Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Niidae Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Quake (video game)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{Short description|1996 video game}} {{About|the video game|the series|Quake (series)}} {{more citations needed|date=August 2017}} {{Use mdy dates|date=April 2023}} {{Infobox video game | title = Quake | image = Quake1cover.jpg | developer = [[id Software]]{{efn|The enhanced version of the game was developed by [[Nightdive Studios]].}} | publisher = [[GT Interactive]]{{efn|{{blist|ClickBOOM published the game on the AmigaOS;|[[MacSoft]] published the game for the Mac OS;|[[Sega]] published the game for the Sega Saturn;|[[Midway Games]] published the game for the Nintendo 64;|[[Macmillan Publishers (United States)|Macmillan Digital Publishing USA]] published the game for Linux.|R-Comp Interactive published the game for [[RISC OS]] in 1999<ref>{{cite web|url=https://www.acornarcade.com/articles/Quake_-_Getting_Started/index1012.html|title=Quake - Getting Started|website=Acorn Arcade|access-date=2024-07-13|first= Alasdair|last=Bailey|date=2000-10-30}}</ref>|In 2001, [[Activision]] published the game in a compilation pack which includes ''Quake II'' and ''Quake III Arena'' known as ''Ultimate Quake''.|In 2021, [[Bethesda Softworks]] published the enhanced version of the game.}}}} | director = | producer = | designer = [[John Romero]]<br />[[American McGee]]<br />[[Sandy Petersen]]<br />[[Tim Willits]] | programmer = [[John Carmack]]<br />[[Michael Abrash]]<br />John Cash | artist = [[Adrian Carmack]]<br />[[Kevin Cloud]]<br />Paul Steed | writer = | composer = {{collapsible list|title={{nobold|[[Trent Reznor]]<br />[[Nine Inch Nails]]}}<ref name=NIN>{{Cite web |year=2011 |title=American McGee on Quake |url=https://www.quaddicted.com/interviews/americanmcgee |access-date=December 13, 2014 |publisher=Quaddicted}}</ref>|'''Nintendo 64'''<br />[[Aubrey Hodges]]<br />'''Scourge of Armagon, Dissolution of Eternity'''<br />Jeehun Hwang}} <!-- DO NOT REMOVE! CREDITED AS IT IS IN THE GAME --> | series = ''[[Quake (series)|Quake]]'' | engine = [[Quake engine|''Quake'' engine]]{{efn|The Sega Saturn version of the game, developed by Lobotomy Software, uses the Slavedriver engine. The enhanced version uses the Kex Engine.}} | platforms = {{ubl|[[MS-DOS]]|[[IBM AIX]]<ref name=IBM>{{Cite web |title=Quake Version 1.07 on RS/6000 Systems |url=https://public.dhe.ibm.com/aix/freeSoftware/games/Quake/ |access-date=August 29, 2024}}</ref>|[[AmigaOS]]|[[Classic Mac OS]]|[[RISC OS]]|[[Sega Saturn]]|[[Nintendo 64]]|[[Linux]]|[[Microsoft Windows|Windows]]|[[PlayStation 4]]| [[PlayStation 5]]|[[Xbox One]]|[[Xbox Series X and Series S|Xbox Series X/S]]|[[Nintendo Switch]]|[[BeOS]]<ref name=BeOS>{{Cite web |title=BeOS software repository directed to from be.com |url= http://www.bebits.com/browse/89 |archive-url= https://web.archive.org/web/20011216075833/http://www.bebits.com/browse/89 |access-date=October 4, 2024|archive-date= December 16, 2001 }}</ref>}} | released = {{collapsible list |title={{Nobold|June 22, 1996}} |'''MS-DOS, Windows'''{{Video game release|NA|June 22, 1996 <small>(shareware)</small><ref>{{Cite web |date=August 30, 1996 |title=id Software's QUAKE hits retail outlets worldwide; QUAKE and a Slurpee - Gamers can pick up QUAKE shareware at 7-Eleven |url=http://www.thefreelibrary.com/id%2BSoftware%27s%2BQUAKE%2Bhits%2Bretail%2Boutlets%2Bworldwide%3B%2BQUAKE%2Band%2Ba...-a018630810 |archive-url=https://web.archive.org/web/20080820131102/http://www.thefreelibrary.com/id+Software's+QUAKE+hits+retail+outlets+worldwide%3b+QUAKE+and+a...-a018630810 |archive-date=August 20, 2008 |access-date=November 2, 2022 |website=[[Business Wire]] |via=[[The Free Library]]}}</ref>|NA|July 22, 1996 <small>(full version)</small><ref>{{Cite web |date=July 1997 |title=blue's Quake Rag - July News |url=https://www.bluesnews.com/archives/july96.html |access-date=October 2, 2019 |website=Blue's News}}<br/>'''July 19 - The registered Quake will ship on Monday, July 22''': "The latest update from Mike Wilson of id Software: <nowiki>'...the full version of quake will be shipping to our direct order customers on monday!'</nowiki>"</ref>|EU|August 25, 1996<ref>{{Cite web |date=February 10, 1998 |title=Online Gaming Review |url=http://www.ogr.com/news/news0896.html |archive-url=https://web.archive.org/web/19980210124955/http://www.ogr.com/news/news0896.html |archive-date=February 10, 1998 |access-date=April 16, 2023}}</ref>|WW|May 31, 2007 <small>(Steam)</small>}} |'''Linux'''{{Video game release|WW|July 5, 1997<ref name=BluesJulyLinux>{{Cite web |date=July 1997 |title=blue's Quake Rag - July News |url=https://www.bluesnews.com/archives/july96.html |access-date=October 2, 2019 |website=Blue's News}}<br/>'''July 5 - Linux Quake Released''': "Dave Taylor's eagerly awaited Linux port of Quake 0.91 (303 KB) has been released."</ref>}} |'''Mac OS'''{{Video game release|NA|August 28, 1997<ref name=BluesAugMac>{{Cite web |date=August 1997 |title=blue's Quake Rag - August 23-29, 1997 News |url=https://www.bluesnews.com/archives/aug97-4.html |access-date=October 2, 2019 |website=Blue's News}}<br/>'''Thursday, August 28, 1997 - MacQuake Out?''': "I've heard from several people that the full MacQuake is now available in stores."</ref>}} |'''Saturn'''{{Video game release|EU|November 27, 1997<ref>{{Cite web |date=1998-02-01 |title=sega-online.quake! (saturn) |url=http://www.sega-europe.com/saturn/sgames/quakemore.html |access-date=2023-05-03 |archive-url=https://web.archive.org/web/19980201234154/http://www.sega-europe.com/saturn/sgames/quakemore.html |archive-date=1998-02-01 }}</ref>|NA|December 2, 1997}} |'''Nintendo 64'''{{Video game release|NA|March 24, 1998|EU|May 24, 1998}} |'''Nintendo Switch''', '''PlayStation 4''', '''Xbox One'''{{Video game release|WW|August 19, 2021<ref>{{Cite web |date=August 19, 2021 |title=Quake rated for modern consoles and PC |url=https://www.polygon.com/22632247/quake-rerelease-rated-esrb-pc-ps4-xbox-one-nintendo-switch-launch-date |website=[[Polygon (website)|Polygon]]}}</ref>}} |'''PlayStation 5''', '''Xbox Series X/S'''{{Video game release|WW|October 12, 2021<ref name="PS5 XS release">{{Cite web |date=October 12, 2021 |title=Quake's free "next-gen" upgrade now available for Xbox Series X/S and PS5 |url=https://www.eurogamer.net/articles/2021-10-12-quakes-free-next-gen-upgrade-now-available-for-xbox-series-x-s-and-ps5 |access-date=October 12, 2021 |website=Eurogamer}}</ref>}} }} | genre = [[First-person shooter]] | modes = [[Single-player]], [[multiplayer]] }} '''''Quake''''' is a 1996 [[first-person shooter|first-person shooter game]] developed by [[id Software]] and published by [[GT Interactive]]. The first game in the [[Quake (series)|''Quake'' series]],<ref>{{Cite journal |date=July 2012 |title=Retro Diary |journal=[[Retro Gamer]] |location=Bournemouth |publisher=[[Imagine Publishing]] |issue=104 |page=13 |issn=1742-3155 |oclc=489477015}}</ref> it was originally released for [[MS-DOS]] and [[Microsoft Windows]], followed by [[Classic Mac OS|Mac OS]], [[Linux]] and [[Sega Saturn]] in 1997 and [[Nintendo 64]] in 1998. The game's plot is centered around teleportation experiments, dubbed slipgates, which have resulted in an unforeseen invasion of Earth by a hostile force codenamed Quake, which commands a vast army of monsters. The player takes the role of a soldier (later dubbed Ranger), whose mission is to travel through the slipgates in order to find and destroy the source of the invasion. The game is split between futuristic military bases and medieval, gothic environments, featuring both [[science fiction]] and [[fantasy]] weaponry and enemies as the player battles possessed soldiers and demonic beasts such as ogres or armor-clad knights. ''Quake'' heavily takes inspiration from [[gothic fiction]] and in particular the works of [[H. P. Lovecraft]]. The game went through many revisions during development, and had originally been inspired by a ''[[Dungeons & Dragons]]'' campaign held among id Software staff.<ref name=PCGamer>{{cite magazine |last=Poole |first=Steve |date=October 1995 |title=Brace Yourself for Quake |url= |magazine=PC Gamer |pages=64β70}}</ref> The successor to id Software's [[Doom (franchise)|''Doom'' series]], ''Quake'' built upon the technology and gameplay of its predecessor.<ref>{{Cite magazine |last=Hsu |first=Dan |date=October 1997 |title=Creature Feature |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |issue=99 |page=102}}</ref> Unlike the [[Doom engine|''Doom'' engine]] before it, the [[Quake engine|''Quake'' engine]] offered full [[Real-time rendering|real-time 3D rendering]] and had early support for [[3D acceleration]] through [[OpenGL]]. After ''[[Doom (1993 video game)|Doom]]'' helped popularize [[multiplayer]] [[Deathmatch (video games)|deathmatch]]es, ''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]].<ref name=NIN/> ''Quake'' is often cited as one of the [[List of video games considered the best|best video games]] ever made.<ref>{{Cite web |last=Gordon |first=David |date=February 6, 1999 |title=The 50 Best Video games: A Legend In Your Own Living-Room |url=https://www.independent.co.uk/arts-entertainment/the-50-best-video-games-a-legend-in-your-own-livingroom-1068932.html |website=[[The Independent]]}}</ref><ref>{{Cite web |title=The 100 Greatest Games Of All Time |url=http://www.empireonline.com/100greatestgames/ |archive-url=https://web.archive.org/web/20110515221956/http://www.empireonline.com/100greatestgames/ |archive-date=2011-05-15 |access-date=2023-04-30 |website=[[Empire (magazine)|Empire]]}}</ref><ref>{{Cite web |date=2010-01-11 |title=FHM's 100 Greatest Games of All Time |url=http://www.fhm.com/reviews/console-games/fhms-100-greatest-games-of-all-time-20090901 |archive-url=https://web.archive.org/web/20130430073137/http://www.fhm.com/reviews/console-games/fhms-100-greatest-games-of-all-time-20090901 |archive-date=2013-04-30 |access-date=2023-04-30 |website=FHM.com}}</ref> 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]].<ref name="mastersdoom" /> 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.<ref name="PS5 XS release" /> ==Gameplay== ===Single-player=== [[File:Quake gameplay.png|thumb|left|In-game screenshot, with the player armed with the Super Shotgun, a double-barreled shotgun]] 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".<ref>{{Cite book |title=Quake (game manual) |publisher=ID Software |year=1996 |page=3}}</ref> ''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 (video gaming)|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. ===Multiplayer=== 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 [[Cooperative video game|co-op (cooperative)]] mode, or play against each other in multiplayer (see [[LAN party]]). When players die in multiplayer mode, they can immediately [[spawning (computer gaming)|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 (gaming)|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 (computer gaming)|clan]]). Players frequently implement [[Mod (computer gaming)|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.<ref>{{Cite magazine |last1=Fitzpatrick |first1=Alex |last2=Pullen |first2=John Patrick |last3=Raab |first3=Josh |last4=Grossman |first4=Lev |last5=Eadicicco |first5=Lisa |last6=Peckham |first6=Matt |last7=Vella |first7=Matt |date=2016-08-23 |title=The 50 Best Video Games of All Time Ranked |url=https://time.com/4458554/best-video-games-all-time/ |magazine=[[Time Magazine]]}}</ref> [[Strafing (video games)|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]].<ref>{{Cite book |title=Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Games Development, ICOMP '06 : Las Vegas, Nevada, USA, June 26-29, 2006 |date=2006 |publisher=CSREA Press |isbn=1-60132-005-1 |oclc=255355771}}</ref> A notable participant was [[Dennis Fong]], who won [[John Carmack]]'s [[Ferrari 328]] at the Microsoft-sponsored [[Red Annihilation]] tournament in 1997.