Quake

Doom and Quake are the twin gods of FPS gaming. Their fates are inextricably bonded. With Doom s recent triumphant return, it s likely we ll soon catch wind of a new Quake. The time is ripe, too it s been nearly 11 years since Quake 4 released, and revisits to a more traditional, run-and-gun FPS design is a rising vogue. Whether it ll be called Quake, Quake 5, or Pennsylvania: Quaker s Revenge, id s younger sibling can draw from Doom s strengths and shortcomings to rightfully stand among the pantheon of successful reboots. Here s a few of its most important lessons.

Provide full mod support 

Classic Doom is still being modded over two decades since its release and its thriving WAD community remains a testament to the creativity of its badass and bizarre player content. Even one of its original creators has added to its legacy. The same can t be said about Doom s SnapMap, a toolset intended for players to piece together and share custom levels in a seamless process. Its layout curbs complexity for approachability, and while ease-of-use for modding is a welcome concept on the PC, its limitations sorely underscore the lack of true mod support.

Therein lies one of Quake 5 s most important lessons: don t halfheartedly embrace mods. Grant users the same tools developers wielded to craft the game and entrust the community to figure them out. WAD tutorials and Quake 4 mod beginner guides are a single Google search away; the new Quake s SDK can easily follow suit. A SnapMap-style system is a console-oriented implementation of modding that won t and hasn t achieved uniform success on a platform with modders accustomed to a far greater degree of creativity.

Tell a story, but not forcefully 

Id wisely chose to avoid saddling Doomguy with needless characterization. His sole concern is the exquisite art of separating demons from their organs it s all he needs to propel the plot, and no grimdark space marine trope can compare in effectiveness. Quake broadly follows suit; you re a lone warrior pitted against armies of ugly monsters. Combat rules supreme in both universes, and Doom s exposition was smartly presented as a secondary diversion instead of an unavoidable necessity. Optional data logs and brief first-person sequences of Doomguy punching some computer monitor is the best method for conveying as little or as much story as the player wants.

Quake 5 shouldn t stray from this angle. Doom s campaign doesn t falter if you skip over the finer details of the UAC s demon enslavement scheme, and neither should Quake slip if you don t care about the scientific findings of Strogg hair follicles but it s there if you want to read about it. Quake naturally fits this narrative method; in Quake 2, you could investigate, skip, or simply blow away MIA marines slowly being assimilated into Strogg.

Go crazy with world design 

A jaunt into the demonic home-realm of eternal torment is an inevitable checkmark on Doomguy s itinerary. The point of departure is a portal swirling in the center of the Mars UAC facility. The compound sports a straightforward rendition of corporate lab disaster interior decorating: chromed paneling, beeping science stuff, a neutral-voiced AI calmly recounting horrific casualty rates over the PA, and the occasional culty candle circle. Doom s depiction of Hell is a surprisingly tame translation: a rockier, redder Mars-style exterior with floating boulders and skulls carved everywhere. For a place acting as the planar trophy hall of conquered dimensions, Hell is less Dali and more Dio album cover.

Fashion a level inside a giant Elder God s esophagus.

That s not to say Hell is a visual failure. It accomplishes what it sets out to do as the barracks and arcane library of its demonic denizens. Festooning skulls and pentagrams at every turn is a safe reminder of Doom s traditional theme. Quake isn t so clear-cut. We ve already seen the original Quake s mythological medieval murk and Quake 2 through 4 s industrial sci-fi. If a new Quake paces with Doom and returns to a classic motif as a modern reboot, it should leverage the power of contemporary hardware and id Tech 6 engine effects to realize a setting with stylistic identity. It doesn t have to be suffocatingly abstract but expressive enough for it to scream Quake. Top Stroggification. Fashion a level inside a giant Elder God s esophagus.

Put together a wicked mixtape 

Doom s music feels like riding the edge of a hurricane with the eye of Sauron in the middle. Composer Mick Gordon masterfully captures the seething, pulsing dread of exploring the dual desolation of Mars and Hell until the ambience shatters with an Imp s screech. Above the combat s din of ear-rattling explosions, super shotgun thunderclaps, and the gurgling foley of spilt demon blood rages an auditory transgression. Thrash drum pedal kicks pound metal guitar riffs into the braincage as the synth wails a prayer to carnage. It s melodized bloodthirst. When Doomguy s fist plunges into a Gore Nest and Rip & Tear crashes into the soundscape, it s a too-perfect tap into adrenaline mode.

