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Über das Spiel
Quake (engl. „Beben“, umgangssprachlich im Sinne von Erdbeben) ist ein Computerspiel und der erste Teil der Quake-Serie. Das Spiel wurde 1996 von id Software veröffentlicht und war, nach dem Actionspiel Descent, der erste Ego-Shooter, der neben einer echten 3D-Umgebung auch Gegner und erstmals auch Gegenstände aus Polygonen benutzte. Frühere Ego-Shooter wie zum Beispiel Doom oder Duke Nukem 3D stellten aufgrund der geringen Leistung die Spielfiguren und Gegenstände noch durch 2D-Grafiken (so genannte Sprites) dar.
Es gibt zusätzlich zur normalen, per Software gerenderten Version auch das hardwarebeschleunigte GLQuake, das unter anderem die Darstellung von bilinear gefilterten Texturen ermöglicht.
Da der Quellcode von idSoftware als Open Source freigegeben wurde, gibt es einige Sourceports. Diese ermöglichen u.a. das Spielen unter neuen Betriebssystemen, mit hoher Auflösung, 3D-Beschleunigung sowie Grafikeffekten. Am bekanntesten ist der Sourceport "Dark Places".
Die Musik des Computerspiels komponierte Trent Reznor, bekannt unter anderem durch sein Musikprojekt Nine Inch Nails. Das Logo dieser Band – NI? – ist auch auf Munitionskisten im Spiel zu finden.
Handlung:
Bei geheimen Experimenten mit der Slipgate-Technologie werden Portale in eine andere Dimension geöffnet. Eine dämonische Macht, die mit dem Codenamen Quake bezeichnet wird, hat die Portale nun zu einem Überfall auf die militärische Forschungsbasis genutzt und die gesamte Besatzung überwältigt. Der Spieler ist die einzige überlebende Person auf der Basis und macht sich auf, durch die Portale die fremden Dimensionen zu betreten und den unbekannten Feind zu besiegen.
Die Welt von Quake wurde besonders durch den von H. P. Lovecraft erschaffenen Cthulhu-Mythos inspiriert, was an der Gestaltung der Monster, der archaisch-fremdartigen Architektur und der Namensgebung der Level sichtbar wird.
Der Spielercharakter aus Quake findet sich mit dem Namen „Ranger“ unter den wählbaren Spielfiguren in Quake III Arena wieder.
Systemanforderungen
- CPU: 75 MHZ
- GFX: VGA kompatibel
- RAM: 8 MB
- HD: 80 MB
- Software: S-DOS 5.0, Win 95/98
- SFX: Sound Blaster kompatibel Soundkarte
- 2x CD-ROM Laufwerk
- CPU: Mehr als 75 MHZ
- GFX: VGA kompatibel
- RAM: 16 MB
- HD: 80 MB
- Software: S-DOS 5.0, Win 95/98
- SFX: Sound Blaster kompatibel Soundkarte
- mehr als 2x CD-ROM Laufwerk
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1514 Std. insgesamt
Verfasst: 22.08.21 17:13
Unglaublich, aber wahr – Quake in der „Enhanced Edition“ sichert sich mal eben spielend die Krone der Retroshooter und beweist auf eindrucksvolle Art, wie genial die Köpfer hinter dem First Person Shooter sind, der erstmals 1996 das Licht der Welt erblickte. Kein Wunder, dass dieser Titel aus der Feder von ID Software bereits damals kompromisslose Maßstäbe in Sachen Gameplay und Atmosphäre setzen konnte. Wie das rund 25 Jahre später auch noch auf so charmante und gleichsam großartige Weise funktioniert, habe ich für euch herausgefunden!
Langen wir doch einmal kurz in die große, staubige Pixelkiste, die irgendwo auf dem Dachboden steht. Quake – da war doch was! Richtig, denn bevor es überhaupt so richtig los geht, hat der düster-mystische Shooter nämlich noch einmal Lorbeeren verdient. Vornehmlich liegt das daran, dass wir es hier mit einem Ballermann zu tun haben, der ´96 mit seinem auf Polygonen basierenden Gegner- und Gegenstandsmodell für Furore sorgen konnte. Das kam natürlich zu einem hohen Preis, denn damalige Konsumer-Hardware brachte echte 3D-Action durchaus an ihre Grenzen!
Nach all der langen Zeit zaubert den meisten Zockern so etwas nur ein müdes Lächeln ins Gesicht. Kein Wunder, denn RTX, gigantische Grafikkarten und leistungsstarke Prozessoren machen solche Gedanken nahezu völlig obsolet. Und dennoch – die inneren Werte zählen, und davon hat Quake so dermaßen viel zu bieten, dass es einfach nur ordentlich knallt. Starten wir noch einmal von vorne – ich bin tierisch aufgeregt!
Der klassische Quake-Charakter ist mindestens so unvergessen wie der typische Doom-Marine, denn das, was ID Software hier auf die Mattscheibe zaubert, hat genau so viel Stil wie Flynn Taggart persönlich. In Sachen Story verhält es sich hier nämlich recht ähnlich. In verschiedenen Episoden kämpfen wir gegen allerlei Dämonen, Erscheinungen und düstere Gestalten. Mit den richtigen Ballermännern im Gepäck ist dabei mindestens genau so für jeden etwas dabei wie bei der Jagd nach den klassischen Schaltern, Schlüsselkarten und Items.
Während also der Rahmen bis zum heutigen Tag dank zahlreicher Retroshooter noch immer der gleiche geblieben ist, fühlt sich das Gameplay bis zum heutigen Tage so frisch an, dass es kaum zu glauben ist. Enge Gänge, verwinkelte Gassen, schwarze Kirchen und mysteriöse Tunnelsysteme – Quake bietet diesbezüglich alles, was irgendwie auch nur im Ansatz Spaß machen könnte. Das liegt ganz besonders an dem enormen Paket, dass ID Software hier zusammengeschnürt hat: und die ist wirklich bemerkenswert. Für gerade einmal 9.99€ gibt es hier nicht nur das Original, sondern auch die beiden Expansions dazu! Doch damit nicht genug – die völlig neue Episode „Dimension of the Machine“ ist auch noch mit am Start und liefer somit auch für Veteranen einen Kaufanreiz.
