- Quake (2021 on Windows, Windows Apps, PlayStation 4...)
Description official descriptions
An enemy with the codename ''Quake'', which is believed to come from another dimension, is using teleporter gates to invade Earth. The player takes the role of a nameless soldier who arrives at his base only to find out Quake has overrun it and killed everyone. Somewhere in the base, there must be a teleporter to Quake's realm. The mission is clear: take the fight to the enemy, overcome countless hordes of monsters, and exact revenge.
id Software's follow-up to Doom and Doom II, Quake is a first-person shooter. Its main technological innovation is the use of a true 3D engine - the levels themselves, as well as the enemies, are polygonal. This not only allows for more natural level-designs and character animations, but also for more realistic lighting and the inclusion of simulated physics that have an effect on gameplay: grenades can bounce off walls and around corners, for example.
In single-player mode, gameplay consists mainly of proceeding through the levels (spread over four distinct episodes) in search of an exit, killing everything that moves. Interaction with the game world is reduced to a minimum: since there is no use key, buttons are pressed by running into or shooting at them. As in id's earlier games, many secrets are waiting to be discovered, including a few hidden levels.
Unlike Doom's rather straightforward design that couples futuristic environments with demonic imagery, the theme of Quake's levels, enemies, and weapons is not so easily pinpointed. While each episode begins in a futuristic military base (with a technological 'slipgate' as the level exit), later levels take place in environments inspired by medieval fantasy and gothic horror (castles, dungeons, and caverns) and the player passes through magical portals to advance. In a departure from Doom's colorful environments, all Quake levels are dominated by earth colors.
The enemies conform to the mishmash of designs: there are human opponents armed with shotguns and energy weapons in the early levels, while the later levels include medieval knights, ghosts, zombies, ogres (armed with grenade launchers and chainsaws), and some more unearthly beasts. The player's weapons, while relatively modern, all have a low-tech feel. Besides a (bloodstained) axe, there are shotguns, nailguns, rocket and grenade launchers, and the Thunderbolt, which discharges electrical energy.
Quake was one of the first games playable natively over the Internet in addition to LANs. The single-player levels can be played cooperatively, but the game is most famous for its deathmatch mode. One-on-one duels, team play, and free-for-all competition are possible. The emphasis is on fast reaction and skillful maneuvering through the levels. All of the single-player maps can be used as arenas, but the game also comes with six maps specially designed for deathmatch.
- 雷神之锤 - Simplified Chinese spelling
- 3D Engine: Quake
- 3D Engine: SlaveDriver
- BPjS / BPjM indexed games
- Game feature: In-game screenshot capture
- Gameplay feature: Drowning
- Gameplay feature: Recordable replays
- Games with Dopefish
- Games with officially released source code
- Inspiration: Author - H. P. Lovecraft
- Quake series
- Replay (GT / Infogrames / Atari) releases
- Total Entertainment Network (TEN) multiplay platform
Credits (DOS version)
27 People (15 developers, 12 thanks) · View all
|Level / Scenario Design
|Special Thanks To
|[ full credits ]
Average score: 87% (based on 61 ratings)
Average score: 4.0 out of 5 (based on 461 ratings with 19 reviews)
My God, John Carmack - what more is there to say? While completely underrated (for some reason), this game was simply revolutionary at the time. Unlike Doom it came with a completely, 100% true 3D engine with gouraud-shaded textures and it ran DAMN FAST on any Pentium and adequately on an old 486.
This game completely revolutionized the genre: it was the first to come out-of-the-box with TCP/IP support for internet play (not through TEN or other such services) -- if you had the bandwidth to spare you could simply set up a Quake server and get it on! It was also the first to use the now-common server/client architecture (push the Tilde key and you'll see what I mean) and the first one which doesn't require a seperate module (COMMIT) for multiplayer play.
And most importantly, this game is damn challenging and fun in single player and multiplayer alike!
It looks a bit on the brownish side, but we'll let that one pass. The sound effects are a bit annoying too.
The Bottom Line
A wonderful, underrated classic which didn't get the attention it deserved.
DOS · by Tomer Gabel (4539) · 2000
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.
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.
DOS · by Silverblade (1382) · 2005
At first of course what we saw in Quake was the impressive graphics - a fully 3D world with dynamic lighting and such. Quake's graphics was a major step in technology of computer gaming, probably as large as Doom's step in the history of FPS games.
The sound was also impressive - the weapons sounded so powerful that it almost hurt your ears when you were listening to that sound too much, the monsters also sounded creepy, mighty and hostile, music was also great but it didn't fit the atmosphere exactly like it was supposed to however, but it was again a good entrance of something like "very atmospheric and creepy sh*t in the background, which is not MIDI".
