Hulaj po 32 mapach dla jednego gracza i 6 pełnych krwi poziomach dla rozgrywki wieloosobowej przy realistycznych dźwiękach i oświetleniu. Uzbrój się przeciwko ludożerczym ogrom, diabelskim potworom i niezniszczalnemu Schamblerowi, używając śmiercionośnych gwoździ, okrutnych piorunów czy ohydnych rakiet i granatników.
Recenzje użytkowników: Przytłaczająco pozytywne (853) - 96% z 853 recenzji użytkowników dla tej gry jest pozytywnych.
Data wydania: 31 Maj, 2007

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Kup Quake

Pakiety zawierające tę grę

Kup QUAKE Collection

Zestaw 8 produktów: QUAKE, QUAKE II, QUAKE II Mission Pack: Ground Zero, QUAKE II Mission Pack: The Reckoning, Quake III Arena, QUAKE III: Team Arena, QUAKE Mission Pack 1: Scourge of Armagon, QUAKE Mission Pack 2: Dissolution of Eternity


Rekomendowane przez kuratorów

"RPS's best FPS ever"
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O tej grze

Hulaj po 32 mapach dla jednego gracza i 6 pełnych krwi poziomach dla rozgrywki wieloosobowej przy realistycznych dźwiękach i oświetleniu. Uzbrój się przeciwko ludożerczym ogrom, diabelskim potworom i niezniszczalnemu Schamblerowi, używając śmiercionośnych gwoździ, okrutnych piorunów czy ohydnych rakiet i granatników.

Wymagania systemowe

    Minimalne: Komputer kompatybilny w 100% z Windows XP/Vista
Pomocne recenzje klientów
1 z 1 osób (100%) uważa, że ta recenzja jest pomocna
21.4 godz. łącznie
Zamieszczono: 26 lipca
"When i was your age, we rocket jumped all the way to school uphill, both ways.......IN BOILING LAVA!!!!"
Czy ta recenzja była pomocna? Tak Nie Zabawna
387 z 415 osób (93%) uważa, że ta recenzja jest pomocna
Według 1 osoby ta recenzja jest zabawna
10.4 godz. łącznie
Zamieszczono: 12 kwietnia
This game had brown walls before Call of Duty.

This game had map design before Counter Strike.

This game had space marines before Halo.

This game had zombies before 90 percent of the mature rated game population.

This game had a nail gun before nothing else since no other game had a nail gun.

Czy ta recenzja była pomocna? Tak Nie Zabawna
48 z 62 osób (77%) uważa, że ta recenzja jest pomocna
Według 1 osoby ta recenzja jest zabawna
11.6 godz. łącznie
Zamieszczono: 16 maja
Welcome, my goal in this particular review is to explain you that Id Software caused the destruction of Lijiang.

After the success of DOOM, Id Software had some pretty big shoes to fill. DOOM was considered a milestone in the history of gayming and many many people called it the grandfather of shooters (Because Wolfenstein sucks). It introduced new gameplay mechanics, which were unheard of at the time and therefore revolutionary. It stimulated many gamers to become a part of the newly founded PC Master Race, which was part of the plan. Back in the days, consoles ruled the gaming world.

Then, out of sudden, 3 devils appeared. John Carmack, John Romero and Tom Hall. They became very jealous demons, because of the great reception of Back to the Future and Friday the 13th, both for the NES. They saw the potential of video games and the cash, they could bring you, so they decided to create Commander Keen, which should have topped even the best of the best games. This phenomenon caused multiple horrible events. Commander Keen, a Jump 'n' Run, was a great technical achievement, because of it's smooth-scrolling graphics game engine, specifically made by John Carmack. It actually managed to show that not only platform games, but video games in general could work on the PC. Back in the days, raster graphics were pretty hard to emulate, but thanks to his genius engine, it managed to keep the transfer of graphics from the main memory to the graphic card as low as possible, because the memory of graphic cards were pretty bad. Their plan for the perfect game was nearly fulfilled.

They published it on the operating system, MS-DOS. Because it was Microsoft's first operating system, it had too much of Bill Gate's power to just support the game, which was John Carmack's black magic. Thus, the simulated world of Commander Keen spawned several Vorticons for a brief moment, who rampaged through the epicenter at the town Rascht. This caused the Manjil-Rudbar earthquake. This earthquake killed almost the entire population of console gamers (Their consoles too!), so the remaining ones were forced to play Commander Keen, when it became more popular because of this disaster.

This event didn't get unnoticed by Bill Gates. He felt how his power, mixed with the game engine/black magic, caused the earthquake. However, Apogee Software, which published the game, confirmed his theory. He tried to blackmail them, because he knew what they had done and he also wanted the lucre of this technological monster, which they created. They had no choice, so they made the deal.

