Johnsto's Law states: if a game has a level editor, someone will recreate de_dust2. The iconic Counter-Strike map is, I have argued, "one of the fundamental shapes of video games". Recreating levels from other games is a mapping tradition as old as creating your house (not to be confused with MyHouse). I am delighted to see this done en masse, with a twist. A new player-made map pack for Quake offers 30 new singleplayer levels based on multiplayer levels from other games including Unreal Tournament, Valorant, Perfect Dark, and Mario Kart 64. Yes, of course it has a de_dust2.
]]>What's the most 90s way you can market your retro-styled prequel to a 90s mech shooter? Other than an Acclaim-style stunt where you offer people £500 to tattoo their baby's face with the game logo, I'd say perhaps releasing a Quake mod. So here's Episode Enyo, a prequel to upcoming "biopunk" hack 'n' slasher Slave Zero X, now available as a Bethesda-approved free add-on inside Quake.
]]>When two of a game's weapons are nailguns, you should probably expect players to be enthusiastic about construction. Following last year's excellent Brutalist Jam map pack, Quake mappers have reunited to release another free load of levels inspired by Brutalism and concrete. The 30 maps offer good honest fragging in everything from concrete cities to murderous mystical puzzle boxes. Honestly, I'd recommend downloading the pack even if only to see the hub level and marvel at quite how good Quake can look when made for modern PCs.
]]>Following in the footsteps of its older sibling, a remaster for seminal shooter sequel Quake 2 will reportedly get an official announcement at next week’s QuakeCon 2023, which is an in-person event for the first time since the pandemic era. Earlier in the year, Quake 2’s remaster accidentally poked its head out in a ratings board leak, but let’s all pretend to be surprised when Bethesda announces it next week, okay?
]]>A few weeks ago, I talked about a number of new features coming to RPS in 2023, and here we are with our very first edition of Ask RPS! This is a new mailbag feature where RPS supporters get to pose questions to the RPS Treehouse team (mostly video games-related, though not necessarily always), and we then answer those questions in public posts for everyone to get involved with. Easy peasy.
To kick us off, our first question comes courtesy of Old_Man_Gaming, who asked: "What was the first game that really grabbed you and dominated your life?"
Come and find out which games had us trapped in the throes of childhood mania below, and why not tell us about your own gaming obsessions in the comments? You might just find a surprise kindred spirit.
]]>An exciting new fan-made Quake singleplayer map pack explores the Internet's favourite architectural style, Brutalism. 35 maps offer all sorts of concrete hells, ranging from housing estates and Control-esque facilities to otherworldly ritual spaces and straight-up murderholes. Having spent much of my early thirties skulking around the Barbican, I really enjoyed this variety of Brutalist experiences. And the monstermurder. The monstermurder's fun, too. Here, come admire how pretty the hub level is.
]]>There was a time in multiplayer first-person shooters when Capture The Flag modes were as ubiquitous as Battle Royales. Also like Battle Royales, it was a mod that was responsible for that ubiquity: Threewave CTF for Quake.
Now you can more easily play Threewave CTF again. Bethesda announced during Quakecon today that Threewave Capture The Flag was now part of their enhanced Quake release, with nine maps, the grappling hook and new improvements.
]]>This year’s QuakeCon begins today, and it’s once again being staged as a digital-only event. The organisers say they’re committed to being an in-person event again in 2023 but for now there’s still some intriguing streams to tune into starting from 6pm BST/7pm CEST/10am PST. Read on for more info and our personal highlights on what’s happening at QuakeCon 2022.
]]>Love Doom? Like Quake? Tolerate Daikatana? Well then, you’ll be chuffed to hear that Romero Games is hiring for a new first-person shooter project that has the involvement of legendary FPS maestro John Romero. The company says they’re now “100% focused” on the genre, and they’re making a game with a major publisher using Unreal Engine 5. That’ll make the shotgun blasts look extra kerblammerific.
]]>It feels at times as if, over a long enough timeline, all first-person shooters trend towards becoming the same game by cribbing modes from one another. Case in point: Quake now has a horde mode. It comes as part of a new update for Quake Remastered, Bethesda's recent spit-and-polish of the classic 3D shooter. The horde mode is made by MachineGames for 1-4 players - and the update also includes a new (or "new") singleplayer add-on.