Quake 5 s soundtrack shouldn t try for restrained sophistication. Quake favors savagery equally with its older sibling, and id has ample opportunity to sustain the brutality with a crunchy score befitting a violent brawl through Stroggos or Shub-Niggurath s mystical dimensions. Whatever the new Quake s choice of theme, it s important to set a great foundation for a mix of brooding ambience and cacophonous action cuts. Both have worked in the past: Quake s Lovecraftian Goth paired with Trent Reznor s darkly atmospheric compositions while Quake 2 s militaristic invasion of an alien world kept rhythm to Sonic Mayhem s juggernaut metal.

 Keep moving and Quaking

[Quake] practically heralded the rise of bunnyhopping and trick-jumping in multiplayer and speedrunning circles.

Both Doom and Quake shaped the very fiber of FPS movement. Their influence is used to this day: mouselook, sprinting, and sustained momentum were all molded by Doom s simple controls and Quake s 3D evolution. Doom 2016 s emphasis on old-school speed was a welcome relief to the sluggishness of Doom 3 s more survival horror style, and the frenetic combat reflected the importance of staying in motion to survive a constant threat. Quake is no stranger to this concept; it practically heralded the rise of bunnyhopping and trick-jumping in multiplayer and speedrunning circles decades ago.

As Doom demonstrated, embracing quick movement and level design modeled for circular killing sprees encourages an exhilarating challenge. Quake 5 should stay up to speed by adapting its predecessors aptitude for aerial improvisation combined with a mirroring of Doom s snappy acceleration. If Quake keeps the needle in the red, it ll hew as close to its roots as Doom did and could cornerstone a new era in speedruns, Defrag races, and acrobatic multiplayer frags.

 Make a memorable multiplayer

Id wanted Doom s multiplayer to embody the genre s modern standards a progression system, loadouts, and so on but it also didn t want to stray too far off the path beaten by successful games which, paradoxically, elaborated on Doom s own format over the years. Those contrasts didn t translate into standout material; sprinkling an area with jump pads and having rockets flying everywhere isn t some sort of magical pedigree for an arena shooter, and locking away weapons behind the progression system didn t gel with the equal-footing ethos many came to expect from id.

This is Quake 5 s moment to shine brightly with a strongly defined multiplayer. It boasts the advantage of utilizing an experienced framework tempered by Doom s easily avoidable inconsistencies and the heritage of Quake 3 s competitive heyday. Its weapons and powerups should evoke the same breathy reverence as the railgun, rocket launcher, and quad damage instead of falling short of character. It should forge heady memories as strong as FFA night on The Longest Yard. Should Quake stay strong with its identity, it may emerge once more as the flag bearer for arena gaming.

Quake

The British Academy of Film and Television Arts BAFTA has announced it will be handing this year s Fellowship award to none other than John Carmack.

This means the man behind Doom, Quake and now Oculus Rift (as well as some rockets on the side) will be honoured with the Academy s highest honour, which is awarded in recognition of an outstanding and exceptional contribution to film, television or games .

Carmack will receive his one-eyed face trophy thing and I d expect a hell of an ovation at the British Academy Games Awards, taking place April 7 at the Tobacco Dock, London.

Carmack commented thusly on the award:

Receiving a BAFTA Fellowship is a great honour. Over the course of my career, I ve remained passionate about the potential for engineering and technology improvements to expand the range of human creativity. Graphics, networking, extendable platforms, and now virtual reality; each has enabled magnificent new things that delight millions of people. I am as excited about the future today as I was when I started.

Hopefully he ll give a Quakecon-style keynote at the BAFTAs, discussing all manner of ludicrously interesting concepts for a couple of hours. A man can dream...

Counter-Strike 2

CS:GO's deathmatch maps don't get a ton of love. They're generally thought of as arcadey warm-ups for its traditional, team-based modes. But modder Zool Smith has been experimenting with an interesting Quake-themed free-for-all map for CS:GO. With lava waterfalls as a backdrop, F4ST Castle lays out jump pads, item and health pickups alongside accelerated movement that enables easy bunnyhopping and makes players more elusive. Does the AWP make a decent railgun replacement? You be the judge.