4K Support, Breitbildunterstützung und zahlreiche weitere Features krönen damit den ultimativen Retro-Shooter-Genuss, und zwar spielend! Gerade diese Unterstützung macht Quake insbesondere für Zocker mit entsprechenden Monitoren mehr als nur spielbar. Wir erinnern uns: viele der klassischen Spiele haben spätestens an dieser Stelle große Probleme und lassen sich mitunter nicht starten. In meinem Fall war das hier der Fall, doch diese Schwierigkeit ist nun endlich ausgemerzt.
Wer sich noch an das Original-Quake erinnern kann, wird sich vielleicht noch über dezent stackselige Animationen der Gegner wundern. Dieses Problem wurde in der Enhanced Edition einfach mal so ausgemerzt. Zwar sehen trotz 120fps richtig flüssige Animationen etwas anders aus, das lässt sich aber an dieser Stelle als Erbe des letzten Jahrhunderts mehr als nur gut verkraften. Also – hier gibt es nichts zu meckern!
Apropos großartig – wer auf schnelle, harte Action steht, ist hier genau richtig. Besonders auf dem Schwierigkeitsgrad „hard“ verlangt der Shooter wirklich einen fähigen Zocker. Der bunte Strauß aus Gegnern verlangt dabei mindestens genau so viel Kreativität beim spielen wie die quer über die Level verteilte Health- und Munitionsdrops. Wer sich hier nicht schnell der zahlreichen fiesen Situationen in Sekundenbruchteilschnelle anpasst, liegt schneller mit der Nase im Dreck, als ihm lieb ist!
Tja, was bleibt da eigentlich noch zu sagen? Um ehrlich zu sein – vieles! Zunächst einmal lässt sich das Erscheinungsdatum mit der diesjährigen Quake-Con eigentlich nicht wirklich als Zufall definieren. Was genau steht uns da eigentlich ins Haus, und was genau möchte uns ID Software damit mitteilen? Ob erste Hinweise darauf möglicherweise in der Episode „Dimension of the Machine“ liegen könnten, bleibt abzuwarten. Das ist natürlich höchst spekulativ, aber schon jetzt hört man hinter vorgehaltener Hand, dass man möglicherweise das Quake-Franchise revitalisieren möchte.
Zu wünschen wäre das insbesondere nach dem fulminanten Doom-Feuerwerk der letzten Jahre absolut! Quake hätte das wirklich mehr als verdient und man darf verdammt noch mal gespannt sein, was uns da erwartet.
Doch gibt es eigentlich auch Kritik? Ja – durchaus. Es existiert aktuell kein RTX-Support. Wie obsolet dieser allerdings ist, zeigt das seltsame Quake 2 RTX, welches kostenlos und völlig ohne den genialen Soundtrack von Sonic Mayhem auskommen muss – furchtbar. Einen Stirnrunzler hat sich ID Software dann aber auch für das Marketing eingefangen. Während die Enhanced Edition für PC, Xbox, Playstation und Nintendo Switch auf den Markt kommt bzw. bereits erschienen ist, wird dieser Umstand zumindest auf dem PC zu wenig kommuniziert. Zwar existieren einige Trailer und darüber hinaus ist das Upgrade für Vorbesitzer des Originals kostenlos, auf Steam selbst weist aber nicht wirklich auch nur ein einziger Hinweis darauf hin – ups.
Es gibt parallel dazu auch keinerlei offizielles Logo, das auf die Enhanced Edition hinweist. Diese Umstände lassen schon fast den Eindruck erwecken, dass es sich hier entweder um einen reinen Fan-Service handelt, oder man seitens des Publishers nicht von einem Erfolg ausgeht. Das ist wirklich schade, denn dieses Paket hier sucht absolut seines gleichen und sichert sich – wie Eingangs erwähnt – spielend die Krone der Retroshooter. Nur mehr Mut, ID!
Wirklich – es ist einfach nur verdammt schön zu sehen, was hier passiert ist: und vor allem wie gut alte Mechaniken noch immer funktionieren können. Nach wie vor ist Quake ein absoluter Knaller, und das hier gebotene ist nicht nur in Sachen Preis/Leistung unschlagbar. Mit gerade einmal 450MB auf der heimischen Festplatte kann man somit auch über das nahezu schüchterne Marketing hinweg schauen, oder nicht?
So. Kurz vor Schluss bleibt eigentlich nur eines zu sagen – KAUFEN, JETZT! Wem das noch immer nicht genug ist, muss noch einige Tage warten. Dann erscheint mit dem Add-On „Aftershock“ für 3D Realms großartigen Shooter „Ion Fury“ der voraussichtlich nächste ganz große Knaller. Wer hätte gedacht, dass der August so derartig knistern würde? Ich definitiv nicht. So, Schluss jetzt – das Maschinenreich erwartet mich, und meine doppelläufige Shotgun ist mehr als nur bereit..
...und tschüss!
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828 Std. insgesamt
Verfasst: 22.08.21 12:54
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267 Std. insgesamt
Verfasst: 21.04.22 11:06
Kosher salt
1 lb. linguine
1 tbsp. extra-virgin olive oil
1 lb. boneless skinless chicken breasts
Freshly ground black pepper
2 tsp. Italian seasoning
2 tbsp. butter
1 small red onion, chopped
1 lb. asparagus, stalks trimmed, cut into thirds or quartered if large
3/4 c. heavy cream
1/2 c. low-sodium chicken broth
Juice of 1 lemon
3 cloves garlic, minced
3/4 c. shredded mozzarella
1/2 c. freshly grated Parmesan
1 lemon, sliced into half-moons
Freshly chopped parsley, for garnish
DIRECTIONS
In a large pot of salted boiling salted water, cook pasta until al dente according to package directions. Reserve ¼ cup pasta water before draining. Return pasta to pot.
Meanwhile, in a large skillet over medium heat, heat oil. Add chicken and season with salt, pepper, and Italian seasoning. Cook until golden and no longer pink, 8 minutes per side. Transfer to a plate to rest for 10 minutes. Slice chicken into strips.