]]>The enhanced edition of Quake, released in August to celebrate the game's 25th anniversary, just got a major update. It improves the game's bots, and adds bot support for a bunch more deathmatch maps, among other bug fixes.
]]>If you had asked me about Quake a few years ago, I would've made a weird farting sound with my mouth. But that was before I realized how messed up it was and how good the mods are. Today I'm here to offer you a way inside. Whether you're a lapsed Quake fan from 1996 or a skeptical newbie from 2021, it's never been a better time to start playing Quake.
In this guide, I go over how to download and install Quake, give advice for enjoying it, and provide curated playlists of notable mods along with some tasting notes.
]]>Imagine an ancient monastery hidden away in the mountains, where aging monks and nuns carve these kitschy little demonic sandcastles that no one cares about. Every year their numbers dwindle. The world has forgotten them. Is this how the old ways die?
Quake 1 modding seemed destined for the same death too. Then a few years ago, a Quake nun started ripping and tearing through the walls. Today, the newly remodeled Quake monastery has thousands of new members keeping the faith alive. This is a short history of the Quake Renaissance, the surprising rebirth of a 25 year old retro game mod community.
]]>Quake, the classic 1996 first-person shooter, has received a major new update enhancing its graphics, adding dedicated deathmatch servers, cross-play with consoles, splitscreen multiplayer, and a brand new expansion developed by Machine Games.
It's out now to mark Quake's 25th anniversary and available for free to all existing owners of the game.
]]>Everyone's heard of Quake. In 1996 it popularized "true 3D" level design, team multiplayer, the rocket jump, and even mouse look. Nine Inch Nails' subtle in-game soundtrack is still a high point in video game music. Source Engine games like Apex Legends use fancy upgrades of Quake's original movement code, and the internet recently shat itself when it realized Half-Life: Alyx still uses Quake's light flickering presets.
Quake is everywhere. Everyone's heard of Quake. But does anyone care?
A couple years ago, I sure didn't. I thought it was just a more boring, less colorful Doom. But then I learned about its difficult history, a fascinating mess of cursed magic. Despite its success and influence, Quake couldn't escape Doom's shadow, just barely held together, and eventually caused half of id Software to leave.
]]>Bethesda released the details of next week’s Quakecon 2021, being held virtually between August 19th-21st. They appear to have accidentally announced a new version of their classic shooter, Quake. One of the event listings briefly hinted at a new, “revitalized edition” of it before having its description swiftly scrubbed. What could it be?
]]>The Oxford English dictionary describes a bug as: "a sort of computer oops". It is the result of errant coding, mismatched texture, wonky physics or (sometimes) a briefcase. Developers must fight bugs day and night to safeguard the digital realms we call our playgrounds. Sometimes they lose that battle and a bug comes stomping ravenously into our game, ready to upset us. But sometimes that bug is not an annoyance or a game-breaker, but instead the funniest thing to ever happen. Here are 9 of the best bugs in PC gaming.
]]>Have you played Quake? If you have you'll, like me, probably have wondered why Episodes 2 and 3 don't end with a boss fight. This week, former Id designer Sandy Petersen explained some of the hacks he and American McGee tried bashing together to fill those boss-shaped holes, from a tower-block sized rotter to a giant grotesque spiderthing wot would've chased you around the entire map.
]]>Quake's a gritty fast-paced shooter where you dance around enemies and splatter them with beefy guns. Modder "Redfield" clearly thought, "But what if I inject some Bloodborne into it?", and so Raven Keep was born. It's a mod which throws players into a gothic castle where "Old Ones" (sound familiar?) have left some spooky chalices behind. To uncover their mystery, we'll have to blast knights, ghosts, and even some bosses straight from Dark Souls and Bloodborne. Count me in.
]]>Microsoft are buying Bethesda, or rather their parent company ZeniMax Media. Like a nesting doll, Bethesda themselves are the parents of yet other game studios that Microsoft will also own. What of, say, Id Software? One of Id's co-founders John Carmack reckons that the Bethesda buyout is a good thing. He says that the new Microsoft ownership could allow him to "reengage" with his old work.
]]>Update: Microsoft say they'll "keep the commitment" to bring Bethesda's Deathloop and Ghostwire: Tokyo to PS5 as timed exclusives. More below.
Microsoft just announced they've bought ZeniMax Media, the parent company of Bethesda. The developers of games such as Skyrim, Fallout, Dishonored, Prey, Doom, Quake and all those classics are now technically Xbox Game Studios. Xbox boss Phil Spencer made a post welcoming the developers, in what he calls a "landmark step" for both Microsoft and Bethesda.
