Posts Tagged ‘Quake’

Throwback shooter Strafe doesn’t manage to replicate Quake’s oddball cool

Strafe [official site] is steeped in love for Quake 1 & 2 (and to a lesser extent the original Doom), there’s no question about that. But it’s also saddled with a desperate desire to evoke retro-cool no matter the cost, clad as it is in ironic faux-’90s videogame advertising terminology, lascivious talk of gore and a widdly-widdly-woo soundtrack. Strafe tries far too hard, and it backfires. Strafe is a deeply dorky videogame. I quite like it anyway.
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The 50 Best FPS On PC

So often the bleeding edge of games tech, yet so often fundamentally the same underneath: there’s a reason we can’t get enough of pretend shooting pretend people in their pretend faces. It is a pure test of skill and reflex, a game about movement at least as much as it is about violence, and done right it is absolutely delightful. And hey, sometimes you get a decent gimmick or story thrown into the mix.

These are our favourite 50 first-person shooters on PC, from 1993-2017. Your favourite is at number 51.

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The History Of Overwatch’s Hero Abilities

Developers imitate each other, as do writers, musicians and artists, and Blizzard are the best in the business at it. No other company is so good at distilling the sweat of another’s brow and refining it into pure, unadulterated joy. Yet, while it’s easy to see in Overwatch the objective-based gameplay of Team Fortress 2, the team dynamics of League of Legends or the creative movement mechanics of 90s shooters, its various ideas can often be traced back much further, towards older games that the designers at Blizzard may never have played.

I’ve chosen ten abilities Overwatch’s heroes can perform and used them as the starting point for a jaunt through game history. What was the first game to feature grappling hooks, or teleportation, or time-rewinding? Find out below.

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Have You Played… My First Quake Map?

Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.

You must have played my first Quake map. You’d know it if you saw it. Two cubic rooms, yeah? Only used three textures, right? One irritating obstacle, remember? I never released my first Quake map or showed it to anyone but I’m sure you will have played it, it or a Quake map much like it – maybe your own first map?

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Have You Played… Zerstörer?

Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.

I’m going to keep doing mods for a while because: 1) I struggle to remember what happened yesterday; 2) Unable to afford many new games, for about a decade I mostly played mods – many, many mods. Of the many mods I played from cover discs off cheery RPS fanzine PC Gamer, the Quake singleplayer campaign Zerstörer – Testament of the Destroyer was the first that felt like something I should’ve paid for. “Professional quality,” we said back then, with very specific ideas of what that meant.

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Have You Played… Future Vs. Fantasy Quake?

Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.

Every FPS with skills and characters is being caught up in the ineffectual backlash against MOBAs but heck, the idea’s hardly new. Wolfenstein: Enemy Territory from is a cracking class-o-XP-a-shooter and that came out 13 years ago. The first I remember enjoying, though, was Future vs. Fantasy [archived official site] for Quake in ’96, ’97.

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Have You Played… Slide?

Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.

Slide [archived official site] is what made me realise mods could be almost brand new games, could be whatever they wanted – and could be games I’d never see ‘proper’ developers make. Slide turns Quake into a downhill hoverboard racing game, sending players zipping through dark tunnels, round obstacles, and over deadly traps in a competition to become the greatest hoverboarder this side of the Wizard’s Manse.

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Arcane Dimensions Is Quake Rethought For 2016

Not that I’m saying Quake is not suitable for 21st century play – quite the opposite. It’s just that enormous and beautiful mod campaign Arcane Dimensions applies some of the design values we are accustomed to from later, flashier games to the ancient Quake structure. From flow to geometry to sheer size, it’s taking Quake to places id possibly could not have imagined when they first made it, and wrestling the engine into brand new shapes without actually losing its essential Quakeiness.

Because that’s the thing: playing Arcane Dimensions makes Quake once again feel like it felt when I first played it.

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Um, There’s A New, Official Quake 1 Episode Out

Depending on to what extent you accept ‘Bethesda’ as official, of course. This isn’t id’s work, and it’s definitely not Quake-era id’s work, but it is the work of neo-id’s stablemates Machine Games – they of the improbably good Wolfenstein: The New Order. (And who, according to its credits, pitched in to some extent with this year’s even more improbably good DOOM). They’ve just unexpectedly release a new Quake episode in honour of the dear old man’n’monster-shooter’s 20th birthday. It’s pretty good, too.
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Quake On Oculus Rift Is Magnificent

Resolution. Anti-aliasing. Crisp text. “Image quality.” The bugbears of virtual reality in 2016.

All of this matters not in Quake. Perfect square pixels, no shading or soft shadows. Almost wordless. It is ideally-suited to VR, in theory. In practice? Best VR time ever, so far.