<ref>{{Cite AV media |url=https://www.youtube.com/watch?v=y6H4x-J7lr0 |title=Thresh vs. Entropy in 4K Ferrari Match Thresh POV Quake 1 One Classic |date=25 August 2019 |archive-url=https://ghostarchive.org/varchive/youtube/20211209/d3iS3k-e-Pc |archive-date=9 December 2021 |url-status=live |via=[[YouTube]]}}</ref> ==Synopsis== In the single-player game, the player takes the role of the protagonist, unnamed in ''Quake'' but referred to as Ranger in later games (voiced by [[Trent Reznor]]),<ref>{{cite web |last1=Sarkar |first1=Samit |title=Quake's hero comes to Quake Champion |url=https://www.polygon.com/2017/5/3/15532362/quake-champions-ranger-trailer |website=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |access-date=February 24, 2025 |date=May 3, 2017}}</ref> who is sent into a portal in order to stop an enemy [[code-name]]d "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 [[rune]]s 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 world|hub level]] to select a difficulty setting and episode, and the game's final boss level. Each 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 architecture|gothic]], [[Middle Ages|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]].<ref name=CthuluQu>{{Cite web |last=Wilson |first=Mike |date=June 22, 2021 |title=Cthulu and Quad Damage: Quake at 25 |url=https://bloody-disgusting.com/video-games/3663214/cthulhu-quad-damage-quake-25/ |access-date=January 28, 2023 |website=[[Bloody Disgusting]]}}</ref> Dimensional Shamblers appear as enemies, the "Spawn" enemies are called "Formless Spawn of [[Tsathoggua]]" in the manual, the [[boss (video gaming)|boss]] of the first episode is named Chthon, the main villain is named [[Shub-Niggurath]] and is explicitly stated to be an [[Great Old Ones|Old One]], and the four episodes all have Lovecraftian names.<ref name=CthuluQu/> ==Development== ===Design=== ''Quake'''s development was troubled, and the game went through several incarnations over the course of its development. ====''The Fight for Justice'' (1990-91)==== In the early 1990s, the staff at [[id Software]] had a private ''[[Dungeons & Dragons]]'' game, which would go on to inspire a number of elements in their titles over the following years. With [[John Carmack]] as [[Dungeon Master|DM]], the campaign featured a group of adventurers named the Silver Shadow Band. The group were named for the silver dragon on which they flew, and each represented one of the core stats of the game. Among them was a powerful character named Quake, representing strength, who fought with a magic hammer capable of destroying buildings. Quake was accompanied by a floating magic artefact named the Hellgate Cube which attacked his foes with lightning bolts.<ref name="doomguy 198-213">{{Cite book |last=Romero |first=John |title=Doom Guy: Life in First Person |publisher=Abrams Press |year=2023 |isbn=978-1-4197-5811-9 |location=New York |pages=198β213 |oclc=on1389830938}}</ref> [[John Romero]] described fighting alongside Quake as the most fun they had playing ''D&D''. The Silver Shadow Band did "contract work for Justice, an even more powerful group". The original campaign concluded in early 1992, after Romero's character made a deal with a demon, exchanging a book called the Demonomicron for a magic sword called the Daikatana, which resulted in a demonic invasion that wiped out the [[Material Plane]].<ref>{{harvnb|Romero|2023|pp=126β145}}</ref> 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 [[Video Graphics Array|VGA]] full-color [[Side-scrolling game|side-scrolling]] [[role-playing video game]], ''The Fight for Justice'' was never released. The team briefly explored making the project in 1991 but abandoned the idea as the technology for it simply did not exist at the time. The project was only in development for about two weeks.<ref name="doomguy 198-213" /> ====As a melee action game (1994-95)==== A return to the ''Quake'' concept was raised by John Romero in a meeting in late 1994, when discussing the next [[Game engine|engine]] and main project after the completion of ''[[Doom II]]''. Newer members of the team, including [[American McGee]] and [[Sandy Petersen]], had not been present for the original D&D campaign or game project, but were on board with the idea after it was explained to them, and the team was then in agreement about the broad direction of the title. In a December 1, 1994, post to an online bulletin board, John Romero wrote, "Okay, people. It seems that everyone is speculating on whether Quake is going to be a slow, RPG-style light-action game. Wrong! What does id do best and dominate at? Can you say "action"? I knew you could. Quake will be constant, hectic action throughout β probably more so than Doom".<ref>{{Cite journal |date=October 1995 |title=Quake Short Stories |journal=Maximum: The Video Game Magazine |publisher=[[Emap International Limited]] |issue=1 |page=135}}</ref> The team entered into an R&D phase while Carmack was working on the engine. By 1995, the outline for the game included a medieval setting, hand-to-hand combat, thrown weapons, an area of effect attack with the hammer, and feeding souls to the Hellgate Cube.<ref name="doomguy 198-213" /> Some early information on ''Quake'' was released publicly, focusing on a [[Thor]]-like character who wields a giant hammer.<ref>{{Cite magazine |last=Longden |first=Willie Francis |date=June 1994 |title=This Horse Is A Norse |url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=119 |department=The Rumor Bag |magazine=Computer Gaming World |pages=178}}</ref><ref>{{Cite magazine |last=Lombardi |first=Chris |date=July 1994 |title=To Hell and Back Again |url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=120 |magazine=Computer Gaming World |pages=20β24}}</ref><ref name=Max6>{{Cite journal |last1=Jevons |first1=Daniel |last2=Leadbetter |first2=Richard |date=May 1996 |title=The Maximum id Inquisition Begins Here! |journal=Maximum: The Video Game Magazine |publisher=[[Emap International Limited]] |issue=6 |pages=96β97}}</ref> A close up of Quake holding his hammer was on the cover of ''[[PC Gamer]]'' for the October 1995 issue, and screenshots showed medieval environments and a dragon.<ref name=PCGamer/> Romero revealed in 2023 that the dragon model was never actually implemented, and had simply been placed in the sky for the screenshot. The plan was for the game to have more role-playing-style elements.<ref name="doomguy 214-235">{{harvnb|Romero|2023|pp=214β235}}</ref> An ''[[Aztec (video game)|Aztec]]'' style texture set was developed for the project, but the set was not used due to artistic opposition from American McGee, who preferred a more heavy metal themed look for his levels. This second texture set was used for the Vaults of Zin.<ref>{{harvnb|Romero|2023|pp=236β247}}</ref> Before gameplay could be worked on in earnest, Carmack would need to build the game engine which was a significant undertaking, and took much longer than anticipated.<ref name="doomguy 198-213" /> Carmack 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- the networking model first, used for a game which was otherwise in the ''Doom II'' engine, and then the 3D overhaul for a second title.<ref name="doomguy 248-274">{{harvnb|Romero|2023|pp=248β274}}</ref> The [[Quake engine|''Quake'' engine]] popularized several major advances in the genre: polygonal models instead of [[prerendered]] [[sprite (computer graphics)|sprites]]; full 3D level design instead of a [[2.5D]] map; prerendered [[lightmap]]s; and allowing end users to partially program the game (in this case with [[QuakeC]]), which popularized fan-created [[Mod (computer gaming)|modifications (mods)]]. ====As a first person shooter (1995-96)==== Working with a game engine that was still in development presented difficulties for the designers.<ref>{{Cite magazine |date=October 1997 |title=The Great Escape |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=34 |page=44}}</ref> Around fifty levels were developed during the R&D process, but engine changes meant that the team was frequently having to redo work. Much of this needed to be scrapped by the time the engine was completed in late 1995. The team was burned out from the process, and raised the idea of using the existing demo levels for a first person shooter, as it would be faster and less risky.<ref name=Max6/> Romero opposed the change, but relented. The creative differences would ultimately lead to his departure from the company after completing ''Quake''.<ref name="doomguy 248-274" /><ref name=nextgen>{{Cite magazine |date=June 1997 |title=Does John Romero Still Enjoy Shooting People? |url=https://archive.org/stream/NextGeneration30Jun1997/Next_Generation_30_Jun_1997#page/n9/mode/2up |magazine=[[Next Generation (magazine)|Next Generation]] |issue=30 |pages=9β12}}</ref><ref>{{Cite magazine |date=May 2, 1997 |title=An Audience with John Romero |url=https://archive.org/details/EDGE.N045.1997.05/page/n17/mode/2up |magazine=[[Edge (magazine)|Edge]] |issue=45 (May 1997) |pages=18β23 |quote=My original idea was to do something like ''Virtua Fighter'' in a 3D world, with full-contact fighting, but you'd also be able to run through a world, and do the same stuff you do in ''Quake'', only when you got into these melees, the camera would pull out into a third-person perspective. It would've been great, but nobody else had faith in trying it. The project was taking too long, and everybody just wanted to fall back on the safe thing β the formula.}}</ref> ''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 [[PowerAnimator|Alias]].<ref>{{Cite journal |date=April 1996 |title=Earth-Quake! |journal=Maximum: The Video Game Magazine |publisher=[[Emap International Limited]] |issue=5 |pages=124β9}}</ref> Initially, the game was designed so that when the player ran out of ammunition, the player character would hit enemies with a [[gun-butt]].<ref name=Max6/> Shortly before release this was replaced with an [[axe]]. id Software released ''QTest'' on February 24, 1996, a technology demo limited to three multiplayer maps. There was no single-player support and some of the gameplay and graphics were unfinished or different from their final versions. ''QTest'' gave gamers their first peek into the filesystem and modifiability of the ''Quake'' engine, and many entity mods (that placed monsters in the otherwise empty multiplayer maps) and custom player skins began appearing online before the full game was even released.<ref>{{Cite news |last=Davison |first=Pete |date=August 2, 2013 |title=Blast from the Past III: Quaking in Fear |work=[[USgamer]] |url=https://www.usgamer.net/articles/blast-from-the-past-iii-quaking-in-fear |access-date=November 26, 2015 |archive-url=https://web.archive.org/web/20130804120931/https://www.usgamer.net/articles/blast-from-the-past-iii-quaking-in-fear |archive-date=2013-08-04}}</ref> Morale on the project was low, and developers were under [[Crunch (video games)|crunch]] from December 1995 through to release in June 1996. Romero has described the process as one of the hardest grinds of his career. He was the only member of the team to attend the office on launch day to upload the files.<ref name="doomguy 248-274" /> === Audio === {{Main|Quake (soundtrack)}} [[File:American McGee at id Software, 6 October 1995 (by Ian Mapleson, administrator of the Doom Help Service).jpg|thumb|American McGee at id in October 1995, with a Nine Inch Nails shirt]] ''Quake''{{'}}s music and sound design was done by [[Trent Reznor]] and [[Nine Inch Nails]], using ambient soundscapes and synthesized [[drone (music)|drone]]s to create atmospheric tracks. In an interview, Reznor remarked that the ''Quake'' soundtrack "is not music[;] it's textures and ambiences and whirling machine noises and stuff. We tried to make the most sinister, depressive, scary, frightening kind of thing... It's been fun."<ref>{{Cite magazine |date=November 1995 |title=More Pictures |magazine=Maximum: The Video Game Magazine |publisher=[[Emap International Limited]] |issue=2 |pages=126β7}}</ref> The game includes an homage to Reznor in the form of ammo boxes for the "Nailgun" and "Super Nailgun" decorated with the Nine Inch Nails logo. The idea to use Nine Inch Nails for the soundtrack was raised by American McGee, who had been listening to their album ''[[The Downward Spiral]]'' during his work on the game. Romero was initially skeptical as he had envisioned a more ambient tone, but was open to the idea of the band composing with that tone in mind. id approached the band's agents, and the group had agreed to do the soundtrack by the following day as they were ''Doom'' fans and excited by the project. McGee handled the delivery of the soundtrack from there on. A legal issue that rose late in development with the record company meant that the code to play the audio from the CD was among the final changes made before release.