Their next choice was to create the first Ego-Shooter ever made, Wolfenstein 3D. It was their next technical achievement. Finally enabling three-dimensionality with 2D Sprites.
However, their goal was not only to create money, but to secure it. Only Bill Gates, Id Software or also called "the three demons" and Apogee Software knew of this horrible method. Bill Gates was able to control or cooperate with the three, since they were just as evil as him, but he feared that Apogee would someday gain enough money with this pact in order to beat all of them and bring back balance to the console games with the greatest console game of all time, which was part of a ♥♥♥♥ing prophecy, as always. So, Bill Gates and the two Johns decided to sacrifice Tom Hall in order to manipulate this path of the prophecy.

In 1992, after Wolfenstein 3D was released, it caused, once again, an earthquake, which killed one single person in California (Which is why Apogee didn't notice it). That person was Tom Hall. Now, his fellow partners resurrected him as a new fallen angel with no knowledge of his past life. They sent him to Apogee, so they would all get amnesia from him and forget about their work with Bill Gates and Id Software. They then became 3D Realms and created Duke Nukem 3D. Later, they created Duke Nukem: Forever, which was supposed to be the greatest console game of all time, but became corrupted (Kinda like the Anakin Skywalker of video games). The hope for the console age was already demolished at this point, but the 2D Sprites from Duke Nukem: 3D, which were dark and corrupted sources, were implemented in CoD. This 2D Sprite fire manipulated all the other developers in the world to create ♥♥♥♥♥♥ CoD clones. Only Indie Developers (because they had low power) and Valve (because Gabe Newell worked at Microsoft) were spared.

Then they started to work on Doom, which should have perfected everything from Wolfenstein 3D, because they wanted to make as much money as possible, without spending too much money on creating something new.
Doom was, as previously mentioned in the beginning, a sucess (Even though Wikipedia says that Tom Hall was one of the Designers, it was just an actor, who played him). Since Doom's Id tech 1 engine was just an improved version of the Wolfenstein one, it was a bit too much for the same platform/operating system they used before, MS-DOS (Now Win95). But instead of causing yet another earthquake, it just corrupted the new publishers, mainly Bethesda and ESPECIALLY Activision to spread the destruction to console games even further in the future (They basically became Bill Gate's Nazguls).
The problem for Bill Gates was that the black magic, which the 2 John-Demons used for the previous 3 games, confused too much of his own power. The first real evidence for this was when he promoted Doom:
I mean, he even wears a coat! Anyway, he realized that he could control the black magic, which John Carmack put into his game engines, before getting trumped by it (Microsoft was the second most installed software...second to Doom). The only problem was John Romero, who was pretty much the heart of Id Software, while Carmack was the brain...and their pawns were the muscles. He could control the brain, and therefore it's muscles, but not the heart. So the best choice was to let them create yet another game, sadistically called Quake, for all the previous earthquakes, but most importantly, for the upcoming one. He knew that the new Quake Engine would be so extremly powerful that even months before it's release, an earthquake would emerge. He guided it's direction to Lijiang, birthplace of John Romero (I mean, he does kinda look asian:
This attack weakened Romero so much that he went batshit insane and left Id Software, because of certain "disagreements". He later co-founded with Tom Hall Ion Storm and created one of the worst known games: Daikatana. This harmed the image of the PC-Gaming scene, but was soon balanced out by a hero called Warren Spector, who made Deus Ex, the best game ever made.

Let's go back to the past. After Quake was finally released, Bill Gates still became corrupted, even though he had only John Carmack to control. The problem was that Doom was already a little bit too much for MS-DOS and the quake engine, with it's polygonal models and full 3D level design, a fortiori. Bill Gates knew the risk, when creating a new game with a new game engine from Carmack, but he didn't expect it to slip that much away from his hands and it was still better than creating a new game with Romero, which would have caused more horrible things. (Id Software and it's two leaders were too much of a threat to just say:"♥♥♥♥ it! I won't let you create another game!", because video games ruled all over the world, which is also why TV tries to bring back it's reputation with blaming video games for rampages.)

