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Let's say we got a sequel to Quake 1

Truant

Member
Forget the Strogg. Pretend Quake 2 and 4 was it's own series. Forget Quake 3 for just a moment.

What would the series have been like today if it continued on the path of the first game?

Think lovecraft, creepy dungeons, occult shit everywhere, rusty guns with wood on them, interdimensional horrors.

What would you like to see in a reboot or modern version of the original Quake concepts? I know Quake was originally going to be an RPG/FPS hybrid, and I actually think this would be a great direction. The lovecraft elements always lend itself to exploration, mystery, and character development at the cost of sanity.
 
It would be an interesting step, though I don't know if it's a worthwhile one with the current id.
 
I have been waiting for a true sequel to Quake 1 for soooo long :( I sometimes can't tell if the design was haphazard or brilliant, but it has always stuck with me, and I'd do anything to see ID return to that 'world' with modern tech.

That and rocket jumps.
 
A real sequel to Quake 1 would be fine just as a straight shooter so long as it continued to stay with and delve deeper into its pleasing dark atmosphere and welcome lack of exposition and character focus. Quake 1 was the only true sequel to Doom II we ever got, really, so I'd rather prefer that any real followups it has stay inexplicable and abstract.
 
A real sequel to Quake 1 would be fine just as a straight shooter so long as it continued to stay with and delve deeper into its pleasing dark atmosphere and welcome lack of exposition and character focus. Quake 1 was the only true sequel to Doom II we ever got, really, so I'd rather prefer that any real followups it has stay inexplicable and abstract.

Yeah, I kind of agree. The lack of context gave it a dark and unsettling vibe that felt almost nightmareish.
 
I still play (a heavily patched) version of Q1 now, the atmosphere and gameplay are still second to none, Shamblers are still fucking terrifying.

Wonder if the Vita homebrew scene will end up with a port one day.
 
I kinda think Painkiller and Necrovision were the spiritual successors to the original Quake. Dank, nightmarish shooters.

They felt more like darker versions of Serious Sam. Quake was pretty much unlike Doom, since it never really threw loads of monsters at you. It took more of the traps and cunning level design from Doom and then made something its own.

I would love a new Quake game. Q2 and Q3A should have been a spin-off. Instead they became all Quake was known for and flooded the games with sci-fi Strogg rubbish. Give me back that creepy, dark and hellish feel of Quake.

Also, make it super moddable like Quake was so people can bring back Painkeep. :P
 
They felt more like darker versions of Serious Sam. Quake was pretty much unlike Doom, since it never really threw loads of monsters at you. It took more of the traps and cunning level design from Doom and then made something its own.

Fair observation.
 
A real sequel to Quake 1 would be fine just as a straight shooter so long as it continued to stay with and delve deeper into its pleasing dark atmosphere and welcome lack of exposition and character focus. Quake 1 was the only true sequel to Doom II we ever got, really, so I'd rather prefer that any real followups it has stay inexplicable and abstract.

I disagree, at least to an extent; my favourite parts of Quake by some margin were the various slipgate levels (the first ones in each chapter) - I like to have *some* grounding in reality to make the eldritch elements creepier. The parts of the game beyond the slipgates were just a bit *too* abstract.

I'm wondering if a Quake going for a Persona-style "clearly the real world, but distinctly twisted" would work better for me.
 
the original Quake is still one of my favourite games of all time - I joined in on a few DM games at the recent PlayExpo in the UK for the first time in about 10 years and man, the memories..

The whole scene around this game back in the day was incredible. I remember with great fondness being wowed by QuakeGL the first time I played it, having smoothed textures and nice lighting, playing with Quark (Quake Army Knife - level editor), downloading hundreds of mods like Quake Rally and Team Fortress (!!), being able to launch them from one of the GUI launchers that were available... being able to play with awesome console commands to customise the experience... it brought words like rocket-jump, fragged and gibbed / gibs into my gaming lexicon...

the others should never have bothered trying to have a story. Fucking waste of time. Give me blood, nailguns, horrible monsters and an epic soundtrack.

Unreal really stole the crown for fun and simplicity later on, with Half Life / Source getting a lot of the fun multiplayer stuff... I'd love ID to try and win us back with a stripped back fun FPS like Quake
 
It wouldn't work as a high budget modern game. The lack of fidelity is partly what made the game so creepy to begin with. If the intensely sharp angles, austere monster textures and low fidelity sounds were replaced with modern HD tech, it'd fail to replicate that atmosphere of the first game.

It's a product of its generation. It fits right into its time and place.
 
It wouldn't work as a high budget modern game. The lack of fidelity is partly what made the game so creepy to begin with. If the intensely sharp angles, austere monster textures and low fidelity sounds were replaced with modern HD tech, it'd fail to replicate that atmosphere of the first game.

It's a product of its generation. It fits right into its time and place.

I think Dishonored does a good modern take on those angular designs. It can be done. It doesn't have to be realistic to be high in fidelity.
 
