Quake II

For the past several months, Nvidia has been adding a fresh coat of ray-traced paint to Quake 2, which originally released way back in 1997. It is now available to download and play for free, in part or in whole, depending on whether you already own the original game or not.

Anyone who already owns Quake 2 can play the ray-traced remaster in its entirety at no cost. For everyone else, the first three levels are free. If you want to keep playing, you'll have to shell out a modest $4.99 to buy the original game, which then unlocks the complete RTX version.

Even though Quake 2 is more than two decades old, the official ray-traced version is taxing on graphics hardware. The RTX version uses path tracing to render almost everything on the screen, giving it "the highest workload of any ray-traced game released to date."

That means you can't play it with a GTX card, even though Nvidia adding ray tracing support to Turing and Pascal-based GTX variants. To play it, you will need a GeForce RTX 2060 or higher RTX graphics card, along with an Intel Core i3-3220 or AMD equivalent processor, 8GB of RAM, and 2GB of storage space.

Obviously a 22-year-old game with prettier visuals is the not the promised land for ray tracing, and for most people it's not reason alone to consider an RTX card. However, it's at least a nice bonus while we wait for more ray-traced games to appear. As it pertains to Quake 2 RTX, it's been upgraded with realistic reflections, refraction, shadows, and global illumination.

If you have the requisite hardware and want to check it out, you can grab Quake 2 RTX from Steam or download it directly from Nvidia.

Quake II

Nvidia first showed off its remaster of Quake 2 at this year’s GDC, and you’ll be able to play it yourself June 6—provided your hardware is up to the task.

The announcement video above shows off the rocket jump forward ray tracing represents. Working with modder and Ph. D student Christoph Shied, Nvidia has replaced all the original effects in Quake 2 to create Quake 2 RTX, and it looks absolutely lovely.

Using real-time ray tracing for global illumination has meant that they’ve been able to add several new options, including the ability to select the time of day in a level. The team has also updated all of Quake 2s textures, some from the Q2XP mod pack and others they’ve enhanced themselves. 

Better yet, Nvidia will be posting the source code for Quake 2 RTX on GitHub to make it easy for modders to use this as a starting point either to enhance Quake 2 further or to use it in mods.

Nvidia says this version of Quake 2 uses path tracing to render just about everything you see on screen, which gives it “the highest workloads of any ray-traced game released to date.” Thus, the recommended system requirements are on the steep side: Nvidia recommends at least an RTX 2060 for this version of Quake 2.

Starting June 6, anyone will be able to download the first three levels of Quake 2 RTX, the same way id released the shareware version back in 1997. If you own the original Quake 2, you’ll be able to point Quake 2 RTX to your install folder and then play the full game with all the new ray-traced bells and whistles enabled.

Quake II

When it released in January, Q2VKPT offered a real-time ray traced version of Quake 2, demonstrating how a broad range of associated techniques could improve a 22-year-old game. Created by Christoph Schied, it used an RTX technique known as Path Tracing in order to create more lifelike lighting effects, and the results are impressive (there's a video at the bottom of the page).

Nvidia has been paying close attention, announcing today a collaboration with Schied (himself a former Nvidia intern) on Quake 2 RTX—a "purely ray-traced game". In other words, it rips out all traditional effects and replaces them with ray-traced lighting, reflections, shadows and VFX. 

According to Nvidia, that means "real-time, controllable time of day lighting, with accurate sunlight and indirect illumination; refraction on water and glass; emissive, reflective and transparent surfaces; normal and roughness maps for added surface detail; particle and laser effects for weapons; procedural environment maps featuring mountains, sky and clouds, which are updated when the time of day is changed; a flare gun for illuminating dark corners where enemies lurk; an improved denoiser; SLI support (hands-up if you rolled with Voodoo 2 SLI back in the day); Quake 2 XP high-detail weapons, models and textures; optional NVIDIA Flow fire, smoke and particle effects, and much more!"

The full run-down, including before-and-after shots, is on the Nvidia site, and a video will follow eventually. More than likely after the associated GDC 2019 panel on March 21. In the meantime, here's the original Q2VKPT in action:

Quake II

This article was originally published in issue 184 of Retro Gamer. Subscribe here for more features like this every month.

Few western developers had higher profiles during the '90s than id Software cofounder John Romero, and fewer still had a rockstar image to go with their fame. But after helping id to make the FPS mainstream with instant classics such as Wolfenstein 3D, Doom and Quake, John parted ways with the small firm, and its remaining developers made the decision to take their next project in a new direction, as Quake II level designer Tim Willits remembers.

