Wednesday, June 22, 2016

Quake: 20th Birthday & Retrospective

Welcome back, fellow Otaku & Metalheads!

So way back in January, Duke Nukem 3d celebrated it’s 20th birthday. It’s legacy is a testament to it’s simplistic gameplay, looks, and it’s titular hero. Today celebrates another icon among 90s shooters. A title that brought new & innovative changes. A title that allowed a wave of creativity and change, and a title that is still celebrated by it’s fans. It introduced things that modern FPS games now seem to take for granted, and now it seems to be ignored by the establishment.

So get your trusty axe that doesn’t really do much, don your beaten-up battle armor, and enjoy a glimpse into the glory days of Quake!

Quake (1996)(Full Game)
Let’s begin this list with the star of the show. Released for DOS on June 22, 1996, the development for Quake was quite the venture. It was originally conceived as a follow-up to the Commander Keen series of games (Called The Fight for Justice), featuring a character named, ironically enough, named Quake. He would be the strongest & most dangerous person on the continent, as he would be armed with thunderbolts & a regeneration ring. The game was intended as a full-color side-scrolling RPG, but it wasn’t made in the end.

The RPG idea would be held on. Shortly after the release of Doom 2, Quake was given as a name to the game that Id was working on. The earliest information that came out stated that the character would be a “Thor-like” individual, wielding a giant hammer that would knock back enemies. The levels were originally designed in Aztec style, but the choice was dropped a few months into the project. There were also supposed to be more RPG elements, but due to time constraints, not to mention John Carmack working on the game’s engine & a TCP/IP networking model for the game itself. Instead, Id would embrace a gameplay style taken from Doom & it’s sequel. In the end, the game that players would eventually receive was what the group ended up making.....and nobody would have it any other way.

Best aspect? Let’s start off with the graphics! Up until this point, FPS games were 2d games based on sprites (Duke Nukem 3d is a partial exception), and graphics really weren’t pushing any boundaries. Then came along Quake, and everything changed. Gone was the usage of sprites, and in it’s place was the usage of polygons. This allowed for better use of lighting & textures, and there was a higher usage of angles. Weapons, enemies, and levels had a degree of detail that was essentially unheard of in the mid 90s. No-one had ever seen anything like this, and thus it brought in the age of 3d gaming across many platforms.

Secondly, the gameplay was FPS at it’s purest. No ducking behind cover to regain health, no cutscenes & quicktime events, etc. All this game is to get to point A to point B, solving small puzzles, looking for keys, and blowing apart some of the most flavorful enemies ever seen in a FPS game. It does get a little repetitive, but each of the 4 episodes were their own separate thing, and thus were different experiences (Enemies also became repetitive, but the configuration within each level is always a surprise). There’s even a 5th mini-episode.......but I can’t spoil that. You’ll just have to play the game to find out.

Lastly, Quake’s multiplayer was out of this world! While Doom & Duke Nukem 3d certainly had fantastic online gameplay, it was Quake that revolutionized it. It was just as fast as it’s singleplayer, and the opportunity to test your skills against another human foe was something everybody wanted to try. The mod community continued this, as they brought it new levels, game modes, and even skins. All you could do to differentiate your character from someone else was to change the color, but thanks to inventive fans, you could change into just about anything.

Worst aspect? Age. Much as I enjoyed it back in 1996, and still have fun playing it today, I can’t deny that Quake is a relic of it’s time. You can immediately tell when this game comes from due to it’s graphics, the gameplay comes from a (now) long-lost age, the bare bones story is incredibly laughable, and it’s popularity has waned when compared to more modern shooters (Good, bad, & indifferent). It’s fans still hold it close to their hearts, and perhaps more modern gamers look at it with curiosity & wonder, but it’s simply an old dinosaur at this point.

In a move that was typical back in the day, Quake got some extra content in the form of expansions packs. On February 28, 1997 the first pack (Scourge of Armagon) was released, and just a month later on March the 31st, Dissolution of Eternity came out to store shelves. Both expansions played along with the story from the main game, while simultaneously adding new & fresh content. Between the two, I always liked Dissolution of Eternity more. The time-travel aspect of the story always drew me into the world that the expansion pack created, not to mention the out-there monsters, items, and weapon upgrades (Lava Nails anyone?). It also doesn’t help that it contains one of my favorite levels in all of video gaming.

Curse of Osiris (Part 1)

Curse of Osiris (Part 2)

Quake. A classic from the 90s, and a title that cemented the popularity & legacy of first-person shooters, and mark the next stage in the genre’s evolution. For any of you modern gamers who want to have a glimpse into the past, this is a great game to start with. Recommended to the 10th degree. Next game!

