sfried
Fluffy Prince
There was a moment in my life where I detested first-person shooters: I believe this was around the time of Bioshock and post-Half-Life 2 shooters where gameplay gave way for more narrative driven experiences. This was also around the same time Call of Duty, Battlefield, and its ilk rose to popularity, and suddenly first person level designs started becoming...flat. It became more focused on gunplay and encounters; this was very apparent in the Shadow Warrior reboot, and games like Borderlands capitalized on roguelite elements like stats and elemental effects for the various weaponry it prominently emphasized.
But something was lacking with all these shooters, and it wasn't something I was able to put a finger on until I played Arkan Studio's Prey (2017). From there, somebody recommended to me to go play Arcane Dimensions, a very prominent mod for a 20-year old something game.
That game was Quake. Nope, not Quake 2, but Quake 1.
I decided to play the original campaign... For the first time in my life. And suddenly parts of its design started to make sense to me: Enemy placements from the start design to teach the player, the weapon layouts...Secrets! Bloody secrets! "Don't they all harken from Doom? I mean Quake is just the poor grungy bastard child of Doom", and yet everything that DOOM 2016 borrows from seems to harken back to this game.
First of all, there was no interact button. Just bump into something and boom, it was activated. Just shoot at something and...boom, it was activated? This game further streamlined the mechanics of Doom and Doom II as could be seen by its weapons: A shotgun, a super shotgun, a nailgun, a super nailgun, a grenade launcher, a rocket launcher, and the thunderbolt (oh yeah, "and my axe!"). The super variants took twice the ammo but oftentimes packed twice the punch, which was useful for bullet-spongy enemies that needed to be taken down quickly, while the grenade and rocket launchers were more about dealing explosions based on trajectory: Got hard-to-reach enemies that are just right under you? Grenade launcher. Got grunts up on the distance? Rocket launcher. And while no BFG, the thunderbolt was almost like the type of last resort weapon you'd use against big, yeti-like Shamblers.
Did I forget to mention about the enemies? Well I could spend all day talking about grenade wielding Ogres, faster-more-furious Pinkie-demon-like Fiends, poison-spitting Scrags, Death Knights, Vores, Spawns, and other Eldritch abominations. Somehow they managed to create even scarier enemies than the demons and hell minions from Doom...and perhaps refreshing that, unlike its sequel, the setup involves less space marines and more other worldly oddities and mystique.
Perhaps the biggest draw for me, and the highlight at which I'm getting at, is the level design of Quake's campaigns: From the very beginning, you can sense that levels can feel sort of sprawling despite feeling small, and at times they even loop around and back to starting areas. Not to mention, there seems to be plenty of verticality from a shooter from the 90's. Does this all sound familiar?
Yes, Quake is a Metroidvania...or sorts. Okay, perhaps that might be a bit of a stretch (though Arcane Dimension directly challenges this notion even!). But definitely Metroid Prime's level design owes a lot to Quake! (As a matter of fact, one of Prime's programer's, David Kirsch, got his chops from the Threewave Capture mod he made from Quake.) There's certainly a lot of Quake's DNA that could be found in many first person games that place focus on exploration, most notably the Dishonored series and the aforementioned Prey 2017 (which could've otherwise been named PsychoShock), and more recently Titanfall 2 and it's excellent (though still largely linear) single-player campaign which gave me Jedi Knight: Dark Forces 2 vibes during its peaks (Time-travelling traversal in Titanfall 2 = crashing ship in Dark Forces). Certainly the growing popularity of so-called "boomer shooters" isn't just because of early 90's "edginess" and otherwise "gamified mechanics", but more because certain players yearn for that kind of cleaver level design that was thought to have been lost to time.
So maybe do yourself a favor: Get Quake (it's really cheap) and play though both old the brand new campaigns made by MachineGames (of Wolfenstein: The New Order/The New Colossus fame) for the Quakecon anniversary, or if you don't want to spend any money on a good time, get vkQuake and install Arcane Dimensions. The amount of creativity in the stage design is insane. Afterwards, why not try your hand at level design with Trenchbroom? You just might something facinating about just how getting the player's attention to look at something is an art of itself.