What a year.
]]>If you fancy rocking out to a little bit of Quake, the game's original soundtrack by Nine Inch Nails is available to buy on vinyl now. It's the hot record for 2020, featuring aptly named tracks like "Life", "Damnation" and "Aftermath". Oh and "Quake Theme", I guess.
When the listing for the record went up yesterday, a cheeky note said that it was supposed to come with essays from former Id Software devs John Carmack and American McGee. Alas, an "unnamed video game publisher made it impossible to include this in the package". I wonder who it could be?
]]>Have you played Quake? The eldritch lords at RPS HQ don't let me write HYP posts, of course, but I thought I'd ask anyway. See, it's QuakeCon At Home this weekend, and Bethesda are giving away a seminal piece of shooter history - and every character in its arena-blasting descendant Quake Champions - for free 'til the end of tomorrow.
]]>QuakeCon At Home is live this weekend on Twitch, though it really should be called BethFest when you look at the schedule. The event has moved wholly online thanks to the Covid-19 pandemic, and the rescheduled celebration of id’s and Bethesda’s games has an intriguing schedule. Here are a few of the highlights.
]]>One of the last of the Id Software old guard is parting company with the studio soon. Tim Willits wasn't part of the original team of founders, but was there early enough to be credited as level designer on 1995's Ultimate Doom and have a credit in almost everything since. After working as a designer and creative director on the likes of Quake, Doom 3 and Rage, and acting as studio director through the release of Rage 2, he's left a mark on the FPS genre as we know it. After QuakeCon next week he'll say his goodbyes and announce his plans for the future.
]]>There have been some lovely old-school shooters recently, but 3D Realms reason that the only way to get true retro authenticity is to build new games to old standards. Wrath: Aeon Of Ruin bears a strong family resemblance to the original Quake, which makes sense considering it's being produced by KillPixel, a crew of veteran Quake mappers and modders using the tools they're familiar with. It's a team I'm familiar with, having been enjoying their work for years, putting Wrath high on my most wanted list. The game is due this summer, and you can see the debut trailer below.
]]>A raytraced Quake 2 might be a fun retro showcase of shiny new hardware, but Quake 1.5 is what you really want to be playing right now. Assembled by modder "bloodshot12" (although its full credits are extensive), it's a cocktail of mods for Id's original Quake that aims to retain its aesthetic, but upgrade everything else. That means new, detailed weapon models, monsters (some from the excellent Arcane Dimensions), levels and more. Today's release is technically a beta, but well worth playing, and dead easy to set up too. Find it on Mod DB, or check out a trailer below if the fancy new boss above isn't exciting enough.
]]>We're just shy of Halloween here and the stars are aligning, allowing unholy powers to warp Doom into strange, near-unrecognisable forms through the powerfully dark act of modding. Out tonight is Total Chaos, a survival horror mod so grand in its ambition that it leaves almost nothing recognisable as 'Doom', with detailed 3D environments and modern horror style. More traditional but still impressive is an early demo of The Crimson Deed, a vampire-themed dungeon crawl. Check out trailers for both below, plus some Quake-related surprises from 3D Realms.
]]>Update Night is a fortnightly column in which Rich McCormick revisits games to find out whether they've been changed for better or worse.
If, for some reason, you needed reminding of Quake Champions’ 90s heritage, then you need look no further than Anarki. One of Quake Champions’ 12 playable characters, Anarki (1) rides a hovering skateboard, (2) has a pink-dyed mohawk, (3) sports a pair of space JNCOs tucked into his metal legs, and (4) talks like the galaxy’s spaciest stoner dude.
He’s the video game version of The Simpsons’ Poochie: an attitude-by-numbers toon cooked up by an undead focus group whose members all died when Papa Roach released their first album. But he’s not even the most ‘90s thing about Quake Champions. That would be the game itself, a resolutely old-school arena shooter that — in full flow — feels as fast and fluid as Quake 3 did in 1999.
]]>The game has hit some bumps along the way, but arena shooter revival Quake Champions has made steady, sure steps towards its goal to revitalise the genre over the past few months. Today's update brings the game just that little bit closer to the ideal, introducing bots for practice play (and to fill empty slots if someone bails from your team), and a gratuitously detailed gore system worthy of Doom 4. Rockets, chainsaws, machineguns and more will have visibly different effects on your now-mechanically-separated opponent's body. Squishy.