Quake II (1997)(Full Game)
Perhaps the biggest irony of this game...is that it wasn’t supposed to have the “Quake” name in the first place!!!

Id had developed this game far removed from the original world that Quake took place in. Instead of a supernatural fantasy-style setting, this game took place on the sci-fi world of Stroggos, where humanity was fighting back against the cybernetic forces known as the Strogg (Original name, I know). Because of this new setting, they never even conceived the thought of putting this title in the Quake franchise, as it was supposed to be it’s own thing. However, due to the original Quake still being popular in 1997 (Thanks to advancements & fan support), and due to names the group thought up were taken by other game companies, they decided to put this new fangled game into the Quake family. So, on December 9, 1997, Quake 2 was released to eager fans, who thoroughly devoured it & highly praised the new Quake entry, and it’s still supported by said fans to this day.

Best aspect? For starters, the story is much more developed than the one found in Quake. It’s still very bare bones, but the fact that they put a little more time in, means there’s a little more substance. As you traverse the episodes, there does appear to be a sense of urgency to win the war. The radio chatter of the military, coupled with the bodies of fellow marines found throughout many of the levels (and in prison & biological facilities), gives Quake II a little more depth than it’s predecessor. This also ties into Q2's graphics & sound: while things aren’t massively improved, there definitely is a better look to everything. Textures & lighting come across as mildly more organic & real (At the time, at least), weapons & enemies look a little menacing, and the sounds are a little more crisp. It’s not a big leap, but things definitely are more advanced than before.

Secondly, Quake II’s gameplay remains largely the same as that of the original Quake. It’s still a fast-paced run & gun style game, where your main goal is to get from point A to B, and kill everything that’s in front of you. The big difference is how it’s structured: while still a fast game, there’s more of a mission structure to everything. Through out each level, there’s a primary objective, and sometimes a secondary one as well. The primary objective is needed to advance the level, while the secondary objective is essentially optional. Every once in a while you got a little backtracking to do (Levels are often interconnected because of primary objectives), but in a way I don’t mind. It’s a little annoying, but it’s interesting to see how Id connected the levels together, and thus creates something of a more epic adventure.

Finally, Quake II has some of the best multiplayer in all of FPS gaming. Me & my Dad roared throughout the various levels, skins, and mods. We put so many holes in the way, swiss cheese has to look away. No levels exemplifies this more than The Edge: perhaps one of the most iconic levels in multiplayer gaming, The Edge is a arena where only the strongest warriors can fight. It’s got something for everybody. Small hallways for up-close combatants, high ledges for more cautious gunman, and wide areas where everybody can dive in for a bloody free-for-all. Definitely a fun time!

The Edge (Gameplay)

Worst aspect? As with Quake, age is this game’s biggest detriment. Pretty much everything I said when I was talking about this above I can repeat here: dated graphics, weak story, etc. In Q2's defense, I always felt that this game aged better than it’s precursor. Graphics are improved, the story is better (But still weak), and it’s popularity has managed to rise up & down with less frequency. It might be an old title, but it still has a few hairs on it’s head.

Like the original game, Quake 2 had two expansions released for it: Quake 2: The Reckoning by Xatrix Entertainment on May 31, 1998, and Ground Zero on August 31 in the same year by Rogue Entertainment. Both of these two developers might be familiar to FPS games of the 90s, as Xatrix was the group that made the obscure Redneck Rampage (As well as one of it’s expansions), and Rogue Entertainment were the ones that made Dissolution of Eternity a year after the original Quake. As with the original expansions, The Reckoning & Ground Zero expanded upon the main story, introducing new enemies, weapons, and locales to run & gun through. Between these two, I enjoy Ground Zero a little more than The Reckoning. While I find myself struggling a little to remember the both of these, I seem to remember GZ a little more. Maybe it’s because of it’s more exotic enemy/weapon additions, or because of it’s more unique levels, I’m not sure. Point is, Ground Zero seems to pop into my head more than The Reckoning does, but The Reckoning does peek in from time-to-time.

I should make mention of two unofficial expansions for Quake II. More specifically, I wanted to talk about the PC Gamer flavored mini-episodes. For anyone even remotely familiar with the magazine (Especially their 90s incarnation), they’ll immediately recognize the mascot, Coconut Monkey. To give a brief synopsis for those unfamiliar, he was a perky individual that was developing his own game (Gravy Trader), but he couldn’t do much else, because as he would say, “But I have to hands”. Anyways, two little episodes stared the nutty primate: Coconut Monkey in Paradise Lost, & Coconut Monkey in Dry Gulch. They were really just 1 large level, divided into little sub-levels, but they were a lot of fun to play! I honestly couldn’t decide which one I appreciated, as they both had nice quirks that really stuck with me. If you’re curious to see what they looked like & played, check out the links below.