CS:GO's lack of a rocket launcher may leave you missing true arena style-weapons in this context, but it's neat to see someone tinkering with this sort of crossover. F4ST Castle isn't yet up on Steam Workshop, but you can admire Zool's other projects in the meanwhile, which include a first-person take on Mario in Garry's Mod, new particle effects for TF2, and turning TF2's go-kart minigame into Mario Kart.

Half-Life 2

No one wants to end up in jail, but there’s something fascinating about life in the clink. There have been some great fictional prisons in literature and cinema—and video games too. The following hoosegows are some of the toughest, most brutal, and hardest to escape from in gaming. Some horrible prisons, both new and old, have made their way onto this list since we first wrote it.

From freezing Russian labor camps to max security space-jails, these are scariest imaginary prisons on PC.

B.J. Blazkowicz had to shoot an awful lot of Nazis to escape from the labyrinthine Castle Wolfenstein. As prisons go, Wolfenstein does offer some perks: ample access to weaponry, secret Nazi treasure, and delicious, hearty meals. On the downside, the dogs aren't very friendly and there's a giant Nazi with two machine guns standing between you and the exit. If you take too many bullets, you'll have to resort to eating dog food. Yuck.

Batman famously has one of the best rogue's galleries in comics, and his nemeses inevitably end up in Arkham, Gotham's prison for the criminally insane. 2009's brilliant Arkham Asylum makes the prison itself the star, imagining it as a densely interconnected 3D playground in the vein of Super Metroid. As Batman gains new bits of equipment he opens up new ways to explore and unlocks new shortcuts. In the end, Arkham Aslyum has some great depictions of Batman's villains and the dark knight's abilities, but mastering the asylum is the true joy.

The Souls series has some of the toughest prisons in gaming. Dark Souls starts you off in one, the Undead Asylum, which is guarded by an overweight demon that ruins newcomers on the reg. Dark Souls 2 has the Lost Bastille, a prison made entirely of cold grey stone, patrolled by undead knights and exploding mummies, and wraps with a boss battle against three nimble suits of armor. But Dark Souls 3’s Irithyll Dungeon is the prison-iest of all (most prison-y?). It glows a sickly green and greets you with the Jailers, spooky robed guards that lower your max health just by looking your way. Explore the cells and eventually you’ll run into the wretches, grotesque human-dragon hybrids, botched experiments of the Lothric family. Deeper in you’ll find giants taken prisoner, massive sewer rats looking for a snack, a downright mean basilisk ambush, some items that sound off a large scream when picked up to alert nearby enemies, a gluttonous humanoid with an enlarged hand for a head called—what else—the Monstrosity of Sin, and some sewer centipedes. Don't Google them.

It’s an awful place that folds over on itself in a disorienting search for one key after another, delaying your escape just beyond its rows and rows of thick iron bars. Get in, save Siegward, and never return. 

Protagonist Vito Scaletta gets busted for selling stolen ration stamps and ends up in the clink. This is an act break of sorts, separating the game’s 1940s and 1950s chapters. The slow walk through the gates, being yelled at by jeering prisoners, is straight out of The Shawshank Redemption. You pass the time by punching people and scrubbing toilets, before emerging into a terrifying world of quiffs and rock and roll.

JC Denton defects from UNATCO and becomes a wanted man. He’s captured and wakes up in a mysterious underground cell. With the help of a creepy AI calling itself Daedalus he manages to escape, only to discover that the sinister prison facility is located below UNATCO’s Liberty Island headquarters. Most people who mess with Majestic 12 end up dead, but JC uses his nano-powers to break out and flee to Hong Kong.

Butcher Bay is a space-prison for the galaxy’s toughest, gruffest space-bastards. Escape From Butcher Bay sees the titular Riddick, played by Vin Diesel, breaking out of this maximum security sci-fi prison by stabbing, choking, shooting, and sneaking past its small army of guards. But, even though escape is his top priority, he still finds the time to enter bare-knuckle boxing matches and shiv other prisoners.

