Back in 1992, id Software released Wolfenstein 3D, a title that ushered in an entirely new genre and showed developers and gamers just how immersive and visceral a video game could be. Two decades later comes Rage.
For nearly 20 years the company has been improving the formula, creating more powerful technology, constantly redefining the genre it defined in the first place. In this first behind-the-scenes video for id's latest, Rage, John Carmack and friends talk about how they've instilled this new intellectual property with all they've built and learned since the Wolfenstein days to create what could be "the best thing that id's ever done."
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."
Time for another "before they were famous" here on Total Recall. Last time we looked at Bungie, creators of the Halo franchise. This time? We're looking at id Software, the team behind Wolfenstein, Doom and Quake.
I'm going to preface this entire thing by saying that if you're at all interested in the history of video games, and in particular the PC and id Software, you owe it to yourself to read the amazing Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, which goes into a lot more detail than I'm about to.
That's for later, though. For now, we're going to run through the early years of one of the most important studios in the industry, and look at the games they made before they made the ones which got them famous.
id was founded in 1991, after a number of its earliest members (John Carmack, John Romero, Adrian Carmack and Tom Hall) met while employed at Softdisk, a weird hybrid of a magazine, games developer and demo disk distributor. Yet perhaps the most interesting thing about the studio's early years predates the formation of the actual studio.
A year earlier, John Carmack and John Romero had built, from the ground-up, a PC port of Nintendo's Super Mario Bros. 3, at the time a remarkable feat given PCs weren't supposed to be able to handle side-scrolling like a console could. Initially a crude demo using characters from a Romero game built for Softdisk called Dangerous Dave, (and which they christened Dangerous Dave in Copyright Infringement) the guys eventually had Mario looking so good, and so faithful to the original, they contacted Nintendo about licensing the game from the Japanese company for release on the PC.
While Nintendo of course turned the offer down instantly, another party had become secretly interested in the team's work. With games like Dangerous Dave attracting a cult following, a representative from publisher Apogee began writing to Romero under the guise of a fan, so as not to alert Softdisk, as he had every intention of luring the guys away to make their own games for a living using the concept of shareware, which would see part of a game given away for free to tempt people to pay for the whole thing.
Tempted by this offer, and capitalising upon the platforming technology they'd built for the Mario demo, the team whipped up a side-scroller called Commander Keen, released in December 1990, which quickly became a hit. Keen was a small boy transported into a science-fiction saga, armed with a trusty laser pistol and defended by an oversized...Green Bay Packers helmet.
This only brought about the attention of the team's employers at Softdisk, however, who rather than crack down on them (the guys had been using Softdisk computers after office hours to compile the code for their games) offered to go into business together. That deal fell through when the existing Softdisk management baulked at the idea, though, so in February 1991 id Software stopped being "a bunch of Softdisk guys working in their spare time" and began operations as an independent video game developer.
While it continued developing Commander Keen games for a number of years, id's first new titles were both games that would be critical to the studio's future success. In April 1991, id released Hovertank 3D, one of the first games to ever be played from a first-person, 3D perspective on the PC. It followed this up in November 1991 with Catacomb 3D, an adaptation of an old John Carmack fantasy title dropped into the same revolutionary 3D engine.
These games, while important in their own right for their technological prowess for the time (3D and first-person being normally reserved for poorly-detailed flight simulators), are best remembered now for being essentially testbeds for the engine used in Wolfenstein 3D, released in 1992.
From Wolfenstein, one of the earliest blockbusters in PC gaming, things went from strength to strength for the team, who despite some high profile personnel changes (like Romero's departure to make the disastrous Daikatana in 1996) would go on to release classics like 1993's Doom, 1996's Quake and a number of well-received sequels for both, not to mention also being responsible for engine technology that has powered many other developer's games like Half-Life.
id Software's John Carmack has outlined his vision for the next game in the Quake series.
While confirming that the next Quake is not in development, Carmack told Eurogamer there are "strong factions" within the US developer that want to create another game in the seminal first-person shooter series.
