netjak home

Gamecube XBOX Playstation 2 Dreamcast Vintage Staff  

 

 

Quake

 


Developed by:
id Software
Published by:
Activision

Genre: FPS
Number of Players: 1
ESRB: Mature

10.0

Gameplay:.................10/10
Graphics:...................10/10
Audio:........................10/10
Replay:......................10/10

 March 12, 2002

"Before Halo. Before 007. Before Unreal. Before all of these famous FPS a game was born that shattered the genre and became the basis for all FPS for years to come."

Intro
When contacted to participate in a write-off pertaining to "my favorite game", although the topic is a bit obscure, Quake was the first game to come to my mind. Is Quake still viable in 2002? By no means at all. Will this review persuade you to go out and make a purchase? Not a chance. What I intend to do, is simply participate in this review and give a brief history for those who possible might not be aware of gaming foundations.

In 1996 3D gaming was at a pivotal point in the gaming timeline. Previous to Quake games such as Wolfenstein, Doom and Heretic were released and a pseudo-3D world was introduced to the world. While most games were limited to 2D graphics in a 3D world, you were highly limited to viewing. Moving consisted of forwards, backwards, left and right. This all changed when ID Software released Quake to a hungry PC gaming community.

Quake was the first in the genre in many aspects. The biggest first, was the fact of true 3D movement. Not confined to linear views, the Quake engine allowed you to use the mouse and look around you in every direction. I still remember the first time I played the game, and looked up and saw a swirling purple sky and my jaw dropped. Quake was also the first to have a true sense of freedom within a game, blowing away the previous notion that a game had to be linear to be enjoyable. With fairly large explorable levels and an onslaught of enemies, all of our senses were on full alert.

The premise behind the game was simple... blow up everything in sight. Acquire keys to open doors, fight through hordes of enemies, and destroy the end boss at each level. Weapons ranged from a double-barreled shotgun, to a high-powered rocket launcher. The weapons were inventive, unique and maddening fun.

Another big "first" for the game was the introduction of GL. Being one of the few games that took advantage of the once powerful 3dFx board, and adding a patch to the game, turned a fairly dull and lifeless game into a vast, beautiful world. Running GL Quake, truly revolutionized gaming from then on. Unfortunately, 3dFx died as nVIDIA took to power a few years ago. But then, the added graphics card (usually Voodoo powered) made Quake look more like a picturesque piece of art, rather than a video game. With added patches, water became transparent (another first) and smoke trailed from rockets (yet another first). While I only played the original Quake for a few days, I continued to play the game with GL for years thereafter.

In 1996, the graphics were top-notched and nothing could really compare in anything within the genre (or outside of it). Few games could match the framerate, graphics and even the sound. Quake had some of the best sound effects and music ever produced. Recruiting the talent from the brilliant mind of Trent Reznor and Nine Inch Nails, the soundtrack was hard-core and powerful. Weapon fire was realistically portrayed, and the ambience given by the monsters was truly haunting. If you look close at the green "nail box" (ammo for the nail gun) you will see the unforgettable "NIN" imprinted on the box itself... a tribute to Reznor.

The real engine behind the game is one of the most solid and performance driven creations ever produced. Controlling your character was nearly flawless. The balance behind simulation, arcade and precision was a beautiful thing that few games since have ever been able to fully capture. To be honest the only two games that I think that have equally good control would be Halo for the XBOX and Unreal Tournament for the PC. The timing between movements and shooting is perfectly in sync. This made the game really incredible. Shooting a rocket at a baddie a few hundred feet away, and strafing to face your next opponent just to watch the previous target explode is unforgettable. Overall, Quake had the best control on any platform ever.

Genesis
Sure Quake introduced many venues for the hard-core gamer, but there was nothing more life-changing than the introduction of real online game play. Until then, online play was limited to serious geek types (myself included) and with the Internet still not world renown, setting up games was quite difficult. Quake had the first online game option. You could connect via a network, and more importantly, via IP address. Simply by inputting a server IP (WINS included), you could connect to a game and BOOM yer in.

The first few months of online play was quite decent. Limited to only "Deathmatch", the chaos was incredible. I would estimate that there were under a thousand online playing at the time, simply because "everyone knew everyone else". This all changed when mastermind David "Zoid" Kirsh introduced Threewave's CTF. Of all the people in the world who are responsible for revolutionizing gaming, Kirsh is on the top of my list, and I would do anything to meet him. Kirsh created some amazing CTF (capture the flag) levels that will go down in history as being the best ever. Instead of battling it out in a free for all deathmatch, now you could team up and play the old game of capture the flag. This modification spread like wildfire. This free modification was so addictive, that I have literally spent hundreds of hours playing it. Not only did it introduce a new way to play games online, it also became the staple foundation for all FPS since then. While many have been imitated, the intensity was never duplicated (only Unreal Tournament came close).

Soon thereafter, a multitude of mods came out. Some were good, some were just plain horrible. Probably the best mod was a simply patch that allowed you to use a "grappling hook". This grappling hook took CTF to a whole new level. It allowed you to attach to walls and ceilings and go where you thought never possible. This added even more strategy. Sure you could hang in the shadows somewhere sniping people as they strolled by, more advance players used it a whole new way. Timing your grapple across the room could propel you at 10 times the speed of running. If you were good enough, you could grapple, cannon ball, and shoot enemies that were lingering around. This method was simply perfect. For all of you old-schoolers, no longer would we have to nearly sacrifice our bodies with the infamous rocket jump.

By the second release of Threewaves CTF, Quake was at an all time high. Clans formed around the country, Quake-cons popped up everywhere and competitions were nearly everywhere. The third (and final) Threewave release ended up fizzling out, because many have moved on to other FPS's. The dismal release of Quake II came out, and many Quakers abandoned the series. Other games like Half Life, Duke Nukem and Unreal came out and Quake faded into the night. While myself and a handful continued to play, the competition became dominated by LPB's (low ping bastards). Those of us with 28.8 connections were getting run out of the scene, fragged beyond imagination and starved from gaming brilliance.

66 Says:
I know this review is a bit unorthodox, but hey, I'm reviewing a game way past it's prime. I hope that you enjoyed this bit of gaming history, and those of you who were in the middle of this game at the time stand proud. Do I recommend this game? Of course I do. I think all serious gamers should have this in your library for karma alone.

I truly wish everyone could have had the same experience that I had with the game, and how it really did change my life. I played this game more than any game past or present. Many newbies might call me 86 and outdated, but so be it. Just remember youngin's, when you play your fancy new FPS, you would never have it without the birth of Quake


Side Note:  The picture of the box isn't the original of the Quake series.  When compiling the review to the site, I found this for under $30 for all three games.  Talk about bargains.
 

Shane
netjak



All rights reserved. All contents copyright © 1999-2002 netjak.

info@netjak.com

 

 



Loved it?  Hated it?  Great review?  Or maybe it needed help.  Now's your chance for your voice to be heard!  Well, at least I'll read it...

 

Tellafriend

Tell your friends and family and neighbors and friends neighbors about the goodness at netjak...