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Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.>
Have you played the Quake II mod CrateDM? If so, please tell me all about it. It’s a simple but oh so wonderful idea, which is best explained in its readme file: “CrateDM pits opponents against each other in a room full of crates, and the players are crates.” That’s it. All-crates Quake 2 deathmatch. Before Old Man Murray even created their Crate Review System, CrateDM was at the cutting edge of crate culture.
Reinstall invites you to join us in revisiting PC gaming days gone by. Today Andy finds fresh fun in the old brown corridors of Quake II.
The original Quake was a muddy medieval world of knights, Lovecraftian horrors, and grim castles. But the sequel, cleverly titled Quake II, goes in a different direction entirely. You re a space marine, naturally, who has crash-landed on an alien world called Stroggos. In a desperate attempt to prevent an invasion, Earth sent an army to the distant planet, but the Strogg knew you were coming and your arrival was a slaughter. The dropships were shot down by anti-air defences and pretty much everyone died, except you. And so, in true id Software FPS style, it becomes a solo mission.
There s a chance you don t remember any of that. After all, Quake II is not a game renowned for its deep, complex sci-fi storyline. But the inclusion of a plot, and mission objectives, was pretty unique for an FPS in the late 90s. As you play, a robotic voice regularly drones computer updated and gives you mission objectives. By modern standards that s completely unexciting, but back then it set Quake II apart from id s other shooters. It was more cinematic, and your actions felt somehow more meaningful. And by your actions I mean shooting , because that s the beating heart of the game. Shooting things, and avoiding being shot.
At the time, Quake II was a technical marvel. Powered by the id Tech 2 engine, it boasted features that seem unremarkable now, but were amazing in their day. Hardware-accelerated graphics, coloured lighting, skyboxes, and the ability to return to previously completed levels were among its once groundbreaking features. After the release of Quake II, the engine powered several other games, including, in the early stages of its development, Half-Life. Quake II also had massively improved networking, making it one of the best early examples of an online FPS. Mod support also dramatically extended its lifespan for anyone lucky enough to have an internet connection with which to download the things.
People are still making mods today, in fact, including a few that let you play the game at high resolutions and with some graphical improvements. It ll still look like a game from 1997, but it makes it a bit more tolerable to modern eyes. Character movement is mapped to the arrow keys by default, but after some rebinding you can have it playing like a modern FPS. Although, weirdly, strafing is faster than moving forward and backwards. A strange sensation that took me a while to get used to. But for such an old game, Quake II is surprisingly playable.
A big part of this is its arsenal. It s still one of the finest collections of FPS guns on PC, and every weapon you wield has a distinct personality. The chaingun rattles at incredible speeds, getting steadily faster the longer you fire it. The super shotgun is like a handheld anti-aircraft gun, and you can almost feel the power as you unload it into an enemy and hear that echoing boom. The exaggerated kickback on the machine gun, which rises slowly as you fire, gives it a sense of physicality. And I love it when you fire the grenade launcher and hear the metal clink of the grenades as they bounce around the level. Every weapon, except maybe the blaster, is a joy to fire.
But the best of the lot is the railgun. This metal tube of death fires depleted uranium slugs at extremely high velocities, which leave a blue corkscrew of smoke in their wake. The railgun is incredibly accurate it s like a sniper rifle without a scope and it can cut through several Strogg at a time. In fights with multiple enemies, a useful strategy is running around until a few of them are lined up, then firing a slug. Seeing it tear through a line of bad guys is one of the greatest pleasures in first-person shooting.
And the things you shoot are just as well-designed. Quake II has the standard FPS structure of starting you out against small groups of easily-killed grunts, increasing the challenge the deeper into the game you get. In the first few levels you re fighting shotgun-toting Guards, beefy Enforcers with chainguns, and Berserkers who lunge at you with big metal spikes and later fire rockets at you. The way enemies explode into chunks of bloody meat, or gibs to use the parlance of the times, is still gruesomely satisfying. And there are other grisly touches, like when you don t quite kill an enemy and they squeeze off a few extra shots before they finally collapse and die.
But this is just to ease you in, and it s not long before id starts throwing its meanest creations at you in force. The Strogg are weird cyborg hybrids, with mechanical limbs and eerily human, grimacing faces. Gladiators stomp around on metal legs, firing their own version of the railgun at you. Mutants are angry, feral beasts who pounce on you, usually from dark corners. Brains, perhaps the weirdest enemy, attack you with tentacles and blood-stained hooked hands. There s a huge variety of things to kill, all with unique behaviours and weapons, which keeps the game interesting especially when you re facing several types at once.