<ref name="doomguy 214-235" /> Some digital re-releases of the game lack the CD soundtrack that came with the original [[shareware]] release. The 2021 enhanced version includes the soundtrack.<ref name="quake-remaster-gamespot">{{Cite web |last=Koch |first=Cameron |date=August 19, 2021 |title=Original Quake Is Back, This Time On Consoles And With Its Original Soundtrack |url=https://www.gamespot.com/articles/original-quake-is-back-this-time-on-consoles-and-with-its-original-soundtrack/1100-6495354/ |access-date=August 19, 2021 |website=[[GameSpot]]}}</ref> ===Source ports=== ====VQuake==== In late 1996, id Software released VQuake, a [[source port]] of the ''Quake'' engine to support hardware accelerated rendering on graphics cards using the [[Rendition VΓ©ritΓ©]] chipset. Aside from the expected benefit of improved performance, VQuake offered numerous visual improvements over the original software-rendered ''Quake''. It boasted full 16-bit color, bilinear filtering (reducing pixelation), improved dynamic lighting, optional anti-aliasing, and improved source code clarity, as the improved performance finally allowed the use of gotos to be abandoned in favor of proper loop constructs. As the name implied, VQuake was a proprietary source port specifically for the VΓ©ritΓ©; consumer 3D acceleration was in its infancy at the time, and there was no standard 3D API for the consumer market. After completing VQuake, John Carmack vowed to never write a proprietary port again, citing his frustration with Rendition's Speedy3D API.{{citation needed|date=May 2023}} ====QuakeWorld==== To improve the quality of online play, id Software released QuakeWorld in December 1996, a build of the ''Quake'' engine that featured significantly revamped network code including the addition of [[client-side prediction]]. The original ''Quake''{{'s}} network code would not show the player the results of their actions until the server sent back a reply acknowledging them. For example, if the player attempted to move forward, the client would send the request to move forward to the server, and the server would determine whether the client was actually able to move forward or if it ran into an obstacle, such as a wall or another player. The server would then respond to the client, and only then would the client display movement to the player. This was fine for play on a LAN, a high bandwidth, very low latency connection, but the latency over a dial-up Internet connection is much larger than on a LAN, and this caused a noticeable delay between when a player tried to act and when that action was visible on the screen. This made gameplay much more difficult, especially since the unpredictable nature of the Internet made the amount of delay vary from moment to moment. Players would experience jerky, laggy motion that sometimes felt like ice skating, where they would slide around with seemingly no ability to stop, due to a build-up of previously sent movement requests. John Carmack has admitted that this was a serious problem that should have been fixed before release, but it was not caught because he and other developers had high-speed Internet access at home.{{citation needed|date=May 2023}} After months of private beta testing, QuakeWorld, written by John Carmack with help from John Cash and Christian Antkow, was released on December 13, 1996. The client portion followed on December 17.<ref>{{Cite web |date=October 16, 2006 |title=GameSpy.com - Articles |url=http://archive.gamespy.com/legacy/articles/quakeworld_a.shtm |url-status=dead |archive-url=https://web.archive.org/web/20061016094830/http://archive.gamespy.com/legacy/articles/quakeworld_a.shtm |archive-date=October 16, 2006 |access-date=December 21, 2020}}</ref> Official id Software development stopped with the test release of QuakeWorld 2.33 on December 21, 1998. The last official stable release was 2.30.<ref>{{Cite web |title=Blue's News - August 22-28, 1998 |url=http://www.bluesnews.com/archives/aug98-4.html |website=Blue's News}}</ref> QuakeWorld has been described by [[IGN]] as the first popular [[first-person shooter]] meant to be played [[Online game|online]].<ref>{{Cite web |date=January 7, 2010 |title=The History of Online Shooters |url=http://www.ign.com/articles/2010/01/07/the-history-of-online-shooters |access-date=November 7, 2015 |website=[[IGN]]}}</ref> With the help of [[client-side prediction]], which allowed players to see their own movement immediately without waiting for a response from the server, QuakeWorld's network code allowed players with high-latency connections to control their character's movement almost as precisely as when playing in single-player mode. The [[Netcode]] parameters could be adjusted by the user so that ''QuakeWorld'' performed well for users with high and low latency. The trade off to client-side prediction was that sometimes other players or objects would no longer be quite where they had appeared to be, or, in extreme cases, that the player would be pulled back to a previous position when the client received a late reply from the server which overrode movement the client had already previewed; this was known as "warping". As a result, some serious players, particularly in the U.S., still preferred to play online using the original ''Quake'' engine (commonly called NetQuake) rather than QuakeWorld. However, the majority of players, especially those on dial-up connections, preferred the newer network model, and QuakeWorld soon became the dominant form of online play. Following the success of QuakeWorld, client-side prediction has become a standard feature of nearly all real-time online games. As with all other ''Quake'' upgrades, QuakeWorld was released as a free, unsupported add-on to the game and was updated numerous times through 1998.{{citation needed|date=May 2023}} In January 1997 an independant developer, Nick Maher, developed a version of the Quake World master server (called QuakeWorld Local) that could be run on a LAN without an Internet connection. The software tracked player statistics over time and allowed international players without a QuakeWorld server on their continent, or without Internet access at all, to enjoy the new client.<ref>{{Cite web |date=January 5, 1997 |title=QuakeWorld Local |url=https://www.bluesnews.com/s/225281/quakeworld-local|website=Blue's News}}</ref> ====GLQuake==== On January 22, 1997, id Software released{{clarification needed|date=November 2024}} the first beta of GLQuake. This was designed to use the [[OpenGL]] 3D [[Application programming interface|API]] to access hardware 3D graphics acceleration cards to [[rasterization|rasterize]] the graphics, rather than having the computer's [[CPU]] fill in every [[pixel]]. In addition to higher framerates for most players, GLQuake provided higher [[display resolution|resolution]] modes and [[texture filtering]]. GLQuake also experimented with reflections, transparent water, and even rudimentary shadows. GLQuake came with a [[MiniGL|driver]] enabling the subset of OpenGL used by the game to function on the [[3dfx]] [[Voodoo Graphics]] card, the only consumer-level card at the time capable of running GLQuake well. Previously, John Carmack had experimented with a version of ''Quake'' specifically written for the [[Rendition VΓ©ritΓ©]] chip used in the [[Creative Labs]] PCI 3D Blaster card. This version had met with only limited success, and Carmack decided to write for generic APIs in the future rather than tailoring for specific hardware.{{Citation needed|date=March 2023}} ====WinQuake==== On March 11, 1997, id Software released WinQuake, a version of the non-OpenGL engine designed to run under [[Microsoft Windows]];{{clarification needed|date=November 2024}} the original ''Quake'' had been written for [[MS-DOS]], allowing for launch from [[Windows 95]], but could not run under [[Windows NT]]-based operating systems because it needed direct access to hardware. WinQuake instead accessed hardware via [[Win32]]-based APIs such as [[DirectSound]], [[DirectInput]], and [[DirectDraw]] that were supported on Windows 95, [[Windows NT 4.0]] and later releases. Like GLQuake, WinQuake also allowed higher resolution video modes. This removed the last barrier to widespread popularity of the game. ====vkQuake==== On July 20, 2016, Axel Gneiting, an id Tech employee responsible for implementing the [[Vulkan (API)|Vulkan]] rendering path to the [[id Tech 6]] engine used in [[Doom (2016 video game)|''Doom'' (2016)]], released a source port called vkQuake under the [[GNU General Public License#Version 2|GPLv2]].<ref>{{Cite web |last=Gneiting |first=Axel |date=July 20, 2016 |title=My Vulkan Quake 1 Port running 'In the Shadows' mod. Some stuff still missing. Code is here github.com/Novum/vkQuake |url=https://twitter.com/axelgneiting/status/755988244408381443 |access-date=August 6, 2016 |via=Twitter}}</ref>{{Primary source inline|date=May 2023}}<ref>{{Cite web |date=October 16, 2019 |title=vkQuake on github |url=https://github.com/Novum/vkQuake |website=[[GitHub]]}}</ref> ==Release== ===Ports=== ''Quake'' was ported to multiple platforms. The first port to be completed was the Linux port Quake 0.91 by id Software employee [[Dave D. Taylor]] using [[X11]] on July 5, 1996,<ref name=BluesJulyLinux/> followed by a SPARC Solaris port later that year also by Taylor. An [[SVGAlib]] port for Linux was created by programmer Greg Alexander in 1997 using leaked source code but was later mainlined by id,<ref>{{Cite web |last=Wilson |first=Hamish |date=February 27, 2023 |title=Building a Retro Linux Gaming Computer - Part 27: Lost Souls |url=https://www.gamingonlinux.com/2023/02/building-a-retro-linux-gaming-computer-part-27-lost-souls/ |access-date=February 27, 2023 |website=GamingOnLinux}}</ref> unlike similar unofficial ports for [[OS/2]], [[Amiga]], [[Java virtual machine|Java VMs]], and [[Classic Mac OS|Mac OS]].<ref>{{Cite web |last=Hildinger |first=Colin L. |year=1997 |title=Quake for OS/2 |url=http://www.os2ezine.com/v2n6/quake.htm |website=OS/2 eZine!}}</ref> The first commercially released port was for Mac OS, done by [[MacSoft]] and Lion Entertainment, Inc. (the latter company ceased to exist just prior to the port's release,<ref>{{Cite web |date=August 1997 |title=blue's Quake Rag - August 2-8, 1997 News |url=https://www.bluesnews.com/archives/aug97-1.html |access-date=October 2, 2019 |website=Blue's News}}<br/>'''Thursday, August 7, 1997 - MacQuake Maker Closes?''': "According to a USENET posting apparently written by Lion Entertainment President Douglas Grounds, Lion, the software house working on the Macintosh ports of Quake, Shadow Warrior, Unreal, and Deadlock, is closing up shop, leaving the future of those projects up in the air."</ref> leading to MacSoft's involvement) in late August 1997.<ref name=BluesAugMac/> ClickBOOM announced a version for [[Amiga]]-computers in 1998.<ref>{{Cite web |title=Official Quake Announcement from clickBOOM |url=http://www.cucug.org/amiga/aminews/1998/980113-clickboom.html |access-date=January 4, 2017}}</ref> Finally in 1999, a retail version of the Linux port was distributed by [[Macmillan Publishers (United States)|Macmillan Digital Publishing USA]] in a bundle with the two existing add-ons as ''Quake: The Offering''.<ref>{{Cite web |date=July 27, 1999 |title=Linux Technology Spotlight: Macmillan Computer Publishing USA |url=http://www.ecommercetimes.com/story/1069.html |url-status=dead |archive-url=https://web.archive.org/web/20130521075006/http://www.ecommercetimes.com/story/1069.html |archive-date=May 21, 2013 |access-date=February 4, 2013 |website=E-Commerce Times}}</ref><ref>{{Cite web |date=May 13, 1999 |title=We've got Linux Quaking! |url=http://happypenguin.org/html/qlinux.html |url-status=usurped |archive-url=https://web.archive.org/web/20081005014949/http://happypenguin.org/html/qlinux.html |archive-date=October 5, 2008 |publisher=Happypenguin.org}}</ref><ref>{{Cite web |date=June 1999 |title=Product Release β Quake: The Offering, Quake II: Collusus |url=http://www.red36.net/mediagold/uk/news050699.htm |url-status=dead |archive-url=https://web.archive.org/web/20141224012959/http://www.red36.net/mediagold/uk/news050699.htm |archive-date=December 24, 2014 |access-date=February 4, 2013 |publisher=MediaGold}}</ref> ''Quake'' was also ported to home console systems. On December 2, 1997, the game was released for the [[Sega Saturn]]. Initially GT Interactive was to publish this version itself,<ref>{{Cite magazine |date=June 1996 |title=Coming Soon: Quake |magazine=[[Sega Saturn Magazine]] |publisher=[[Emap International Limited]] |issue=8 |page=15}}</ref> but it later cancelled the release and the Saturn rights were picked up by [[Sega]].