“It used to be a high security prison,” says Alyx Vance, gravely. “It’s something much worse now.” She always was good at introductions. Nova Prospekt is an old prison that the Combine have converted into a facility for processing any ‘anti-citizen’ who fights against their tyranny. ‘Processing’ meaning being turned into a hideous half-machine monster. A grim place indeed, but no match for Gordon’s gravity gun.

The Suffering is a mostly forgotten 2004 shooter from Midway, set on the twisted Carnate Island off the coast of Maryland. The penitentiary itself, where you're on death row, is just the beginning—the whole island has a dark history, including an insane asylum and a whole lot of executions. Hell breaks loose immediately when an earthquake calls up hordes of twisted monsters, who proceed to wreak havoc on the prison. It all may sound like standard horror fare, but The Suffering stood out thanks to some fabulously creepy designs by Stan Winston Studios. Those are monsters we would not like to be trapped on an island with.

Probably the toughest prison on the list, Vorkuta is grim Russian labour camp and one of the most memorable levels in Black Ops. With help from Viktor ‘Gary Oldman’ Reznov, your fellow prisoners, a mini-gun called the Death Machine, and giant slingshots loaded with explosives you battle to freedom and destroy half the prison for good measure. Shame about that rubbish vehicle section at the end.

The prison ship Purgatory, operated by the Blue Suns mercenary company, is where unstable biotic Jack finds herself. Commander Shepard, hunting for the galaxy’s baddest asses, flies there in order to recruit her. Before it was a prison, the ship was used to transport animals, which explains the tiny cages masquerading as cells. It’s not all bad, though: if it gets crowded, the Blue Suns will dump you on a nearby planet.

This desert prison used to be a peaceful coal mining town, but now it’s a hellish jail. Cloud and co. are dumped here after a misunderstanding, and have to earn their freedom by entering, and winning, a chocobo race in the Golden Saucer theme park that looms over the prison. As far as I know, this is the only time in gaming history where you escape from jail by riding a giant chicken. Hopefully it’s not the last.

That’s not a very nice name. Why not Warmridge Prison? Dishonored protagonist Corvo Attano is sent here after being wrongly accused of murdering the Empress he was charged to protect. It’s an imposing building—designed by the same guy who dreamed up Nova Prospekt, Viktor Antonov—and serves as the game’s tutorial. Murderous inmates, brutal guards, and rats are among this foul place’s residents.

This Alaskan military base isn’t technically a prison, but Solid Snake finds himself imprisoned in a cell there during the first MGS. There are a few ways to escape, but my favourite is spilling a bottle of ketchup and lying down next to it. The idiot guard thinks you’ve killed yourself and rushes in to help, giving you a window to break out.

Only slightly harder to endure than listening to the band Bastille, this famous French prison was notorious for its brutal treatment of prisoners. It’s here that the foppish hero Arno Dorian learns how to fight, and ultimately becomes an assassin. After the French Revolution it was demolished and replaced with a monument, but it will live forever in the decidedly average Assassin’s Creed Unity. C’est la vie.

Hell's Prison, posted on Reddit, is just one of thousands of devious, depressing prisons concocted by Prison Architect players. There's probably a harsher prison lurking on a hard drive somewhere, but Hell's Prison is a good example of how totalitarian Prison Architect lets you be as a warden. 

"At any given time about 90-100 prisoners are in the initial stages of starvation and taking damage," reads the description. "The entire prison is one giant infirmary so that doctors automatically tend to them. Prisoners who are close to death are brought to the medical beds by the guards. I have yet to lose a prisoner to starvation."

Prison Architect's Steam Workshop is also full of fantastic creations and recreations, like Alcatraz. Now that's a tough prison.

One of the most famous video game prisons, this is where you start your adventure in Oblivion. You don’t know what your crime was or how you ended up there—you’re supposed to fill in the blanks—but a fateful encounter with the Emperor of Tamriel leads to your escape and transformation into a hero. You can return later and take the opportunity to teach gobshite Valen Dreth some manners.

