![]() In fact, you could easily believe that this game was originally intended to be set in the Middle Ages. Castles and dungeons are the rule here rather than space stations and moon bases. But rather than the Aliens setting of Doom, Quake is far more Gothic. The settings and plots are pretty much the same: you are a marine who is the last man standing on the site of an alien invasion. Thematically the game is a continuation of Doom. It's rare that you'll have three enemies on the screen at once. The tradeoff for realistic lighting was that everything in the game is rendered in dull browns and grays. The levels are absolutely tiny, and mostly made up of cramped rooms and corridors (large outdoor areas like in Doom? Forget it.) The textures are bland and of low detail. It is completely 3D, but just about everything else was sacrificed to make it 3D.Įverywhere in Quake you see the signs of a game laboring under technological constraints. They ended up releasing a stripped-down tech demo that was only a shadow of what they had originally promised. Somewhere along the line id's development team must have realised that the hardware required for this sort of game did not exist yet. 1995-era gaming magazines were awash with hype about a fully 3D, fantasy-themed FPS with detailed lighting effects and morphable terrain and an RPG-style class system and everything but the kitchen sink. The Quake Id Software intended to make was quite different to the Quake that actually got released. ![]() A "classic" in its brief heyday, it's just "ok" now. Quake was a fabulous tech demo, but only a decent game. Romero, but I just don't think design was law in this case. Quake's claim to greatness has to be that it paved the way for later games that were both technically brilliant AND aesthetically pleasing. Not to mention how utterly BROWN the whole thing is…ick! The bad guys tend to look polygonal, which just doesn't cut it for me I'll take good-looking sprites over jagged blobs any day. YES, it was true 3D and used polygons instead of sprites, but that doesn't mean it was pretty to look at. The graphics are not now, nor were they ever, as impressive as they were alleged to be. I haven't really played multiplayer Quake, and the idea of trigger-happy FPS fragging online just hasn't ever appealled to me, so I can't bury or praise Quake on that score. Plus, Quake set a new low bar for storytelling-there is no story, period. The single player game just wasn't all that compelling after the intense, Mars-meets-Hell action of Doom and Doom II. The graphics were true 3D, and the multiplayer component was (apparently, I really don't know firsthand) revolutionary in its day, as one could easily hop on and find opponents through that direct TCP/IP thingie everyone was ooohhing and ahhhing over. Jedermann sollte erwachsen genug sein, Quake als das anzusehen, was es ist: Ein Fantasy-Computerspiel für Erwachsene, denn in Kinderhände gehört Quake auf keinen Fall. ![]() Aber wer sich die intensiven Szenen des Spiels nicht ansehen will, muß es sich ja auch nicht antun. ![]() Konträre Meinungen wird es zu Recht wieder über Id Softwares Definition des Begriffs Spielspaß geben. Während man sich im Einspieler-Modus noch etwas mehr spielerische Tiefe oder Abwechslung à la 3D Realms gewünscht hätte, kann Quake im Mehrspieler-Modus seine Stärken voll ausspielen. Dafür sprechen Qualität und Ausmaß der Grafik-Darstellung, die intuitive Steuerung, das physikalische Modell und die stimmige Spielatmosphäre. Unbestreitbar ist, daß Quake die bisher realistischste 3D-Spielumgebung auf den PC-Monitor bringt. Es wird immer eine verschworene Id- und 3D Realms-Fangemeinde geben, und viele Argumente im Urteil über Spiele werden Geschmackssache bleiben.
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