Bill Gates became completely the opposite of his past self, creating the Xbox and supporting not only Bungie or the Xbox, but the entire console age with Halo. So, at the end, the prophecy went true. The console age would return, it just wasn't directly Apogee, who caused it with their "best console game ever"

Oh, by the way, Quake is great.
Czy ta recenzja była pomocna? Tak Nie Zabawna
50 z 68 osób (74%) uważa, że ta recenzja jest pomocna
Według 1 osoby ta recenzja jest zabawna
16.2 godz. łącznie
Zamieszczono: 12 kwietnia
Perfection: The Video Game
Czy ta recenzja była pomocna? Tak Nie Zabawna
25 z 27 osób (93%) uważa, że ta recenzja jest pomocna
Według 1 osoby ta recenzja jest zabawna
2.3 godz. łącznie
Zamieszczono: 7 lipca
The early 90s was an interesting time for the FPS genre. The game most often given the title of the original first person shooter is Wolfenstein 3D, released in May of 1992 by id Software. This FPS is extremely primitive by today's standards, consisting of mostly barren environments with many repetitive sprites, but it left a strong impression on the gaming world as being an innovative and exciting game that made you feel like you were a soldier directly killing Nazis. Only eighteen months later, in December of 1993, id Software would revolutionize the gaming world with the quintessential DOOM, a much more detailed, aggressive, and yet comedic game than id's previous game. DOOM quickly became a beloved classic and was one of the most important, if not THE most important FPS of the 90s because of its refined controls, weapon variety, unique environments, hellish setting, memorable music, comedic value, and bright, cartoonish, characteristic and instantly recognizable art style. DOOM may have been gorier and superficially darker than W3D, but the game itself was quite bright and retained a simplistic manner that was palettable to audiences worldwide. Less than a year later, id Software released DOOM 2: Hell on Earth, a stylistically very similar game to its initial DOOM release, albeit with some graphical enhancements. The setting and weapons were similar and the game maintained its predecessor's cartoonish look and feel. There weren't many noticeable differences between the original game and its sequel, save for much better multiplayer and refinements to the original game.

Then, in June 1996, id Software released Quake. This game changed nearly everything from the DOOM playstyle. The gameplay was faster. Enemies were more nightmarish and unpredictable. The game used a 3D engine so the game actually gave the player a sense of depth and weight. The setting was dark, foreboding, and more in line with horror. The light/darkness was closer to depicting reality than a cartoon. Quake marked a definitive split from earlier ventures into the FPS genre by giving the player a sense of fear, urgency, and panic. Dark, unrelenting, and frightening for the time, this game took everything comedic from the DOOM franchise (since the series was goofy, silly, and didn't take itself that seriously) and reversed it. It added an actual atmosphere and made a tonal shift from light-hearted goofiness to the grittiness of a biting underworld.

As with DOOM and W3D, the goal of Quake is usually to find a key to open up a passage to progress in order to find another key to open up a new area to find yet another key. Yet the enemy placement, labyrinthine level design, and brutal gameplay keeps this seemingly repetitive task from becoming stale. Every section is different and you'll often have the challenge of simply figuring out where to go, what to do, and how to deal with the enemies you're faced with without dying. Sure, DOOM presented some challenges but the enemies always stood out from the environment and had simple-to-memorize patterns, and you generally had enough space to strafe to avoid enemy projectiles. Quake changed this by making the environments more confined (or feel more confined), the level design less straightforward, and enemies don't stand out as much and behave somewhat unpredictably or in ways that can be frustrating to counter. Quake is a fantastic model for how games SHOULD be made: challenging, maintaining a consistent and clear tone, requiring players to think, and never being unfair.

After Quake, id Software could never again recapture the intensity or ferocity of this gem. Quake II (1997) was, to me, a huge slap in the face, as it replaced the dark and serious tone of Quake with a silly, cartoonish, and completely out of place space marine story. In fact, the game itself was conceived as an entirely unrelated game, but because of the success of Quake, id decided to just make it a part of the series. To be honest, I never played Quake III until recently but since it was multiplayer-driven, I don't really include it as part of the series (if you want my opinion it just seems like a poor man's version of Unreal Tournament). Quake 4 was absolute trash and DOOM 3 was a major disappointment. I haven't tried id's most recent game, Rage, but I'm told it's incredibly buggy and just overall unpolished and derivative. It just goes to show not only that Quake was id Software's last great game, but that they truly lost something in their image of what their games should be like, instead going for bigger guns and more explosions and scripted events instead of heart-pounding dread and fast and furious gameplay.

This game contains something that id could never again recapture. Quake for me will always be about pure aggression, pure violence, pure intensity, and in its essence is the pure FPS. It may feel somewhat clunky nowadays (you will need to change things around in the settings if you've played any FPS's in the last 15 years), and the enemies aren't the most detailed (okay, they're downright ugly by today's standards) but in practice you will see that it is one of the most refined games, fusing fast and unforgiving gameplay with a dark and chilling atmosphere. In my personal list of top FPS games, it ranks at number 4 behind (1) Aliens versus Predator 99/Gold Edition, (2) Half-Life, and (3) Unreal Tournament.

The best word to me that sums up Quake is intense. It is a fantastic game that, while perhaps not the most innovative game of the 90s, is beyond a shadow of a doubt one of the most important. It helped to shape other FPS's to come in the late 90s, the glory years of the genre, which would come to a sad and ignominious end at the turn of the millennium.
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