Quake

Bethesda has announced that QuakeCon 2016 will take place from August 4-7 at the Hilton Anatole in Dallas, Texas. The event will once again open with Studio Director Tim Willits' annual QuakeCon Welcome presentation, and feature panels, tournaments, hands-on with Bethesda's new games, and of course the famous QuakeCon BYOC [Bring Your Own Computer] event.

"The event is a true 'grassroots' organization; founded by only a group of fans and volunteers 20 years ago," Willits said. "The event is still supported by fans of id Software/Bethesda and largely staffed by volunteers today. The event has grown and matured over the last 20 years but what has always remained the same is the spirit of community gaming; people coming together to play their favorite games with friends and family."

Chris and Ian went to last year's QuakeCon, which Bethesda said was the biggest one yet, and learned some stuff about the new Doom, Fallout 4, and The Elder Scrolls Online. We also got a bunch of pictures of some really cool case mods.

Reservations for QuakeCon 2016 at the Hilton Anatole Hotel may be placed here.

Quake

Once, the early Fallout RPGs were available on GOG. Then Bethesda and Interplay had a big fight, and Bethesda gained full rights to the Fallout series. Fallout, Fallout 2 and Fallout Tactics all promptly disappeared from GOG and Steam, and then—months later—returned to Steam only. That was it for the epic saga of The Company Who Owned A Thing. Until today.

GOG and Bethesda have finally struck a deal, and the Fallout games are back in DRM-free form on the distribution service. Also, GOG is now selling a number of other Bethesda-owned classics—all DRM free. Two of these new old games are being made available digitally for the very first time.

Here's what's now available:

  • The Elder Scrolls III: Morrowind Game of the Year Edition
  • The Elder Scrolls Adventures: Redguard
  • The Elder Scrolls: Battlespire
  • Quake (includes Mission Pack 1 and Mission Pack 2)
  • The Ultimate DOOM
  • DOOM II + Master Levels for DOOM II + Final DOOM
  • Fallout
  • Fallout 2
  • Fallout Tactic

A number of deals are also available throughout the next week. Purchase all three Elder Scrolls games, and you'll get a 33% discount. Purchase all three Id games, and you'll get a 33% discount. Purchase all three Fallout games, and you'll get a 66% discount. Finally, purchase any of the above games and you'll get The Elder Scrolls: Arena and The Elder Scrolls II: Daggerfall for free.

Half-Life 2

Speedruns are artistry. Not only do they demonstrate complete mastery over a game, but they also poke away at the edges of what a game intends you to do. Watching a perfect speedrun is similar, I imagine, to watching good gymnastics, but they're more than just skill-based. They're borne of a curiosity about the edges of games: the things we're not meant to see and the things we aren't supposed to do.

There's a whole science behind speedruns. Players spend weeks and sometimes years chiselling a perfect path through a game. They exploit minor traversal bugs to gain speed, they tap away at the outer limits of a game world in search of hidden routes, and then they move to execute all these tricks in one graceful swoop. There's a strong collaborative spirit among speedrun communities, because in the end, it's all about what's possible, not who wins.

There are lots of different speedruns, and the rules vary depending on the type of speedrun a player hopes to achieve. Most of the runs I've featured below are Any% runs, which simply require the player to complete the game under any difficulty setting as quickly as possible. These contrast with 100% runs, which as the name suggests requires full completion of the game (any secret worlds or any optional collectibles, for example). 

What follows aren't "the best speedruns of all time" but instead a selection of especially impressive runs. I've tried to collect those most suited to spectating, so there are a lot of shooters and platformers. Meanwhile, I've generally avoided speedruns too heavily reliant on glitches that bypass huge sections of a game (like this Pillars of Eternity run, for example). I'm not arguing these aren't legitimate: just that they're not as fun to watch.

The Elder Scrolls V: Skyrim

Bethesda made a big deal of Skyrim's 100 hour potential back in 2011, but I'm sure they're not surprised that speedrunner gr3yscale has beaten the game in less than 40 minutes. After all, Skyrim QA guy Sam Bernstein managed to complete the whole game, glitch and cheat free, in two hours and 16 minutes. If you know what you're doing, the biggest games can be reduced to a series of carefully timed leaps.