<ref>{{Cite magazine |last=Leadbetter |first=Richard |date=February 1997 |title=1997 Starts with a Bang! |magazine=[[Sega Saturn Magazine]] |publisher=[[Emap International Limited]] |issue=16 |page=18}}</ref> Sega took the project away from the original development team, who had been encountering difficulties getting the port to run at a decent [[frame rate]], and assigned it to [[Lobotomy Software]].<ref>{{Cite magazine |date=April 1997 |title=Quake: Exclusive News Sensation! |magazine=[[Sega Saturn Magazine]] |publisher=[[Emap International Limited]] |issue=18 |page=7}}</ref> The Saturn port was developed with [[Softimage 3D]]<ref>{{cite magazine |title=Q&A |magazine=[[Sega Saturn Magazine]]|issue=28|publisher=[[Emap International Limited]]|date=February 1998|page=34}}</ref> and uses Lobotomy Software's 3D engine, ''SlaveDriver'' (also used in ''[[PowerSlave]]'' and ''[[Duke Nukem 3D]]'' for the Saturn).<ref>{{Cite magazine |last=Leadbetter |first=Rich |date=May 1997 |title=Quake |magazine=[[Sega Saturn Magazine]] |publisher=[[Emap International Limited]] |issue=19 |page=15}}</ref> It is the only version of ''Quake'' rated "T" for Teen instead of "M" for Mature. ''Quake'' was ported to the [[PlayStation (console)|PlayStation]] by Lobotomy Software, but the company was not able to find a publisher for it.<ref>{{Cite web |first=Gareth |last=Jones |date=2010-08-06 |title=Interview with Ezra Dreisbach of Lobotomy Software |url=http://www.gareth.uk/2010/08/07/interview-with-ezra-dreisbach-of-lobotomy-software/ | archive-url=http://web.archive.org/web/20140301195834/http://www.gareth-jones.co.uk/2010/08/07/interview-ezra-dreisbach | archive-date=2014-03-01 |access-date=2024-05-30 |language=en-GB}}</ref> A port for the [[Atari Jaguar]] was reported as 30% complete in a May 1996 issue of ''[[Ultimate Future Games]]'' magazine, but it was never released.<ref>{{Cite magazine |date=January 1995 |title=Scene: Atari '95 - Eine Auswahl an geplanten Titeln |url=https://retrocdn.net/index.php?title=File%3AMegaFun_DE_1995-01.pdf&page=22 |magazine=[[:de:Mega Fun|Mega Fun]] |publisher=[[:de:Computec Media Group|CT Computec Verlag GmbH & Co. KG]] |issue=28 |page=22 |lang=de}}</ref><ref>{{Cite magazine |date=May 1996 |title=Buyers Guide Part 2 - Jaguar - The Big One! - Quake |url=https://retrocdn.net/index.php?title=File:UltimateFutureGames_UK_18.pdf&page=77 |magazine=[[Ultimate Future Games]] |issue=18 |page=77}}</ref> A port of ''Quake'' was planned for [[Panasonic M2]] prior to cancellation of the system.<ref>{{Cite magazine |date=July 1996 |title=News - E3 '96: 3DO? - M2 Dream List |url=https://archive.org/details/3DO_Magazine_Issue_12_1996-07_Paragon_Publishing_GB/page/n3 |magazine=[[Paragon Publishing|3DO Magazine]] |publisher=[[Paragon Publishing]] |issue=12 |page=4}}</ref> On March 24, 1998, the game was released for the [[Nintendo 64]] by [[Midway Games]]. This version was developed by the same programming team that worked on ''[[Doom 64]]'',<ref>{{Cite magazine |date=April 1997 |title=Gaming Gossip |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |issue=93 |page=28}}</ref> at id Software's request.<ref>{{Cite magazine |date=April 1997 |title=In the Studio |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=28 |pages=19 |quote=Impressed by Nintendo 64's conversion of ''Doom'', id Software immediately granted the ''Quake'' conversion rights to Midway, even requesting that the same ''Doom'' team be responsible.}}</ref> The Nintendo 64 version was originally slated to be released in 1997, but Midway delayed it until March 1998 to give the team time to implement the deathmatch modes.<ref>{{Cite magazine |date=December 1997 |title=Quake 64 |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |issue=101 |page=46}}</ref> Both console ports required compromises because of the limited [[Central processing unit|CPU]] power and [[Read-only memory|ROM]] storage space for levels. For example, the levels were rebuilt in the Saturn version in order to simplify the architecture, thereby reducing demands on the CPU.<ref>{{Cite magazine |last=Leadbetter |first=Rich |date=May 1997 |title=Quake Speak! Lobotomy Talk from the Epicentre! |magazine=[[Sega Saturn Magazine]] |publisher=[[Emap International Limited]] |issue=19 |pages=16β17}}</ref> The Saturn version omits the four secret levels from the original PC version of the game, replacing them with four exclusive secret levels: Purgatorium, Hell's Aerie, The Coliseum, and Watery Grave. It also contains an exclusive unlockable, "Dank & Scuz", which is a story set in the Quake milieu and presented in the form of a [[slide show]] with voice acting. There are no multiplayer modes in the Saturn version. The Nintendo 64 version includes 25 single-player levels from the PC version, though it is missing The Grisly Grotto, The Installation, The Ebon Fortress, The Wind Tunnels, The Sewage System, and Hell's Atrium. It also does not use the hub map where the player chooses a difficulty level and an episode; the difficulty level is chosen from a menu when starting the game, and all of the levels are played in sequential order. The Nintendo 64 version, while lacking the cooperative multiplayer mode, includes two player deathmatch. All six of the deathmatch maps from the PC version are in the Nintendo 64 port, as well as an exclusive deathmatch level, The Court of Death. In 1998, LBE Systems and Lazer-Tron released a prototype titled ''Quake: Arcade Tournament Edition'' in the arcades in limited quantities.<ref>{{Cite web |title=''Quake'' β Arcade Tournament Edition |url=http://www.arcade-museum.com/game_detail.php?game_id=9188 |access-date=November 24, 2011 |publisher=The International Arcade Museum}}</ref> R-Comp Interactive published the game for [[RISC OS]] as ''Quake Resurrection'' in 1999, including the total conversion ''[[Malice (1997 video game)|Malice]]'' and expansion ''Q!Zone'', although community-made [[source port]]s such as ArcQuake were also available.<ref>{{cite web|url=https://www.acornarcade.com/articles/Quake_-_Getting_Started/index1012.html|title=Quake - Getting Started|website=Acorn Arcade|access-date=2024-07-13|first=Alasdair|last=Bailey|date=2000-10-30}}</ref> An unreleased [[Game Boy Advance]] port of ''Quake'' was in development from [[Randy Linden]] in 2002, and was pitched to id Software in that year. The port was rejected by the company, and Linden's work would remain unused until prototypes of his work were dumped in June 2022.<ref>{{Cite web |last=Ostler, Anne-Marie |date=June 10, 2022 |title=Cancelled Quake GBA port found on developer's 256MB Flash Card |url=https://www.gamesradar.com/cancelled-quake-gba-port-found-on-developers-256mb-flash-card/ |access-date=June 13, 2022 |website=GamesRadar}}</ref> Two homebrew ports of ''Quake'' for the Nintendo DS exist, ''QuakeDS''<ref name="quakeds">{{Cite web |title=QuakeDS |url=http://quake.drunkencoders.com |url-status=dead |archive-url=https://web.archive.org/web/20090803133158/http://quake.drunkencoders.com/ |archive-date=August 3, 2009}}</ref> and ''CQuake''.<ref>{{Cite web |title=CQuake Project |url=http://code.google.com/p/cquake/ |access-date=November 24, 2011}}</ref> Both run well; however, multiplayer does not work on ''QuakeDS''.<ref name="quakeds" /> Since the source code for ''Quake'' was released, a number of unofficial ports have been made available for PDAs and mobile phones, such as PocketQuake, as well as versions for the Symbian S60 series of mobile phones and Android mobile phones.<ref>{{Cite web |title=Home β ''Pocket Quake'' |url=http://quake.pocketmatrix.com/ |url-status=dead |archive-url=https://web.archive.org/web/20111130163542/http://quake.pocketmatrix.com/ |archive-date=November 30, 2011 |access-date=November 24, 2011 |publisher=Pocketmatrix.com}}</ref><ref>{{Cite web |last=Soltani, Dario |date=September 10, 2007 |title=How to: Install and play ''Quake'' on your Symbian Phone! |url=http://www.simplysymbian.com/2007/09/10/how-to-install-and-play-quake-on-your-symbian-phone/ |url-status=dead |archive-url=https://web.archive.org/web/20070915192209/http://www.simplysymbian.com/2007/09/10/how-to-install-and-play-quake-on-your-symbian-phone/ |archive-date=September 15, 2007 |publisher=SimplySymbian.com}}</ref><ref>{{Cite web |date=May 27, 2010 |title=Quake for Android |url=http://forum.xda-developers.com/showthread.php?t=689716 |access-date=November 24, 2011 |publisher=Forum.xda-developers.com}}</ref> The [[Rockbox]] project also distributes a version of ''Quake'' that runs on some MP3 players.<ref>{{Cite web |title=PluginQuake < Main < Wiki |url=https://www.rockbox.org/wiki/PluginQuake |access-date=August 10, 2019 |publisher=Rockbox project}}</ref> In 2005, id Software signed a deal with publisher Pulse Interactive to release a version of ''Quake'' for mobile phones. The game was engineered by Californian company Bear Naked Productions.<ref>{{Cite web |last=Gibson, Ellie |date=June 27, 2005 |title=''Quake'' coming to 3D-enabled mobile handsets |url=http://www.gamesindustry.biz/articles/quake-coming-to-3d-enabled-mobile-handsets |website=[[GamesIndustry.biz]] |publisher=Eurogamer}} {{registration required|date=November 2011}}</ref> Initially due to be released on only two mobile phones, the Samsung Nexus (for which it was to be an embedded game) and the LG VX360.<ref name="gamespot mobile">{{Cite web |last=Score |first=Avery |date=October 25, 2005 |title=''Quake Mobile'' Review on Mobile |url=http://uk.gamespot.com/mobile/action/quakemobile/review.html?tag=summary%3Bread-review |url-status=dead |archive-url=https://archive.today/20130124044200/http://uk.gamespot.com/mobile/action/quakemobile/review.html?tag=summary;read-review |archive-date=January 24, 2013 |website=GameSpot |publisher=CBS Interactive}}</ref> ''Quake Mobile'' was reviewed by ''[[GameSpot]]'' on the Samsung Nexus and they cited its US release as October 2005; they also gave it a "Best Mobile Game" in their E3 2005 Editor's Choice Awards.<ref name="cnet mobile">{{Cite web |title=''Quake Mobile'' for Windows Mobile |url=http://download.cnet.com/Quake-Mobile/3000-2095_4-10953892.html |url-status=dead |archive-url=https://web.archive.org/web/20120106122201/http://download.cnet.com/Quake-Mobile/3000-2095_4-10953892.html |archive-date=January 6, 2012 |access-date=November 24, 2011 |publisher=[[CNET]]}}</ref> It is unclear as to whether the game actually did ship with the Samsung Nexus. The game is only available for the DELL x50v and x51v, both of which are PDAs, not mobile phones.<ref name="cnet mobile" /> ''Quake Mobile'' does not feature the Nine Inch Nails soundtrack due to space constraints.<ref name="gamespot mobile" /> ''Quake Mobile'' runs the most recent version of GL Quake (Quake v.1.09 GL 1.00) at 800x600 resolution and 25 fps. The most recent version of ''Quake Mobile'' is v.1.20 which has stylus support. There was an earlier version v.1.19 which lacked stylus support. The two ''Quake'' expansion packs, ''Scourge of Armagon'' and ''Dissolution of Eternity'', are also available for ''Quake Mobile''. A [[Adobe Flash|Flash]]-based version of the game by Michael Rennie runs ''Quake'' at full speed in any Flash-enabled web browser. Based on the shareware version of the game, it includes only the first episode and is available for free on the web.<ref>{{Cite web|url=https://www.play.vg/games/188-Quake.html|title=Quake|website=Play.VG Free Web Games}}</ref> ===Enhanced version=== At the launch of the 2021 [[QuakeCon|QuakeCon@Home]] on August 19, 2021, Bethesda released an "enhanced" version of ''Quake'' for [[Microsoft Windows]], [[Nintendo Switch]], [[PlayStation 4]], [[PlayStation 5]], [[Xbox One]], and [[Xbox Series X/S]] consoles, developed by [[Nightdive Studios]].