Coconut Monkey in Paradise Lost

Coconut Monkey in Dry Gulch (Part 1 / Part 2 / Part 3)

Quake II. A big improvement upon the foundation that Quake established, while at the same time creating it’s own unique world & story. If you prefer pure Science Fiction over Sci-Fi/Fantasy, then this will be for you. Next game!

Quake III Arena (1999)(Gameplay)

And here we come to the oddball of the Quake franchise. Released on December 2, 1999, Quake 3 Arena deviated massively from the previous two entries. As it’s been previously stated in Quake & Quake 2, the stories themselves weren’t the strongest out there, and because of this Id took it out of the game completely (With one exception), and decided to focus squarely on it’s multiplayer component. However, it wasn’t without some issues, most notably a leak. In early March of 99, a internal hardware vendor (IHV for short) was leaked out by ATI, a graphics company. This leak was composed of 1 level & working weaponry, but some textures weren’t available along with other issues (2 weapons didn’t make it in, along with some sounds). Despite this leak, fans absolutely enjoyed the final product when it came out in early December, and still has a cult following to this day.
   
Best aspect? For one thing, the graphics! While Quake & Quake 2 definitely revolutionized the FPS genre with their appearances, by the late 90s other games (FPS or not) were pushing the boundaries of how things would look. Textures were very detailed for it’s time, some surfaces were reflective, there was some interesting lighting effects going on, and there was even some small water & liquid effects added. Levels were gritty, atmosphere was moody & bleak, the characters looked like individuals that would kill you in a dark alleyway, and the weapons looked & felt like implements of destruction outlawed by the Geneva Convention. It’s pretty impressive as to what the Id Tech 3 engine was capable off back in 1999.

Secondly, and just as importantly, is the multiplayer focus. From the nearly the very beginning, Id’s goal was to create a first-person-shooter that would take multiplayer by the balls, and it definitely succeeds. Gameplay is fast & furious, as you’re trying the dodge past your foes’s own attacks, and snag a weapon that’ll take them out in turn. Your battles against your opponents take place over a variety of dark, grimy, and bleak levels. There’s fog, lava, and all other sorts of obstacles placed on the battlefield. One misstep during a firefight, and the level itself might take you out. Definitely want to stay on your toes!

Finally, the last great thing about Quake III Arena was it’s mod & map community! Back in the day, I can’t tell you how many skins my Father downloaded, not to mention levels. Some of the levels were small & compact, but others were large & impressive. My favorite custom map took place in a backyard, where the player was shrunken down like Honey I Shrunk The Kids. There were nooks & crannies all over to hide in, but there were wide open spaces to have some particularly awesome gunfights. Skins were all over the place, some of them more grandiose that others, with my personal favorite being able to play as Johnny Bravo. Do the monkey with me!

Worst aspect? Strangely enough, I find that the lack of singleplayer to be Quake III’s biggest issue. I completely understand what this game’s purpose was, and it success perfectly, but at the same time Id crafted a really unique world, with a story that would have lend itself to a singleplayer quite well. It’s ironic that I’m complaining about this, as there’s technically a singleplayer available to play, with a weak story sewn in, but it’s really just bot matches among the various levels, which are split up into “episodes”. It’s hallow, but a singleplayer is there to use.

Ironically, Quake III was an exception to Q 1 & 2 for the fact that there was only 1 expansion of sorts released. Quake III: Team Arena was release on December 19, 2000, and was geared far more towards team multiplayer, as evident by the variety of team-based game modes. I really don’t remember this expansion much, but I definitely recall reading a review of it in PC Gamer, and the reviewer gave it 32 out of 100 (If I remember correctly. Although, I’ve seen ratings go from 69 to almost 74 out of 100). As such, I really can’t describe anything from this expansion, as I barely remember plaything the thing. One aspect I do remember is the updated Q3 graphics, which paved the way for a wave of Q3-powered games (Return to Castle Wolfenstein immediately comes to mind). Improved graphics, better textures, you name it.

Quake III Arena. An oddity within the Quake franchise, but a pleasant oddity. If you want a full-blown multiplayer experience, one in which the community is still surprisingly strong, then this game is for you. Next!

