medium-range spread; the super shotgun delivering 14 pellets at high close-range damage; the nailgun shooting a steady stream of nails; the super nailgun doubling nail damage at faster ammo consumption; the grenade launcher lobbing arcing explosives with timed or contact detonation; the rocket launcher providing high-damage homing projectiles with splash effects; and the thunderbolt (lightning gun) unleashing a continuous energy beam powered by cells.[6] Ammo is limited and gathered from crates (e.g., 20 shells or 25 flechettes per small box), encouraging tactical switches between weapons based on enemy distance and player mobility, enhanced by running, jumping, and swimming controls.[6] Power-ups like the quad damage (multiplying output by four for 30 seconds), invulnerability pentagram, and invisibility ring add layers to encounters, often hidden in secret areas marked by subtle clues such as misaligned textures.[6] The campaign populates its levels with 13 enemy types exhibiting distinct AI behaviors, attack patterns, and weaknesses to promote varied combat tactics. Grunts patrol areas with basic pathfinding, firing hitscan shotgun blasts in bursts and charging when close, but possess low health making them vulnerable to the shotgun or nailgun.[7] Enforcers use homing blaster projectiles in predictable volleys while advancing methodically, requiring sustained fire from the rocket launcher to overcome their high durability.[7] Shamblers employ advanced AI to teleport short distances, alternating between claw melee and lightning attacks, and are weak to heavy explosives despite their resilience.[7] Knights ambush from shadows with sword swings, featuring simple AI that leaves them exposed to ranged crossfire, while death knights hurl spreading fireballs and can infight with allies, exploitable via grenades or rockets.[7] Other foes include fast-biting rottweilers (weak to any ranged weapon), regenerating zombies (requiring gibbing via explosives), aerial scrags spamming green projectiles (countered by nailguns), and leaping fiends (prioritized with quick shots). Aquatic rotfish nibble in water without special weaknesses, ogres lob grenades and chainsaw at range (bypassed by attacking from elevation), bouncing spawns that explode on death (defused by timing), and slow vore that track with homing firepods (evaded at distance).[7] Enemies often infight, adding chaos to battles, and their AI prioritizes line-of-sight pursuit with basic flanking.[6] Level design features interconnected levels within each episode, accessed sequentially via slipgates, featuring gothic castles, eldritch caverns, and mechanical bases riddled with traps like crushing spikes and ambushes.[6] Each episode consists of seven or eight levels, including one secret level accessible via a hidden exit in a main level, emphasizing key hunts, switch activations, and secret hunting for optimal resources, with episodes ending in boss fights such as the lava-bound Chthon or the final confrontation with Shub-Niggurath in a dedicated pit level.[4] Post-level statistics track time, kills, secrets found, and efficiency, reinforcing replayability through discovery.[6] Difficulty levels—Easy, Normal (default), Hard, and the hidden Nightmare—scale enemy health, count, damage output, and resource scarcity, with Nightmare doubling or tripling threats for expert play while reducing player starting ammo and health regeneration between levels.[6] On lower difficulties like Easy, enemy numbers and health are reduced by up to 50%, allowing more forgiving progression, whereas higher settings demand precise movement and weapon conservation to survive intensified AI aggression.[7]Multiplayer modes
Quake's multiplayer modes emphasize fast-paced, competitive play, supporting up to 16 players over local area networks (LAN) or the internet via IPX or TCP/IP protocols.[6] The core modes include deathmatch, where players engage in free-for-all combat without AI enemies, respawning at random locations upon death and earning "frags" for kills—self-kills deduct a frag—with games ending by frag limit (in 10-frag increments up to 100) or time limit (in 10-minute increments up to 60 minutes).[6] Cooperative mode allows up to four players to team against AI enemies from the single-player campaign, sharing weapons and items like the shotgun or fiends, with all players needing to reach the exit and respawning at the level start upon death.[6] Team deathmatch extends deathmatch by dividing players into color-coded teams, with an optional "no friendly fire" setting to prevent accidental teammate damage.[6] Networking mechanics evolved significantly with the release of QuakeWorld in December 1996, shifting to a client-server model where the server authoritatively simulates game logic and clients predict movements to reduce perceived latency.[8] This update introduced client-side prediction, allowing immediate response to inputs while reconciling with server updates, and server-side lag compensation that rewinds player positions based on ping to enable accurate hit registration without leading shots.[9] Spectator modes were added, permitting observers to fly through walls and follow players freely if enabled by the server, enhancing community viewing of matches.[10] Originally limited to LAN play upon Quake's June 1996 launch, multiplayer expanded to broadband internet via QuakeWorld, supporting dedicated servers for larger sessions beyond four players.[8] Multiplayer maps, such as dm3 ("The Abandoned Base") and dm4 ("The Bad Place"), feature symmetrical arena designs with multiple paths, elevated platforms, and central combat zones to promote balanced engagements.[11] Items like weapons and health respawn shortly after pickup to maintain flow, while power-ups such as Quad Damage (quadrupling weapon output for 30 seconds, respawning every 60 seconds) and Pentagram of Protection (reducing damage by two-thirds for 30 seconds, respawning every five minutes) are strategically placed in high-traffic areas to influence skirmishes.[12] Customization includes selectable player colors (0-13) for team identification and basic name setting in the multiplayer menu, with console commands enabling skin swaps on player models like the ranger.[6] Later source ports introduced bot support via commands like "addbot" for AI opponents in practice sessions.[8] The engine's modifiability allowed community creations of custom modes, such as capture the flag precursors, expanding beyond vanilla options.[8]Plot
