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PCPP#001: Quake Preview

CLASSIC PCPP

PCPP#001: Quake Preview

Wed, 12 July 2006
posted by: This e-mail address is being protected from spam bots, you need JavaScript enabled to view it | originally written by: Ben Mansill | published: March 1996
commentary: Don't laugh. Our Doom 3 previews are probably going to look even worse by 2016.

(click the cover for a full-size image)

Quake needs to be very special to live up to the hype. Going on the primitive deathmatch beta id recently released, things are looking good

Few words stir a gamer’s heart like Quake does. Having conquered the world with Doom, id Software have been busy lads of late, alternating between taking phone calls from their Ferrari mechanics and knocking up another masterpiece. Great expectations have been placed on id, but whatever form Quake takes, it will surely disappoint some, just as it will unconditionally please must of the rest of us.

A visit to the action games newsgroup on the internet shortly after ANY new 3D game is released shows heated debate. All new games are compared to Quake, despite the fact that until recently nobody outside id actually knew anything about it. This ridiculous situation reached new heights after the Duke Nukem 3D demo appeared, the Duke vs. Quake threads ran for many screens and were largely composed of meaningless and parochial posturing.

Then, two weeks later, id blew everyone away by releasing an unusual form of demo onto the net...
Amazing particle physics and everythink!


ORZM SKREENZ!!

We'd link to full-sized version of these shots, but they're only 320x240. That's the res this game used to run at on your Pentium 233MMX.
It was a deathmatch only, three level, monsterless game world, but it was Quake. We could walk around inside it, touch the walls and live inside the legend. Whether id released the deathmatch demo to steal Duke Nukem 3D’s thunder will remain known only to id, but the end result is that we got a look at Quake sooner than we’d expected.

The demo is both primitive and immensely impressive. On the primitive scale, the 3D engine is not fully optimised for speed and as mentioned before, is a barren place for all but network equipped multi-players. Or at least that ought to have been the case, but being Doom’s big brother, Quake was natural prey for hackers. It didn’t take long at all, within two days of deathmatch Quake’s appearance a tired and gifted hacker had released a patch that set free the monsters that were imbedded in the code. Again, whether id intended this to be discovered will remain their secret, but the assumption has to be the either they planned on this happening, or simply, someone stuffed up big-time.

The hackers continued relentlessly. By day three a basic level editor was posted and on day four, a texture editor allowing tailor made wall and object textures. At the time of writing, only two weeks have passed since deathmatch Quake was released, but 57 known editors/utilities and custom levels have already been posted. Among them are editors of increasing user-friendliness, patches that allow modem play, weapons modifications, new sounds and levels, as well as texture patches that change the look of deathmatch characters to the likes of Boba Fett, the Terminator, the Predator, Henry Rollins and naturally, the original Doom space marine among many others. And they’re still coming. This is insane, this is fantastic.

While the game itself isn’t expected until the end of the year, it’s clear that id will sell every CD they care to press. Ostensibly a network/modem game, Quake will still offer probably the greatest one player action experience yet. Something for everyone, in other words. Here’s what we know so far:

- Quake may not be, in fact, called “Quake”. A German company has the word copyrighted, so id may have to think of another cool sounding yet meaningless name.

- Get used to simultaneous mouse and keyboard control. Holding the \ key allows the mouse to control the viewpoint, whole the engine supports and encourages the Logitech 3-button standard. Word from inside id is that this is the only way to play, unless you master this skill, you’re meat.

- The lightsourcing will be less sophisticated than expected. No realtime shadows or weapon-based effects (like Dark Forces’ laser lighting up dark halls).

- Enemy AI vastly superior to Doom’s. Instead of mindlessly pursuing, monsters will attempt to cut you off by heading around the back way to wherever you’d retreated.

- Versions for DOS, Win 95, LINUX, NeXT, IRIX and MAC.

- Fully-programmable joystick support, including using the hat on CH and Thrustmaster sticks for looking around.

- Accurate death physics – sneak up behind and kill with one point-blank shot, dismemberment and accurately placed body wound graphics.

- Support for microphone communication in deathmatch through the soundcard – possible with volume proportional to distance within the game environment.

- Unlike Duke Nukem 3D, Quake won’t allow bullet holes on wall surfaces.

- Trent Reznor of Nine Inch Nails fame is doing the sound effects, but there won’t be a music soundtrack.

- Players can move and stand on dead bodies. Blood splatters realistically.

- So many resolution modes that Quake will be configurable for just about any PC – so long as it’s a DX2/66 or higher.

- Attributes for the game world’s physics can be altered, such as reducing gravity to enable huge leaps or increasing friction to slow things down.


The Quake world will be medieval, with rambling castle-style architecture. Incongruously though, high-tech weaponry like grenade and rocket launchers are in there too. None of this matters much, Quake probably won’t have a plot to speak of. The id philosophy is simply that the game world should be complex, but not the controls or devices. This isn’t a role playing game, it’s a fully 3D environment (Duke Nukem 3D isn’t) that encourages and rewards combat prowess. Playing deathmatch Quake is a far more absorbing experience than Doom (bless it) ever was. We’ll keep you posted on Quake news as it develops.
 


PCPP#160 Available December 10!

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