And of course the most important thing in the game - the gameplay. Quake introduced a very great single player campaign - atmospheric, thanks to great graphical technology, decent audio, but mostly it was the gameplay itself - as already told the monsters sounded very powerful as well as the weapons - some of these were very original and to this day have influenced lots of game developers. Some weapons, like The Nailgun and the Lightning Gun, are legends in the making, while some monsters like Ogres, Shamblers will lie in our memories forever as one of the most original, creepy and coolest monsters we saw in a video game.
But there was one thing which differed Quake from any other game of that time - online multiplayer. For the first time, we were able to compete in deathmatch with not only our friends our buddies by job, but with actual strangers from around the world, long story short, it was a great experience.
It's hard to say that there is some flaws in the game, but there could be a few. The most known flaw in a lot of modern first person shooters is the repetitive level design - which happened in Quake a lot actually, but we can't help it since this game was originally supposed to be a RPG with medieval themes. Then again, the developers added something modern to this game too, like the first levels of each episodes, which where more like futuristic military bases, and some enemies were also modern-like.
The Bottom Line
Quake is a very original game, which lots of developers tried to "kill" with their so called "Quake killers" in the late 90's. So this already tells that this is a very good game. A game worth buying even nowadays, the main reason is the multiplayer.
DOS · by Medicine Man (328) · 2009
|Paul Steed credit
|Aug 13, 2012
|Jun 12, 2008
1001 Video Games
The PC version of Quake appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.
The Game Boy Advance version of Quake was in development by AGB Games. There were also plans for port to Sony PlayStation by Lobotomy Software, which was able to work, under some circumstances, in 60 FPS. First one was cancelled for unknown reasons, while second cancellation was caused by fact, that developer failed to find a publisher.
3D cards support
The original game had software rendering mode only. You could download glquake to use your 3d accelerated card. A special version was made for the intergraph rendition cards called vquake.
Bizarre product tie-ins: for the release of the movie Anaconda, Sony pictures released through their website an add-on level for Quake titled Temple of the Mist were you made your way trough an ancient temple searching for the altar that holds the key to escape. Obviously, before escaping you have to go mano a mano with the Anaconda itself...weird uh?
The original Quake was supposed to have a medieval environment, but a few months before its release, most of the medieval-role playing aspects of the game were removed (i.e. one of the weapons was going to be a sword and there was a dragon to fight with) and the result was a game with guns but such enemies like the fiend or the death knight (these were included in the original project). Many original design elements were scrapped -- the kernel idea behind Quake was this massive Thor-like warhammer that you could slam down on the ground to make shockwaves ripple through the game world. This "ultimate weapon" idea followed John Romero to his game Daikatana.
The original concept was inspired by a character named Quake in id's long D&D campaign (which actually ended with demons destroying the universe due to John Romero's greed), DM'd by John Carmack. Because of the switch to sci-fi, Romero was angry enough to leave id after Quake, even though Carmack fired him first. He later used another inspiration from the D&D campaign to make Daikatana.
Kornelia, a famous female Quake player, won the "TEN GibFest Contest" at the computer game developers conference at Santa Clara. As a result, she was afforded the opportunity to play John Romero in a 1v1 deathmatch. She beat him 22 to 1 and also took home a P200 MMX system.
Quake is yet another of id Software's games that contains the infamous Dopefish. The level you can find the Dopefish on is E2M3, The Well of Wishes, in a secret location that you'd probably need a walkthrough to get to. Incidentally, "The Well of Wishes" is the same title as a Commander Keen 4: Secret of the Oracle level where the Dopefish first appears.
The engine that iD Software started to make Quake with was called Six Degrees of Freedom
On August 31, 1996, Quake was put on the infamous German index by the BPjS. For more information about what this means and to see a list of games sharing the same fate, take a look here: BPjS/BPjM indexed games.
Taking John Romero's work on the Apple ][ bootloader for Infocom's Zork Zero as a point of departure, in 2004 Jason Bergman released IFQuake -- the difficulty-selection stage and first level of the shareware version of Quake implemented as a text adventure game, downloadable at http://mirror.ifarchive.org/if-archive/games/zcode/ifquake.zip
Almost incidentally, Quake introduced the now-standard concept of a FPS 'console', and popularised 'mouselook' as *the* absolute standard control interface. Although the specifications required a Pentium, Quake ran acceptably well on a 486 DX4/100 and, at a push, the faster 486es. Along with Magic Carpet it was however the game that most established the Pentium as a must-have processor. It was also the first game which offered the opportunity for both Amiga and PC gamers to play online together.
Machinima, an animated film using the 3D environment of a game, started with the Quake engine. Doom already had a recording feature, but it wasn't until Quake when people added narrative and called it "movies" that the genre was born. The first known machinima is Diary of a Camper, by a group of players called The Rangers, released on October 26, 1996.