Story summary
In Quake, the player assumes the role of an unnamed Ranger, a highly skilled special forces operative selected for Operation Counterstrike, who is awakened by a urgent call at 4 a.m. and dispatched to a secret military installation where slipgate technology—devices enabling instantaneous interdimensional travel—has been compromised. An enigmatic enemy codenamed Quake has seized control of the slipgates to unleash death squads upon Earth's bases, initiating a full-scale invasion by otherworldly forces. The Ranger, likely the sole survivor of the initial assault on the facility, activates a slipgate tuned to Quake's dimension to pursue and neutralize the threat personally.[13] The narrative unfolds across four episodes, each representing a progression through increasingly alien realms as the Ranger collects ancient runes to unlock access to the invader's core domain. In the first episode, "Dimension of the Doomed," the operative counters the invasion at the Slipgate Complex on Earth before venturing into hostile dimensions, securing the Rune of Earth Magic. The second episode, "Realm of Black Magic," explores eldritch, sorcery-infused planes where the Rune of Black Magic is secured. The third, "Netherworld," delves into a hellish underworld teeming with demonic entities, yielding the Rune of Hell Magic and leading toward Shub-Niggurath's lair. Finally, in "The Elder World," the Ranger acquires the Rune of Elder Magic amid ancient, crumbling ruins, paving the way for the ultimate confrontation. These episodes frame a journey from terrestrial defense to cosmic incursion, emphasizing themes of interdimensional warfare against primordial evils.[13] Deeply influenced by H.P. Lovecraft's Cthulhu Mythos, the story incorporates elder gods and cosmic horror elements, with the central antagonist revealed as Shub-Niggurath, the "Black Goat of the Woods with a Thousand Young," a malignant fertility deity spawning grotesque offspring to overrun Earth. Monstrous foes like the shambler evoke Lovecraftian abominations, underscoring humanity's insignificance against ancient, incomprehensible forces. The climax occurs in Shub-Niggurath's Pit, where the Ranger defeats the entity, thwarting the invasion. The story's resolution implies potential ongoing threats, as expanded in the official mission packs.[14][13][15] The core storyline is expanded in official mission packs, such as Scourge of Armagon and Dissolution of Eternity, which continue the Ranger's battles against related interdimensional horrors.[16]Development
Concept and design evolution
The development of Quake began in the early 1990s as a promotional tease within id Software's Commander Keen trilogy, initially conceptualized as a side-scrolling beat 'em up titled Quake: The Fight for Justice. This early vision featured a powerful warrior protagonist named Quake wielding a thunder hammer against evil forces, accompanied by a companion called the Hellgate Cube, in a medieval adventure setting with fully animated backgrounds.[17] By 1994-1995, following the success of Doom, the team pivoted to a more ambitious melee-focused action game, emphasizing direct hand-to-hand combat with various fighting stances and no firearms, drawing inspiration from Dungeons & Dragons for a gothic fantasy tone. John Romero, a key designer, aimed for intimate, visceral encounters where players would engage enemies up close, using mechanics like cliff-knocking and view-triggered events to advance the narrative without ranged weapons.[17] In 1995-1996, under the leadership of Romero and engine programmer John Carmack, with Sandy Petersen introducing H.P. Lovecraft's Gothic horror influences, the project transformed into a fully 3D first-person shooter, influenced heavily by Doom's commercial triumph and the desire to pioneer immersive, navigable 3D environments rather than 2.5D layouts. The melee prototype was abandoned due to technical challenges and development fatigue, with the team reverting to a Doom-style run-and-gun framework but elevating it through true 3D geometry; Romero noted, "It took so long to make the engine work... so we went with the Doom-style shooter." This shift enabled polygonal models for enemies instead of 2D sprites, allowing for dynamic animations and rotations in full 3D space, which enhanced the horror-themed aesthetic inspired by H.P. Lovecraft. The Quake engine served as the technical enabler for these innovations, supporting seamless transitions between indoor and outdoor levels.[17][3] Key design choices emphasized speed and skill, incorporating fast-paced movement mechanics such as strafing for agile dodging and rocket jumping for vertical traversal, which encouraged players to exploit physics for shortcuts and ambushes. Level design, handled by American McGee and Tim Willits alongside Romero, prioritized verticality and interconnected spaces; Romero enforced a rule that no room could be replicable in Doom, stating, "I had a rule for the designers that if they created a room in Quake and it could be replicated in Doom then they had failed." id Software's core dynamics revolved around Carmack's focus on engine optimization and Romero's creative vision for levels and combat pacing, but tensions arose over Romero's ambitious ideas, culminating in his departure in 1996 shortly after Quake's release due to creative differences with the team.[3]Audio and sound design
