Posts Tagged ‘quake live’

The Future Of Quake Live?

By Jim Rossignol on October 26th, 2009.


Could it be a premium service with the capacity to create private matches? Id’s Marty Stratton talks about the possibilities in this extensive interview on Bethesda Blog.

We’re toying with a number of ideas for features, functionality, and even content that will translate well and represent a real value for players wanting an affordably-priced premium service. One of the most requested features in QUAKE LIVE and something that I think would be at the core of any premium service, would be the ability to very easily and quickly start a private match (that only you and the players you invite can join). Right now, all of our matches are open to the public and started by our back end systems. So, what we’re looking at creating is a totally integrated and very easy to use method for starting and running a personalized private match.

And that is basically what I want from Quake Live, as well as some kind of pickup team functionality, and Rocket Arena 3. I used to live for that and CTF pickup games back in the day, and if Quake Live offered a similar service I would be all over it. They’d need to add Spider Crossings, too, obviously.

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Quake Live Six Maps In Six Weeks

By Jim Rossignol on May 19th, 2009.


But which maps? And will they ultimately disappoint? The first isn’t too inspiring, it’s Hidden Fortress from the Dreamcast version of Quake III. Not a bad map, it seems, but still not one of the classics. Will one of the new maps be my ultimate CTF dream date, Spider Crossings? What would you choose, readers? (Link ‘em for classic Q3 download if you can be bothered.)

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Nod To Mod: Q3WCP9, Or “Great F***in’ Level”

By Jim Rossignol on March 13th, 2009.


Playing Quake Live is a troubling experience. It feels like a kind of monetised nostalgia. A browser-based themepark, or a visit to a mummified stately home. It’s wonderful to find servers heaving with people again after all this time – even though finding a game was seldom a problem – at least for a quick and dirty free-for-all. I still adore Quake 3, and my install has not left my hard-drive in a decade. But playing it like this made me realise what a mutant creature I actually fell in love with in the earliest years of this decade. What’s missing, particularly for an obsessed capture-the-flagite like me, is one particular map: Spider Crossings, or Q3WCP9. Without it, Quake Live cannot earn my love.
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Carmack: Quake Live Plays To PC Strengths

By Jim Rossignol on February 25th, 2009.


Carmack was talking up Quake Live today over on Gamasutra. “A lot of this project was about doing something that the PC was going to be better at than the consoles,” he told the big G. Perhaps the most interesting aspect of Carmack’s comments is that he wants to see some of the web functionality from things like social networking sites to find their way into the browser-based game platform. “”For years, I’ve often thought about the fact that a lot of people spend vastly more time on websites and forums about the games that they’re playing than they actually spend playing the games themselves. We hope to have some aspect of that here.”

Quake Live went into open beta last night.

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Quake Live Beta Up And Queuing

By Jim Rossignol on February 25th, 2009.


Actually the queues have subsided to just a couple of minutes now, but last night they were swollen with tens of thousands of people trying to log on to the new service. Apart from being over-subscribed and the verification emails taking a while to turn up, the browser-launched Quake 3 is looking good. The front end system, with its rankings and insta-matching systems, appears remarkably solid and easy to navigate. Why not go and have a look? It’s completely free, after all.

I’m going to try and get enough time with it to post some deeper and more coherent impressions later in the week, but it does given me the fear that I’ll be dragged back into my decade-old Quake addiction. That game is just too slick.

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Quake Live Open Beta On Tuesday

By Jim Rossignol on February 20th, 2009.


It looks like all those folks who didn’t get into the closed beta will finally be able to taste the latest version of the finest deathmatch game of them all time. Via ESReality: “We’re opening QUAKE LIVE to the general public as an open beta the evening of Tuesday, February 24th.” The teaser splash page at the Quake Live site confirms it.

I shall see you there. (Thanks to Alex for the tip.)

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The Quake Live Trailer

By Jim Rossignol on July 21st, 2008.


If there’s one area within gaming that I’m genuinely inclined to be unreasonable to the point irrationality, it’s in the FPS deathmatch games – the Quake III / UT axis. For me Quake III was almost the only game worth playing. Quakeworld was a little too fast, UT too fat and feature-obese, and so on. Quake III was minimalist wonder, and what Id started was finished by the modders who worked on things like OSP, Threewave, and Rocket Arena 3. It’s that last bit that has me the most concerned about Quake Live: Id made a fine game, but it was their community that completed it and honed it to the point of perfection. The browser-based system seems to make that community contribution rather more complex, as everything will have to be mediated by Id.

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Quake Live Beta Testing

By Jim Rossignol on April 16th, 2008.


You can sign up for the Quake-in-a-browser beta testing sessions, just here. It’s your standard beta testing deal: the game is finished and now needs tweaking. Hopefully they won’t have to keep patching for five years or whatever it was on the original game… It’s not an open beta, so get those email addresses in the slot quick smart.

You know, Quake Live sure does make me hope for some kind of enormous Quake 3 revival where I can get to show off my madskillz again. I miss those glory days. Sigh.

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