Quake artwork

Quake Review

1996id SoftwareGame

True 3D, mouselook, and internet deathmatch: the future of shooters shipped in one box.

CriticGreat
Users9.2 out of 10

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Category grades
CategoryCriticUsers
Difficulty to makeExceptional
VisualsGreat
StoryWeak
GameplayExceptional
OverallGreat

Doom faked its dimensions; Quake built them for real. John Carmack's fully polygonal engine, with light maps that soaked its Lovecraftian brutalism in genuine shadow, was the difficulty-to-make feat of its decade, and it forced the hardware world to respond, effectively bootstrapping the 3D accelerator market once GLQuake arrived. The genre-shaping went further: proper mouselook became standard here, client-server netcode made internet deathmatch a way of life, and QuakeC handed the community a programmable toolkit that birthed capture the flag, Team Fortress, and the modern mod scene.

The game itself is a lean, vicious thing, rocket jumps and bunny hops giving movement a skill ceiling players are still climbing, all scored by Trent Reznor's ambient dread. The story is a single paragraph about slipgates, hence the D, and the brown-on-brown palette wears, but as a load-bearing pillar of PC gaming its importance is hard to overstate.

Reviewed Sep 7, 2026 · Last verified Sep 7, 2026 · How we grade

Quake at a glance

Official site
Platforms
PC
Developer
id Software
Year
1996

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