Gr3yscale's world record time of 39:24 uses a number of built-in exploits, but arguably more interesting than the run itself is this accompanying tutorial video on how he achieved it. The lengthy video is a step-by-step instructional, detailing everything from the graphics settings you should use (as low as possible) through to how to steal the Blank Lexicon from Septimus Signus in less than five seconds. If you've got any interest in the painstaking process of routefinding for a speedrun, it's a must watch.

Dark Souls

For the best example of speedrunner Kahmul78 s thoroughness, look no further than the 1:56 mark below. The way he switches his inventory load out in the middle of a plunge attack demonstrates that every second is precious for an adept speedrunner. He won t need those newly equipped arrows for a while, but when you re looking to shave off precious seconds in a notoriously difficult game, you don t waste time.

After clearing the tutorial area, Kahmul78 takes a very unconventional route through Lordran. Using the Skeleton Key starting item he passes through New Londo Ruins and Valley of the Drakes into Darkroot Basin, then onto Undead Parish. This not only skips the second boss encounter, but it also means facing off against the first mandatory boss battle by the eight minute mark. 

For the average first time player it s likely to take up to five hours to make that much progress (or about ten, if you re like me). The fact that this whole run wraps up in under 48 minutes naturally  attracted a lot of attention when it was first posted. There are quicker Dark Souls speedruns out there which exploit a major glitch, but this is the real deal.

Dishonored

With so many tools at his disposal it's little wonder that Corvo Attano can get the job done quickly. He's not really meant to do it this quickly though, with speedrunner TheWalrusMovement completing the stealth adventure in 34:35. Attano's Blink ability a lightning quick dash mainly used for covert operations is utilised a lot in this run, to the extent that it's difficult to keep track of TheWalrusMovement's routing. 

Nonetheless, Dishonored is a surprisingly enjoyable game to spectate, and TheWalrusMovement is forthcoming with his secrets. This world record run can probably be improved the runner's commentary points out a couple of areas of improvement but this is the best out there in the meantime.

Doom 2

Picture this: you ve just returned from Hell only to find that Earth is in worse shape. You were really looking forward to having a beer though, so you want to save the world as quickly as possible. But how quickly is as quickly as possible? How s 23 minutes and three seconds sound? Not bad at all! Start pouring.

The work of speedrunner Zero-Master, this Ultra-Violent mode playthrough managed to topple a record set in 2010 by Looper. That s a long time in speedrun years and it only managed to come out on top by 22 seconds. A backseat speedrunner will no doubt see areas of improvement in the below video, which Zero-Master concedes to in his YouTube description, but for the time being this is the quickest run there is.

While Doom 2 is probably the most popular speedrunning instalment in the series, it s worth checking out speedruns of the two Final Doom WAD packs too. These outings upped the difficulty dramatically, and if you want to see a run with a few clever rocket jumps, look no further.

Duke Nukem 3D

Duke 3D s Build engine is home to a lot of glitches very handy to speedrunners. As Duke speedrunner LLCoolDave explains in this video, a major one is crouchjumping . If you crouch while freefalling and then hit the jump key before touching the ground, Duke can clip through certain walls and structures. The engine in Duke 3D is less than stable, allowing for switches to be triggered from unintended vantage points and whole regions of levels to be skipped.

As in most glitchy speedruns, triggering the engine s limitations at just the right moment is an impressive skill in itself. Speedrunner Mr_Wiggelz manages to complete the game in 9:19 below, though it s worth noting that only the first three episodes of the Duke Nukem 3D Megaton Edition feature (the fourth episode didn t appear in the original game).

Mr_Wiggelz admits that he messed up a couple of times during this run, so it probably won t be long before we see it bettered.

Click here to watch on Twitch

Fallout 3

Some genres, especially platformers and shooters, are particularly suited to the speedrun. Others, like the open world RPG, definitely are not. That doesn t stop people from trying to beat the likes of Pillars of Eternity, Skyrim and Fallout 3 in the time it takes to prepare an English breakfast, but there s inevitably glitches involved. Games like these are designed to eat up your time and life.

Rydou s 18:53 speedrun of Fallout 3 (that s 18 minutes, not hours) utilises a few glitches, but no cheats or third-party programs. As he explains on his YouTube page, this run makes liberal use of a quicksave bug. Basically, if you rapidly quicksave and then quickload you ll briefly have the ability to clip through walls. In this way, the player-character goes from birth to saving Washington in less than 20 minutes.