“Romero was let go, and we took a different approach to the next Quake game,” he tells us. “Kevin Cloud stepped up to lead the project and refocus us on something that was more story-based and set in a different universe. Kevin had this great idea where he said: ‘Guns Of Navarone.’ That was the inspiration for Quake II, and it made sense because in the movie the Allies had to knock out the big guns that the Germans had before they could assault. So in Quake II, your job would be to knock out the big guns before the big dropships could come in. That’s why you were by yourself, because the human forces had sent individual pods out since everything else was too big and would get hit by the big guns.”

Of course, since id’s latest project was taking its lead from the Guns Of Navarone it would need an army as dark as the movie’s Nazi antagonists, which Quake II artist Kevin Cloud delivered in the form of a race of macabre aliens called the Strogg. “With the Strogg, Kevin wanted to create an enemy force that was unified but terrifying,” Tim explains. “So the Strogg were part-alien, part-vampire; they weren’t like vampires, but they were vampiric. Like the Borg [in Star Trek], their plan was that they would take over planets, and then use body parts—living tissue and organs—in reconstructing themselves and keeping themselves alive. Because they attacked different planets with different creatures, each Strogg was different, but the Strogg were also very unified because they were all part of a Strogg collective.”

But as horrific as Kevin’s vision for the Strogg was, the nightmarish aliens’ sci-fi backstory was clearly at odds with the Gothic horror narrative of id’s previous Quake title, which as Tim points out makes sense since Quake’s follow-up almost became a standalone project that would likely have kickstarted an entirely new id franchise. “We wanted to do something different with the next game, and we did consider not calling it Quake II,” Tim muses. “One of the names Paul Steed came up with, which I always really liked, was ‘Wor,’ but it was hard coming up with a name that everyone liked, so we just stuck a ‘II’ on the end of Quake. But it did hold true to that Quake DNA, where it was hardcore: there were big beefy weapons, there was over-the-top action and you were the hero saving the world.”

But while id strived to instil Quake II with the key tenants of Quake’s core gameplay, rather than reworking the sequel as a dark fantasy it decided to retain the project’s decidedly sci-fi -themed narrative. “We were a bunch of sci-fi nuts!” Tim reasons. “And it was refreshing for us to do something new but kind of familiar. With a sci-fi universe there was the opportunity to have super-cool weapons and we could have new types of creatures, so it really gave a nice palette to create a wonderful game.”

As well as favouring an alternate genre, Quake II would also differ from its predecessor by having a cohesive backstory, which instructed and informed the design of the project’s full-motion video introduction and the look and animation of its biomechanical alien opponents. “Quake was kind of a mess,” Tim concedes, “although it was awesome. But the Quake II team rallied behind one art style, one art direction and story. We had better design, and we were focused. Paul Steed came up with our cinematic intro, which was really cool. He had worked on the Wing Commander series, and so he brought experience of story-based sci-fi action games. Adrian Carmack did amazing concept work on the Strogg creatures, and then Paul added personality to the animations.”

The follow-up to Quake was further differentiated from the original game thanks to enhancements that id’s lead coder John Carmack made to his Quake engine that allowed it to render brighter and far more colourful-looking levels. “We had a supercomputer that was literally the size of a refrigerator to process the lighting for the maps—it was so cool!“ Tim enthuses. “No game had had coloured lighting before Quake II. So we were like kids with new toys; we went all crazy. I know there are some levels that look a little oddly-coloured, but it did give it a more colourful look. At the time it was like: ‘This is awesome! Green and blue lights!’ We also had light bouncing—simulated radiosity—so every corner of the world had some lighting.”

Beyond aesthetics, the stages in Quake II also stood out from their Quake equivalents thanks to their more wide open and less linear nature, which Tim puts down to accumulated knowledge, a story-led approach to level design and the knowledge that PC gamers were continually upgrading their PCs with the latest tech. “We had more experience making levels, and we were trying to tell more of a story. Like there was the jail, there was the hanger and the processing facility, so we tried to give more identifiable locations to the areas. Plus computers were running faster. It was just a combination of all that, really.”

The railgun in Quake II was inspired by Eraser the Arnold Schwarzenegger movie.