The audio and sound design of Quake was spearheaded by Trent Reznor of Nine Inch Nails, in collaboration with bandmate Chris Vrenna, following their initial meeting with id Software in 1993. Their contributions created a pioneering CD-quality soundtrack that streamed directly from the game disc, bypassing hardware limitations like limited RAM, and marked one of the first major titles to feature a studio-recorded ambient album rather than synthesized MIDI tunes.[18] The music adopts an industrial style characterized by sinister drones, subtle distortions, and atmospheric layers, composed using tools such as the Mini-Moog synthesizer, guitar pedals, Zoom 9050 effects processors, and sampled real-world sounds like Mardi Gras recordings for eerie textures. Tracks like "Quake Main Title" exemplify this approach, blending minimalistic ambient soundscapes with industrial elements to evoke dread and immersion without traditional melodies or rhythms, thereby accentuating the game's Gothic horror aesthetic inspired by H.P. Lovecraft. Reznor emphasized creating "textures and atmospheres" over conventional songs, ensuring the score integrated seamlessly with gameplay audio for clarity during combat.[18] Sound effects were similarly crafted by Reznor and Nine Inch Nails, who recorded and selected noises to complement the soundtrack's mood, including weapon discharges and enemy vocalizations that heightened tension. For example, the thunderbolt gun's electric hum and the shambler's thunderous roar were designed to feel visceral and otherworldly, drawing from processed samples and studio recordings to avoid overpowering the ambient music.[19] Voice acting in Quake is sparse, confined to basic grunts, pain yelps, death cries, and taunts for the silent protagonist, the Ranger—all performed by Reznor himself to maintain a raw, human edge amid the horror. This minimal approach eschews full dialogue, relying instead on non-verbal cues to convey urgency and vulnerability.[19] Atmospheric design further immerses players through looping environmental sounds that evoke the Lovecraftian themes of isolation and cosmic unease, such as whispering winds, distant echoes, and tortured vocal fragments in levels like the wind-swept Elder World. These elements, including reversed audio tricks and subtle horror motifs like faint screams in tracks such as "Hall of Souls," build a pervasive sense of dread without distracting from action.[18] For the 2021 remaster by Nightdive Studios, Reznor reclaimed the rights to the soundtrack and sound effects, enabling their official inclusion and restoration to enhance modern playback while preserving the original's oppressive tone.[20]Technology
Quake engine features
The Quake engine, also known as id Tech 1, introduced several groundbreaking technical features that advanced real-time 3D rendering and gameplay simulation in first-person shooters.[21] It supported software rendering initially, with the GLQuake update in January 1997 adding hardware-accelerated 3D via OpenGL, enabling smoother performance on compatible graphics hardware without major code overhauls.[22] This port leveraged OpenGL's clean API for vertex arrays and extensions, achieving near-parity in speed with software modes while allowing for future enhancements like dynamic lighting.[22] Central to the engine's rendering pipeline were binary space partitioning (BSP) trees, which organized level geometry into hierarchical nodes for efficient visibility culling and frustum testing. BSP trees divided the world into convex subspaces, ensuring only potentially visible sets (PVS) of polygons were processed per frame, drastically reducing draw calls in complex environments. Lightmaps provided precomputed static lighting by baking illumination onto low-resolution textures applied to surfaces, simulating realistic shadows and ambient effects without real-time ray tracing overhead. In GLQuake, these lightmaps integrated seamlessly with OpenGL for Gouraud shading and texture mapping, enhancing visual fidelity on 3D accelerators.[22] On the physics side, the engine employed client-side prediction to deliver responsive movement in networked play, simulating local player actions immediately while awaiting server confirmation.[23] Functions likeCL_PredictMove extrapolated position based on input commands, compensating for latency by reconciling discrepancies upon receiving server updates.[23] Collision detection used bounding volumes and swept tests for players, projectiles, and entities, handling interactions such as wall bounces, gravity, and environmental elements like water volumes that altered movement speed and friction.[23] Teleporters were implemented as trigger brushes with instant relocation logic tied to the collision system, ensuring seamless transitions without disrupting prediction.[21]
Asset management relied on compact formats optimized for 1990s hardware: the MDL format stored vertex-animated 3D models for enemies and weapons, embedding frames, skins, and skeletal data in a single file for quick loading and playback.[21] WAL textures handled wall and floor surfaces as indexed mipmapped bitmaps, supporting up to 256 colors with flags for surface properties like transparency or scrolling.[21] These formats prioritized efficiency, with MDL models using byte-compressed vertices to fit within memory constraints.