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Frags For The Memories: Quake Is Twenty Today

Twenty years ago today, id Software released Quake. Following a multiplayer test that gave the world a first glimpse of the studio’s new, cutting edge 3d engine, the full game arrived on June 22, 1996. Its bizarre mash-up of medieval architecture and crunchy, industrial weaponry didn’t run through the sequels, which have focused on both singleplayer and multiplayer combat, and there hasn’t been anything else quite like it in the two decades since release.

Arena-based Quake is set for a revival with the recently announced Quake Champions, but here, we remember the original. Happy twentieth, Quake.

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Quake Champions Announced: PC Only, Multiplayer Arena Combat

Bethesda started big. When the lights and music dropped, the giant screen at the E3 showcase showed a DOS prompt. After fiddling around directories for a moment, the unseen user typed one small word: QUAKE.

The game is Quake Champions, an arena-based shooter pitting “diverse warriors with unique attributes and abilities” against one another. It has been designed for “world class esports play at every level” and contains big Stroggy bastards and a blue-haired lady.

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The 50 Best FPS Ever Made

Gathering together the best shooters is no easy task, but if you’re looking for a new PC FPS to play, look no further.

Your favourite game is at number 51.

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Have You Played… Quake?

Have You Played? is an endless stream of game recommendations. One a day, every day of the year, perhaps for all time.

Spawn, sprint, left turn, elevator, shoot at the dog, cross the bridge, through the door, shoot the exploding barrel, left, right, right, hit the button to cover an acid pit, turn right down a corridor, hit the buttons down the ramps, hopping banisters to save time, left, right, up the ramp and hit the exit. Steam estimates that it takes 55 seconds to download Quake on a modern connection. I can complete the first level of its first world in 20 seconds. But it takes me no time at all to remember each part of the first first-person shooter I played.

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Free-To-Frag: QuakeWorld’s Once-Planned Business Model

Ironically, I took these screenshots running around maps on my own.

When John Carmack started tinkering with Quake’s multiplayer code in 1996, his plans for the QuakeWorld client went deeper than TCP and UDP. Its new netcode made playing an FPS online over dialup not total garbage, sparking the multiplayer FPS explosion, but Carmack had also once intended for QW to be what we’d now consider free-to-play. Though the plans changed and this never happened, I can be endlessly fascinated by scraps of video game history like the time John Carmack thought about selling the right to have a name.

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It’s 2013 And I Want To Play Quake: In The Shadows

Time for a confession: I’m not a Quake guy. I’m not a Quake guy to the point where I haven’t even played Quake. It was old hat by the time I was all in on video games and I chose the wonderful Unreal Tournament over Arena due to preferring better games. But here I am, intrigued and somewhat astounded by what modder Simon O’Callaghan has managed to do with the seventeen year old engine. Essentially, In The Shadows is a semi-conversion that adds a stealth system and whole new campaign to the aging beast, but it also hits some specific me-shaped buttons. Sneak past the break for a video and a little more in-depth explanation.

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Next For id: Maybe Quake, Probably Not RAGE Or New IP

Somewhere in the deep, dark, distant future, there exists a world beyond Doom 4. It is a strange and alien place – one in which id has pried the bolts from its lips and… wait, no, it’s never done that. Always “when it’s done.” Always. But still, there are more id games in this far-flung universe, and also I have cool cybernetic laser nostrils. I know, for I have seen it. Briefly, ever so briefly, id creative director Tim Willits took me there. Here’s what he said.

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Make Quake With TrenchBroom


There’s dedication and there’s dedication. The second, slantier version means there’s been a bit more effort being put in. Let’s use Quake as an example: it’s the difference between someone still making Quake levels all these years later, and someone who has built a Quake editor for modern sensibilities, making it all wizzy. Handily for this analogy, that second someone exists, and has just released TrenchBroom, “A Modern Level Editor for Quake.”
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CODBLOPS 2 Has Reznor & Villain With Beard

Trent Reznor, who it’s still weird to see referred to as an Academy Award Winning Composer, will be providing the theme tune for Call of Duty Black Ops 2. Both he and the FPS have come a long way from Quake, although I’ll leave it to you to decide in which direction each has been travelling. The news comes along with a trailer for the game that shows the villain for the first time. He has escaped from a place but doesn’t have any weapons but that doesn’t matter because he HAS TAKEN ALL OF THE BLOPS’ WEAPONS. That’s the plot. Oh, and it’s the future, so jetpack dives from space and baby AT-ATs.

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Hair Apparent: John Romero Details “MMO-ish” FPS

Ahem.
After a number of ventures that took him from an ill-fated N-Gage Red Faction spin-off to an ill-fated Gauntlet sequel, Doom co-creator (with locks that flow like choruses from the mouths of angels) John Romero is eyeing his old-school bread-and-butter. Speaking with Eurogamer, he described his previously hinted at shooter as a “MMO-ish” and “PC first.” I like both of those things. Let us hope his new game is fated to be ill in the colloquial, “that was totally ill” sense and not the one that’s, er, more commonly come to be associated with John Romero.

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