And discussions are pointing towards going back to the first game's quirky roots.
"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."
Quake began life on PC in 1996. It involved a marine travelling through alternate dimensions to prevent an alien invasion. Quake 2 followed a year later, introducing the alien planet Stroggos. 2005's Quake 4 continued the story.
The first Quake is credited with pioneering online FPS gaming, but Carmack believes it benefits from rose-tinted nostalgia goggles.
"The way I think about some of those things, and I actually get into arguments with my wife about this, who loved the original Quake game, I looked at the original Quake as this random thing, because we really didn't have our act together very well.
"But because it was so seminal about the 3D world and the internet gaming, it's imprinted on so many people. It made such an impact in so many ways. Memory cuts us a lot of slack."
Adding his thoughts into the mix, id CEO Todd Hollenshead said: "People shouldn't worry that we're ever going to orphan or abandon Quake. We are huge fans of the game internally."
id Software's next game is Rage, due out on PC, PlayStation 3 and Xbox 360 this October. Doom 4 follows. After that, who knows?
Bethesda announced this morning that a group of hackers have grabbed data from some of their users, including "e-mail addresses and/or passwords." If you frequent Bethesda's sites, like their forums or the Brink statistics site, change your password. [BethBlog]
Gearbox Software, the developer controlling the reins of Duke Nukem Forever, revealed the official minimum specs required to play the game on a PC today. That's an important milestone that lets us know Duke Nukem Forever is one step closer to actual release and it helps us answer the question "Can my PC handle that much Duke?"
The minimum and recommended hardware specs probably aren't too surprising. It's a game less demanding than, say, Crysis 2 in its minimum requirements, on par with many of its modern-day shooter peers. But here they are, should you finally be considering a PC upgrade now that Duke Nukem Forever is here. (Or is scheduled to be on June 14.)
Minimum Specifications
Recommended Specifications
Now, I don't know if you've heard, but Duke Nukem Forever has been in development for some time. About 14 years, give or take, and through multiple video game engine life cycles. It was, at one point, being built on id Software's Quake II engine. Later, it was being built on Epic Games' original Unreal engine.
So, I thought it might be interesting to see what a difference 14 years makes in terms of system requirements. So here are the minimum and recommended specs for Quake II and Unreal, based on id Software's web site and the back of this Unreal jewel case I have sitting on my desk for some reason.
System Requirements
System Requirements
John Romero, legendary designer of seminal first-person shooters Wolfenstein 3D, Doom and Quake, is turning his attention to a new type of gamer Facebook gamers.
"We have satisfied hardcore gamers for decades," the id Software co-founder told Venture Beat.
"Now it's time for the rest of the world. Our opportunity is to teach the rest of the world how to play games."
Romero hopes to achieve his goal through the California-based developer Loot Drop. Its small team plan to publish games for multiple social game publishers.
Loot Drop has funding from social game publisher RockYou, which will publish Romero's first game soon.
But Romero's already tasted sweet success in the social game space with Facebook game Ravenwood Fair, which a whopping 10 million people play every month.
Romero's new role as the designer of the next big social experience is a far cry from the one that made his name.
Romero co-founded id Software with John Carmack, Adrian Carmack and Tom Hall, and designed some of the most influential games of all time.
Romero left to start Ion Storm and created the controversial Daikatana. In 1997 he appeared on an advert for the game that said: "John Romero's About To Make You His Bitch....Suck it down." That didn't go down well, and some 10 years later Romero apologised to fans for it.
After Ion Storm closed in 2001, Romero formed mobile game developer Monkeystone Games. After leaving that company, he joined Midway Games in 2003. He left two years later, starting MMO developer Slipgate Ironworks, which became the core studio of Gazillion. That didn't work out as planned, either.
Now the 43-year-old has a very different outlook on the creation of videogames, and believes in experiences fuelled by virtual item purchases. "The game industry is dropping down on top of social," Romero said. "We don't have a view of strip mining the players for cash. When a player gives you money, you want them to feel good about giving you that money."