Performance targeted a 320x200 resolution for the software renderer to achieve playable frame rates on mid-1990s PCs, scaling up to higher modes like 640x480 on faster systems.[21] A variable time step, driven by Host_Frame using real-time deltas, ensured frame-rate independence for physics and animations, preventing speed variations across hardware.[21]
Compared to Doom's engine, Quake pioneered true 3D geometry, abandoning 2.5D sector-based limits to support arbitrary slopes, overhangs, and full polyhedral rooms constructed via brushes.[21] It also introduced robust networked multiplayer over UDP, with client-server architecture, entity interpolation for remote players, and choke-based packet management to maintain synchronization in deathmatch modes. These advances laid the foundation for modern FPS engines, influencing subsequent titles through open-source releases.
Source ports and enhancements
Following the release of Quake's source code under the GPL license on December 21, 1999, by id Software, the community began developing source ports that extended the original engine's capabilities across modern hardware and operating systems.[24] This open-source availability facilitated widespread enhancements, including better compatibility with contemporary platforms and graphical improvements, while preserving the game's core mechanics. Among the earliest official ports was WinQuake, released in March 1997, which optimized the software renderer for Windows systems, enabling smoother performance on 32-bit architectures without hardware acceleration.[25] Shortly after, GLQuake arrived in January 1997, introducing OpenGL support to leverage 3D graphics acceleration cards, significantly enhancing visual rendering and allowing for dynamic lighting effects beyond the original DOS version.[25] QuakeWorld, launched in December 1996, focused on multiplayer optimizations with refined netcode to reduce latency and improve synchronization in online sessions, becoming a foundational update for competitive play.[26] Later community-driven ports built on this foundation, such as vkQuake, a Vulkan-based renderer derived from QuakeSpasm, which debuted in 2016 and provides efficient cross-platform rendering on Linux, macOS, and Windows with support for high frame rates and modern GPUs.[27] VQuake, an enhanced variant supporting advanced rendering paths, emerged in community efforts post-1999, though its original hardware-specific iteration dates to 1997 for specialized chipsets.[28] Other notable ports include DarkPlaces, known for advanced dynamic lighting and shader effects, and Ironwail, offering modern enhancements like improved particle systems and HDR support. These ports commonly incorporate enhancements like widescreen aspect ratios (up to 21:9), resolutions exceeding 4K, refined mouse look controls for precise aiming, and broad cross-platform compatibility, allowing seamless play on non-Windows systems without compromising fidelity.[29] The open-source release profoundly impacted the community, spawning numerous derivative engines, including the Nightmare engine as a high-performance modern base for custom mods and enhanced visuals. Recent developments, such as QuakeSpasm Spiked (with updates through 2024), extend this legacy by adding enhanced visual effects like improved particle systems and accessibility features, including adjustable sensitivity curves and subtitle support for broader usability.[30]Release
Initial release and platforms
Quake was initially released on June 22, 1996, for Microsoft DOS personal computers, published by GT Interactive Software.[31] The game launched as the first title to utilize id Software's fully 3D engine, marking a significant advancement in first-person shooter technology.[2] The initial platform was limited to PC running MS-DOS, with the first episode, titled "Dimension of the Doomed," distributed as shareware to encourage widespread adoption and trial play.[32] This shareware version, comprising approximately one-quarter of the full game, was made available for free download via the internet and included on cover discs of computer magazines, facilitating easy access for potential players.[32][33] id Software's marketing emphasized the game's groundbreaking 3D graphics and multiplayer capabilities, leveraging a demo strategy to build anticipation. A technology demo was showcased at the Electronic Entertainment Expo (E3) in May 1996, highlighting early gameplay footage and engine features to industry attendees.[34] Additionally, partnerships with Ziff-Davis publications, such as Computer Gaming World and PC Gamer, promoted the shareware through magazine cover discs and feature articles, amplifying distribution and buzz in the gaming community.[33][35] The retail packaging featured a standard jewel case containing the CD-ROM, a printed manual with level maps and controls, and audio tracks composed by Trent Reznor of Nine Inch Nails integrated directly onto the disc for in-game playback.[36] This inclusion of professional audio enhanced the atmospheric experience without requiring separate media.[37]Ports and re-releases