Tim Willits

Additionally, Quake II’s levels would be mission-based, and unlike Quake its sequel would require players to make use of innovative ‘hub’ areas to jump from one stage to another and back again. “I can’t remember if it was something that we had consciously planned for or if it just evolved,” Tim ponders, “but you had these missions, and you would get radio alerts, because we just wanted to tell a better story and give a better experience, and the hubs were a byproduct of that. The hubs made the environments richer, so the world felt like a real place that you were infiltrating. They gave us the freedom to reuse areas and make players feel like they were in real space.”

One innovation that proved a step too far, however, was the option of rescuing traumatised marines being loaded into meat processing machines in one of Quake II’s more gruesome missions, the processing plant. “We had that one mission with the processing plant,” Tim recalls, “and you could just turn off the machines. I think it was the limits of the gameplay scripting, where what do you do with the marines when they’re out? We didn’t have AI, so they wouldn’t follow you around. Plus those poor souls, they were already damaged beyond repair from the Strogg experiments.”

Aside from making decisions on level design mechanics, new weapons were being designed for Quake II, although these were complemented by a selection of existing designs made popular by earlier id FPS. “There were some tried-and-true weapons—the lightning gun and the rocket launcher were from Quake,” Tim acknowledges, “plus we had machine guns and the BFG from Doom, but Quake II was sci-fi, so we also had hyper blasters. We tried to make the new Quake II weapons exciting and interesting, but yet remember that they always fulfilled a purpose in a situation. At id, we’ve always believed in situational weapons. So if a guy is close-up you use a shotgun, if a guy’s far away you use your machine gun. You’ve got projectiles, explosives to get that instant hit. Each of these weapons actually fits a purpose of the gameplay. So we would find a situation that we wanted to engage an additional weapon for and then come up with a weapon.”

Arguably the most memorable of the weapons to make its debut in Quake II was the now-legendary railgun, which Tim credits to company research on arguably the most memorable big-screen action hero of the '90s. “The railgun in Quake II was inspired by Eraser—the Arnold Schwarzenegger movie,” Tim reveals. “I went to see it with the guys, and the next day I went to John Cash. I told John: ‘It’s like a rocket, but it’s an instant hit—it’s called a railgun!’”

Perhaps reasonably, given the destructive power of Quake II’s railgun—not to mention its other deadly armaments—the game’s sole animator Paul Steed decided that the focus of these lethal weapons, the Strogg, should be dangerous even in their death throes. “Paul wanted to bring more personality to the creatures,” Tim recollects, “so the marines could shoot their heads off, but they could still shoot back before they died. He thought it added more meat to the gameplay, so he drove that thought and inspired us to do that. Paul was our only animator, and he did model, too, so you could see his personality in some of the characters in Quake II.”

But far from merely injecting their personalities into Quake II, those working on the title put everything they had into its development. Tim believes that youthful exuberance ultimately got the game over the finishing line, but he admits to cutting things a bit fine when it came to putting together the last remaining stage. “We put some crazy hours in, but we were all young. We made the hangar mission—which is not the greatest mission in the world—in the weeks before we shipped. It definitely came in hot!”

As well as a major shareholder in id Software, Activision was also Quake II’s publisher, and although the firm trusted id to deliver on time, it did have issues with the fact that the game required a fast PC that was preferably equipped with top-end graphics hardware. “Activision was concerned that you needed to have a graphics card,” Tim accepts, “that it was required for Quake II. But you know what? By the time Quake II came out everyone was pretty hot for the new graphics cards and CPUs. It was kind of the norm. Quake II was not the only game that you needed to buy the new cards for. The Epic guys were making great stuff, and there were lots of games companies who were making cutting-edge games, so it wasn’t really that big of a deal.”

You know what? We did a lot of fun things, and it was a good time to be in the industry; it was a good time for id Software.

Tim Willits

On Quake II’s release, it became clear that Tim’s assessment of the wider gaming market had been correct and that Activision’s anxieties had been unfounded. The game sold nearly a quarter of a million copies in its first few months on sale alone and garnered unanimous praise from the press, praise that still endures to this day, although Tim’s memories of the critical and commercial response to Quake II have faded over time. “I don’t remember. Did Quake II get good reviews?” Tim asks us. “I always tried to focus on the game. I really loved working on Quake II, and I felt personally that I had grown a lot as a designer. We had such fun making that game, and there was so much talent. We were more focused, we were more design-driven and we all liked each other. So it really showed in the product, you know. Quake II was a labour of love that I was very proud of.”