In the same skillet, melt butter over medium heat. Add onions and asparagus and season with salt and pepper. Cook until starting to soften, 5 minutes. Add cream, broth, lemon juice, and garlic and simmer for 5 minutes.
Stir in cheeses and let cook until melted. Add lemon slices, cooked pasta, and reserved pasta water and toss until combined.
Top with sliced chicken and garnish with parsley.
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945 Std. insgesamt
Verfasst: 18.04.22 08:25
Interestingly, Quake makes me wonder why games ever strayed from its design. How is that possible? I'll explain. I didn't need a sprint key to move fast. I didn't need to press E to interact with anything. I didn't need to crouch to get through a narrow passage. I didn't need to etc... Quake's controls and level design was created with efficiency in mind. The game replaces these things with intuitive map design.
Technically, all that's really needed is WASD or arrow keys, spacebar, and a mouse. I ended up binding all the extra buttons around WASD to the weapons. In fact, I used a walk key for more fine tuned, long distance aiming or positioning when needed. Bunny hopping is easy too, just hit spacebar and then press and hold again to queue the next jump. Keep queuing jumps and gain that sweet speed! Quake's design makes playing it feel like a breeze but that doesn't mean it's not difficult.
I believe I played on either the hardest difficulty or the second hardest difficulty. Whichever wouldn't have gotten me killed in one hit. I'm too lazy to check. Quake allows you to save and load at any time. This is needed if you're going to play on the hardest difficulty. I frequently forget to use quick saves because the game pulls me in so effectively.
In conclusion, I like Quake. I could play it infinitely with custom maps and content. I don't know when I'll start that journey but I know it's an interest. Regardless, it's a game I'll certainly replay in the future. In my book, Quake is a must play.
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2277 Std. insgesamt
Verfasst: 28.03.22 14:47
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497 Std. insgesamt
Verfasst: 23.03.22 16:48
- The full game with the Nine Inch Nails soundtrack finally included
- Four official expansions
- Online PvP, co-op and horde modes
- Up to 4K resolution
- Ultrawide support
- PC-to-console crossplay
- Easy mod support, including the PS1 version
- The original version of Quake and expansions included
At this point I just pray id Software are planning to have Nightdive work on modernising Quake II.
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Verfasst: 10.03.22 19:33
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985 Std. insgesamt
Verfasst: 12.02.22 00:30
My biggest delight however is the crossplay feature which I wouldn't have expected for such a small project, but here I am, playing a former favorite of mine with a childhood friend on his PS5, basically drowning in nostalgia. The only drawback is that voice chat doesn't work for crossplay with PSN.
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397 Std. insgesamt
Verfasst: 28.01.22 20:12
The only negatives I have with this game are really just 2 small nitpicks. One I don't think the bosses are anything to impressive, you just press a few buttons and you're done, and two I REALLY HATE those little blue creatures that lunge at you and explode (I think they're called Spawns but I could be wrong).
So a quick message to those people who are my age or younger and like FPS game. PLEASE Don't be like me and ignore these types of FPS games for as long as I did. They're super fun to play and have loads of replay value with all the secrets you can find in it. I highly recommend to anyone in my generation or younger as an essential FPS gaming experience or just a general gaming experience.
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984 Std. insgesamt
Verfasst: 19.01.22 20:08
What you get here in this package is the following
-Quake
-Quake Mission Pack 1: Scourge of Armagon
-Quake Mission Pack 2: Dissolution of Eternity
-Dimension of the Past
-Dimension of the Machine
In addition to the updated engine made by Nightdive you also have the original DOS version of the game along with WinQuake and GLQuake engines from that time,
all three of which can be ran on a retro battlestation if you so choose (though I believe the CD soundtrack is missing when you try that).
Your first stop should be the base game itself, Quake. Quake's campaign spawns accross 4 episodes, where the end goal is collect each episode's runes to unlock the boss bottle.
The boss battle is pure CBT, but satisfying once completed
After that you have the mission packs that came out in 1997, Scourge of Amargon (Ritual Entertainment) and Dissolution of Eternity (Rogue Entertainment).
Both mission packs combined add 5 additional episodes all of which being more challenging than the base game.
Both episodes add new enemiesand weapons.
In addtion both bring back different concepts and mechnics cut from the base game or ones sparingly used, as well as introducing its own fresh ideas.
Then you also have Dimension of the Past, an epsisode released free in 2016 by Machine Games celebrating Quake's 20th anniversary.
This one is particularly shorter than each of the mission packs. This one is closer to the base game in content.
It is a good quality episode.
Lastly, there is the new Dimension of the Machine (also developed by Machine Games). This one, is just wow. Right away you just are just blown away by the starting hub world that really gives off doom 2016 vibes. A level that really just had me at awe was Acid Sanctuary. You get 5 mini-epsisodes here each spanning 2 levels each with the first episode also have a secret level. Like with the vanilla game and expansions, completing all episodes unlocks the final level. The final boss battle brings back the one from the first episode of the vanilla campaign and is quite tough. Dimension of the Machine also introduces the new Horde Mode which is a co-op survival mode that contains 4 exclusive levels.
So what aqre you waiting for?