Following its initial PC release, Quake was adapted for several console platforms to bring the game to a broader audience. The Nintendo 64 port, developed and published by Midway Games, launched on March 24, 1998, in North America. Due to the N64's cartridge storage limitations—capped at 64 MB for most titles—the port featured simplified graphics, including lower-resolution textures and the removal of mipmapping to save space; additionally, several original levels were omitted or redesigned to fit within these constraints while maintaining the core gameplay. The Sega Saturn version, developed by Lobotomy Software and published by Sega, was released on December 2, 1997, in North America. This port relied on software rendering to replicate the 3D environments, resulting in some visual compromises compared to the PC original, such as reduced polygon counts and adjusted level geometry for the console's hardware. A port for the Sega Dreamcast was developed by Titanium Studios and released in 2000 as a limited-run title, taking advantage of the console's hardware for improved performance over earlier adaptations, though it remained a niche release outside official Sega distribution. In the mobile and handheld space, Nightdive Studios released a version for iOS and Android in 2017, incorporating touch-optimized controls and compatibility updates for contemporary devices. The game later arrived on Nintendo Switch on August 19, 2021, via Bethesda Softworks, supporting portable play with adapted input schemes.[38] Digital re-releases revitalized Quake for PC gamers. It debuted on Steam on August 3, 2007, with modernized installers, widescreen support, and fixes for legacy multiplayer issues. The title joined GOG.com on August 26, 2015, providing a DRM-free option with enhanced compatibility patches for current operating systems and restored online functionality.[39] Community-developed source ports for PC, such as QuakeSpasm, have further extended the game's life by adding features like high-dynamic-range lighting and Vulkan rendering support.Enhanced edition
The enhanced edition of Quake, developed by Nightdive Studios and published by Bethesda Softworks, was released on August 19, 2021, to commemorate the game's 25th anniversary.[40] It became available on PC via Steam, the Bethesda Launcher, and the Microsoft Store, as well as on PlayStation 4 (with backward compatibility on PlayStation 5), Xbox One (with backward compatibility on Xbox Series X/S), and Nintendo Switch.[41] The remaster supports up to 4K resolution and high dynamic range (HDR) rendering where hardware allows, alongside cross-platform multiplayer for up to 16 players.[42] Key improvements focus on modernizing the experience while preserving the original's fidelity. The edition restores the full Trent Reznor-composed soundtrack from Nine Inch Nails in high-quality audio, which had been absent from prior digital re-releases due to licensing issues. It includes both original mission packs—Scourge of Armagon and Dissolution of Eternity—as standard content, plus a new single-player expansion, Dimension of the Machine, developed by MachineGames, featuring additional levels set in eldritch environments.[41] Multiplayer receives updated maps and built-in support for custom mods, enabling community content integration without external tools.[42] The remaster runs on Nightdive's KEX engine, which provides enhanced visuals such as improved lighting, anti-aliasing, and widescreen support, with toggles for original-style rendering.[43] It incorporates the original soundtrack alongside an expanded audio mix for ambient effects and weapons. An April 2022 update introduced accessibility options, including controller aim assist, field-of-view adjustments, color-blind modes, and subtitles for audio cues.[44] An August 2022 update (Update 4) introduced built-in support for community-created add-ons, including the popular Arcane Dimensions mod pack.[45]Expansions
Official add-ons
id Software licensed several official mission packs and expansions for Quake, which served as add-ons requiring the base game to run and were later bundled in re-releases such as the 2021 remaster. These expansions introduced new levels, enemies, weapons, and storyline elements continuing the protagonist's battle against interdimensional threats.[4][31] The first official mission pack, Quake Mission Pack No. 1: Scourge of Armagon, was developed by Hipnotic Software and released in March 1997. It features 15 single-player levels spread across three episodes, along with one new deathmatch arena. The expansion continues the plot immediately after the events of the base game, where the player returns to a overrun base and confronts Armagon, a cybernetic general of Quake's forces, in a climactic boss battle. New additions include weapons such as the proximity mine launcher for motion-sensitive explosives, the laser cannon that fires bouncing energy blasts, and Mjolnir, a hammer launching lightning bolts; enemies like the centroid (a scorpion-like robot with nailguns) and gremlin (a fast creature that steals weapons); and power-ups including the empathy shield and horn of conjuring.[46] Quake Mission Pack No. 2: Dissolution of Eternity, developed by Rogue Entertainment and released in June 1997, adds 16 single-player levels divided into two episodes: Hell's Fortress and The Corridors of Time. The storyline involves time-travel elements, with the player pursuing Quake through altered timelines to prevent the entity from reshaping reality after Armagon's defeat. It introduces modified weapon modes like lava nails, multi-grenades, multi-rockets, and plasma cells, plus the grappling hook for Capture the Flag multiplayer. New enemies encompass hell spawn, electric eels, phantom swordsmen, wraths, and guardians, alongside power-ups such as the anti-grav belt, power shield, and vengeance spear. The pack also includes a new soundtrack blending ambient, metal, and orchestral tracks, and supports a new Capture the Flag multiplayer mode.[47][48] To mark Quake's 20th anniversary, MachineGames developed Quake: Dimension of the Past in 2016 as an official episode set chronologically between the base game and the 1997 mission packs. This add-on comprises 11 levels, including an introductory map, a secret level, and a deathmatch arena, emphasizing varied themes with interconnected level design. It ties into the base plot by exploring events set after the base game but before the 1997 mission packs, tying into the ongoing interdimensional threats, without introducing new weapons or enemies, relying on the original arsenal and foes for gameplay.[49][50] The most recent official expansion, Quake: Dimension of the Machine, was created by MachineGames and released on August 19, 2021, alongside the game's remaster by Nightdive Studios and id Software. Structured as five sub-episodes across 11 levels, it features an industrial, machinist-themed aesthetic with detailed environments evoking steampunk influences. The narrative focuses on collecting five runes from distinct realms to activate a machine and confront Chthon, expanding on the base game's eldritch threats without adding new weapons or enemies, instead enhancing level complexity and visual fidelity using the remastered engine.[51][52] All these add-ons are compatible only with the original Quake executable, functioning as mission packs that load additional content, and have been integrated into modern re-releases for seamless access on current platforms. As of November 2025, no additional official expansions have been released.[31]Fan-made content
