Quake is a first-person shooter game developed by id Software and published by GT Interactive. The first game in the Quake series,[10] it was originally released for MS-DOS, Microsoft Windows, and Linux in 1996, followed by Mac OS and Sega Saturn in 1997 and Nintendo 64 in 1998. In the game, players must find their way through various maze-like, medieval environments while battling monsters using an array of weaponry. Quake takes inspiration from gothic fiction and the works of H. P. Lovecraft.
The successor to id Software's Doom series, Quake built upon the technology and gameplay of its predecessor.[11] 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.[9]
Quake is often cited as one of the best video games ever made.[12][13][14] 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.[15] 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]
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".[16]
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.
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. 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 maneuver through the game.[17] Bunny hopping or strafe jumping allow faster movement, while rocket jumping enables the player to reach otherwise-inaccessible areas at the cost of some self-damage. 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.[18] A notable participant was Dennis Fong, who won John Carmack's Ferrari 328 at the Microsoft-sponsored Red Annihilation tournament in 1997.[citation needed]
In the single-player game, the player takes the role of the unnamed protagonist, named Ranger in later games (voiced by Trent Reznor),[19] 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 subsequent 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.[20] 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.[20]
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.[citation needed]
Lead designer and director John Romero later conceived of Quake as an action game taking place in a fully 3D world, inspired by Sega AM2's 3D fighting game Virtua Fighter. Quake was also intended to feature Virtua Fighter influenced third-person melee combat, but id Software considered it to be risky. Because the project was taking too long, the third-person melee was eventually dropped. This led to creative differences between Romero and id Software, and eventually his departure from the company after Quake was released.[21][22] Even though he led the project, Romero did not receive any money from Quake.[23] 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,[24][25] he said Daikatana was "more fun to make than Quake" due to the lack of creative interference.[26]
Quake was given as a title to the game that id Software was working on shortly after the release of Doom II. The earliest information released described Quake as focusing on a Thor-like character who wields a giant hammer,[27][28][29] and is able to knock away enemies by throwing the hammer (complete with real-time inverse kinematics).[citation needed] Initially, the levels were supposed to be designed in an Aztec style, but the choice was dropped some months into the project.[citation needed] Early screenshots then showed medieval environments and dragons.[citation needed] The plan was for the game to have more role-playing-style elements. However, work was very slow on the engine, since John Carmack, the main programmer of Quake, 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).[citation needed] Working with a game engine that was still in development presented difficulties for the designers.[30]
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.[32]
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