And if you need more history and context of Quake (for those born after the 90's), I highly recommend watching Digital Foundry's Quake Retrospective:
EDit: I wasn't aware Errant Signal made an update to his review recently.
But something was lacking with all these shooters, and it wasn't something I was able to put a finger on until I played Arkan Studio's Prey (2017). From there, somebody recommended to me to go play Arcane Dimensions, a very prominent mod for a 20-year old something game.
That game was Quake. Nope, not Quake 2, but Quake 1.
I decided to play the original campaign... For the first time in my life. And suddenly parts of its design started to make sense to me: Enemy placements from the start design to teach the player, the weapon layouts...Secrets! Bloody secrets! "Don't they all harken from Doom? I mean Quake is just the poor grungy bastard child of Doom", and yet everything that DOOM 2016 borrows from seems to harken back to this game.
First of all, there was no interact button. Just bump into something and boom, it was activated. Just shoot at something and...boom, it was activated? This game further streamlined the mechanics of Doom and Doom II as could be seen by its weapons: A shotgun, a super shotgun, a nailgun, a super nailgun, a grenade launcher, a rocket launcher, and the thunderbolt (oh yeah, "and my axe!"). The super variants took twice the ammo but oftentimes packed twice the punch, which was useful for bullet-spongy enemies that needed to be taken down quickly, while the grenade and rocket launchers were more about dealing explosions based on trajectory: Got hard-to-reach enemies that are just right under you? Grenade launcher. Got grunts up on the distance? Rocket launcher. And while no BFG, the thunderbolt was almost like the type of last resort weapon you'd use against big, yeti-like Shamblers.
Did I forget to mention about the enemies? Well I could spend all day talking about grenade wielding Ogres, faster-more-furious Pinkie-demon-like Fiends, poison-spitting Scrags, Death Knights, Vores, Spawns, and other Eldritch abominations. Somehow they managed to create even scarier enemies than the demons and hell minions from Doom...and perhaps refreshing that, unlike its sequel, the setup involves less space marines and more other worldly oddities and mystique.
Perhaps the biggest draw for me, and the highlight at which I'm getting at, is the level design of Quake's campaigns: From the very beginning, you can sense that levels can feel sort of sprawling despite feeling small, and at times they even loop around and back to starting areas. Not to mention, there seems to be plenty of verticality from a shooter from the 90's. Does this all sound familiar?
Yes, Quake is a Metroidvania...or sorts. Okay, perhaps that might be a bit of a stretch (though Arcane Dimension directly challenges this notion even!). But definitely Metroid Prime's level design owes a lot to Quake! (As a matter of fact, one of Prime's programer's, David Kirsch, got his chops from the Threewave Capture mod he made from Quake.) There's certainly a lot of Quake's DNA that could be found in many first person games that place focus on exploration, most notably the Dishonored series and the aforementioned Prey 2017 (which could've otherwise been named PsychoShock), and more recently Titanfall 2 and it's excellent (though still largely linear) single-player campaign which gave me Jedi Knight: Dark Forces 2 vibes during its peaks (Time-travelling traversal in Titanfall 2 = crashing ship in Dark Forces). Certainly the growing popularity of so-called "boomer shooters" isn't just because of early 90's "edginess" and otherwise "gamified mechanics", but more because certain players yearn for that kind of cleaver level design that was thought to have been lost to time.
So maybe do yourself a favor: Get Quake (it's really cheap) and play though both old the brand new campaigns made by MachineGames (of Wolfenstein: The New Order/The New Colossus fame) for the Quakecon anniversary, or if you don't want to spend any money on a good time, get vkQuake and install Arcane Dimensions. The amount of creativity in the stage design is insane. Afterwards, why not try your hand at level design with Trenchbroom? You just might something facinating about just how getting the player's attention to look at something is an art of itself.
And if you need more history and context of Quake (for those born after the 90's), I highly recommend watching Digital Foundry's Quake Retrospective:
EDit: I wasn't aware Errant Signal made an update to his review recently.
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