The fan community for Quake has produced a vast array of modifications, leveraging the game's open architecture to create new gameplay experiences, maps, and mechanics that extend its longevity beyond the original release.[53] One of the earliest and most influential mods is Team Fortress, released in 1996, which introduced class-based multiplayer gameplay with distinct roles such as medic, scout, and soldier, fundamentally altering Quake's deathmatch focus into coordinated team objectives.[54] This mod's emphasis on strategy and role specialization influenced subsequent multiplayer titles and spawned a dedicated following, with open-source remasters like FortressOne maintaining its legacy in 2024.[55] Other notable mods include Quake Done Quicker, a speedrun-focused enhancement that provides tools like velocity displays and optimized routes to facilitate practice and recording of efficient playthroughs.[56] In contrast, Arcane Dimensions (2015) delivers a expansive single-player campaign with over 30 custom levels, new weapons, enemies, and breakable environments, emphasizing exploration and projectile-based combat within the Quake engine's gothic aesthetic.[57] These mods highlight the community's creativity in reimagining Quake's core loop for both competitive and narrative-driven play. Modding in Quake is facilitated by QuakeC, a C-like scripting language developed by id Software in 1996, which allows developers to customize entity behaviors, AI, weapons, and game logic without recompiling the engine.[58] Level design is supported by tools such as TrenchBroom, a free, open-source editor released in 2013 that enables brush-based map creation with real-time previews and entity placement for Quake and its engine derivatives.[59] Community resources like Quaddicted.com serve as central hubs, hosting an extensive archive of over 1,000 single-player maps and mods with tools like the Quake Injector for easy installation and playback.[60] Annual events at QuakeCon feature mod showcases, including developer panels and playable demos of fan creations, fostering collaboration and highlighting innovations in gameplay and visuals.[61] Fan mods have significantly extended Quake's replayability by introducing varied modes and content, with Rocket Arena (1997) pioneering arena-style duels where players spawn fully equipped, influencing competitive formats like clan-based tournaments and inspiring similar mechanics in later FPS games.[62] In recent years, 2024-2025 developments include integrations with Quake Champions, such as the ZONE mod for Quake III Arena, which incorporates champions' abilities, weapons, and medals from the 2017 title into classic multiplayer sessions.[63] AI-enhanced projects, like additions to legacy mods such as Quess, use machine learning for dynamic NPC opponents, while remakes like CiNEmatic Mod employ AI upscaling for high-definition textures and cinematic effects in Quake III.[64][65] These efforts demonstrate ongoing innovation, blending modern technology with Quake's foundational modding ecosystem.Reception
Critical reviews
Upon its release in 1996, Quake garnered widespread critical acclaim, achieving an aggregate score of 94 out of 100 on Metacritic based on nine reviews from major outlets.[66] Similarly, GameRankings reported an average of 93% for the PC version, reflecting its status as a landmark title in the first-person shooter genre. PC Gamer awarded it 90 out of 100, declaring, "Quake isn't destined to be the best-selling game of all time, but it's close to being the best game of all time" for its groundbreaking technical achievements.[67] GameSpot provided a 9.3 out of 10, hailing it as "a masterpiece on every level, with its ominous atmosphere, silky-smooth animation, incredibly well-balanced gameplay and level design."[68] IGN rated it 9 out of 10, emphasizing the revolutionary fully polygonal 3D engine that enabled seamless exploration and combat.[67] Critics extensively praised Quake's fluid movement and responsive controls, which introduced acrobatic elements like jumping and strafing that enhanced tactical depth in combat.[68] The multiplayer component received particular acclaim for its depth, with deathmatch modes offering intense, replayable sessions that leveraged the game's fast-paced mechanics and supported early online play, redefining competitive FPS experiences.[69] Atmospheric levels, blending gothic architecture with Lovecraftian horror, were lauded for creating immersive, tension-filled environments that contrasted with the more straightforward action of predecessors.[68] However, some reviews noted criticisms regarding the game's steep learning curve, stemming from its intricate controls—such as combining keyboard and mouse inputs—and high difficulty levels that could overwhelm newcomers.[69] Enemy encounters were occasionally faulted for repetition, with a limited roster of foes like ogres and fiends leading to predictable combat patterns after initial episodes, though their aggressive AI mitigated some monotony.[69] In the cultural context of 1996, Quake was frequently compared to id Software's earlier hit Doom, positioned as the next-generation evolution through its shift to true 3D polygons and environments, moving beyond Doom's 2.5D limitations to enable verticality and complex geometry.[68] Reviewers like those at GameSpot proclaimed it redefined the FPS genre, establishing new benchmarks for innovation and immersion that influenced subsequent titles.[68]Sales figures