In the years that followed, id licensed the engine that had powered Quake II for use in a number of popular third-party titles, each of which Tim viewed with pride. “They were all great,” Tim exclaims. “I loved all of the Quake II engine games. We were blessed to work with teams like Raven, Ritual and Activision that took the Quake II engine and did amazing things with it. And look at Half-Life, which changed the industry, I mean, it was awesome. They felt like id games. I always brag about the origins of those games and how they were based on id Software technology. We were always a small company, so we had a small foot. But we had a giant footprint, and that was the software—that was always a point of pride.”

When looking back at Quake II, Tim offers an equally enthusiastic appraisal, with his one caveat being his conviction that the much-loved id FPS should’ve had a different name and should’ve been the first chapter in a new franchise. “Well it’s still fun,” Tim notes, “there’s still a ton of people that really love it. We made the rockets slower than Quake, and some people are sad about that. Some people love Quake II’s speed, some people prefer Quake’s speed; it just depends on which Quake you played first. Quake II should have been called something different in my personal opinion—I will say that. But you know what? We did a lot of fun things, and it was a good time to be in the industry; it was a good time for id Software. And then, of course, the greatest gun ever was the railgun. Quake II was the culmination of the people that worked on it, because everyone was pretty unique and different in the team, and we really tried to be pretty flat in our design structure. So it was fun to work on the game.”

How Quake II compares on other systems

Mac3D graphics cards for Macs didn’t become common until the late-Nineties, so it’s unsurprising that the Mac Quake II arrived two years after the PC release. The wait was worth it, though, as the Mac version is all but identical to the original. So much so that Mac and PC Quake II owners can face off in online deathmatches.

N64Essentially a reworking of the PC original designed to better suit the N64’s reliance on cartridge-based storage, Quake II on Nintendo’s system features stripped-back levels coupled with simplified systems. N64 Quake II does feel like the original, however, as it shares its aesthetics and game design.

PlayStationSlightly less impressive than the N64 version in terms of speed and visuals, the PlayStation Quake II does convert levels from the Nintendo iteration nicely. Like the N64 port, the PlayStation Quake II has splitscreen multiplayer, it also adapts stages from the original game and boasts two exclusive Strogg opponents.

AmigaBy 2002, the five-year-old Quake II was looking a little long in the tooth compared to cutting-edge FPS titles, but id’s release of its source code the year prior convinced Hyperion Entertainment to release an Amiga version. The end result is close to the original, but it requires a fast CPU and accelerated graphics card.

Quake II's best stages

Processing PlantBuilt to render down captured marines into a disgusting slime that the Strogg feed on, the processing plant houses seven macabre machines sited on a circular route. Besides one tank commander, your mission to disable the machines is met with low-level opposition, although surprise attacks are common, so stealth tactics are advised.

Big GunThe big gun mission’s solid middle section pales in comparison to the epic boss fight at its start and the heart-stopping race to safety at its finale. The mission’s airborne boss—the Hornet—requires you to pepper it with heavy gunfire followed by taking cover when it returns fire, while the mission’s end-of-level escape leaves no margin for error.

Inner HangarThe objective of storming the inner hangar is to close its doors and ground the Stroggs’ spacecrafts. As the hanger is heavily guarded a slow, steady approach is recommended, particularly when negotiating its floating blocks and giant cogs. The Hornet guarding the hanger entrance is best tackled from a high vantage point.

OutlandsBar for a gun emplacement near its start, whose operator can be taken out with a ranged weapon, the outlands mission is a high-tempo test of marksmanship. Following a hill pass, you cut across bridges and through caves while avoiding barracudas. Finally, you activate the air strike marker, take cover and then make your way to the exit.

Outer CourtsDeep within the outer courts there’s a data spinner that’s required to shut down a Strogg communication system. The route to your target begins with a dangerous, stomach churning cliff-edge walk, after which the going gets tough, so have your biggest guns ready. The spinner itself is located after a disorienting underwater section.

Quake II

REINSTALL

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.

It s still one of the finest collections of FPS guns on PC, and every weapon you wield has a distinct personality.

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.

Half-Life

Image via defunct gaming site Freakygaming.

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.

His brother was playing with a keyboard and trackball, and he was winning.

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."

Quake wasn't the first game to introduce mouselook (Marathon came before it), but it was the most influential.

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 Thresh s Quake Bible, 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 one thread from 1997, 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 another thread, 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.

Half-Life was one of the first games to bind WASD to movement by default.

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.

In a period of a year, Half-Life, Tribes, and Quake 3 set the standard we use today.

I always rebind to ESDF.

Gabe Newell

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 in our retrospective celebrating Quake's 20th anniversary. We're also celebrating by running a Quake server through the weekend, 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.

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