<ref>{{Cite web |last=Wales |first=Matt |date=August 19, 2021 |title=Quake celebrates 25th anniversary with new enhanced edition, out today |url=https://www.eurogamer.net/articles/2021-08-19-quake-celebrates-25th-anniversary-with-new-enhanced-edition-out-today |access-date=August 20, 2021 |website=[[Eurogamer]]}}</ref> In addition to support for modern systems and improved rendering techniques, the enhanced version includes both mission packs, ''Scourge of Armagon'' and ''Dissolution of Eternity''. It also includes two episodes created by [[MachineGames]]: the previously released ''Dimension of the Past'' and a new one called ''Dimension of the Machine''. A port of ''Quake 64'' was also included in its entirety via the newly implemented "Add-On" menu.<ref>{{Cite web |last=Van Allen |first=Eric |date=August 19, 2021 |title=Quake remaster is out now, with a new expansion and crossplay |url=https://www.destructoid.com/quake-remaster-out-now-announcement/ |access-date=August 19, 2021 |website=Destructoid |language=en-CA}}</ref><ref>{{Cite web |last=Knoop |first=Joseph |date=August 19, 2021 |title=The Quake remaster is available now |url=https://www.pcgamer.com/quake-remake-available/ |access-date=August 19, 2021 |website=PC Gamer}}</ref><ref>{{Cite web |last=Rupper |first=Laura |date=August 19, 2021 |title=Quake Remaster Is Available Now With Bonus New Expansion |url=https://www.gameinformer.com/2021/08/19/quake-remaster-is-available-now-with-bonus-new-expansion |archive-url=https://web.archive.org/web/20210819195457/https://www.gameinformer.com/2021/08/19/quake-remaster-is-available-now-with-bonus-new-expansion |url-status=live |archive-date=August 19, 2021 |access-date=August 19, 2021 |website=GameInformer}}</ref><ref name="quake-remaster-gamespot" /> ==Additional content== ===Official expansions=== Originally, there were two official expansion packs released for ''Quake''. The expansion packs pick up where the first game left off, include all of the same weapons, power-ups, monsters, and gothic atmosphere/architecture, and continue/finish the story of the first game and its protagonist. An unofficial third expansion pack, ''Abyss of Pandemonium'', was developed by the Impel Development Team, published by Perfect Publishing, and released on April 14, 1998; an updated version, version 2.0, titled ''Abyss of Pandemonium β The Final Mission'' was released as [[freeware]].<ref>{{Cite web |title=Abyss of Pandemonium for DOS (1998) β MobyGames |url=http://www.mobygames.com/game/abyss-of-pandemonium |access-date=June 27, 2016 |website=mobygames.com}}</ref> An authorized expansion pack, ''Q!ZONE'' was developed and published by [[WizardWorks]], and released in 1996. An authorized level editor, ''Deathmatch Maker'' was developed by Virtus Corporation and published by Macmillan Digital Publishing in 1997. It contained an exclusive Virtus' Episode. In honor of ''Quake''{{'}}s 20th anniversary, [[MachineGames]], an internal development studio of [[ZeniMax Media]], who are the current owners of the ''Quake'' [[Intellectual property|IP]], released online a new expansion pack for free, called ''Episode 5: Dimension of the Past''.<ref>{{Cite web |title=The Original Quake Just Got a New Episode From Wolfenstein: The New Order's Developer |url=http://www.gamespot.com/articles/the-original-quake-just-got-a-new-episode-from-wol/1100-6441233/ |access-date=June 27, 2016 |website=gamespot.com}}</ref> ====''Scourge of Armagon''==== ''Quake Mission Pack No. 1: Scourge of Armagon'' was the first official mission pack, released on March 5, 1997.<ref>{{Cite web |last=Staff |date=March 5, 1997 |title=Quake Pack Available |url=http://www.pcgamer.com/news/news-1997-03-03.html |url-status=dead |archive-url=https://web.archive.org/web/19980218070800/http://www.pcgamer.com/news/news-1997-03-03.html |archive-date=February 18, 1998 |access-date=December 5, 2019 |website=[[PC Gamer]]}}</ref> Developed by [[Hipnotic Interactive]], it features three episodes divided into seventeen new single-player levels (three of which are secret), a new multiplayer level, a new soundtrack composed by Jeehun Hwang, and gameplay features not originally present in ''Quake'', including rotating structures and breakable walls. Unlike the main ''Quake'' game and Mission Pack No. 2, ''Scourge'' does away with the episode hub, requiring the three episodes to be played sequentially. The three new enemies include Centroids, large cybernetic scorpions with nailguns; Gremlins, small goblins that can steal weapons and multiply by feeding on enemy corpses; and Spike Mines, floating orbs that detonate when near the player. The three new weapons include the Mjolnir, a large lightning emitting hammer; the Laser Cannon, which shoots bouncing bolts of energy; and the Proximity Mine Launcher, which fires grenades that attach to surfaces and detonate when an opponent comes near. The three new power-ups include the Horn of Conjuring, which summons an enemy to protect the player; the Empathy Shield, which halves the damage taken by the player between the player and the attacking enemy; and the Wetsuit, which renders the player invulnerable to electricity and allows the player to stay underwater for a period of time. The storyline follows Armagon, a general of Quake's forces, planning to invade [[Earth]] via a portal known as the 'Rift'. Armagon resembles a giant gremlin with cybernetic legs and a combined [[Shoulder-launched missile weapon|rocket launcher]]/[[laser cannon]] for arms. Tim Soete of ''[[GameSpot]]'' gave it a score 8.6 out of 10.<ref>{{Cite web |last=Soete |first=Tim |date=November 9, 2000 |title=Quake Mission Pack: Scourge of Armagon Review |url=https://www.gamespot.com/reviews/quake-mission-pack-scourge-of-armagon-review/1900-2532927/ |access-date=December 1, 2018 |website=[[GameSpot]]}}</ref> ====''Dissolution of Eternity''==== ''Quake Mission Pack No. 2: Dissolution of Eternity'' was the second official mission pack, released on March 19, 1997.<ref>{{Cite web |last=Smith |first=Erica |date=March 19, 1997 |title=Game pieces--Blood patch is out! |url=http://www.gamecenter.com/News/Item/0,3,0-674,00.html |url-status=dead |archive-url=https://web.archive.org/web/20000817195734/http://www.gamecenter.com/News/Item/0,3,0-674,00.html |archive-date=August 17, 2000 |access-date=December 5, 2019 |website=[[CNET#Gamecenter|CNET Gamecenter]]}}<br/>'''Quake Mission Pack 2''': "With a quick one-two punch, Activision is already announcing the release of the second Quake Mission Pack."</ref> Developed by [[Rogue Entertainment]], it features two episodes divided into fifteen new single-player levels, a new multiplayer level, a new soundtrack, and several new enemies and bosses. Notably, the pack lacks secret levels. The eight new enemies include Electric Eels, Phantom Swordsmen, Multi-Grenade Ogres (which fire cluster grenades), Hell Spawn, Wraths (floating, robed undead), Guardians (resurrected ancient Egyptian warriors), Mummies, and statues of various enemies that can come to life. The four new types of bosses include Lava Men, Overlords, large Wraths, and a dragon guarding the "temporal energy converter". The two new power-ups include the Anti Grav Belt, which allows the player to jump higher; and the Power Shield, which lowers the damage the player receives. Rather than offering new weapons, the mission pack gives the player four new types of ammo for existing weapons, such as "lava nails" for the Nailgun, cluster grenades for the Grenade Launcher, rockets that split into four in a horizontal line for the Rocket Launcher, and plasma cells for the Thunderbolt, as well as a grappling hook to help with moving around the levels. Tim Soete of ''[[GameSpot]]'' gave it a score of 7.7 out of 10.<ref>{{Cite web |last=Soete |first=Tim |date=November 9, 2000 |title=Quake Mission Pack: Dissolution of Eternity Review |url=https://www.gamespot.com/reviews/quake-mission-pack-dissolution-of-eternity-review/1900-2539746/ |access-date=December 1, 2018 |website=[[GameSpot]]}}</ref> ====''Dimension of the Past''==== To celebrate ''Quake''{{'}}s 20th anniversary, a mission pack was developed by [[MachineGames]] and released on June 24, 2016. It features 10 new single-player levels and a new multiplayer level, but does not use new gameplay additions from ''Scourge of Armagon'' and ''Dissolution of Eternity''. Chronologically, it is set between the main game and the first two expansions.<ref>{{Cite web |title=dopa.zip - Episode 5: Dimension of the Past by J.F.Gustafsson in the Quake map archive at Quaddicted.com |url=https://www.quaddicted.com/reviews/dopa.html |website=quaddicted.com}}</ref><ref>{{Cite web |title=Dimensions of Past: New Quake Episode brought to you by Machine Games :: Quake General Discussions |url=http://steamcommunity.com/app/2310/discussions/0/358415738189615070/ |website=steamcommunity.com}}</ref><ref>{{Cite web |date=June 27, 2016 |title=Quake Dimensions of the Past Celebrates 20 Years... and It's Free! - Technabob |url=http://technabob.com/blog/2016/06/27/quake-dopa-20-years-free-download/}}</ref> ====''Dimension of the Machine''==== The fourth mission pack, ''Dimension of the Machine'', was released as part of the enhanced version of ''Quake'' released on August 19, 2021. ===Community content=== ''Quake'' can be heavily modified by altering the graphics, audio, or scripting in [[QuakeC]], and has been the focus of many fan-created modifications, known as mods. The first mods were small gameplay fixes and patches initiated by the community, usually enhancements to weapons or gameplay with new enemies. Later mods were more ambitious and resulted in ''Quake'' fans creating versions of the game that were drastically different from id Software's original release.{{citation needed|date=May 2023}} The first major [[Quake modding|''Quake'' mod]] was ''Team Fortress''. This mod consists of [[Capture the Flag]] gameplay with a class system for the players. Players choose a class, which creates various restrictions on weapons and armor types available to that player, and also grants special abilities. For example, the bread-and-butter ''Soldier'' class has medium armor, medium speed, and a well-rounded selection of weapons and grenades, while the ''Scout'' class is lightly armored, very fast, has a scanner that detects nearby enemies, but has very weak offensive weapons. One of the other differences with CTF is the fact that the flag is not returned automatically when a player drops it: running over one's flag in ''Threewave CTF'' would return the flag to the base, and in ''TF'' the flag remains in the same spot for preconfigured time and it has to be defended on remote locations. This caused a shift in defensive tactics compared to ''Threewave CTF''. ''Team Fortress'' maintained its standing as the most-played online ''Quake'' modification for many years. After the developers joined [[Valve Corporation|Valve]], ''Team Fortress'' was ported to the [[GoldSrc]] engine as ''[[Team Fortress Classic]]''. It later received a sequel, ''[[Team Fortress 2]]'', for which content continues to be developed.{{citation needed|date=May 2023}} Another popular mod was ''[[Threewave Software|Threewave]] Capture the Flag'' (CTF), primarily authored by Dave 'Zoid' Kirsch. ''Threewave CTF'' is a [[partial conversion]] consisting of new levels, a new weapon (a [[grappling hook]]), power-ups, new [[texture mapping|textures]], and new gameplay rules. Typically, two teams (red and blue) would compete in a game of [[Capture the flag]], though a few maps with up to four teams (red, blue, green, and yellow) were created. Capture the Flag soon became a standard game mode included in most popular multiplayer games released after ''Quake''. {{Anchor|Rocket Arena}} ''Rocket Arena'' provides the ability for players to face each other in small, open arenas with changes in the gameplay rules so that item collection and detailed level knowledge are no longer factors. A series of short rounds, with the surviving player in each round gaining a point, instead tests the player's aiming and dodging skills and reflexes. ''Clan Arena'' is a further modification that provides team play using ''Rocket Arena'' rules. One mod category, "[[Computer game bot|bots]]", was introduced to provide surrogate players in multiplayer mode.