The hardest thing to stomach when revisiting Quake II is how brown it is. The switch from dark fantasy to sci-fi leaves the levels brutal, industrial, and metallic. There isn t much variety or detail in the environments, and the colour palette is depressingly muted. The actual design of the levels is great, with plenty of secret areas and multi-level arenas to fight in, but the lack of colour and almost nonexistent world-building make it feel like a bit of a slog at times. But I remember thinking this back in 1997, and really it s a game about combat, not drawing you into its world. And since the Strogg live only for war, I guess it makes sense that their planet would be like one giant factory.
When you ve fought your way through the Strogg and infiltrated the headquarters of their leader a space station in an asteroid belt above the planet it s time to complete your final objective: kill it. The Strogg leader is called The Makron, and it s a two-stage boss fight. Its first form is a powerful exoskeleton which comes equipped with a BFG10K, the most powerful weapon in the game. And, unlike your own BFG, it can fire it multiple times in quick succession. When you destroy the mech, it s time to kill The Makron itself, which also has a BFG as well as a blaster and a railgun. Luckily the arena is littered with power-ups, health, and ammo, including a secret underground chamber that can be accessed by pressing a hidden switch. When the boss falls, you step into an escape pod, and that s it. The End unceremoniously flashes up on the screen, and your only choice is to go back to the menu. Imagine if a game ended like that today.
Quake II is still a great game, and I m surprised by how well it holds up. There s something about the feel of the weapons, the way they re animated and how they sound, that makes them some of the best examples in the genre. Even the new Doom, which is a fantastic ode to this era of shooter design, doesn t have anything quite as enjoyably punchy as Quake s railgun.
Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.>
Quake has seen plenty of mods adding oodles of wacky weapons but the one that most caught my eye was Chaos Deathmatch [official site] for Quake II. If you weren’t poisoned and being chased by smiley-faced homing proximity mines while juggling another player with an air blaster, you were missing out.
‘Played’ isn’t quite the right word for Hardly Workin’ [archived official site]. You may need Quake II for it but Hardly Workin’ is machinima – a movie made in a video game, before that term was yoinked by a site which became a #contentnetwork. What made Hardly Workin’ stand out to me was that you could hardly see it was Quake II. While most early machinima drafted existing in-game characters and assets for action figure pantomimes (and heck, Red vs. Blue still does this – no disrespect), Hardly Workin’ is built from scratch for a silly cartoon tale about two lumberjacks getting jobs in a diner.
WASD feels inevitable today. Once mouselook became standard in 3D games, it made little sense (at least for right-handed players) to hold your left arm across your chest to reach the arrow keys. The WASD keys were more comfortable, and offered easy access to Shift and Space. But even though WASD seems like the obvious choice now, far fewer players used it 20 years ago.
Our favorite four letter word was never a foregone conclusion, and didn't become standard through some gaseous enlightening that spread to every PC gamer simultaneously. The new movement scheme took several years to catch on, and while we can t know whose fingers found their way to WASD first, we do have a good idea of who popularized the style: the greatest Quake player in the universe, Dennis Thresh Fong.
Fong made history when he took home John Carmack's Ferrari 328 after winning the first-ever nationwide Quake tournament in 1997. And when he won that tournament, defeating Tom "Entropy" Kimzey on Castle of the Damned, his right hand was on a mouse, and his left hand was perched over the four keys we now consider synonymous with PC gaming. But even then, not everyone played that way.
In the early days of first-person shooters, Fong says the keymappings were all over the place, and even the great Thresh had only just started to play with a mouse at all. Imagine him just a few years before, sometime around 1993, as a teenager losing a match of Doom against his brother Lyle. Like many Doom players, Fong used only the keyboard. Without the need to look up or down, it was a natural choice so much that using a mouse was even considered weird. His brother, however, was playing with a keyboard and trackball, and he was winning. It wasn t every game both were excellent players but Lyle won enough that one summer Fong decided he had to learn to play with a mouse. After that, he was unbeatable.
Right after I made that switch, my skill improved exponentially, says Fong. Pretty much, from then on, I never lost.
It took some experimentation including a strange attempt to move with WADX but Fong settled on WASD and has been using it since Doom. Did he invent the scheme? No, probably not. Others were also gravitating to the left side of the keyboard for Doom at the same time. But without Fong's influence, the default could have ended up different. It might have been EDSF, or stranger configurations like ZXC to strafe and move backwards, and the right mouse button to move forwards. Some early shooters bound movement to the arrow keys. In 1994, System Shock used ASDX, while Descent used AZ for forward/reverse and QE for banking (if you didn't happen to have a joystick).
Fong tells us he even knew a player who used ZXCV to move.