]]>Wait, didn’t we already answer this question? Never mind, the RPS podcast, the Electronic Wireless Show, is not content with our list of the top 50 first-person shooters. Well, they're mostly fine with it (lists are stupid) but they still want to hash out this ageless question the old-fashioned way. By interrogating each other over the internet.
]]>Quake Champions is a delightful return to the origins of the arena shooter, and although the title is in Early Access at this point, there's still a ton of DLC and other add-on content you can buy. That's fun, right? I always find paid content in an unreleased game odd. Anyhow, there's a lot to be actually excited about here, as the game is getting huge updates. That includes the community's biggest request: Bots. Hell yes bots. With scalable skill levels, you can now learn to play that game on your own, or hone your expert skills, or just get some kills without having to both with the whole, you know, Other People thing.
Also: gore is coming. Not just blood and guts: really specifically engineered blood and guts. This is a game about science, after all. (Don't... don't double check that. Just let it sit.)
]]>It should almost go without saying now that Doom 2 is all things to all people, in the most literal sense. Thanks to 25 years of evolution in modding tools, it's Donkey Kong, Resident Evil and even Heroes of Might & Magic now, among other things.
The latest game to be swallowed by the all-consuming vortex of creativity that is the GZDoom-powered mod scene is Quake Champions. The arena FPS reboot may still be in public testing, but it's already been systematically disassembled, stripped for parts, and launched today as Quake Champions: Doom Edition (or QC:DE for short), a mod for possibly the most enduring game in PC history.
]]>We've previously covered Quake mega-mod Arcane Dimensions, which has become a cornerstone of modern Quake mapping thanks to its slew of new gameplay features, enemy types and weapons going a long way to refresh the formula of Id's cyber-gothic classic without diluting its breakneck pacing and drum-tight combat loops.
Xmas Jam: 1024^3 is the latest group project to come from the quietly industrious func_msgboard mapping community. Built using Arcane Dimensions' bag of tricks, it offers 11 new levels from 11 different creators, all adhering to a single restriction: the level must fit (roughly) within a tiny space, 1024 Quake map units cubed, approximately three seconds travel time across.
]]>Sitting at the intersection of several of my interests is Ghosts I-IV for Quake, a new mod which turns id Software's gibtastic first-person shooter into a quiet walking simulator and couples it with a calmer soundtrack. While Quake's original 1996 soundtrack is an industrial dirge by the popular beat combo Trent Reznor & The Nine Inchnails, this mod replaces it with tunes from their chilled-out 2008 album Ghosts I-IV - which is legally fine to include, thanks to its Creative Commons licensing. The mod is organised by JP LeBreton, a designer and level designer who worked on the first two BioShock games and has developed quite an interest in peacefully exploring seminal FPSs.
]]>Have You Played? is an endless stream of game retrospectives. One a day, every day, perhaps for all time.
I wrote about this stonkingly beautiful and enormous mega-mod for the original Quake last year, recommending that y'all should play it, but it didn't quite turn out as planned when fans and creators alike (politely) argued that the screenshots I'd used did not suitably sell the game. So, here are some screenshots of Arcane Dimension which hopefully will convince you to give it a try. You really should, because it's the next best (or maybe even better?) thing to getting a whole new Quake.
]]>My wishlist for first-person shooters is simple:
- A pump-action shotgun
- A revolver that's longer than my forearm and chunkier than a fridge
- A slow but deadly and ch-chank-chik bolt-action rifle
- Skillful movement
- A grappling hook
- A slide move (ideally with a kick)
Well, campers, I'm delighted to see that last one in Quake with new mod Qore [official site]. It's still early days for Qore, which is trying to bring Brutal Doom-style over-the-top megamurder to Quake, but the point is: I slidekicked soldiers and demons in Quake this morning and I'm delighted.
]]>Have You Played? is an endless stream of game retrospectives. One a day, every day, perhaps for all time.
I went to the games shop and stared at the box several times a week for the best part of a year. It was the 90s, I read X-Men comics and watched the X-Men Saturday morning cartoon and there was a PC in my house. An X-Men FPS was beyond my wildest imaginings. Yet I could not play X-Men: Ravages Of Apocalypse. In fact, I have never played X-Men: Ravages Of Apocalypse, and because of that it still remains, in my mind, The Greatest Videogame There Ever Was.