Yes yes yesss. I think about this all the time. Quake 64 was my first Nintendo 64 game (fun fact: my mom bought it for us because we asked for Goldeneye and she thought it was too violent!) and I grew up on it. Loved the atmosphere and design of the game.

For anyone to say they prefer "The Strogg" (generic aliens with a shitty name) over terrifying monsters, pew pew guns over bad motherfucker weapons, and generic factories and boring ass alien stages over terrifying castles they'd have to be smoking the highest grade shit.

I know most of that good stuff was American McGee, who moved on after Q1, but how can the guys at id really prefer the crap they came up with to the beauty of Quake 1? Literally every aspect suffered from Q1 to Q2 (though the gameplay was still pretty good). I remember being terrified to go into the level select (eat it) in Q1 and go to those levels where zombies would pop out the ground, or where they'd hang crucified. I loved playing around in Ziggurat Vertigo and jumping 20 feet all over the place. None of the other Quakes have that much soul, and I would disagree that it wouldn't work as a High-Def release.

There is a charm that comes in the low poly simplicity of the game, but as long as they didn't focus too much on showing off the detail it could play pretty much the same. It might even benefit from improved shadows and lighting.
 
It wouldn't work as a high budget modern game. The lack of fidelity is partly what made the game so creepy to begin with. If the intensely sharp angles, austere monster textures and low fidelity sounds were replaced with modern HD tech, it'd fail to replicate that atmosphere of the first game.

It's a product of its generation. It fits right into its time and place.

I don't know, these rendered in good quality would still look pretty awesome I think:

quake_fiend_2010_edit.jpg


shambler_3hour.jpg
 
The original Quake was a good game, but the levels were way too similar in my opinion. I'd have liked to see more variety, hopefully if a proper sequel is released the guys at iD will bear that in mind.
 
I was a little bummed when the expansions shifted tone a bit.

I think with the right art directors a modern entry in the Quake series in the style of 1 could look amazing.
 
The original Quake was a good game, but the levels were way too similar in my opinion. I'd have liked to see more variety, hopefully if a proper sequel is released the guys at iD will bear that in mind.

Quake 1 level designs were pretty much a rush job according to one of the Romero interviews. While they were waiting for Carmack to finish the game engine, Romero had a complete different game design in mind and wanted to take the game in a different direction. However, id just wanted a "better Doom." Romero had to scrap his original idea and just rush out the product. By the end of the Quake 1 development, id crew was just burnt out.
 
Sadly, I don't think the gameplay of the original Quake is considered commercially viable any more, so any such game would probably be an indie effort that would either struggle to sell or fail to achieve any sort of wide recognition if it did sell. I'd love to be proven wrong, but it seems like a nice thing that we can no longer have due to the Hollywood-ization of the industry.
 
imagine if duke nukem got a sequel

I want to see Gearbox take a legitimate shot at doing another Duke sequel. I think they could get it right with a fresh new team.

Sadly, I don't think the gameplay of the original Quake is considered commercially viable any more. I'd love to be proven wrong, but it seems like a nice thing that we can no longer have due to the Hollywood-ization of the industry.

This is true. iD tried this formula with Doom 3 and it just didn't work on a commercial level. Such a shame too, I would love iD to go back to their roots and make a "Dark Souls" inspired (In challenge) FPS with all the trimmings of their modern game engines. I know Rage received some mixed reviews, but it still had some of the best close combat gun play of this generation. Even though the level design was a little dodgy, iD never lost their touch in designing games with satisfying shooting mechanics.
 
Sadly, I don't think the gameplay of the original Quake is considered commercially viable any more, so any such game would probably be an indie effort that would either struggle to sell or fail to achieve any sort of wide recognition if it did sell. I'd love to be proven wrong, but it seems like a nice thing that we can no longer have due to the Hollywood-ization of the industry.

I want to dispute this, but it's pretty much correct.
 
Quake 1 level designs were pretty much a rush job according to one of the Romero interviews. While they were waiting for Carmack to finish the game engine, Romero had a complete different game design in mind and wanted to take the game in a different direction. However, id just wanted a "better Doom." Romero had to scrap his original idea and just rush out the product. By the end of the Quake 1 development, id crew was just burnt out.
By any chance, was that different game Daikatana? Or is something that no one has ever seen yet?

And I didn't know about that. It definitely explains the lack of variety in the levels, though it's still a great and fun game.
 
By any chance, was that different game Daikatana? Or is something that no one has ever seen yet?

And I didn't know about that. It definitely explains the lack of variety in the levels, though it's still a great and fun game.
I'm sure many of those ideas Romero came up with during that time were the basis for Daikatana. The final version of Daikatana, however, is clearly not the same game that was originally being developed. There was nothing wrong with the ideas he had for the game but the execution and development were very poor.
 
It'd be cool to see a Quake campaign that was as good as either of the Doom ones. I really do like Quake's aesthetics.
 
It'd be cool to see a Quake campaign that was as good as either of the Doom ones. I really do like Quake's aesthetics.
Hmm, I actually think Quake features much more interesting and well designed levels than Doom 1. I mean, the shareware episode for Doom 1 is fantastic, but the other episodes are much less interesting. The level design in Quake is fantastic as it is.
 