I m certainly not going to take credit for the creation of [WASD], says Fong. I stumbled across it. I m sure other people started using it as well just based on what was comfortable for them. I definitely think I helped popularize it with a certain set of gamers, particularly the ones that played first person shooters."
It s likely that he did. The very concept of a professional gamer was new at the time, and Fong was well-known on the west coast as the best player around. As Fong s celebrity grew, the one question everyone asked him was: What s your config? His answer could be most readily found in , which describes the WASD formation as an inverted T. And his guide carried weight. Even before his success as a Quake player, Fong was a Doom champion, and so people imitated him, just as the kids at the basketball court by my house spend far too much time trying to hit Steph Curry s 30-foot shots.
The evidence can be found on old bulletin board systems. In , a poster recommends using Q and E to strafe and A and D to turn. Another suggests using the keypad for movement, and someone else says they use A, Shift, Z, X. It wasn't the case that everyone simply gravitated to the 'obvious' choice of WASD or ESDF, and in , we see how Thresh's performance in the Quake tournament spread his style. His play was so impressive, the poster looking for his config speculates that it was impossible for him to turn so fast with a mouse.
Another legend, Quake programmer John Carmack, took note. Even when I was hanging out with Carmack, wherever, at E3, random people would come up and he would hear them asking me what my configuration was, says Fong. So he ended up building a Thresh stock config into Quake 2.
It was a relief. Not only could Fong sit down at any computer with Quake 2 and instantly load his configuration, every time he got the question, all he had to say was type exec thresh.cfg.
Convenient as it was, Fong doesn t think the inclusion of his config was the main factor in the rise of WASD, and I d agree. By the time Quake 2 was out, WASD was starting to feel like common knowledge. I used it, and I don t remember hearing Thresh s name associated with it at the time, though it s possible his configuration entered my consciousness two or three people removed.
And yet games, strangely, took a while to catch up. Carmack may have bundled Thresh s config with Quake 2, but when it released in 1997 the default controls were still arrow keys. A year later, though, that changed. If Thresh's Quake tournament win was WASD's first watershed moment, the second came in 1998 with the release of Half-Life. The Quake and Doom players at Valve perhaps influenced directly or indirectly by Carmack, Thresh, and other top Doom and Quake players included WASD in Half-Life s default keyboard and mouse config, which helped solidify it as the first-person shooter standard.
Valve engineer Yahn Bernier checked Half-Life's original config file for us and confirmed it included WASD. "I remember finalizing this file (maybe with Steve Bond) during the lead up to shipping HL1 but don t recall specifics about when WASD was settled on or really why. We probably carried it forward from Quake1 " he wrote in an email.
The same year, and less than a month after Half-Life, Starsiege Tribes also made WASD default. Quake 3 followed suit in 1999, and WASD's popularity grew even more. It was also the default binding in 2000's Daikatana, but Half-Life, Tribes, and Quake 3 probably had a bit more to do with its popularity.
There were still plenty of heretical control schemes in 1999 like System Shock 2's, which defaulted to WADX (and S for crouch). But WASD had momentum. If it wasn t already ubiquitous by 2004, World of Warcraft defaulting to WASD codified it for millions of PC gamers. Now it s in RPGs and MOBAs and even strategy games, controlling camera movement over maps.
Interestingly, Valve boss Gabe Newell doesn t use WASD. I personally don't like WASD as it takes your hand away from your typing home keys, he wrote in an email to PC Gamer. I always rebind to ESDF. Newell's not alone there. Do a little Googling and you'll find plenty of people arguing that ESDF is the more natural configuration.
More surprisingly, another Half-Life developer, level designer Dario Casali, also rejects WASD. Instead, he prefers ASXC. It feels natural to me, where WASD feels odd, wrote Casali. But lots of people scoff at my config.
What would PC gaming be like had EDSF or ASXC been Half-Life s default? No offense intended to Newell or Casali, but I shudder to think of it. ASXC just sounds bonkers to me. Newell's fairly commonplace ESDF is more palatable, but as Thresh echoes, it feels harder to hit Shift and Control while easier to mispress one of the surrounding keys. For me, Thresh, and millions of PC gamers, it s WASD for life.
You can read more about the history of Quake celebrating Quake's 20th anniversary. We're also celebrating by , and Thresh himself will be playing on our US-West server today, Friday, from 3:30 pm - 4:30 pm Pacific time.
Wes Fenlon also contributed to this article.
I remember when I turned 15. It was pretty unspectacular. I couldn’t drive yet, I didn’t really have much of a party to speak of, and hardly any of the entire Internet used it as an opportunity to fondly reminisce about rocket jumps and murder. But now, Quake II turns 15, and suddenly it gets the royal treatment. Bizarre, right? It really is just the darndest thing. Maybe everyone’s still waiting to leap out and surprise me. I bet that’s it. Any second now. While we’re waiting, though, I suppose we can discuss some crazy Quake II factoids. But only just for a bit. And you have to put on this party hat and pretend to be having fun. I demand it.
id Software wizard John Carmack has recounted the experience of creating Quake, the seminal first-person shooter that turns 15 today.