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234 Std. insgesamt
Verfasst: 25.12.21 10:37
Zitat:
⚖️ Grade = A. Worth a buy, if you wanted own a legendary FPS game. However, if you're looking for modern graphic, not this one
EXPECTATION CHECKLIST:
✔️ Optimized for modern computer
✔️ Includes all expansions + brand new expansion
✔️ Exciting gunplay
✔️ Immersive sound & music
✔️ Optional path to continue
❌ Enhance blood & gore effect
❌ Capture the Flag
❌ Score / Time Attack for replay value
GRADE | MATCHED | WORTH BUYING? | DISCOUNT? | COMMUNITY | REVIEWER | [/tr]
---|---|---|---|---|---|
A+ | 5 | Loving it & wants more | No Wait | ✔ | - | [/tr]
A | 3-4 | Needed play it right now | No Wait | - | ✔ | [/tr]
B | 2 | You'll be half satisfied | Wait 50% | - | - | [/tr]
C | 1 | Lack of interest | Wait 75% | - | - | [/tr]
D | 0 | Not what you need | Wait 100% | - | - | [/tr]
???? Long version checklist ➜ Reveal
???? Disagree + Criticize ➜ Write here
GAME IMPRESSION:
???? 1996: Game released & very enjoy the Demo
???? 1997: Quake 2 released and forgotten Quake 1
???? 2021: Massive update make it just like a Remastered
???? 3 hours gameplay later: Still addicted... XD
BUYER MUST KNOW:
???? Original BGM is playable now
???? Soundtrack storage in folder: rereleaseid1music
???? Support multiple controllers for splitsreen
???? Dedicated multiplayer servers
???? All DLC Included
???? Community Rating: Overwhelmingly Positive
RUMOR CHECKING:
⚠️ This is a new port ➜ Yes, Bethesda opening intro now, but no issue
⚠️ Shady privacy policy ➜ Share personal data to third-parties? we still allow to disagree the EULA rules & refund
⚠️ Slowdown and stuttering issues on i5-7500, GTX 1070 ➜ I'm using almost the same rig, no issue at all
COMPARE TO QUAKE 1996:
???? Added mouse support on menu
???? Added Widescreen support
???? Added FOV options
???? Added crosshair option
???? Added HUD setting
???? Added advance graphic setting
???? Added crossplay multiplayers
???? Added 4 player local splitscreen
???? Added bot setup for training & coop
???? Added Horde Mode
???? Added Steam Achievements
???? Added fog & dynamic shadow
Thanks for reading, please ???? to support because writing all this is not a easy task, then:
???? Browse more similar reviews and follow this Curator, or
???? Visit our group to understand what people we are
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894 Std. insgesamt
Verfasst: 08.12.21 21:58
In fact, I would argue that tone is Quake’s strongest asset. Trent Reznor’s contribution to the unsettling atmosphere is less music and more texture, with percussion usually being a terrible pulsating sound, slowly and subtly carving its way into your subconscious with lone instrumental strikes echoing away into the darkness. And this game is dark: Partly to show off the ground-breaking technology and partly for pure style, its clever, secret-filled labyrinthine maps are draped in inescapable shadows that make even the smallest maps feel oppressive. id’s artists wisely relied on more than just inky blacks to get the message across, frequently dipping into stained glass, nuclear night skies, and plenty of lava and toxic water to weaponise vibrant colours too. At a similar intersection between style and technology, Quake’s environments are the product of geometrical and functional abstraction. Enormously restrictive polygon budgets of the time left little room for decoration, but also for smooth, comfortable, welcoming surfaces, and thus environments tend to be boxy, pointy, and sharp, made by intention and circumstance to feel dangerous. There is no resting in Quake: No chairs, tables, or other furnishings for comfort or convenience. Walkways are perched above lava pits; pressure plates leave little room for errors that will trigger deadly traps; stairwells and ramps constrict to leave no room to dodge ambushes. As a real space that real people might use, it is often an absurd infraction of every health and safety measure ever made, but as an abstraction of the sheer hostility of its world and inhabitants, the totality of each level’s design – the omnipresent rust and decay, the harsh geometry, the malignant music, the unsettling lighting, the cruel placement of enemies and deadly traps often in gotcha moments leaving mere milliseconds to react – all ferociously mocks and rejects the player, so hazardous and demanding that it often made me chuckle.
Quake is, more than most games, an obvious product of its time and creators. Its troubled development, which ultimately led to the studio’s decline into irrelevance for over a decade, transpired at the height of the grunge movement’s backlash against the exhaustively conformist eighties and nineties, in particular the puritanical religiosity of late twentieth century United States. Where today’s counterculture is primarily a starkly divided revolution and reactionism in gender and identity politics and an explosion of anger towards record inequality and environmental breakdown, grunge was more vaguely existential, targeting the chokehold of Western conformism and revolting against the classic ideas of the happy suburban nuclear family. Quake represents this fully: It’s violent, dark, and decayed, full of satanic and deliberately anti-Christian imagery which poured lighter fuel on the fire of the anti-gaming moral panic of the time, further tearing cultural taboos apart with the same success in its provocation that often led it to being mentioned in the same breath as Marilyn Manson, and tragically, America’s horrific plague of school shootings. Its deliberate provocation needles corrupted Christian imagery through a gritty amalgam of medieval architecture, sci-fi weaponry and environments, and Lovecraftian enemies, an unusual combination that works almost perfectly due to the primitive technology sanding off the potential wrinkles that might have otherwise made the mix too jarring. Crude polycounts and pixellated textures create a surreal, strangely plausible atmosphere of malevolence, but it's just silly enough to reflect the era's collective teenage angst, filtered through id's immense talent and cultural influence. A personified Quake would be an intelligent but brooding teenager, screaming at you to get out of his room, slamming the door and loudly playing Nine Inch Nails while reading The Call of Cthulu. It doesn't get more darkly endearing than that.
I finished the standard campaign to completion twice before writing this on Hard difficulty, expecting to unlock multiple achievements but realising at the end of my second run that most of them had bugged out and not unlocked. I spent the next few minutes searching for other people encountering the same issue, in the hopes of finding a fix. I tried reloading saves, replaying levels, but the achievements were just not working. Then, like awakening from a nightmare more existentially than literally terrifying, I realised the absurdity of what I was doing. Quake is a great example of a near-perfect game: It delivers its premise, gives you the tools to engage in its action in interesting and challenging ways, and then finishes. The remaster has achievements, but they’re just about the sole hint of modern game design. It remains otherwise unblighted by the psychologically and financially exploitative monetisation that has swept through so much of the industry, free from battle passes, season passes, pre-order bonuses, map packs, weapon skins, character skins, multiplayer emotes, or any of the FOMO-inducing insanity of time-limited events, maps, game rules, or content unlocks. Much of gaming is now controlled by predatory, tax-dodging executives (see Activision, Sony et al) directing psychologists to manipulate vulnerable and impressionable teenagers and children into spending money, with studios measuring success by user engagement, usually a metric of how many hundreds of hours players dedicate to grinding through indistinct, tasteless #content for the next scientifically calculated dose of endorphins. I’m aware of my position as a tiny minority in today’s gaming landscape, but I feel a genuinely great sadness that much of gaming has been dragged so far away from the simple, pure joy of Quake and nineties gaming in general, instead burdening big releases with layers of monetisation and “progression” that gatekeep content, attempting to justify it by complaining about the unsustainably ballooning costs of development while simultaneously raking in billions of dollars of revenue and acquiring and absorbing competing studios and publishers across the board, much like the wider software industry. Quake, in its contemptuous nihilism, has ironically been a source of joy for me, a reaffirmation of the timelessness of great game design and a breath of fresh air nearly two decades after first playing it. It's often rightly described as lightning in a bottle, and I'm happy to have lifted the lid and be struck again.