]]>Strafe [official site] is steeped in love for Quake 1 & 2 (and to a lesser extent the original Doom), there's no question about that. But it's also saddled with a desperate desire to evoke retro-cool no matter the cost, clad as it is in ironic faux-'90s videogame advertising terminology, lascivious talk of gore and a widdly-widdly-woo soundtrack. Strafe tries far too hard, and it backfires. Strafe is a deeply dorky videogame. I quite like it anyway.
]]>Developers imitate each other, as do writers, musicians and artists, and Blizzard are the best in the business at it. No other company is so good at distilling the sweat of another’s brow and refining it into pure, unadulterated joy. Yet, while it’s easy to see in Overwatch the objective-based gameplay of Team Fortress 2, the team dynamics of League of Legends or the creative movement mechanics of 90s shooters, its various ideas can often be traced back much further, towards older games that the designers at Blizzard may never have played.
I've chosen ten abilities Overwatch's heroes can perform and used them as the starting point for a jaunt through game history. What was the first game to feature grappling hooks, or teleportation, or time-rewinding? Find out below.
]]>Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.
You must have played my first Quake map. You'd know it if you saw it. Two cubic rooms, yeah? Only used three textures, right? One irritating obstacle, remember? I never released my first Quake map or showed it to anyone but I'm sure you will have played it, it or a Quake map much like it - maybe your own first map?
]]>Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.
I'm going to keep doing mods for a while because: 1) I struggle to remember what happened yesterday; 2) Unable to afford many new games, for about a decade I mostly played mods - many, many mods. Of the many mods I played from cover discs off cheery RPS fanzine PC Gamer, the Quake singleplayer campaign Zerstörer - Testament of the Destroyer was the first that felt like something I should've paid for. "Professional quality," we said back then, with very specific ideas of what that meant.
]]>Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.
Every FPS with skills and characters is being caught up in the ineffectual backlash against MOBAs but heck, the idea's hardly new. Wolfenstein: Enemy Territory from is a cracking class-o-XP-a-shooter and that came out 13 years ago. The first I remember enjoying, though, was Future vs. Fantasy [archived official site] for Quake in '96, '97.
]]>Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.
Slide [archived official site] is what made me realise mods could be almost brand new games, could be whatever they wanted - and could be games I'd never see 'proper' developers make. Slide turns Quake into a downhill hoverboard racing game, sending players zipping through dark tunnels, round obstacles, and over deadly traps in a competition to become the greatest hoverboarder this side of the Wizard's Manse.
]]>Not that I'm saying Quake is not suitable for 21st century play - quite the opposite. It's just that enormous and beautiful mod campaign Arcane Dimensions applies some of the design values we are accustomed to from later, flashier games to the ancient Quake structure. From flow to geometry to sheer size, it's taking Quake to places id possibly could not have imagined when they first made it, and wrestling the engine into brand new shapes without actually losing its essential Quakeiness.
Because that's the thing: playing Arcane Dimensions makes Quake once again feel like it felt when I first played it.
]]>Depending on to what extent you accept 'Bethesda' as official, of course. This isn't id's work, and it's definitely not Quake-era id's work, but it is the work of neo-id's stablemates Machine Games - they of the improbably good Wolfenstein: The New Order. (And who, according to its credits, pitched in to some extent with this year's even more improbably good DOOM). They've just unexpectedly release a new Quake episode in honour of the dear old man'n'monster-shooter's 20th birthday. It's pretty good, too.
]]>Resolution. Anti-aliasing. Crisp text. "Image quality." The bugbears of virtual reality in 2016.
All of this matters not in Quake. Perfect square pixels, no shading or soft shadows. Almost wordless. It is ideally-suited to VR, in theory. In practice? Best VR time ever, so far.
]]>Twenty years ago today, id Software released Quake. Following a multiplayer test that gave the world a first glimpse of the studio’s new, cutting edge 3d engine, the full game arrived on June 22, 1996. Its bizarre mash-up of medieval architecture and crunchy, industrial weaponry didn’t run through the sequels, which have focused on both singleplayer and multiplayer combat, and there hasn't been anything else quite like it in the two decades since release.
Arena-based Quake is set for a revival with the recently announced Quake Champions, but here, we remember the original. Happy twentieth, Quake.
]]>Bethesda started big. When the lights and music dropped, the giant screen at the E3 showcase showed a DOS prompt. After fiddling around directories for a moment, the unseen user typed one small word: QUAKE.