"My defining memory of the game was fairly early in development, when I no-clipped up into a ceiling corner and looked down as a Shambler walked through the world with its feet firmly planted on the ground," Carmack, who is knee deep in Rage development, said on the Bethblog.
"This looked like nothing I had ever seen before; it really did seem like I had a window into another world. Of course, as soon as he had to turn, the feet started to slide around because we didnt have pivot points and individual joint modifications back then, but it was still pretty magical.
"It seems silly now, but at the time we were very concerned that people wouldn't be able to deal with free look mouse control, and we had lots of options to restrict pitch changes and auto-centre when you started moving."
Carmack goes on to describe the game's online play as "almost an accident". He has kind words for its 3D graphics and modding, however.
"The most important thing about Quake for me was that I met my wife when she organized the first all-female Quake tournament. She still thinks Quake was the seminal achievement of id, and she glowers at me whenever I bemoan how random the design was."
At E3 Carmack outlined his vision of the next Quake game - what would perhaps be Quake V - in an interview with Eurogamer.
"Nothing is scheduled here, people are not building this," Carmack said. "We went from the Quake 2 and the Quake 4 Strogg universe. We are at least tossing around the possibilities of going back to the bizarre, mixed up Cthulhu-ish Quake 1 world and rebooting that direction.
"We think that would be a more interesting direction than doing more Strogg stuff after Quake 4.
"We certainly have strong factions internally that want to go do this.
"But we could do something pretty grand like that, that still tweaks the memory right in all of those ways, but is actually cohesive and plays with all of the strengths of the level we're at right now."
Yesterday tolled the fifteenth anniversary of the launch of Quake, id Software's seminal 3D first-person shooter. Celebrating the event, id's sister company Bethesda has dug up Quake treasures to share with the world.
John Carmack, id co-founder and technical wizard, offered a few thoughts on Quake. He recalls struggles with developing the 3D engine, the novelty of free mouse movement, online multiplayer, 3D acceleration, and the importance and impact of modding. Notably, one of his defining Quake memories is quite unexpected, approached with Carmack's characteristic criticism:
My defining memory of the game was fairly early in development, when I no-clipped up into a ceiling corner and looked down as a Shambler walked through the world with its feet firmly planted on the ground. This looked like nothing I had ever seen before; it really did seem like I had a window into another world. Of course, as soon as he had to turn, the feet started to slide around because we didn't have pivot points and individual joint modifications back then, but it was still pretty magical.
QuakeWorld is the version of Quake that made the Internet a genuinely viable way to enjoy multiplayer, thanks to revamped netcode client-side prediction. As well as being thoroughly excellent in its own right, QuakeWorld supported a thriving mod community, including the hugely influential Team Fortress. Bethesda managed to rustle up a documentary about the classic:
Quake spawned a whole franchise, with four numbered Quake games, multiple expansions, spin-off Enemy Territory: Quake Wars, and, most recently, Xbox Live Arcade and free-to-play versions of Quake III: Arena.
Carmack recently commented that "strong factions internally" at id Software fancied returning the Quake series to its Lovecraftian roots. While no such game is currently being made (or even planned), we live in hope.
Finally, the Quake community has organized its own celebration for Quake's anniversary with the Quake Expo 2011. Festivities include new mod releases, contests, tournaments, and some very angry midgets.
Fifteen years ago, the site which would become Shacknews was eagerly awaiting the June 22, 1996, launch of id Software's Quake. Now, fans of the seminal FPS around the world have joined together to celebrate its latest anniversary with a whole host of virtual festivities.
The fan-organised Quake Expo 2011 kicked off on Sunday and runs until June 25. At virtual 'booths' you'll find a 1v1 NetQuake deathmatch tournament, mod releases, a fan-made art book, Quake Live commentaries, contests for fanfic, speedmapping terrain speedmapping, and heaps more.
Perhaps the most unusual thing you'll see at Quake Expo 2011 is Midgets, "a mod that involves fighting cooperatively alongside midgets with a strange phallic all-in-one weapon." It's made by Rich Whitehouse, creator of Quake's Head Soccer and Quake II's Famkebot.
id co-founder John Carmack recently commented that "strong factions internally" are "tossing around" the idea of returning the Quake series to its original, Lovecraftian-ish roots. He noted, "Nothing is scheduled here, people are not building this," but fingers crossed.