Upon its release in June 1996, Quake achieved strong initial commercial performance, particularly in the United States, where it sold 373,000 retail copies during its first 12 months and generated $18 million in revenue, according to market research from PC Data.[70] The game's shareware model significantly amplified its reach, allowing free distribution of the first episode to drive registrations and full-version purchases; by the end of 1996, id Software estimated millions of downloads, contributing to its status as one of the top-selling PC titles that year.[71] By December 1997, global sales exceeded 1.4 million copies, reflecting robust demand driven by the shareware strategy and GT Interactive's distribution.[72] U.S. retail sales continued to grow, reaching approximately 550,000 units by December 1999, per PC Data figures cited in industry reports. The title performed strongly in North America and Europe through traditional retail channels, with GT Interactive handling physical distribution across these regions during the late 1990s. Quake's expansions, including Scourge of Armagon released in 1997, extended its commercial lifespan by offering additional content to existing owners, though specific unit sales for these add-ons remain undocumented in available records. Lifetime sales were further bolstered by the shareware model, with id Software estimating up to 5 million copies circulating worldwide by 1997, encompassing registered, shareware, and distributed versions.[70] In the digital era, Quake has seen renewed sales via platforms like Steam, with an estimated 466,000 units sold and $2.6 million in gross revenue as of 2025, according to analytics from Sensor Tower; these figures account for activations and purchases of the base game and bundled editions post-2000s digital re-releases.[73] Lifetime sales are estimated at over 2 million copies worldwide, including digital distributions.[74]Enhanced edition reception
The enhanced edition of Quake, released in 2021 by Nightdive Studios and Bethesda Softworks, received generally positive critical reception, with an aggregate score of 81/100 on Metacritic based on eight reviews and 87/100 on OpenCritic from 37 critics.[75][76] Reviewers praised the visual enhancements, including updated character models, dynamic lighting, anti-aliasing, and support for 4K resolution, which preserved the original's dark, atmospheric aesthetic while making it accessible on modern hardware.[77] Audio restoration was highlighted for retaining Trent Reznor's iconic industrial soundtrack and sound effects, though some noted inconsistencies in stereo mixing and dated overall production.[78] Criticisms focused on minor technical issues, such as occasional input lag on consoles and infrequent bugs in mod integration, alongside the lack of substantial new content beyond the remastering efforts.[79] Player feedback was overwhelmingly enthusiastic, particularly on Steam, where the edition holds a 94% positive rating from over 14,800 user reviews.[31] Many players commended the successful implementation of cross-platform play, enabling seamless multiplayer matches across PC, consoles, and other devices, which revitalized the game's competitive scene.[78] The included DLC packs, such as the expansions Scourge of Armagon and Dissolution of Eternity, along with the 20th Anniversary content from MachineGames titled Dimension of the Past, were lauded for evoking nostalgia through additional levels and challenges that extended the original campaign without altering its core identity.[80] These additions, featuring new enemy variants like the cybernetic Centroids in the expansions, were seen as thoughtful tributes to the game's legacy.[77] Critics and players alike viewed the enhanced edition as a faithful update that prioritized preservation over reinvention, contrasting it with more transformative reboots like Doom (2016), which overhauled gameplay mechanics for contemporary audiences.[81]Legacy
Impact on the FPS genre
Quake significantly advanced the first-person shooter (FPS) genre by transitioning from the pseudo-3D environments of predecessors like Doom to fully realized 3D spaces, enabling complex level designs with verticality, stacked rooms, and dynamic physics interactions.[5] This shift popularized arena-style shooters, where fast-paced, skill-based combat in enclosed arenas emphasized movement techniques such as rocket jumping—firing a rocket launcher at one's feet to gain height and speed—and strafe jumping for enhanced mobility.[82] Although rocket jumping traces its roots to Doom, Quake's refined physics and 3D geometry made it a core mechanic, influencing level design in subsequent titles.[82] These innovations inspired games like Unreal (1998), which built on Quake's 3D rendering for expansive environments and competitive multiplayer, and Half-Life (1998), which adopted similar atmospheric storytelling and immersive world-building within fully 3D frameworks.[83] In multiplayer, Quake established deathmatch as the foundational mode for FPS games, featuring frantic, item-scarce arenas that rewarded precision aiming, prediction, and teamwork in modes like Capture the Flag.[5] Its TCP/IP networking and client-side prediction in the QuakeWorld update (1996) enabled low-latency online play, fostering clans and professional circuits that laid the groundwork for modern esports.[5] Iconic maps like DM3 (The Abandoned Base) became staples for 1v1 duels and team battles, directly influencing team-based shooters such as Counter-Strike (1999), which evolved Quake's deathmatch principles into tactical objective play.[84] Technically, Quake accelerated the adoption of hardware-accelerated 3D graphics through GLQuake (1997), id Software's port utilizing OpenGL for smoother rendering and higher resolutions on emerging GPUs.[85] This move challenged Microsoft's Direct3D dominance and spurred broader industry support for cross-platform 3D APIs, enabling more sophisticated visuals and physics in FPS titles throughout the late 1990s.[86]Influence on id Software