{{citation needed|date=May 2023}} ''Arcane Dimensions'' is a single-player mod. It is a partial conversion with breakable objects and walls, enhanced particle system, numerous visual improvements and new enemies and weapons. The level design is much more complex in terms of geometry and gameplay than in the original game.<ref>{{Cite web |last=Meer |first=Alec |date=July 20, 2016 |title=Arcane Dimensions Is Quake Rethought For 2016 |url=https://www.rockpapershotgun.com/2016/07/20/best-quake-mod-2016/ |access-date=October 18, 2018 |website=RockPaperShotgun}}</ref><ref>{{Cite web |last=Ferrari |first=Lily |date=May 1, 2018 |title=Review - QUAKE - Arcane Dimensions Mod v1.70 puts AAA FPS to shame! |url=https://goodmorninggamers.blogspot.com/2018/05/review-arcane-dimensions-mod-v170.html |access-date=October 18, 2018 |website=Good Morning Gamers}}</ref> There are a large number of custom levels that have been made by users and fans of ''Quake''. {{As of|2019}}, new maps are still being made, over 20 years since the game's release. Custom maps are new maps that are playable by loading them into the original game. Custom levels of various gameplay types have been made, but most are in the single-player and deathmatch genres. More than 1500 single-player and a similar number of deathmatch maps have been made for ''Quake''.<ref>{{Cite web |year=2008 |title=Statistics on ''Quake'' Singleplayer Maps |url=http://www.quaddicted.com/?p=112 |access-date=March 23, 2008 |publisher=Quaddicted.com}}</ref> ==Reception== ===Critical reception=== {{Video game reviews | GR = 93% (PC)<ref name=GRPC>{{Cite web |title=Quake for PC |url=https://www.gamerankings.com/pc/12206-quake/index.html |url-status=live |archive-url=https://web.archive.org/web/20191209011407/https://www.gamerankings.com/pc/12206-quake/index.html |archive-date=December 9, 2019 |access-date=December 23, 2014 |website=[[GameRankings]] |publisher=[[CBS Interactive]]}}</ref><br />76% (N64)<ref name=GRN64>{{Cite web |title=Quake for Nintendo 64 |url=https://www.gamerankings.com/n64/198375-quake/index.html |archive-url=https://web.archive.org/web/20191209001132/https://www.gamerankings.com/n64/198375-quake/index.html |archive-date=December 9, 2019 |access-date=December 23, 2014 |website=[[GameRankings]] |publisher=[[CBS Interactive]]}}</ref> | MC = 94/100 (PC)<ref name=MCPC>{{Cite web |title=Quake for PC Reviews |url=https://www.metacritic.com/game/quake/critic-reviews/?platform=pc |access-date=December 23, 2014 |publisher=[[Metacritic]]}}</ref><br />74/100 (N64)<ref name=MCN64>{{Cite web |title=Quake for Nintendo 64 Reviews |url=https://www.metacritic.com/game/quake/critic-reviews/?platform=nintendo-64 |access-date=December 23, 2014 |publisher=[[Metacritic]]}}</ref> | EGM = 6.5/10 (SAT)<ref name=EGM103>{{Cite magazine |date=February 1998 |title=Review Crew: Quake |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |issue=103 |page=107}}</ref><br/>8.0/10 (N64)<ref name=EGM64>{{Cite magazine |date=April 1998 |title=Review Crew: Quake 64 |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |issue=105 |page=98}}</ref> | GameFan = 275/300 (SAT)<ref>''GameFan'', volume 5, issue 12 (December 1997), pages 24 & 106-107</ref> | GSpot = 9.3/10 (PC)<ref>{{Cite web |last=Ward |first=Trent |title=Quake Review |url=https://www.gamespot.com/reviews/quake-review/1900-2532549/ |access-date=May 12, 2017 |website=[[GameSpot]]}}</ref><br/>6.4/10 (SAT)<ref name=GSSa>{{Cite web |date=March 5, 1998 |title=Quake Review |url=https://www.gamespot.com/reviews/quake-review/1900-2532888/ |access-date=May 20, 2021 |website=[[GameSpot]]}}</ref><br/>6.9/10 (N64)<ref name=GS64>{{Cite web |date=February 18, 1998 |title=Quake Review |url=https://www.gamespot.com/n64/action/quake/review.html |url-status=live |archive-url=https://web.archive.org/web/20130508063402/http://www.gamespot.com/quake/reviews/quake-review-2545035/ |archive-date=May 8, 2013 |access-date=January 21, 2023 |website=[[GameSpot]]}}</ref> | IGN = 8/10 (N64)<ref name=IGN64>{{Cite web |last=Casamassina |first=Matt |date=March 24, 1998 |title=Quake |url=https://www.ign.com/articles/1998/03/25/quake |access-date=January 21, 2023 |website=[[IGN]]}}</ref> | NGen = 5/5 (PC)<ref name=NGen22>{{Cite magazine |date=October 1996 |title=Earth Shattering |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=22 |page=179}}</ref><br />4/5 (MAC)<ref name=NG36/><br />3/5 (SAT)<ref name=NG38/><br />3/5 (N64)<ref name=NG41/><br />3/5 (ARC)<ref name=NG46/> | Allgame = 3.5/5 (SAT)<ref>{{Cite web |last=Michael L. House |title=Quake (Sega Saturn) Review |url=http://www.allgame.com/game.php?id=1926&tab=review |url-status=dead |archive-url=https://web.archive.org/web/20141115043405/http://www.allgame.com/game.php?id=1926&tab=review |archive-date=November 15, 2014 |access-date=July 13, 2022 |website=Allgame}}</ref> }} ''Quake'' was critically acclaimed on the PC. Aggregating review websites [[GameRankings]] and [[Metacritic]] gave the original PC version 93% and 94/100,<ref name=GRPC/><ref name=MCPC/> and the Nintendo 64 port 76% and 74/100.<ref name=GRN64/><ref name=MCN64/> A ''[[Next Generation (magazine)|Next Generation]]'' critic lauded the game's realistic 3D physics and genuinely unnerving sound effects.<ref name=NGen22/> ''[[GamePro]]'' said ''Quake'' had been over-hyped but is excellent nonetheless, particularly its usage of its advanced 3D engine. The review also praised the sound effects, atmospheric music, and graphics, though it criticized that the polygons used to construct the enemies are too obvious at close range.<ref>{{Cite magazine |last=Major Mike |date=November 1996 |title=PC GamePro Review: Quake |magazine=[[GamePro]] |publisher=[[International Data Group|IDG]] |issue=98 |page=82}}</ref> Less than a month after ''Quake'' was released (and a month before they actually reviewed the game), ''Next Generation'' listed it as number 9 on their "Top 100 Games of All Time", saying that it is similar to ''Doom'' but supports a maximum of eight players instead of four.<ref>{{Cite magazine |date=September 1996 |title=Top 100 Games of All Time |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=21 |page=68}}</ref> In 1996, ''Computer Gaming World'' declared ''Quake'' the 36th-best computer game ever released,<ref>{{Cite magazine |last=Staff |date=November 1996 |title=150 Best (and 50 Worst) Games of All Time |magazine=[[Computer Gaming World]] |issue=148 |pages=63β65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98}}</ref> and listed "telefragged" as #1 on its list of "the 15 best ways to die in computer gaming".<ref>{{Cite magazine |date=November 1996 |title=The 15 Best Ways To Die in Computer Gaming |url=http://www.cgwmuseum.org/galleries/index.php?year=1996&pub=2&id=148 |magazine=Computer Gaming World |page=107 |access-date=March 25, 2016}}</ref> In 1997, the Game Developers Choice Awards gave Quake three spotlight awards for Best Sound Effects, Best Music or Soundtrack and Best On-Line/Internet Game.<ref>{{Cite web |title=Game Developer Choice Online |url=http://www.gamechoiceawards.com/archive/spotlight_1997.html |access-date=June 28, 2017 |publisher=UBM Tech}}</ref> ''[[Entertainment Weekly]]'' gave the game a B+ and called it "an extended bit of subterranean mayhem that offers three major improvements over its immediate predecessor [''Doom'']." He identified these as the graphics, the audio design, and the amount of violent action.<ref>{{Cite magazine |last=Strauss |first=Bob |date=August 23, 1996 |title=Quake |url=https://ew.com/article/1996/08/23/quake/ |magazine=[[Entertainment Weekly]] |access-date=May 20, 2021}}</ref> ''Next Generation'' reviewed the Macintosh version of the game, rating it four stars out of five, and stated that "Though replay value is limited by the lack of interactive environments or even the semblance of a plot, there's no doubt that ''Quake'' and its engine are something powerful and addictive."<ref name=NG36>{{Cite magazine |date=December 1997 |title=Finals |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=36 |page=176}}</ref> The Saturn version received mostly negative reviews, as critics generally agreed that it did not bring over the elements that make the game enjoyable. In particular, critics reviled the absence of the multiplayer mode, which they felt had eclipsed the single player campaign as the reason to play ''Quake''.<ref name=EGM103/><ref name=NG38/><ref name=SSM26/><ref name=GProSa/> Kraig Kujawa wrote in ''[[Electronic Gaming Monthly]]'', "''Quake'' is not a great one-player game - it gained its notoriety on the Net as a multiplayer." and his co-reviewer Sushi-X concluded "Without multiplayer, I'd pass."<ref name=EGM103/> Most reviews also said the controls are much worse than the PC original, in particular the difficulty of aiming at enemies without the benefit of either mouse-controlled camera or a second analog stick.<ref name=EGM103/><ref name=GSSa/><ref name=GProSa/> ''[[GamePro]]'' noted that the graphics are very pixelated and blurry, to the point where people unfamiliar with ''Quake'' would not be able to discern what they're looking at. They concluded, "''Quake'' may not be the worst Saturn game available, but it certainly doesn't live up to its PC heritage."<ref name=GProSa>{{Cite magazine |last=Scary Larry |date=February 1998 |title=Saturn ProReview: Quake |magazine=[[GamePro]] |publisher=[[International Data Group|IDG]] |issue=113 |page=96}}</ref> Most critics did find the port technically impressive, particularly the added light sourcing.<ref name=EGM103/><ref name=NG38/><ref name=SSM26/> However, ''Next Generation'' pointed out that "Porting ''Quake'' to a console is nothing more than an excuse for bragging rights. It's simply a way to show that the limited architecture of a 32-bit system has the power to push the same game that those mighty Pentium PCs take for granted."<ref name=NG38>{{Cite magazine |date=February 1998 |title=Finals |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=38 |pages=114β115}}</ref> Even Rich Leadbetter of ''[[Sega Saturn Magazine]]'', which gave the port a 92%, acknowledged that it was a proverbial [[dancing bear]], noting several conspicuous compromises the port made and stating as his concluding argument, "Look, it's ''Quake'' on the Saturn - the machine has no right to be doing this!"<ref name=SSM26>{{Cite magazine |last=Leadbetter |first=Rich |date=December 1997 |title=Review: Quake |magazine=[[Sega Saturn Magazine]] |publisher=[[Emap International Limited]] |issue=26 |pages=74β77}}</ref> ''[[GameSpot]]'' opined that the game's lack of plot makes the single-player campaign feel too shallow and lacking in motivation to appeal to most gamers.<ref name=GSSa/> Most critics compared the port unfavorably to the Saturn version of ''[[Duke Nukem 3D]]'' (which came out just a few months earlier), mainly in terms of gameplay.<ref name=EGM103/><ref name=NG38/><ref name=SSM26/><ref name=GProSa/> Reviews for the Nintendo 64 version praised its lighting effects<ref name=EGM64/><ref name=IGN64/><ref name=GP64/> and smooth [[frame rate]] in single-player mode.<ref name=EGM64/><ref name=GS64/><ref name=IGN64/><ref name=NG41/> ''[[IGN]]'' added the caveats that the environments are simplified from the PC version and the pre-rendered light sourcing is less impressive than the real-time light sourcing of the Saturn version, but judged the visuals overall to be superior to those of the unaccelerated PC version.<ref name=IGN64/> ''GamePro'' went so far as to say the graphics are as clean as those of GLQuake,<ref name=GP64>{{Cite magazine |last=Scary Larry |date=April 1998 |title=Nintendo 64 ProReview: Quake |magazine=[[GamePro]] |publisher=[[International Data Group|IDG]] |issue=115 |page=68}}</ref> while ''Next Generation'' was more moderate, concluding that "As a whole, ''Quake 64'' doesn't live up to the experience offered by the high-end, 3D-accelerated PC version; it is, however, an entertaining gaming experience that is worthy of a close look and a nice addition to the blossoming number of first-person shooters for Nintendo 64."<ref name=NG41>{{Cite magazine |date=May 1998 |title=Finals |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=41 |page=108}}</ref> Most reviews found fault with the multiplayer, stating that the frame rate takes a hit in this mode,<ref name=EGM64/><ref name=GS64/><ref name=IGN64/><ref name=GP64/> some of the levels are too large with only two players present,<ref name=EGM64/><ref name=GS64/> and the game should have supported four players, as previous Nintendo 64 shooters ''[[Hexen: Beyond Heretic]]'' and ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'' did.