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3689 Std. insgesamt
Verfasst: 03.12.21 05:28
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1355 Std. insgesamt
Verfasst: 18.11.21 14:34
The Remastered version comes with all 'Expansions' (DLC's were called expansions back in the day) and I never got to play them, and I have to admit that they are not 'that good'. One of the accomplishments of Quake back in the day was that the game felt intuitive and was almost impossible to get lost (like in OG-Doom), the level design in the base game is marvelous in that department, in the expansions... It's kind of a mixed bag, specially for 2 reasons:
1.- The Remastered Graphics are fine, but underwater you can't see shit, it's too bright. I had to look up Youtube 2 times in order to find my way in some catacombs before all my health depleted because of drowning. The level design in some of the expansions is too obtuse, and that mixed with the new graphics can be a pain in the ass.
2.- A lot of the levels in these expansions had tons on instakill traps, teleporting enemies, EXTREME SCARCITY of resources (health and ammo) and too many times it felt cheap in difficulty, specially in the platforming sections, way too many platforming sections for an old school fps. That's a bummer too.
BUT, that being said, 'Dimension of the Machine', the new expansion that launched with this version of the game is spectacular in every possible way, graphics, level design, enemy placement and all that, that's worth all the bad moments you have in the previous old expansions.
Just give MACHINE GAMES the job of making a Remake of this game like they did with Wolfenstein. They sure do how to do it.
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165 Std. insgesamt
Verfasst: 26.10.21 00:00
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1124 Std. insgesamt
Verfasst: 20.08.21 08:39
Runs well on modern systems? Check.
Includes proper widescreen support? Check.
Includes soundtrack? Check.
Includes all previously released expansions? Check.
Includes a brand new expansion? Check.
Includes achievements? Check.
Built-in mod support? Check.
Still one of the best FPS games of all time? CHECK.
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1875 Std. insgesamt
Verfasst: 19.08.21 19:03
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724 Std. insgesamt
Verfasst: 25.07.21 02:36
oh, but about that OST.. uhh yeah the steam version doesnt have the OST because they just ported it over without considering the fact that the game needs the CD to play the soundtrack. get yourself the soundtrack elsewhere, and absolutely get yourself a sourceport because this thing runs in DOSbox (i use vkQuake, quakespasm is also a good choice), and then keep in mind that shamblers are resistant to explosives
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590 Std. insgesamt
Verfasst: 15.07.21 09:27
p/s: go with Quakespasm or Darkplaces for better graphics & NIN's banger soundtracks
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848 Std. insgesamt
Verfasst: 13.07.21 11:53
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435 Std. insgesamt
Verfasst: 22.06.21 14:42
Released on this day 25 years ago. Few games from that era (if any) hold up as well: fast, raw, atmospheric.
It also has the distinction of being the only PC game I've bought at Costco.
A must-play game. Still.
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408 Std. insgesamt
Verfasst: 05.06.21 09:58
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189 Std. insgesamt
Verfasst: 05.05.21 20:29
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10 Std. insgesamt
Verfasst: 20.04.21 22:38
download custom clients like quakespasm and music files for the game here:
https://steamcommunity.com/sharedfiles/filedetails/?id=119489135
makes the game on steam 10000x better and more enjoyable
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33 Std. insgesamt
Verfasst: 20.04.21 15:35
Most modern shooters aren't even CLOSE to the adrenaline-pumping action of Quake.
Doom might've ressurected the genre, but it's not nearly as fast as some new quake-esque shooters like DUSK or ULTRAKILL
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14 Std. insgesamt
Verfasst: 15.03.21 10:47
You know Quake, one of the most influential and genre-defining FPS ever. It de facto standardized many ways a FPS game would be like. Till today, a lot of game engines are based on Quake or its successor Quake II, e.g. aforementioned Dusk and Valve's Goldsrc.
I'm glad to see we Retro FPS lovers today can still have new games to enjoy, thanks to Quake.
GNU/Linux Support: Platinum
Runs in Proton 3.7
OS | Linux Mint 19.3 Tricia 64-bit | [/tr]
Kernel | 5.4.0-65-generic x86_64 | [/tr]
CPU | AMD A10-7300 Radeon R6 | [/tr]
GPU | AMD Radeon R5 M255 | [/tr]
Vulkan apiVersion | 1.1.70 | [/tr]
GPU Driver | 4.5 Mesa 20.0.8 | [/tr]
Check more Linux game reviews in Games, Linux, Steam, reviews.
Zitat:
Note for Evgueni [Linux user]:
Category for this game: Retro FPS.
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1112 Std. insgesamt
Verfasst: 09.03.21 18:20
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1261 Std. insgesamt
Verfasst: 18.02.21 17:52
This game was the base, start for Team Fortress Classic A game were grenades reigned from the sky and the only escape is to bhop your way to the other side of the map that would make Michael Bay proud. The mod is not perfect but now it's core has morphed into what is now called Update Hat/ Crate Simulation 2. A game where class based, weapons are constantly changed to make or break classes or how good your character can look. Plus if the stuff is worth any value on the Steam market.
So would I recommend this game? Yes I would, John Romero, Adrian Carmack, John Carmack, American MCgee, John Cloud, Paul Steed, Michael Abrash, John Cash, Dave Kirsch, Sandy Peterson, Tim Willits, Jay Wilbur, Mike Wilson, Donna Jackson, Todd Hollenshead, Barrett Alexander, Shawn Green, and Nine Inch Nails.
