Quake Review
1996id SoftwareGame
True 3D, mouselook, and internet deathmatch: the future of shooters shipped in one box.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Exceptional | |
| Visuals | Great | |
| Story | Weak | |
| Gameplay | Exceptional | |
| Overall | Great |
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.
Quake at a glance
Official site- Platforms
- PC
- Developer
- id Software
- Year
- 1996
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