Quake

aka: Quake 64, Quake Mobile, Quake: The Doomed Dimension
Moby ID: 374

DOS version

The next step in the FPS evolutionary process

The Good
Quake literally revolutionized almost every aspect of the FPS genre apart from storytelling and level design. The 3D engine was not simply the first of its kind, it was also the smoothest and fastest for many years to come. It was also one of the most modifiable, giving rise to an endless surge of modifications. It was the first to feature gravity variables, thus opening the portal of physics to videogames.

The game itself was fast and atmospheric at the same time. The rusty, brown colour palette might not appeal to everyone, however it gave the game a distinctive look and oppressive feel. The music by the Nine Inch Nails was equally dark and industrial sounding and fit well with the theme. It was obvious id was trying to leave behind Doom's bright colours in favour of something darker and more subliminal.

Id also simplified the interface somewhat by introducing touch sensitive buttons and walls instead of colour coded keys and toggled switches. The point was to eliminate all the pointless search-button mashing while strafing with the face to the wall, a common practice for veteran Doom players looking for elusive secrets. The real secret of Quake was that it removed most obstacles between action, atmosphere and the player, thus providing an almost exhilarating experience while blowing enemies to bloody chunks, wading through murky water and trying to avoid the traps.

And multiplayer. The only game that could really stop gamers from blasting themselves for endless hours in Doom Deathmatches was Quake. We owe the existence of Capture the Flag, Team Deathmatch and class deathmatch variations to the huge community that the game amassed. However, Quake's own Deathmatch mode was a complete experience into itself and is enjoyable even today.

The Bad
Level design was good, but not quite on par with Doom's masterful levels. Still, it was far from "boring" or repetitive and offered some truly memorable moments. Quake is not "perfect" is the same way that no classic game is: however its strengths far outweigh its shortcomings.

The Bottom Line
Purity of form.

Quake had no story because, much like Doom or Duke Nukem 3d, it did not need one. The fun it offered was pure: when you are really thirsty nothing compares to pure crystal water and there is no replacement for that. It took Epic many years to learn this lesson and reach the peak that UT 2004 has. In effect, the Golden Rule that id set with Doom and Quake is that an FPS needs focus in order to be truly enjoyable. Thus it either has to offer the raw thrill of action that Quake epitomizes or the cinematic experience that Half-Life pursued. Either unhindered, non-stop blasting fun or realism and the restrictions which it imposes. The middle ground does not really work here and the pinnacle of pure action is truly the legacy of Quake.

by Silverblade (1382) on September 27, 2005

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