The success of Quake in 1996 solidified id Software's financial independence, allowing the studio to operate without external funding pressures and directly paving the way for the development of Quake II the following year. This autonomy stemmed from the game's strong sales and the innovative shareware model, where id released the first episode online for free download, encouraging viral spread and conversions to full purchases—a pioneering approach to digital distribution that reduced reliance on traditional retail channels.[87][88] Internally, Quake's release exacerbated tensions within the team, culminating in co-founder John Romero's departure in August 1996 due to creative differences over the studio's direction, with Romero favoring expansive design ambitions while others prioritized technical refinement. Romero was asked to resign by his co-founders, marking a shift toward a more technology-focused ethos under lead programmer John Carmack, who emphasized engine advancements over broader creative expansions. This realignment saw rising talents like Tim Willits take on greater design responsibilities, stabilizing the team for future projects.[87] On the business front, Quake was published by GT Interactive, building on their prior successful partnerships with id for Wolfenstein 3D and the Doom series, which had already generated millions in revenue and expanded id's global reach. However, dissatisfaction with GT's marketing efforts for add-ons led id to license the Quake engine and partner with Activision for mission packs and subsequent titles, diversifying revenue streams through technology licensing. These moves exemplified id's growing emphasis on its engine as a core asset, enabling selective collaborations while maintaining operational control.[89][90] In the long term, Quake's triumphs established id Software as a tech-driven powerhouse, sustaining its independence for over a decade amid industry consolidation until the 2009 acquisition by ZeniMax Media for resources to scale development and integrate id's engines into broader portfolios. This trajectory transformed id from a scrappy indie outfit into a strategic asset, influencing its evolution under new ownership.[88][91]Sequels and franchise
The Quake series expanded beyond the original 1996 title with Quake II, released on December 9, 1997, by id Software and published by Activision.[92] This entry marked a significant shift to a sci-fi narrative, centering on humanity's war against the cybernetic Strogg alien race, and introduced the id Tech 2 engine for enhanced 3D graphics and gameplay mechanics.[93] Unlike its predecessor, which drew from Lovecraftian horror, Quake II established a new storyline focused on interstellar conflict, laying the foundation for subsequent sci-fi entries in the franchise.[94] Quake III Arena followed on December 2, 1999, also developed by id Software and published by Activision.[95] It emphasized competitive multiplayer arena combat over a single-player campaign, featuring fast-paced deathmatch modes and bot support powered by the id Tech 3 engine.[96] This installment prioritized online play and esports potential, diverging from narrative-driven experiences to become a benchmark for multiplayer shooters.[97] In 2005, Quake 4 continued the Strogg storyline from Quake II, developed primarily by Raven Software with id Tech 4 support from id Software, and published by Activision.[98] Released on October 18, 2005, it blended single-player campaign elements with multiplayer, depicting a marine's invasion of the Strogg homeworld using the Doom 3 engine for advanced lighting and physics.[99] The franchise further diversified with Enemy Territory: Quake Wars in 2007, a team-based multiplayer shooter developed by Splash Damage and published by Activision.[100] Set as a prequel to Quake II, it launched for PC on September 28, 2007 in Europe and October 2, 2007 in North America, and consoles in 2008, introducing class-based objectives between humans and Strogg forces in large-scale battles. Quake Live, released on August 6, 2010, by id Software and published by Bethesda Softworks, served as a browser-accessible revival of Quake III Arena's multiplayer.[101] Designed as a free-to-play title with integrated matchmaking, it optimized the id Tech 3 engine for web plugins and later standalone platforms.[102] Quake Champions emerged in 2017 as a free-to-play arena shooter, developed by id Software and published by Bethesda Softworks.[103] It entered early access on August 22, 2017, featuring hero-style champions with unique abilities in classic Quake-style maps, blending legacy gameplay with modern monetization, and continues to receive seasonal updates as of 2025.[104][105] The Quake franchise's ownership transitioned in 2009 when ZeniMax Media, parent company of Bethesda Softworks, acquired id Software for $150 million, bringing the series under Bethesda's publishing umbrella.[106] In March 2021, Microsoft acquired ZeniMax Media for $7.5 billion, bringing the Quake franchise under Microsoft's ownership. This shift enabled continued development and re-releases, including the 2021 enhanced edition of the original Quake by Nightdive Studios, published by Bethesda Softworks on August 19, 2021.[107] The remaster incorporated updated visuals like dynamic lighting and widescreen support while preserving core mechanics, effectively bridging the franchise's roots to contemporary platforms.[79]References
- https://quakewiki.org/wiki/Multiplayer_maps