<ref name=EGM64/><ref name=IGN64/> However, ''Next Generation'' pointed out that on the Nintendo 64, ''Quake'' with four players would inevitably have meant a severely compromised frame rate and small view screen.<ref name=NG41/> ''GameSpot'' also felt the multiplayer was fun despite its limitations, and noted that setting up a deathmatch was quicker and easier on the Nintendo 64 than on PC.<ref name=GS64/> Reviewers sharply differed over the controls, with ''Electronic Gaming Monthly'', ''IGN'', and ''GamePro'' all describing them as precise, responsive, and intuitive,<ref name=EGM64/><ref name=IGN64/><ref name=GP64/> while ''GameSpot'' and ''Next Generation'' complained that finding the right control required fiddling with the settings and even at best felt lacking compared to a keyboard-and-mouse setup.<ref name=GS64/><ref name=NG41/> Reviews generally concluded that while the Nintendo 64 version would not appeal to ''Quake'' veterans due to its multiplayer shortcomings and lack of exclusive content, it was a strong enough conversion for non-PC gamers to enjoy the ''Quake'' experience.<ref name=EGM64/><ref name=GS64/><ref name=IGN64/><ref name=NG41/><ref name=GP64/> ''Next Generation'' reviewed the arcade version of the game, rating it three stars out of five, and stated that "For those who don't have LAN or internet capabilities, check out arcade ''Quake''. It's a blast."<ref name=NG46>{{Cite magazine |date=October 1998 |title=Finals |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=46 |page=134}}</ref> In 1998, ''[[PC Gamer]]'' declared it the 28th-best computer game ever released, and the editors called it "one of the most addictive, adaptable, and pulse-pounding 3D shooters ever created".<ref>{{Cite journal |date=October 1998 |title=The 50 Best Games Ever |journal=[[PC Gamer US]] |volume=5 |pages=86, 87, 89, 90, 92, 98, 101, 102, 109, 110, 113, 114, 117, 118, 125, 126, 129, 130 |number=10}}</ref> In 2003, ''Quake'' was inducted into [[GameSpot]]'s list of the greatest games of all time.<ref>{{Cite web |title=The Greatest Games of All Time: ''Quake'' |url=http://www.gamespot.com/gamespot/features/all/greatestgames/p-22.html |archive-url=https://web.archive.org/web/20071008001400/http://www.gamespot.com/gamespot/features/all/greatestgames/p-22.html |archive-date=October 8, 2007 |website=[[GameSpot]]}}</ref> ===Enhanced version=== {{Video game reviews | MC = 81/100 (PC)<ref>{{Cite web |title=Quake Remastered for PC Reviews |url=https://www.metacritic.com/game/quake-remastered/critic-reviews/?platform=pc |access-date=December 6, 2022 |publisher=[[Metacritic]] |language=en}}</ref><br/>85/100 (XSXS)<ref>{{Cite web |title=Quake Remastered for Xbox Series X Reviews |url=https://www.metacritic.com/game/quake-remastered/critic-reviews/?platform=xbox-series-x |access-date=December 6, 2022 |publisher=[[Metacritic]] |language=en}}</ref><br/>87/100 (PS4)<ref>{{Cite web |title=Quake Remastered for PlayStation 4 Reviews |url=https://www.metacritic.com/game/quake-remastered/critic-reviews/?platform=playstation-4 |access-date=December 6, 2022 |publisher=[[Metacritic]] |language=en}}</ref><br/>87/100 (NS)<ref>{{Cite web |title=Quake Remastered for Switch Reviews |url=https://www.metacritic.com/game/quake-remastered/critic-reviews/?platform=nintendo-switch |access-date=December 6, 2022 |publisher=[[Metacritic]] |language=en}}</ref> | title = Enhanced version | Destruct = 9/10 (PC, NS)<ref>{{Cite web |last=Handley |first=Zoey |date=August 27, 2021 |title=Review: Quake (2021 Remaster) |url=https://www.destructoid.com/reviews/review-quake-2021-remaster/ |access-date=December 6, 2022 |website=[[Destructoid]] |language=en-CA}}</ref> | NLife = 10/10 (NS)<ref name=NLiferev>{{Cite web |last=O'Reilly |first=PJ |date=August 23, 2021 |title=Review: Quake - The Definitive Version Of An Iconic, Flawless FPS |url=https://www.nintendolife.com/reviews/switch-eshop/quake |access-date=December 6, 2022 |website=[[Nintendo Life]] |language=en-GB}}</ref> | PSQ = 8/10 (PS4)<ref>{{Cite web |last=Banas |first=Graham |date=August 30, 2021 |title=Review: Quake (PS4) - New Coat of Paint for Legendary FPS |url=https://www.pushsquare.com/reviews/ps4/quake |access-date=December 6, 2022 |website=[[Push Square]] |language=en-GB}}</ref> }} ''[[Nintendo Life]]'' gave the Switch version a rave review, saying it "wisely avoids tinkering with the magic formula that made the game so great in the first place, instead keeping the look and feel of the original intact whilst carefully adding all manner of modern bells and whistles in a feature-packed port that's an absolute dream to spend time with." They particularly praised the level designs, puzzle elements, atmospheric game world, and numerous configuration options for the graphical upgrades and multiplayer sessions. They argued that the smooth performance in both docked and handheld mode and ability to play the game as portable makes the Switch version the definitive version of the game.<ref name=NLiferev/> ===Sales=== According to [[David Kushner (writer)|David Kushner]] in ''[[Masters of Doom]]'', id Software released a retail [[shareware]] version of ''Quake'' before the game's full retail distribution by [[GT Interactive]]. These shareware copies could be converted into complete versions through passwords purchased via phone. However, Kushner wrote that "gamers wasted no time hacking the shareware to unlock the full version of the game for free." This problem, combined with the scale of the operation, led id Software to cancel the plan. As a result, the company was left with 150,000 unsold shareware copies in storage. The venture damaged ''Quake''{{'}}s initial sales and caused its retail push by GT Interactive to miss the holiday shopping season. Following the game's full release, Kushner remarked that its early "sales were good β with 250,000 units shipped β but not a phenomenon like ''Doom II''."<ref name="mastersdoom">{{Cite book |last=Kushner |first=David |title=Masters of Doom: how two guys created an empire and transformed pop culture |title-link=Masters of Doom |publisher=Random House |year=2003 |isbn=978-0-375-50524-9 |location=New York |at=[https://archive.org/details/mastersdoomhowtw00kush/page/n225 226]}}</ref> In the United States, ''Quake'' placed sixth on [[PC Data]]'s monthly computer game sales charts for November and December 1996.<ref>{{Cite magazine |last=Staff |date=April 1997 |title=PC Data Best-Sellers |magazine=[[Computer Gaming World]] |issue=153 |pages=32}}</ref> Its shareware edition was the sixth-best-selling computer game of 1996 overall, while its retail [[Stock keeping unit|SKU]] claimed 20th place.<ref>{{Cite journal |last=Bauman, Steve |date=November 2000 |title=A Decade of Gaming; Top Sellers of 1996 |journal=[[Computer Games Magazine]] |issue=120 |pages=70}}</ref> The shareware version sold 393,575 copies<ref>{{Cite book |url=https://books.google.com/books?id=51nvAAAAMAAJ |title=Screen Digest |date=1997 |publisher=[[Screen Digest]] |page=132}}</ref> and grossed $3,005,519 (~${{Format price|{{Inflation|index=US-GDP|value=3005519|start_year=1996}}}} in {{Inflation/year|US-GDP}}) in the United States during 1996.<ref>{{Cite journal |date=November 11, 1997 |title=Top Selling CD-ROMs Ranked by Unit Sales, in 1996 |url=https://books.google.com/books?id=b42ktZ4_UAgC |journal=[[The Wall Street Journal|The Wall Street Journal Almanac 1998]] |publisher=[[Ballantine Books]] |page=486 |isbn=9780345405210}}</ref> It remained in PC Data's monthly top 10 from January to April 1997,<ref>{{Cite magazine |last=Staff |date=May 1997 |title=READ.ME; PC Data Best-Sellers |magazine=[[Computer Gaming World]] |issue=154 |page=34}}</ref><ref>{{Cite magazine |last=Staff |date=June 1997 |title=READ.ME; PC Data Best-Sellers |magazine=[[Computer Gaming World]] |issue=155 |page=36}}</ref><ref>{{Cite web |last=Lee, Helen |date=May 1, 1997 |title=PC Data Releases Monthly Numbers |url=http://headline.gamespot.com:80/news/97_05/01_pcdatamar/index.html |url-status=dead |archive-url=https://web.archive.org/web/20000306101157/http://headline.gamespot.com/news/97_05/01_pcdatamar/index.html |archive-date=March 6, 2000 |website=[[GameSpot]]}}</ref><ref>{{Cite web |last=Feldman, Curt |date=June 3, 1997 |title=''Diablo''...Stayin' Alive |url=http://headline.gamespot.com:80/news/97_06/03_pcdata/index.html |url-status=dead |archive-url=https://web.archive.org/web/20000226082500/http://headline.gamespot.com/news/97_06/03_pcdata/index.html |archive-date=February 26, 2000 |website=[[GameSpot]]}}</ref> but was absent by May.<ref>{{Cite magazine |last=Staff |date=September 1997 |title=READ.ME; PC Data Best-Sellers |magazine=[[Computer Gaming World]] |issue=158 |page=31}}</ref> During its first 12 months, ''Quake'' sold 373,000 retail copies and earned $18 million in the United States, according to PC Data.<ref>{{Cite web |last1=Takahashi, Dean |last2=Ramstad, Evan |date=December 9, 1997 |title=New Sequel to ''Quake'' Beefs Up Blood, Guts to Spur Bigger Sales |url=https://www.wsj.com/articles/SB881621121317442500 |url-status=live |archive-url=https://archive.today/20180520041705/https://www.wsj.com/articles/SB881621121317442500 |archive-date=May 20, 2018 |access-date=May 20, 2018 |website=[[The Wall Street Journal]]}}</ref> Its final retail sales for 1997 were 273,936 copies, which made it the country's 16th-highest computer game seller for the year.<ref>{{Cite journal |last=Staff |date=April 1998 |title=The Best-Selling Games of 1997 |journal=[[PC Gamer US]] |volume=5 |issue=4 |page=44}}</ref> In 1997, id estimated that there may be as many as 5 million copies of Quake circulating.<ref>{{Cite web |last=Takahashi |first=Dean |date=January 6, 1997 |title=Violent Quake Is Shaking Up The World of Internet Games |url=https://www.wsj.com/articles/SB852503963674205500 |access-date=September 7, 2021 |newspaper=[[The Wall Street Journal]]}}{{closed access}}{{subscription required|s}}</ref> The game sold over 1.4 million copies by December 1997.<ref>{{Cite web |last=Li |first=Kenneth |date=December 14, 1997 |title=Net gamers in league |url=https://www.newspapers.com/clip/86824402/daily-news/ |access-date=October 10, 2021 |page=204 |via=[[Newspapers.com]] |newspaper=[[Daily News (New York)|Daily News]] |location=New York}}</ref> Sales of ''Quake'' reached 550,000 units in the United States alone by December 1999.<ref>{{Cite web |last=Ajami, Amer |date=December 13, 1999 |title=''Quake III'' Sales Through the Roof |url=http://headline.gamespot.com:80/news/99_12/13_pc_quake/index.html |url-status=dead |archive-url=https://web.archive.org/web/20000304053210/http://headline.gamespot.com/news/99_12/13_pc_quake/index.html |archive-date=March 4, 2000 |website=[[GameSpot]]}}</ref> ==Legacy== The [[source code]] of ''Quake'' was released on December 22, 1999.<ref>{{cite web|first=Micheal|last=Mullen|url=http://headline.gamespot.com/news/99_12/22_pc_quake/index.html|archiveurl=https://web.archive.org/web/20001214140900/http://headline.gamespot.com/news/99_12/22_pc_quake/index.html|title=Quake Source Code Released|website=[[GameSpot]]|archivedate=December 14, 2000|date=December 22, 1999|accessdate=June 22, 2023}}</ref> The id Software maps, objects, textures, sounds, and other creative works remain under their original proprietary license. The [[shareware]] distribution of ''Quake'' is still freely redistributable and usable with the GPLed engine code. One must purchase a copy of ''Quake'' in order to receive the registered version of the game which includes more single-player episodes and the [[deathmatch (gaming)|deathmatch]] maps. Based on the success of the first ''Quake'' game, ''[[Quake II]]'', ''[[Quake III Arena]]'', and ''[[Quake 4]]'' were published, with ''Quake 4'' being developed by [[Raven Software]] using the ''[[Doom 3]]'' engine.{{citation needed|date=May 2023}} ''Quake'' was the game primarily responsible for the emergence of the [[machinima]] artform of films made in game engines, thanks to edited ''Quake'' demos such as ''[[Ranger Gone Bad]]'' and ''[[Blahbalicious]]'', the in-game film ''The Devil's Covenant'', and the in-game-rendered, four-hour epic film ''[[The Seal of Nehahra]]''. On June 22, 2006, it had been ten years since the original uploading of the game to [[cdrom.com]] archives. Many [[Internet forum]]s had topics about it, and it was a front-page story on [[Slashdot]].