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The successor to id Software's Doom series, Quake built upon the technology and gameplay of its predecessor.[10] Unlike the Doom engine before it, the Quake engine offered full real-time 3D rendering and had early support for 3D acceleration through OpenGL. After Doom helped popularize multiplayer deathmatches, Quake added various multiplayer options. Online multiplayer became increasingly common, with the QuakeWorld update and software such as QuakeSpy making the process of finding and playing against others on the Internet easier and more reliable. Quake featured music composed by Trent Reznor and his band Nine Inch Nails.[8]
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 ideology of a boss in the last level. The ultimate objective at the end of each episode is to recover a magic rune. After all of the runes are collected, the floor of the hub level opens up to reveal an entrance to the "END" level which contains a final puzzle.
A preview included with id's very first release, 1990's Commander Keen, advertised a game entitled The Fight for Justice as a follow-up to the Commander Keen trilogy. It would feature a character named Quake, "the strongest, most dangerous person on the continent", armed with thunderbolts and a "Ring of Regeneration". Conceived as a VGA full-color side-scrolling role-playing game, The Fight for Justice was never released.
Lead designer and director John Romero later conceived of Quake as an action game taking place in a fully 3D world, inspired by Sega AM2's 3D fighting game Virtua Fighter. Quake was also intended to feature Virtua Fighter influenced third-person melee combat, but id Software considered it to be risky. Because the project was taking too long, the third-person melee was eventually dropped. This led to creative differences between Romero and id Software, and eventually his departure from the company after Quake was released.[17][18] Even though he led the project, Romero did not receive any money from Quake.[19] 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,[20][21] he said Daikatana was "more fun to make than Quake" due to the lack of creative interference.[22]
Quake was given as a title to the game that id Software was working on shortly after the release of Doom II. The earliest information released described Quake as focusing on a Thor-like character who wields a giant hammer,[23][24][25] and is able to knock away enemies by throwing the hammer (complete with real-time inverse kinematics).[citation needed] Initially, the levels were supposed to be designed in an Aztec style, but the choice was dropped some months into the project.[citation needed] Early screenshots then showed medieval environments and dragons.[citation needed] The plan was for the game to have more RPG-style elements. However, work was very slow on the engine, since John Carmack, the main programmer of Quake, was not only developing a fully 3D engine, but also a TCP/IP networking model (Carmack later said that he should have done two separate projects which developed those things).[citation needed] Working with a game engine that was still in development presented difficulties for the designers.[26]
The game engine developed for Quake, the Quake engine, popularized several major advances in the first-person shooter genre: polygonal models instead of prerendered sprites; full 3D level design instead of a 2.5D map; prerendered lightmaps; and allowing end users to partially program the game (in this case with QuakeC), which popularized fan-created modifications (mods).
Before the release of the full game or the shareware version of Quake, id Software released QTest on February 24, 1996. It was described as a technology demo and was 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.[29]
A 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.[60]
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.[111]
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.
The source code of the Quake and QuakeWorld engines was licensed under the GNU GPL-2.0-or-later on December 21, 1999. 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 maps. Based on the success of the first Quake game, and later published Quake II and Quake III Arena, Quake 4 was released in October 2005, developed by Raven Software using the Doom 3 engine.
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.
The transformative power of ray tracing has proven itself across many different games but perhaps the most impressive upgrades come from revisiting older, classic PC titles, and a recent mod for the original Quake delivers frankly astonishing results. This is less a mod and more a full-on RT remaster for one of PC's finest games, arriving courtesy of Sultim Tsyrendashiev, the maker of path-traced renditions of Serious Sam and Doom, and who's currently working on RT Half-Life. Tsyrendashiev has taken the Vulkan port of Quake by id Software's Axel Gneiting and delivered something very, very special. 2b1af7f3a8