Quake 4 (2005)(Full Game)
So now we come full circle with this title, Quake 4. Released on October 18, 2005, Q4 marked the first time that a Quake game was not developed by Id Software. Okay, maybe not completely developed. While Id did provide the Id Tech 4 engine, and did some preliminary work, the game would ultimately be completed by Raven Software. The reason for this is quite simple: a new game was underway at Id, and because of a new graphics engine that was being made for it, the group simply couldn’t do both at the same time. Because of this, Id handed Quake 4 over to their longtime allies at Raven so they could work on their new project, while Raven would finish up what Id started. The end result is the game you see before you, and while it was more fluctuated in terms of ratings, it was generally considered to be a good game by a majority of fans.

Best aspect? For being the first game outside Doom 3 to utilize the then new Id Tech 4 engine, it does a damn good with it! The Stroggos homeworld has never felt more alive, and it’s inhabitants fell more real than any other entity in the Quake universe. The usage of lighting & textures makes all of the levels feel far more alive, and even the humans forces you fight alongside are more realistic than the blocky figures of yore. The various Strogg forces have received new looks, as they’re far more menacing than their now rather cartoonish original forms. Some original enemies have even been altered (The Iron Maiden can now levitate & teleport short distances, and can unleash a short-ranged scream to disorient the player), and new Strogg are introduced to shake things up from the original cast. Nothing like a cyber-dog trying to rip your face off & teleporting more enemies in!

The weapons are another plus. In addition to looking pretty badass, it’s a rogue’s gallery from across Quake’s history. There’s plenty of guns from Q2 (Which makes sense), but the classic Nailgun makes an appearance, as well as the Thunderbolt (Renamed the Lightning Gun). Hell, even a modified version of the BFG9000 shows up, only this time it’s called the Dark Matter Gun, and it shoots slow-moving black holes that can suck up targets, then detonate in a wide area. In a funky twist, the game upgrades some of the weapons as you traverse the battlefield, with the Lightning Gun being able to bounce to other targets, and the Nailgun became equipped with a scope that can lock-on targets when zoomed in. You’ll need these upgrades, as the Strogg will be getting stronger as you go deeper into the game, and you’ll need every advantage you can get!

One final positive for Quake 4 comes from the singleplayer. More specifically, the Stroggification sequence. It was always hinted at in Quake 2, sometimes even glanced at briefly, but never really shown or implied. The kiddy gloves finally came off with this game: about halfway through the player is captured by the Strogg, and is placed in one of their many genetic facilities when humans are harvested & transformed. You are strapped down to a table, and one guy in front of you is strapped down as well. The two of you are moved through this facility, and you watch what the poor unfortunate sap in front of you goes through before you suffer the same fate. If you have a strong stomach, check it out below.

Stroggification Sequence

Worst aspect? The main story is perhaps the biggest issue. It’s very obvious that they’re trying really hard to do something with it’s setting & characters, but it doesn’t really do anything. As such, the effort becomes rather pointless, since Quake 4 is trying to get you to feel for the characters & what they go through, and fails pretty damn hard. Even your own character is given a background, but it’s just a waste of time. It’s a shame, as you hear things from other NPCs about you, but nothing’s really done.

My only other gripe with Quake 4, as it seems to be with some of the other games, is age. Despite being just a little over a decade old, Q4 feels much older than a decade. Something about the gameplay comes across as very dated, despite the new look & feel of everything. Even the multiplayer comes off as dated, with the rehashing of The Edge from Q2's multiplayer and the Gauntlet melee weapon from Quake 3. It might not have everything in common with Quake 1 & 2, but it’s not trying to do anything new & original either. Even when you become Stroggified, all it does is increase health & armor by 25 points, you’re able to understand some of the Strogg language, and in one brief level you’re criticized for becoming the enemy (But nothing happens after). Simply put, Quake 4 feels much more of a relic that Quake 1, 2, and even 3 are. 

Quake 4. A title that’s simultaneously dated yet classic. If you’re look for a fun (but flawed) extension of the Quake 2 universe, this game is for you!

So that was a look into the franchise known as Quake. Definitely a series of it’s time, but a series in which it still remains strong, and one in which the fans are still in love with today. For modern gamers who want a glimpse into the past, or older gamers who want a taste of nostalgia, Quake is the series for you! I’ll see you all next month for part 2 of the Summer of Thrash, when we’ll take a listen......to the sadistic sounds of Sodom. See you then!





***
Although there was one more entry into the Quake series (Enemy Territory: Quake Wars), I never touched it back in 2007, and thus I don’t count it in this post, despite it being part of the franchise. Also, if you want a interesting look into this franchise (Many of the facts I used were from this), check out the link below:

RetroAhoy: Quake

If you’d like to read about the history of this franchise, then check out what Wikipedia has to say about it below:

Quake Series (Wikipedia)

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