After a bit of publicity off the back of this speedrun, Rydou moved to emphasise the difference between cheating and exploiting glitches. For those who wonder about the legitimacy of the run, using and exploiting glitches have always been a part of the speedrun community. This is a way to push the game even further, and [is] not considered cheating.

Half-Life 2

An hour and 32 minutes might not sound impressive for a Half-Life 2 speedrun: the game's an all time classic and ten years old to boot. You can blame the game's regular unskippable dialogue sequences for that record, but hey, at least it gives record holder Gocn k some time to take a break. He needs it.

There are some interesting strategies in this video. GocAk makes liberal use of two traversal glitches common in Valve's Source Engine, namely Accelerated Back Hopping and Accelerated Side Hopping. For a stunning example of the former skip to the 29 minute mark, where a sequence of careful jumps actually propels the player into the air. 

Sourceruns.org has a more detailed description: "When you exceed the game's speed limit, the game tries to slow you down whenever you jump, back to the desired speed. By default the game thinks that you're moving forwards, so when you exceed the speed limit, it'll accelerate you backwards. If you are facing backwards, this will only increase your speed. So, the faster you're going - the more you will get accelerated."

Hotline Miami

No big tricks or glitches here, just an exceptionally talented player. Speedrunner Dingodrole completes Hotline Miami in 20 minutes and seven seconds, but his ultimate goal is to get below the 20 minute mark. If you watch the whole run you'll notice there's very little room for improvement, and Dingodrole seems to have the routing down pat. He's been steadily chipping away at the time for a while now, so it's probably inevitable that this will be beaten some day.

I Wanna Be The Guy

It pays to know a game intimately before embarking on a speedrun, but that rule has a different meaning when it comes to I Wanna Be The Guy. A parodic love letter to 8-bit platformers, I Wanna Be The Guy subverts every reliable trope in the platformer rule book. Shiny red apples aren t collectibles: they ll kill you. Don t worry about reaching those spikes: they ll come to you. Nothing is predictable, and everything is learnt from the experience of dying. You can t learn this game, you have to memorise it.

So it s always fun to monitor the speedrunning community s progress with I Wanna Be The Guy (as well as its many follow-ups). You need a great memory and superhuman dexterity to complete the game once, let alone in 28 minutes and 40 seconds without glitches, as Tesivonius has done.

Click here to watch on Twitch

Portal

A few caveats: this is a segmented Portal speedrun, which means the game wasn't completed from beginning to end in a single playthrough. Instead, the best level times were stitched together for the final video. Additionally, there were four different speedrunners involved: Nick "Z1mb0bw4y" Roth, Josh "Inexistence" Peaker, Nick "Gocnak" Kerns, and Sebastian "Xebaz" Dressler. Some would argue a segmented speedrun is illegitimate, but wherever you stand on that matter, it's still interesting to see what's possible.

This run uses neither cheats or hacks, but it does exploit a number of glitches. "This run first started after the discovery of a new glitch, which snowballed into a whirlwind of discoveries of new tricks, skips, and glitches," the team writes. As you'll see below, the glitches make for a disorientating watch, but its fascinating nonetheless.

Quake

The Quake speedrun scene used to be massive, boasting its own highly organised community in the form of Quake Done Quick. The below video sees all four episodes of the game completed in 11 minutes and 29 seconds (on Nightmare difficulty!) and demonstrates world class bunny hopping and rocket jumping skills. The occasional glitch is implemented and whole chunks of certain maps are skipped with the help of rocket jumps, but no cheats were used.

Spelunky

Twitch streamer Bananasaurus Rex is, or was, the world authority on Spelunky. It was he who figured out how to kill the game s invincible ghost. It was he who achieved a solo Eggplant run (this involves carrying an Eggplant to the end of the game, obviously). It was he who collected $3.1 million worth of gold in a single playthrough. Arguably the highest bar he set was the legendary 5:02 Hell speedrun. Simply reaching Hell is difficult enough on its own, but completing the whole game using this route is punishment. Doing it in five minutes is God tier.