<ref>{{Cite web |last=timothy |date=June 23, 2006 |title=''Quake'' is 10 β Slashdot |url=http://slashdot.org/story/06/06/23/1755244/quake-is-10 |website=[[Slashdot]] |publisher=[[Geeknet]]}}</ref> On October 11, 2006, [[John Romero]] released the original map files for all of the levels in ''Quake''.<ref>{{Cite web |last=Romero, John |author-link=John Romero |date=October 11, 2006 |title=''Quake'' Map Sources Released! |url=http://rome.ro/2006/10/quake-map-sources-released.html |url-status=dead |archive-url=https://web.archive.org/web/20061022171208/http://rome.ro/2006/10/quake-map-sources-released.html |archive-date=October 22, 2006 |publisher=Rome.ro}}</ref> ''Quake'' has four sequels: ''Quake II'', ''Quake III Arena'', ''Quake 4'', and ''[[Enemy Territory: Quake Wars]]''. In 2002, a version of ''Quake'' was produced for mobile phones.<ref>{{Cite web |title=''Pocket Quake'' (ARM) for Windows Mobile |url=http://download.cnet.com/Pocket-Quake-ARM/3000-2099_4-10056131.html |access-date=November 24, 2011 |publisher=[[CNET]]}}</ref> A copy of ''Quake'' was also released as a compilation in 2001, labeled ''Ultimate Quake'', which included the original ''Quake'', ''Quake II'', and ''Quake III Arena'' which was published by [[Activision]]. In 2008, ''Quake'' was honored at the 59th Annual [[Technology & Engineering Emmy Award]]s for advancing the art form of user modifiable games. [[John D. Carmack|John Carmack]] accepted the award. Years after its original release, ''Quake'' is still regarded by many critics as one of the greatest and most influential games ever made.<ref>{{Cite web |last=Cifaldi, Frank |date=September 1, 2006 |title=The Gamasutra Quantum Leap Awards: First-Person Shooters |url=https://www.gamedeveloper.com/design/the-gamasutra-quantum-leap-awards-first-person-shooters |website=[[Gamasutra]] |publisher=[[UBM TechWeb]] |access-date=July 19, 2024 |url-status=live |archive-url=https://web.archive.org/web/20210622003626/http://www.gamasutra.com/view/feature/1832/the_gamasutra_quantum_leap_awards_.php |archive-date=June 22, 2021}}</ref> In 2025, [[The Strong National Museum of Play]] inducted ''Quake'' into its [[World Video Game Hall of Fame]].<ref>{{Cite web |date=2025-05-08 |title=World Video Game Hall of Fame inducts Defender, Tamagotchi, GoldenEye 007 and Quake |url=https://apnews.com/article/video-game-hall-of-fame-defender-tamagotchi-2e4ad6ec2258d482dc3a34ed324ee7f5 |access-date=2025-05-09 |website=AP News |language=en}}</ref> Co-creator of ''Quake'', John Romero, attended the induction ceremony. Lindsey Kurano of The Strong Museum said "''Quakeβs'' legacy lives on in its atmospheric single player campaign, its influence in how online games are played, its active modding community, and its creation and shaping of esports."<ref>{{Cite web |title=2025 World Video Game Hall of Fame Inductees Announced |url=https://www.museumofplay.org/press-release/2025-world-video-game-hall-of-fame-inductees-announced/ |access-date=2025-05-09 |website=The Strong National Museum of Play |language=en-US}}</ref> ===Speedrunning=== As an example of the dedication that ''Quake'' has inspired in its fan community, a group of expert players recorded [[speedrun]] demos (replayable recordings of the player's movement) of ''Quake'' levels completed in record time on the "Nightmare" [[difficulty level|skill level]]. The footage was edited into a continuous 19 minutes, 49 seconds demo called ''[[Quake done Quick]]'' and released on June 10, 1997. Owners of ''Quake'' could replay this demo in the game engine, watching the run unfold as if they were playing it themselves.{{citation needed|date=May 2023}} Most full-game speedruns are a collaborative effort by a number of runners (though some have been done by single runners on their own). Although each particular level is credited to one runner, the ideas and techniques used are iterative and collaborative in nature, with each runner picking up tips and ideas from the others, so that speeds keep improving beyond what was thought possible as the runs are further optimized and new tricks or routes are discovered. Further time improvements of the continuous whole game run were achieved into the 21st century. In addition, many thousands of individual level runs are kept at [[Speed Demos Archive]]'s ''Quake'' section, including many on custom maps. Speedrunning is a counterpart to multiplayer modes in making ''Quake'' one of the first games promoted as a virtual sport.{{citation needed|date=May 2023}} ===Changes at id Software=== The release of ''Quake'' marks the end of the classic line-up at id Software. Due to conflicts and burnout, the majority of the staff resigned from id after the game's release including Romero, Abrash, Shawn Green, Jay Wilbur, Petersen and Mike Wilson.<ref>{{Cite web |last=Barton |first=Matt |title=Matt Chat 54: Quake with John Romero |date=March 20, 2010 |url=https://www.youtube.com/watch?v=Pq__3XNvvHI |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/Pq__3XNvvHI |archive-date=December 11, 2021 |access-date=July 15, 2021 |via=YouTube}}{{cbignore}}</ref> Petersen claimed in July 2021 that the lack of a team leader was the cause of it all. He volunteered to take lead as he had five years of experience as project manager in [[MicroProse]], but he was turned down by Carmack.<ref>{{Cite web |last=Petersen |first=Sandy |date=2021-07-02 |title=Why Is Quake Like That? |url=https://www.youtube.com/watch?v=MUeu96TKQwU |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/MUeu96TKQwU |archive-date=December 11, 2021 |access-date=July 15, 2021 |via=YouTube}}{{cbignore}}</ref> Romero has discussed their relative lack of experience at the time and failure to communicate with one another, and has stated that there is no long-lasting animosity between the staff.<ref name="doomguy 214-235" /> Even though he led the project, Romero did not receive any money from ''Quake''.<ref>{{Cite web |date=2015-05-28 |title=Meet John Romero: One of the Godfathers of the First-Person Shooter |url=https://www.youtube.com/watch?v=9v_0HD7iOz4&t=1s |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/9v_0HD7iOz4 |archive-date=December 11, 2021 |access-date=August 21, 2019 |publisher=[[Motherboard (website)|Motherboard]] |via=YouTube}}{{cbignore}}</ref> 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,<ref>{{Cite web |last=Byrd |first=Matthew |date=December 31, 2018 |title=20 Most Disappointing Games Ever Made |url=https://www.denofgeek.com/us/games/277894/most-disappointing-games |access-date=August 30, 2019 |website=[[Den of Geek]]}}</ref><ref>{{Cite web |last1=Kelly |first1=Andy |last2=Senior |first2=Tom |date=June 25, 2019 |title=22 of the worst PC games of all time |url=https://www.pcgamer.com/uk/the-22-worst-pc-games-of-all-time/ |access-date=August 30, 2019 |website=[[PC Gamer]]}}</ref> he said ''Daikatana'' was "more fun to make than ''Quake''" due to the lack of creative interference.<ref>{{Cite web |last=Barton |first=Matt |date=2010-03-27 |title=Matt Chat 55: Daikatana with John Romero |url=https://www.youtube.com/watch?v=lQMtVbz_JuE |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/lQMtVbz_JuE |archive-date=December 11, 2021 |access-date=August 21, 2019 |via=YouTube}}{{cbignore}}</ref> ===Sequels=== After the departure of Sandy Petersen, the remaining id employees chose to change the thematic direction substantially for ''[[Quake II]]'', making the design more technological and futuristic, rather than maintaining the focus on [[Lovecraftian horror]]. ''[[Quake 4]]'' followed the design themes of ''Quake II'', whereas ''Quake III Arena'' mixed these styles; it had a parallel setting that housed several "id all-stars" from various games as playable characters. The mixed settings occurred because ''Quake II'' originally began as a separate product line.<ref>{{Cite journal |year=2004 |title=''Quake 4'' Preview |journal=PC Gamer}}{{full citation needed|date=November 2011}}</ref> The id designers fell back on the project's nickname of "''Quake II''" because the game's fast-paced, tactile feel felt closer to a Quake game than a new franchise.<ref>{{Cite web |last=Grayson |first=Nathan |date=December 8, 2012 |title=Quake II Is 15, You Are Old |url=https://www.rockpapershotgun.com/2012/12/08/quake-ii-is-15-you-are-old/ |website=[[Rock, Paper, Shotgun]]}}</ref> Since any sequel to the original ''Quake'' had already been vetoed, it became a way of continuing the series without continuing the storyline or setting of the first game. In June 2011, John Carmack made an offhand comment that id Software was considering going back to the "...mixed up Cthulhu-ish Quake 1 world and rebooting [in] that direction."<ref>{{Cite web |last=Yin-Poole, Wesley |date=June 17, 2011 |title=John Carmack's vision for the next ''Quake'' |url=http://www.eurogamer.net/articles/2011-06-17-john-carmacks-vision-for-the-next-quake |website=[[Eurogamer]]}}</ref> ==See also== *''[[Diary of a Camper]]'', a short film made in ''Quake'' *[[Binary space partitioning]], a technology used in ''Quake'' ==Notes== {{Notelist}} ==References== {{Reflist}} ==External links== * {{GitHub|id-Software/Quake}} * {{MobyGames|id=/quake}} {{Quake series}} {{Authority control}} [[Category:1990s horror video games]] [[Category:1996 video games]] [[Category:Acorn Archimedes games]] [[Category:Cancelled Atari Jaguar games]] [[Category:Cancelled Panasonic M2 games]] [[Category:Cancelled PlayStation (console) games]] [[Category:Classic Mac OS games]] [[Category:Commercial video games with freely available source code]] [[Category:Cooperative video games]] [[Category:Cthulhu Mythos video games]] [[Category:Dark fantasy video games]] [[Category:DOS games ported to Windows]] [[Category:DOS games]] [[Category:First-person shooters]] [[Category:Games commercially released with DOSBox]] [[Category:Golden Joystick Award winners]] [[Category:GT Interactive games]] [[Category:Id Software games]] [[Category:Linux games]] [[Category:Lion Entertainment games]] [[Category:Lobotomy Software games]] [[Category:Macmillan Digital Publishing games]] [[Category:MacSoft games]] [[Category:Multiplayer and single-player video games]] [[Category:Multiplayer online games]] [[Category:Nightdive Studios games]] [[Category:Nintendo 64 games]] [[Category:Nintendo Switch games]] [[Category:PlayStation 4 games]] [[Category:PlayStation 5 games]] [[Category:Quake (series)]] [[Category:Quake engine games]] [[Category:Science fantasy video games]] [[Category:Sega Saturn games]] [[Category:Shareware games]] [[Category:Video game remasters]] [[Category:Video games about demons]] [[Category:Video games designed by John Romero]] [[Category:Video games developed in the United States]] [[Category:Video games scored by Aubrey Hodges]] [[Category:Video games set in antiquity]] [[Category:Windows games]] [[Category:Xbox One games]] [[Category:Xbox Series X and Series S games]] [[Category:World Video Game Hall of Fame]]
Summary:
Please note that all contributions to Niidae Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Encyclopedia:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Templates used on this page:
Template:'
(
edit
)
Template:'s
(
edit
)
Template:About
(
edit
)
Template:Anchor
(
edit
)
Template:As of
(
edit
)
Template:Authority control
(
edit
)
Template:Cbignore
(
edit
)
Template:Citation needed
(
edit
)
Template:Cite AV media
(
edit
)
Template:Cite book
(
edit
)
Template:Cite journal
(
edit
)
Template:Cite magazine
(
edit
)
Template:Cite news
(
edit
)
Template:Cite web
(
edit
)
Template:Clarification needed
(
edit
)
Template:Closed access
(
edit
)
Template:Format price
(
edit
)
Template:Full citation needed
(
edit
)
Template:GitHub
(
edit
)
Template:Harvnb
(
edit
)
Template:Inflation/year
(
edit
)
Template:Infobox video game
(
edit
)
Template:Main
(
edit
)
Template:MobyGames
(
edit
)
Template:More citations needed
(
edit
)
Template:Notelist
(
edit
)
Template:Primary source inline
(
edit
)
Template:Quake series
(
edit
)
Template:Reflist
(
edit
)
Template:Registration required
(
edit
)
Template:Short description
(
edit
)
Template:Subscription required
(
edit
)
Template:Use mdy dates
(
edit
)
Template:Video game reviews
(
edit
)
Search
Search
Editing
Quake (video game)
Add topic