Signed: A Doomer
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193 Std. insgesamt
Verfasst: 08.02.21 03:59
It was, I wasn't alive when this first came out but I can see how it was such a mind blowing experience for its time, the Lovecraft inspired monsters, the dark environments (literally too) the zombies throwing chunks at you, fun stuff!
The plot is simple and to the point, humans made teleportation devices, evil monster discovers this, then invades earth to test its martial might and to conquer it, and the world is left up to one lone soldier to fix this, specifically by teleporting to four worlds and collecting runes with different properties that would unlock the pathway to the monster's home.
The monsters involved are very creative too, captured humans, zombies, shamblers, flying things, and even those annoying blobs and overpowered vores, they all contribute a fun challenge that you have plenty of toys to use to solve, including quad damage and that famous sound.
I have to give this classic a 10/10, it invented bunny hopping so come on man, you gotta at least try it, even if it's not on hard difficulty
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333 Std. insgesamt
Verfasst: 31.01.21 09:04
Fully in 3D, your adventure will take you at first trough gritty metal bases straight up to the bizzare gothic castles where hazards like toxic pools, dangerous corridors painted with blood and lava lakes are the veins of the levels, which serve as a good challenge and deadly trap for those unfortunate, but behind all of this hides a secret sometimes too. Monsters are not much dangerous at first, but later on they become more lethal, add up on numbers, and start looking more creepy. Each corner will make you think if you even have enough health, armor and ammo to proceed, as something horryfing might jump out there from the dark on you, ending your crusade. The story, although nothing too big, serves as a good backdrop for the player and makes you proceed further. The ending in each chapter, no matter what difficulty (although hard or even nightmare still assures hell of a ride), always feels very rewarding. Don't forget to read the manual!
There are some flaws of course, but it gets outweighted by the action that almost never ends. Sure, the graphics aren't great, the AI is dated and acts silly sometimes, the number of model polygons can disgust someone, the color palette can become sooner or later boring to look at, but this is again outweighted by lot of positive stuff that hides within, and so it's up to your personal preference.
Community cares a lot, and I mean A LOT about Quake. Mapping, modding, discussion, multiplayer? Plenty of hubs for that around for sure. We cannot forget QuakeWorld, basically the multiplayer, which is also played a lot today despite how old the game is, but who cares how old this game is?
If it wasn't for Quake, none of the games today would even exist. Quake initialized everything that DooM taught us at maximum capacity, and told everyone that YES, you CAN make videogames, and you can make sure that they are DAMN GOOD action.
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41 Std. insgesamt
Verfasst: 31.01.21 02:39
Map design is decent in the earlier episodes but seems to trend towards annoying mazes, particularly in Episode 4, with the last two levels in particular being a nightmare to navigate. Enemy design is solid for the most part, with most seeming difficult at first but you soon learn how to deal with them. The exception to this is the Spawn, which is faster than you and explodes on death, unless you can take them out before they aggro you are going to take damage, not the best design. As for the bosses, they are nowhere close to worthy of the name, you get two and they're both stupidly easy puzzle fights.
There is still enjoyment to be found here, but just be prepared to put up with the above problems. I'd say it's a solid 6-7/10. I suggest using a source port like Quakespasm, which will let you set a decent resolution and use the soundtrack (Which is missing on Steam by default).
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14879 Std. insgesamt
Verfasst: 05.01.21 15:36
The gameplay is fast, the enemies are unique both in design and behavior, the atmosphere is dark and foreboding with a lot of lovecraftian influence plus the amazing soundtrack composed by NIN.
All of this fits together pretty well and is what set Quake apart from other FPS
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98 Std. insgesamt
Verfasst: 05.01.21 04:00
Protip: this, like Quake II, is missing its music, and is stuck at old resolutions, but that's nothing a fan patch and source port can't fix.
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30 Std. insgesamt
Verfasst: 04.01.21 18:17
I first played Quake back in 1997, and it's still probably the best FPS that id made, in terms of when it was made. The accidents of Quake's weird mashed-up setting actually work for it, giving it a purity that Quake 2 lost.
Thanks to its open-sourced engine and maps - and the fact that, as a product of its time, it was designed to be easy to built mods and maps for - Quake's community continues to this day, and some of the modern maps are still pushing boundaries and doing interesting things with the medium. [Sadly, machinima has since passed on from its genesis with Quake, but...]
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10 Std. insgesamt
Verfasst: 04.01.21 15:09
This game also has COOP which is personally my favorite mode to play this game in.
The single player is one of the best games ever made. Change my mind
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156 Std. insgesamt
Verfasst: 29.12.20 03:33
Awesome VR Mod For Quake Available!
We all know how great Quake is, but what am reviewing is a mod made for Quake that turns it into an awesome VR game. See link below:
Quake VR makes quake into an awesome VR game with compatibility for Valve Index, Vive, Windows Mixed Reality and Oculus headsets. The game features full motion controls so you can aim your weapon wherever you want just like any other VR game. The game supports the full Quake singleplayer campaign and multiplayer including bot support. If you have a VR headset, give this mod a try! It is really fun!
Download Link: https://vittorioromeo.info/quakevr
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676 Std. insgesamt
Verfasst: 19.12.20 09:08
Plus the gritty, lovecraftian environment and grotesque enemies influenced by the H.P Lovecraft was well regarded by the old-school gamers like myself, as well on the fast-paced shooting and running method that gets around quite rapidly in most FPS series.
The gameplay realistically demands a lot of run and gun methods as it was first used as basis of the Quake engine which provides real-time 3D rendering at at that time when initially released to the gaming consumers. Most weapons seen in the consistent gameplay are the key to the Ranger's broad list of weaponry that has to be used all the way to the end of the game in order to destroy the Slipgate. It's quite simple as it gets, just kill most of the enemies and find secrets in all levels in four different hubs.
The enemies can prove to be rather frustrating in higher difficulties, assuming the hidden surprises are often the element in later hubs and to be that dangerous is something to be more aware of while heading to each individual rooms and shrewd traps that might injure the player. That also presents more of an challenge than being an annoyance. Saving the ammo is the higher priority as some levels may force the Ranger to run low on ammo supply if you're not careful with aiming the weapons at the ever-moving enemies.