Unfortunately for Bananasaurus Rex, someone managed to beat his Hell run, and not by a measly couple of seconds. Youtuber Latedog beat secret boss Yama in 4:36, creating a new record which let s face it will probably only be beaten by accident. Like Bananasaurus Rex he utilises the warp device, which is somewhat reliant on luck but pretty much crucial if you want to shear minutes off a playthrough.

Super Meat Boy

When humankind is wiped off the face of the earth by some malevolent alien society, the planet s new inhabitants will learn a couple of things as they sift through the rubble. First, we really liked bottled water. Secondly, Coca-Cola was an especially totalitarian leader. Thirdly, we were really bloody good at Super Meat Boy.

Speedrunner Vorpal has been chipping away at the world record for a while, but this is the best he/she has managed so far: the base game completed in 17 minutes and 54 seconds. That stat doesn t include the dark levels or any of the retro themed ones, but anyone who has spent half-an-hour with Team Meat s punishing platformer will peek through fingers as Vorpal passes the final boss run by the skin of his teeth.

VVVVV

Speedruns can be beautiful. Twitch streamer sheilalpoint completes VVVVV in 12:12 in the below video, and watching it (with the sound down) can be like watching a weird 1970s art film about a little man s efforts to euthanise himself in outer space.

The beauty of this run is that there aren t really any major tricks, just a thorough knowledge of the game s layout. Sheilalpoint pulls some interesting maneuvers with the game s checkpoints particularly in one sequence where hitting them as they collide with spikes actually increases the momentum of the player character but otherwise, this is plain old fashioned mastery.

For more awesome speedruns, speedrun.com and speeddemosarchive.com are invaluable resources. Think we've missed something important? Leave it in the comment section below.

Quake

The default field of vision in Quake—yes, Quake, the groundbreaking Id Software shooter from 1996—was 90 degrees, an angle nowhere near the roughly 180-degree field of view that Wikipedia says normal humans possess. It also proved rather limiting in multiplayer conflicts, in which being able to see the people who are trying to kill you is an important part of preventing said killing. The Fisheye Quake mod went a long way toward rectifying that problem, but it suffered from issues of its own in the form of some pretty severe screen distortion.

It's a problem that's taken nearly 20 years to solve, but now, in the new millennium, there is light at the end of the tunnel in the form of a modified version of Fisheye Quake called Blinky. Its goal isn't actually to bring better situational awareness to Quake, however, but rather to demonstrate a "proof of concept to put peripheral vision into games," without requiring VR goggles.

Blinky employs the Panini projection, "a mathematical rule for constructing perspective images with very wide fields of view"—read more about it here—to recreate a much wider field of vision in games while maintaining a reasonably natural appearance. "To use non-standard projections like Panini, Blinky first snaps multiple pictures around you to form a Globe of pixels," creator Shaun Lebron explained. "Then it projects all those pixels to the screen using a Lens. You can enable a Rubix grid if you wish to visualize the mapping."

Blinky is implemented in the Quake demo linked on the Github page, and it actually works quite well: There are a number of projections to play with, but the default setting betrayed only a slight distortion at certain viewing angles that very quickly became effectively imperceptible.

"I hope to apply this to modern graphics using frame buffers for environment-capturing and pixel shaders for projection. It would be interesting to see its impact on performance," Lebron wrote. "If this modern method is performant enough, I think Panini/Stereographic could easily become a standard for gamers demanding wide-angle video. But if it is not performant enough for live applications, I think it could still prove useful in post-processed videos using something like WolfCam. For example, spectators could benefit from wide-angle viewings of previously recorded competitive matches or even artistic montages."

Quake
Quake

No, that's not a lie - one Pekka V n nen, a Finnish modder, has managed to get the original Quake running on an oscilloscope.

What's an oscilloscope? This:

"An oscilloscope is an electrical testing device used to measure the frequency of an electrical signal over time, and display waveform signals in a graph."

What's Quake? This:

"Quake is a game in which players must find their way through various maze-like, medieval environments while battling a variety of monsters using a wide array of weapons."

You'd be right to wonder just how the hell all of this works, or what it looks like. Luckily for you, you can read about V n nen's trials and tribulations right here, and check it out in video form on this very page:

At the risk of editorialising somewhat: that is so, so cool.

...