I still play (a heavily patched) version of Q1 now, the atmosphere and gameplay are still second to none, Shamblers are still fucking terrifying.

Wonder if the Vita homebrew scene will end up with a port one day.

Oh yeah? What's the Quake modscene like these days? It must be about 5 or 6 years since I last checked. When did Tenebrae come out? That was the shit.
 
dark10x said:
Hmm, I actually think Quake features much more interesting and well designed levels than Doom 1. I mean, the shareware episode for Doom 1 is fantastic, but the other episodes are much less interesting. The level design in Quake is fantastic as it is.

As time goes on, I feel like the map design in Doom is less and less important. Kind of. Specifically, I think the strengths of Doom lie in the actual entities more than the level layouts. That specific player speed and slipperiness (an obvious one), the relative lack of hitscan enemy fire, the weapons, the brighter, easier-to-decode visuals, that sort of thing. Not to say that the level design is unimportant or anything, but for the most part any competent Doom level can be very, very fun.

Not that Quake has a shitty cast of enemies or bad weapons or anything, but I don't think the pieces fit together quite as well as Doom's.
 
Let's see if we can get id to release Doom 4 before the end of the decade first before we start talking about another Quake game.
 
For some reason, when I picture a modern Quake sequel, my mind immediately jumps to a dark-fantasy version of Metroid Prime. But with rocket jumping. Someone make this happen.
 
To me personally, the Strogg is what ruined Quake.
I'm not saying Quake 2, 3, and 4 are bad (Well, maybe 4 is bad...), but I much preferred the Gothic horror feel of the original.

Also, the Quake soundtrack is still creepy as hell.

EDIT: Is anyone else massively pissed that ID didn't find someway to include the soundtrack in the Steam verison?
I feel like people playing it now without the soundtrack are getting ripped off. Seriously, the soundtrack really makes that game.
 
To me personally, the Strogg is what ruined Quake.
I'm not saying Quake 2, 3, and 4 are bad (Well, maybe 4 is bad..), but I much preferred the Gothic horror feel of the original.

Also, the Quake soundtrack is still creepy as hell.

Funnily enough, Quake 4 is the only one of the sequels I really like. I had fun with Quake II on both PC and PS1 (splitscreen multiplayer was boss), but I never thought it was a great game by any means, and I never cared about Quake 3 since it was multiplayer-focused with no real single player campaign, but Quake 4 was actually pretty decent. None of the sequels are anywhere near as good as the first one though.
 
Quake 1 was the way it was because id Software was coming apart and everyone was kind of doing their own thing. There really was no sense of cohesive design or what have you. I guess it turned out to be a happy accident for some, but Quake 2 is more along the lines of what id produced when they actually wanted some cohesion there.
 
imagine if duke nukem got a sequel

Duke Nukem 3D? Because Duke Nukem had Duke Nukem II which to my knowledge was fairly similar (I only played the first Episode of either one).

Exploring contemporary society . Best thing about Duke 3D for me was the level design, not Duke himself. You went through an LA subway system, a bank, a flood zone, a porno theatre, a red light district, a prison, a toxic waste facility, the San Andreas fault line, a space shuttle launch facility, a sushi-karaoke bar, a firehouse, a derelict tanker, Area 51, a stadium, a freeway, and a bunch of space levels borrowing everything from Alien to Star Trek.

A true sequel to Duke Nukem 3D would be fantastic. I think the closest we got was Half-Life 2. If you had taken out the story sequences of that game, added Keycards, taken out the vehicles, and inserted teleportation breaks between levels...it's a type of Duke 3D, although the levels in HL2 are more homogenous and not as themed. If you get a chance play Counter-Strike Source SCI-FI for HL2. A bunch of themed HL2 levels taken from CSS but filled with HL2 weapons and bad guys. Classic first-person shooting action with a good amount of customization (i.e. do you want bullet-time, aim-down-sights, or just good old shooting)
 
To this date, I've never had a gaming experience reach the highs I experienced while playing multiplayer Quake 1 and QTF in their prime.
 
By any chance, was that different game Daikatana? Or is something that no one has ever seen yet?

And I didn't know about that. It definitely explains the lack of variety in the levels, though it's still a great and fun game.
To my understanding, the game was actually more of a fantasy-based game where you play as the demigod Quake, wielding a huge hammer to clobber the shit out of eldritch monsters. It was sort of hinted at in Commander Keen: Secret of the Oracle and Goodbye, Galaxy!. So basically, something closer to Hexen than Doom. But Carmack was constantly making revisions to the game engine, requiring tons of created content be scrapped, over and over. By the end of it, they needed a game, fast, and the quickest way to do it was to take the assets they'd made and make a new Doom game, more or less - and that's pretty much what they did.
 
To this date, I've never had a gaming experience reach the highs I experienced while playing multiplayer Quake 1 and QTF in their prime.

Threewave CTF was utterly awesome, as well as Painkeep and KillerQuake. Quake had some awesome mods during its lifespan. Many of which never really made the transition to Quake 2 and beyond.
 
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