Also, the multiplayer is almost non-existent but can be seen in other sites or server sites that are still hosting the Quake servers. I've played the multiplayer function and it's insanely fun to boot.
I highly recommend this legendary classic, I hope you all find this review useful.
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578 Std. insgesamt
Verfasst: 05.12.20 22:14
When you start Quake, you can choose between the original version and some official source ports. I tried out glquake, which worked for the most part, but you have to enable vertical mouse aim and mouse look in the console. Also, changing the resolution was much harder than it should be. This is why I have decided to use a fan-made source port. I've installed Quakespasm, a Quake source port that uses a more modern engine but whose goal is to retain the original's look, to play this game and never had any issues. Credits to Slipgate Tourist for his guide.
https://steamcommunity.com/sharedfiles/filedetails/?id=732999296
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84 Std. insgesamt
Verfasst: 29.11.20 19:53
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524 Std. insgesamt
Verfasst: 31.10.20 09:29
It set the bar to a new high for others to follow witch they did.
The QUAKE engine has been behind a lot of games over the years and been MODDED
to the max.
It nice to play this Franchise on higher resolutions then years ago with a AAx4 .
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240 Std. insgesamt
Verfasst: 24.10.20 12:22
Visually once you install said fix, it's actually pretty good still, the amount of polygons is very very low of course, but they've been used very well, not much stands out by being lower quality than it should've been by those past standards, they even made animated 3d fire particles, bullets and other projectiles are also 3d objects, with 2d particles being mostly dust or blood splatters. The visual theme is also good, the gothic mixed with futuristic and industrial, it was a moment to moment decision during development, but it meshes well enough to be a pleasant visual experience.
Sounds are also good, satisfying gun sounds, memorable and not annoying enemy gurgles and cries, heavy sounds of moving concrete and metal slabs, and weighty thuds when some of the enemies fall from higher places. Soundtrack is just amazing, NIN did really good job of making tracks that really fit the mood, though that mood has been present in quite a few of their works outside this game ost, and as someone who really likes their work, I might be a bit biased here.
Story is basically doom with a few modifications here and there, though the descriptions at chapter ends are pretty visceral, another good touch that worked in favor of the game's feel.
The gameplay is great, though at places there are the unfortunate situations of spawning in front of your eyes, or appearing from secret rooms behind you, but it did not feel nearly as atrocious as some other FPS games that were using this dumb trick. The movement is fast and tension is high, the horror mood is actually working in this type of game here, which was a pleasant surprise, since I had the displeasure of playing Doom 3 recently, where there was combination of snail pace and total darkness, here the pace is fast as hell, and light and shadow placement works well with obscuring and lighting up parts of the areas smoothly.
It's really just a very competently created FPS, and I am not surprised at all many people are coming back to it. Even with some of the nuisances, like the homing grenade enemies closer to the end of the game.
With how easily this oldie can be made playable on modern devices, and how easily it holds up as a really fun FPS experience, despite being one of the first fully 3d games, I can recommend it thoroughly, no wonder it hit as hard as it did on the same year I was actually born :D
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656 Std. insgesamt
Verfasst: 17.10.20 03:21
I'm not sure if I'm stupid, but I could not find a way to get sort of music file to play in game. Combat sounds work and the enemies make noise, but no music.
Steam is weird sometimes.
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50 Std. insgesamt
Verfasst: 06.10.20 17:20
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313 Std. insgesamt
Verfasst: 05.10.20 02:05
Quake got older, but it is just as playable as it was when it came out.
Good level design, cool weapons, creepy vibe, scary monsters.
It works fine on Win10, but you might need to install some mods to get soundtrack to play ingame.
Trust me you want that music on.
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58 Std. insgesamt
Verfasst: 02.10.20 17:33
100%SCORE |
New era of gaming started in 1996, with release of Quake. First true 3D wold, not only enjoyable in single-player, but combined with absolute genius physics and network engines - resulted with hours of co-op adventures, and epic PVP battles. Only low quility of early internet was a holdback, but on LAN and short distances - gameplay was smooth and not RNG but truly skill-based. Thus, first FPS talents emerged, and pioneers pro-gaming set the base of all of todays esport scene. |
[/tr]
Visuals ★★★★★ 5/5
+ First (properly implemented) real-time rendered 3D world
+ Support of early 3D accelerating hardware, which became standard
+ Flawless collision detection
Audio ★★★★★ 5/5
+ Great music created by “Nine Inch Nails”
Controls ★★★★★ 5/5
+ Revolutionary freely bindable controls
+ Bunnyhoping
+ Rocketjumping
Integrity ★★★★★ 5/5
+ Revolutionary possibility of recording demos (replays) and spectating live games
Gameplay ★★★★★ 5/5
+ Absolute epic experience
+ Proper amount of riddles and secrets
Lore ★★★★★ 5/5
− The story is “move forward and kill everything on the way” (actually nobody expected anything else)
Good for | Also for | [/tr]
---|---|
✓ Casuals ✓ PVE Gamers ✓ PVP Gamers ✓ Pros |
✓ Streamers ✓ Completionists ✓ Speedrunners |
[/tr]
Replayability: high
+ Idea as simple as showing map finishing time resulted in speedrun challanges
Difficulty: medium
Multiplayer: yes
+ Coop
+ PVP
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736 Std. insgesamt
Verfasst: 29.09.20 23:10
The soundtrack is damn good. One of the the most atmospheric soundtracks to ever hit gaming.
Overall, damn good. 1.5 is pretty good as well.
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1516 Std. insgesamt
Verfasst: 12.09.20 21:08
Quake wants to maim you. It’s a game that gleefully forces you into a small container to travel through an underwater passage, keeping you submerged long enough to run out of air and sustain damage. That’s Quake.
It’ll dangle the level exit in front of you, only to unleash a torrent of powerful enemies and sadistically refuse to open the exit gate until you trigger a set of switches in obscure places. That, too, is Quake.