The game is Quake Champions, an arena-based shooter pitting "diverse warriors with unique attributes and abilities" against one another. It has been designed for "world class esports play at every level" and contains big Stroggy bastards and a blue-haired lady.
]]>Have You Played? is an endless stream of game recommendations. One a day, every day of the year, perhaps for all time.
Spawn, sprint, left turn, elevator, shoot at the dog, cross the bridge, through the door, shoot the exploding barrel, left, right, right, hit the button to cover an acid pit, turn right down a corridor, hit the buttons down the ramps, hopping banisters to save time, left, right, up the ramp and hit the exit. Steam estimates that it takes 55 seconds to download Quake on a modern connection. I can complete the first level of its first world in 20 seconds. But it takes me no time at all to remember each part of the first first-person shooter I played.
]]>When John Carmack started tinkering with Quake's multiplayer code in 1996, his plans for the QuakeWorld client went deeper than TCP and UDP. Its new netcode made playing an FPS online over dialup not total garbage, sparking the multiplayer FPS explosion, but Carmack had also once intended for QW to be what we'd now consider free-to-play. Though the plans changed and this never happened, I can be endlessly fascinated by scraps of video game history like the time John Carmack thought about selling the right to have a name.
]]>Time for a confession: I'm not a Quake guy. I'm not a Quake guy to the point where I haven't even played Quake. It was old hat by the time I was all in on video games and I chose the wonderful Unreal Tournament over Arena due to preferring better games. But here I am, intrigued and somewhat astounded by what modder Simon O'Callaghan has managed to do with the seventeen year old engine. Essentially, In The Shadows is a semi-conversion that adds a stealth system and whole new campaign to the aging beast, but it also hits some specific me-shaped buttons. Sneak past the break for a video and a little more in-depth explanation.
]]>Somewhere in the deep, dark, distant future, there exists a world beyond Doom 4. It is a strange and alien place - one in which id has pried the bolts from its lips and... wait, no, it's never done that. Always "when it's done." Always. But still, there are more id games in this far-flung universe, and also I have cool cybernetic laser nostrils. I know, for I have seen it. Briefly, ever so briefly, id creative director Tim Willits took me there. Here's what he said.
]]>There's dedication and there's dedication. The second, slantier version means there's been a bit more effort being put in. Let's use Quake as an example: it's the difference between someone still making Quake levels all these years later, and someone who has built a Quake editor for modern sensibilities, making it all wizzy. Handily for this analogy, that second someone exists, and has just released TrenchBroom, "A Modern Level Editor for Quake."
]]>Trent Reznor, who it's still weird to see referred to as an Academy Award Winning Composer, will be providing the theme tune for Call of Duty Black Ops 2. Both he and the FPS have come a long way from Quake, although I'll leave it to you to decide in which direction each has been travelling. The news comes along with a trailer for the game that shows the villain for the first time. He has escaped from a place but doesn't have any weapons but that doesn't matter because he HAS TAKEN ALL OF THE BLOPS' WEAPONS. That's the plot. Oh, and it's the future, so jetpack dives from space and baby AT-ATs.
]]>After a number of ventures that took him from an ill-fated N-Gage Red Faction spin-off to an ill-fated Gauntlet sequel, Doom co-creator (with locks that flow like choruses from the mouths of angels) John Romero is eyeing his old-school bread-and-butter. Speaking with Eurogamer, he described his previously hinted at shooter as a "MMO-ish" and "PC first." I like both of those things. Let us hope his new game is fated to be ill in the colloquial, "that was totally ill" sense and not the one that's, er, more commonly come to be associated with John Romero.
]]>Heartening news from Sir Carmack, lord of pixels: preliminary id design discussion about the next Quake game has turned up a hankering to return to the Gothic, semi-fantasy setting and vibe of the original Quake. I don't know about you, but I'm pretty damned bored of bio-mechanical environs and beasts after id Tech 4's quad-whammy of Doom 3, Quake IV, Prey and Quake Wars, so something potentially a little weirder rather takes my fancy.
]]>This week, in our Gaming Made Me series, Lewis Denby explains to us how it was that Quake came to make him. In a very personal account, find out how violent videogaming took away a child's loneliness, and even got him to go to school.
]]>(Yes, I know there are, in fact, no Stroggs in Quake 1).
]]>