Romero will launch four Loot Drop games this year, to be published and marketed by other companies.
Blazing your way through the original Quake from 1996 in less than 60 minutes might not impress hardened speed run enthusiasts, but what about doing so while also nailing 100% completion in Quake on its hardest difficulty?
That's what the Quake Done Quick team has done in this speed run that's almost too fast, burning through the first-person shooter in a little over 52 minutes. It's a blur of gibs, grunts and secret areas discovered and it's a great way to kill an hour during a slow week.
Quake done 100% Quickest [YouTube via Reddit]
The studio behind Chronicles of Riddick is working on a new "AAA title for gamers" using the technology behind upcoming titles Rage, Doom 4 and Quake, Zenimax said today.
Why would the company behind Bethesda be telling us about MachineGames? Because they also confirmed this morning what we reported last week: it now owns the European development studio.
It makes a lot of sense for MachineGames to fold into Zenimax, which also owns Bethesda Game Studios, id Software, Arkane Studios and Tango Gameworks. It puts the Swedish company with a group of developers that specialize in role-playing games and shooters. It also makes me wonder how much longer it's going to be until Zenimax becomes the next Ubisoft, THQ or Take-Two.
We are all over PC gaming this week , but what do we know about PC gaming? Each day, one Kotaku editor will reveal their PC gaming knowledge and share some memories. Yesterday you read about Crecente's experiences, and now?
Now you can read about mine.
For several Texas summers between the ages of 11 to 15, I sure was. But as a kid, I didn't have a PC at home. We had a typewriter! (Oddly, we didn't have a microwave, either.) If I wanted to write something, that mean I could try to henpeck out a letter or get a pen. If I wanted to game, well, I had an array of video game consoles. The computer, a 1981 IBM, was at my dad's office. My parents never really made the connection between computers and kids. In fact, I didn't have my own computer until 1996 — right before I left for college. So, sadly, I don't have a strong PC gaming background. Blame my childhood! That doesn't mean I totally missed out on computer games as a wee lad. I didn't grow up in a cave.
Like most children of the 1980s, my first computer game was Oregon Trail. But, the first computer game I played outside of school was probably 1987's Leisure Suit Larry. A friend's older brother had a copy, and a bunch of us loaded it up to, and I quote, "see things you'll never see in a Nintendo game". Besides fuschia graphics and conversations in bars, I actually don't remember much about the game itself, but rather, what really stuck out was how Larry was controlled by the keyboard. It was a revelation! Game characters manipulated by something other than a control pad or a joystick.
My consoles always got in the way of my PC gaming. When the Nintendo Entertainment System came out, I had one. When the Sega Genesis hit, I had one. When the Turbo Grafx-16 went on sale, I was there. Besides those consoles, my parents had Pong and an Odyssey. Yes, I was that kid. But there was never any impetus to get a computer until I went to college. And while in college, dormmates' computers held wonders like Grand Theft Auto and Quake. Good times. I felt what others had know for years: the computer can more than hold its own as a gaming machine. Late to the party, but hey, at least I arrived.
My best friend growing up had Sim City, Civilization and later TIE Fighter, among other games. Often, I'd go over to his house and play for hours and hours. There isn't a specific memory per se, but those sunny afternoons, drinking Dr Pepper and taking turns playing seem to be from a different era. Kids today have their own PCs and play with each other online — which certainly is fine. But there's something to be said about being in the same room and learning from another player's mistakes.
Right before I left for college, I picked a Mac over a ThinkPad laptop. Since I, you know, GREW UP WITH AN ELECTRIC IBM TYPEWRITER, I honestly did not know you could not play PC games on a Mac. I was utterly crushed upon being told that by a sales clerk. I was even more crushed when I saw the number of titles in the games for Mac aisle. I felt like my Mac was nothing more than a fancy typewriter.
Hrm, Jazz Jackrabbit? Epic Games is known for their shooters Gears of War and Unreal Tournament. Why not release another Jazz Jackrabbit? And release it for the PC!