You’ll be crossing a bridge to acquire the rune at its centre, and the moment you pick it up the game will spawn enemies in front and behind your precarious position, strong-arming you into making a costly choice: face the enemies and see your HP take a beating, or drop from the bridge and be required to trudge through the better half of the level again?
Pure Quake.
It’s tough, it’s brutal, and it’s unforgiving. But it’s also a total blast. Quake has so much fun being Quake it’s impossible not to enjoy every minute of the experience. This is a Gothic, sub-Lovecraftian D&D fever dream, made with an ‘all in’ approach to the fantastical batshittery of its world.
I revisit the game every few years, and even if each successive playthrough takes me further from that sublime first trip, I’m never not in awe of the game’s frenetic mix of FPS action and macabre horror.
Although met with critical acclaim on release, there was a sense that id Software were doing with Quake what they’d done before with Doom and Wolfenstein 3D. Indeed, here was yet another 3D FPS taking place in an adolescent fantasy world smeared in blood and gore and perforated with crass machismo. I believe that’s the general opinion of John Romero as well, for whom Quake was his last title at id. But whilst I think there’s plenty of merit to that view, I don’t think it tells the whole story.
Quake is full of invention, audacious design choices, and represents a culmination of everything id had learned from their time in the FPS trenches. Sure, it was id doing id, but did it really matter when they were doing it this damn well?
It’s a simple setup, which is to be expected when one of its creators infamously said that “[story] in a game is like story in a porn movie” (a quote I still think about a whole lot): the dimension of Quake is invading Earth and it’s up to you, the Ranger (Trent Reznor!), to stop it. Of course it is. There are four realms, each containing a rune you must acquire to put an end to the invasion – namely by slaying the monstrous source of the assault (Half-Life cribbed this to great effect two years later).
Each realm starts with a trip to a research facility, where you must fight your way through undead legions to reach a portal that’ll zap you over to Quake. These opening levels are fundamentally the blueprint for what would become Quake II, which is curious given they’re the least interesting aspect of this game (id declined to carry the first game’s world and plot into the sequel, rebooting it entirely).
In this incarnation, Quake itself is conceived as a dimension of unrelenting evil. The skies are coated in a filmy purple webbing that passes for cloud and baroque castles of nightmare rise from a darkened land. The levels are built to entrap you, to bamboozle – there’s not a stone slab or shard of metal that wants you to succeed, instead serving only to hasten your destruction. And by levels, I mean The Ogre Citadel, The Dismal Oubliette, The Vaults of Zin...yeah, I'm pretty sure designer Sandy Petersen's influence is all over these fantabulous titles, even if he didn't design them directly.
What are these torture chambers without a fitting ensemble of malevolence, though? Not a whole lot! Fortunately the game's baddies are as memorable as everything else it offers up. Quake’s minions are many and varied – ghoulish knights with blood-specked armour, spider-like fiends that fire homing energy projectiles, and shambling leviathans are just a few of the horrors that stand between you and your goal. Their entire existence is bent towards mischief and evil, making them the perfect enemies for a game solely constituted by player, gun, and Things to Shoot.
Quake doesn’t just want to maim you. It will maim you – it will maim, it will tear, and it will bite. And it's that gleeful desire that makes it one of the best games ever made.
Minor addendum: due to a licensing snafu the soundtrack isn't available for the Steam version, which is like the least optimal way to play the game (the score was composed by Nine Inch Nails). Fortunately, there's a quick and easy fix over in Steam's 'modification' section.
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433 Std. insgesamt
Verfasst: 04.09.20 15:05
Absolutely worth grabbing this patch if you wanna experience the game with as little jank as possible: https://steamcommunity.com/sharedfiles/filedetails/?id=1228264051
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753 Std. insgesamt
Verfasst: 10.07.20 23:52
Quake in some respects is a spiritual successor to Doom , building upon the fast paced shooting and creepy atmosphere. It does a great job at that by adding punchier guns,a haunting ambient soundtrack, great and at times labyrinthian level design, as well as Lovecraftian enemies that'll make your skin crawl. The game is also quite difficult. Unlike the shooters of today, Quake is from a time where games threw you into something and expected you to shoot your way out with no hand holding at all.
Despite being 24 years old , Quake still holds up on, as on first time playthrough it was able to enthrall me into the dark corridors. This game also has a very prospers modding community so I don't think I'll get tried of this one anytime soon.
It's a goddamn classic.
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88 Std. insgesamt
Verfasst: 10.07.20 05:43
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77 Std. insgesamt
Verfasst: 27.06.20 17:36
what isn't great is they haven't fixed the 'read music off CD' thing so you can't enjoy it with trent reznors killer music
of course i already knew this was the case for both quake games but i can't imagine it's that hard to fix 8|
probably a mod out there or some junk, i unno.
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200 Std. insgesamt
Verfasst: 17.05.20 10:47
Patch from this guide (Original music + Quakespasm Port) and Quake Colored Lightmaps addon is everything you need for some proper retro gaming. No HD textures needed to enjoy the game.
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2093 Std. insgesamt
Verfasst: 10.05.20 13:00
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541 Std. insgesamt
Verfasst: 14.04.20 09:14
The day I first played Quake I was 9 or 10 and going to my first theme park. I was obsessed with games and had very limited access, but my sister let me mess around with an old pc she got from a friend. Hidden away in DOS I discovered the joy that was Quake. The traps, the enemies, the hidden areas, the Nail gun. The mystery... I quickly became obsessed in those few hours before we left for the theme park I had completely forgotten about.
That day, on those roller coasters, all I could think about was playing Quake again....
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511 Std. insgesamt
Verfasst: 26.03.20 21:30
-cutscenes
-good graphics
-realistic movement
-reloading
-weapon swap animations
-weapon recoil
-weapon inaccuracy
-weapon sway
-flinch
-vehicle sections
So basically its awesome.
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195 Std. insgesamt
Verfasst: 03.03.20 02:40
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Release:22.06.1996
Genre:
Ego-Shooter
Entwickler:
id Software
Vertrieb:
GT Interactive
Engine:
id Tech 1
Kopierschutz:keine Infos
Franchise:
Quake
Einzelspieler
Mehrspieler
Koop