Quake was preceded by Qtest1, a tech demo which was released in February 1996. It consisted of three small, monster-free levels which illustrated the game's engine. Of particular note was Test3, which became the basis for the second level of Quake's first episode (of the other levels, Test2 seemed to be a very, very early incarnation of 'Ziggurat Vertigo', the infamous low-gravity secret level). The engine was almost fully complete, although wall-mounted torches were still sprite-based.
Although the test had no game - rather like the original Doom 'alpha releases' - multiplayer support was, fortunately, included. The infamous 'rocket jump' was discovered quite quickly, as Qtest included both rocket and grenade launchers.
"Chris ([email protected])" eventually discovered that monsters were included in the game's source code, and a patch released in June 1996 allowed players to experience early versions of Quake's beasties.
All of the sounds and music for Quake were produced by Trent Reznor, the man behind the industrial/alternative group Nine Inch Nails. The ammo boxes for the nailgun ("nails") have the band's logo (NIN) on the side.
References to the game
One of the songs on Karl Sander's album Saurian Meditation, "Elder God Shrine", was named after the Quake level E4M3 which has the same name.
The Saturn version of Quakeis the only version with coloured lighting, something Lobotomy Software added to the saturn version
Source code release
In 1999, id Software made the complete source code for Quake freely available to the public. You can download it here.
Quake inspired the art of speedruns: trying to beat a game as fast as possible. The initial release was Quake Done Quick, completed in 19:49 and released on 1997. As of 2012, players still work on breaking the latest records.
On June 15, 2010, both Quake and Quake II were removed from Zeebo's wireless network, the Brazilian Zeebonet. Both games were offered for 10 Z-credits and each Brazilian Zeebo came with 35 Z-credits, so the games were sold virtually for free. They were replaced for Zeebo Extreme Rolimã and Zeebo Extreme Jetboard as free downloads.
- Computer Gaming World
- November 1996 (15th anniversary issue) - #36 in the “150 Best Games of All Time” list
- November 1996 (15th anniversary issue) – The Best Way To Die In Computer Gaming (being telefragged)
- November 1996 (15th anniversary issue) –Worst Back Story of All Time
- November 1996 (15th anniversary issue) – #5 Least Rewarding Ending of All Time
- May 1997 (Issue #154) – Action Game of the Year
- May 1997 (Issue #154) – Action Game of the Year (Readers' Choice)
- May 1997 (Issue #154) – Special Award for Technological Achievement (for its engine)
- April 1999 (Issue #177) - Introduced into the Hall of Fame
- March 2001 (Issue #200) - #8 Best Game of All Time
- 2001 – #5 Top Game of All Time
- GameStar (Germany)
- Issue 12/1999 - #7 in the "100 Most Important PC Games of the Nineties" ranking
- PC Gamer
- April 2000 - #14 in the "All-Time Top 50 Games" poll
- April 2005 - #26 in the "50 Best Games of All Time" list
- Power Play
- Issue 02/1997 – Best Multiplayer Game in 1996 (together with Jagged Alliance: Deadly Games)
- Świat Gier Komputerowych
- February 1997 (Issue #50) – readers' award Hitek'96 for the best foreign game of 1996
Information also contributed by Adam Baratz, Ashley Pomerov, chirinea, Darksaviour69, D Michael, Erkan O; keth, Maw, n-n, PCGamer77, Pseudo_Intellectual; Sciere, Scott Monster, Xoleras, Zack Green and Zovni
Related Sites +
The most faithful custom engine available.
An ever-active forum dedicated to custom mapping, primarily focusing on the original game but also covering the following games in the series from time to time.
Matt Chat 54
Video interview with John Romero about the development of Quake
An exhaustive quake site visit it for news, mods, levels, tips and all you want related to Quake
The most comprehensive site for custom singleplayer maps.
Official page on id Software's website
Quake cheat codes
Detailed information on Quake 1 cheat codes for N64, PC and Sega Saturn
Tenebrae is a modification of the quake source that adds stencil shadows and per pixel lights to quake. Stencil shadows allow for realistic shadow effects on every object in the game world. Per pixel lighting allows you to have fine surface details correctly lit. These are essentially the same algorithms as used by the new Doom game.
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Contributors to this Entry
Game added by robotriot.
Zeebo added by chirinea. Nintendo 64 added by Kartanym. Amiga, Acorn 32-bit, Windows Mobile added by Kabushi. Windows added by The cranky hermit. Macintosh added by Ace of Sevens. SEGA Saturn added by quizzley7.
Game added November 3, 1999. Last modified February 25, 2024.