@@IgniteTheLightYT I quite enjoyed both Quake Ports to Xbox a lot ❤️ I’m currently doing a second play through of Quake II to help a friend through it!
it really is - i was for years doom modding scene fan, and fan of boomer shooters overall but i never enjoyed quake that much - couple of small changes and new campaigns in the remaster got me falling in love with it. Although i have to say in addons section we are still missing probably the best thing this genre produced - Arcane Dimmensions - a quake mod with the best map, pacing, scripts and flow i've ever seen.
For sure, the Quake remasters are an insane value given the amount of effort put into them. I would say they are definitely the current gold standard for what a remaster of an old game should be.
Quake's ambient sound track was made by Trent Reznor of NIN has to be some the best ambient game music since Aubry Hodges' PS1 Doom Soundtrack. And of course Akria Yamaoka's Silent Hill soundtracks. I think ambient music really does set a diffent tone. Doom 64 really does have a different more foreboding feel.
Agreed! Fun fact, Aubrey Hodges not only did the PS1 Doom soundtrack, he also did the soundtracks for Doom 64, Quake 64 and Quake II 64! He was a staple composer of 90's console shooters.
Quake 1 did have music. It was ambient industrial music. It was CD Audio music though, so if you took the disc out it just didn't play music. (To be fair, I'm listening to it right now, and it leans heavy on the "ambient" and "industrial" and light on the "music" part of "ambient industrial music." It's technically music though. The first few tracks are more musical than the later tracks.) Because it was CD Audio music, and the Quake software was very user-facing, you could also put your own CDs in and control them from the Quake console (opened with the ~ key). It was very common to play Quake with whatever music you wanted because of this feature, but the game did have its own music on the Quake CD. Trent Reznor of Nine Inch Nails (he was Nine Inch Nails at the time, though I think he's taken on additional band members since) did the music AND sound effects for the game. It's the first time I ever saw him credited for music work that wasn't a standard album. This is also why all the nailgun ammo has little Nine Inch Nails logos on it.
I'm normally a purist at video games. Sure, custom maps and guns can be fun if you're doing a deathmatch, but I don't generally embrace the modding community because I don't view the extra fan-created content as "genuine" parts of the game. It's a personal hangup of mine. That said, I platinumed the remaster in about 2 or 3 weeks after release. Scourge of Armagon's additions (and the starting marathon of idbase levels) is still my favorite content, but I fully embraced and thoroughly enjoyed Machinegames' additional episodes. Despite coming out 20-25 years after Quake was originally released, they feel official and completely original. Machinegames loved this game, they care about Quake 1 fans and it shows.
Thanks for the memories. I’m one of those vintage players who can say I was there when quake was released. It was THE game for gamers at the time and it truly did spawn new aspects of the industry that did not exist before it. I bought some thing brand new called a voodoo graphics card to make the game look even better. I had a second phone line installed in my apartment so I could use my dial up mode to join online matches more frequently. My fondest memory was getting so good that other players and Deathmatch is accuse me of cheating with an aim bot (I wasn’t)
It was kind of there in Doom 1 and 2 but it was really jank due to the technology limitations of that engine so yeah Quake being 3d made it much more feasible to incorporate real platforming into the level design .
"It's perfect if you want to knock out a few levels" - this was kinda my thought process but I haven't managed to make it run on my work Mac - I was planning to exactly play a little bit in the downtimes (as well as practice the level editor). Although I must say that this applies to the original game only, the really interesting stuff, the modern mods, can take hours to complete due to the scale of some maps that are as big as mappacks from the old days.
I played quake as a kid. But I always used E as forward, F as strafe right, D as backward, and S as strafe left. This way when you are trying to find the keys in the dark room, your finger has the ridge on F to find. Easy peasy. Been doing this on FPS for decades. Almost 3 decades now. I started up quake for the first time in January of 1997. I was 12 years old. My favorite games back then were, Quake, StarCraft, Jedi knight, Turok2, Motocross, Forsaken, Descent3, and of course Half Life. The games I like now are so awesome that I will love them just as much as the originals. Carrion, FTL, Halls of Torment, They are Billions, Portal2, Track mania, Trine, and Stellaris. I am sure I will add more. There is one stupid game that I was never able to finish. Turok2. I got stuck in an auto save spot with no ammo, so I gave up. Should I go back and finish it decades later?
Dang you're an OG with that control scheme, big respect for sticking with it. Also that's a sweet list of games! I would definitely recommend going back to Turok 2. There's a very good remaster of it by Nighdive Studios (the same guys that made the Quake remaster) so it's very accessible.
Ahh Quake I... The first FPS I owned where you started with a Shotgun instead of having to search for one, I had played Alien versus Predator (Jaguar) at a friend's house before so it wasn't actually the first FPS with a Shotgun as the opening weapon I had played. Shotguns are one of my favorite weapon types in gaming so an FPS that started me with one made me very happy. Its something that too this day is done far too rarely for my tastes.
Yeah, Quake starting you off with the shotgun is pretty sweet, considering that most other FPS games from this time begin with a pistol that you use a few times and then forget about once you get something better. Also, Alien versus Predator - man, that one takes me back. Thanks for the comment!
That hammering sound @7:30 is very similar to what I can hear in my house when the wind brings the banging of a commercial dock that's being built a few miles away. (although I'd say sounds more like the Citadel from HL2)
The originally was breaking at the time and this has just brought new life back into it. Quake II remaster is also excellent. It's like been back in the late 1990's again.
Nice video, i hope you do the quake 2 enhanced edition, quake has been my child hood to teen years game and had a lot of fun same goes for its sequel and Quake 3.
If there's one bit of praise that I regularly hear Quake 1 get which baffles me, it's the one that the weapons "all serve a purpose without feeling redundant or outclassed by something else". You literally get a nailgun and a super nailgun, the latter of which is literally just the nailgun except it fires twice as fast. The grenade and rocket launchers both basically serve the same purpose, except that the grenades can be lobbed up over and down off ledges or bounced around corners, which is usually too unreliable anyway. And the thunderbolt is functionally just a slightly more powerful super nailgun. Not saying that some of them don't have very precise uses (except for the basic nailgun once you have the super version, I mean Jesus Christ), but I don't think the arsenal is the game's strong suit the way it is in DOOM, where the only weapon that ever becomes completely redundant is the pistol.
Talking about it being basic, and a "90's first person shooter" is of course true, but something I think that get lost in that is the fact that it was the first 3D game of its kind, Doom and it's clones where still just 2.5D. Sure we can also debate about some other titles that was released in that era, but this game defined the 3D shooter genre. Playing it on release day was amazing, the technology, the advance from the Doom games and just the atmosphere of the game was just fantastic and the only one of its kind back then.
For sure, if you had a pc capable of running this game back then and you had just come off of Doom… man that’s an evolution on a level that we will probably never see again.
I think the impact of Quake and its engine on the industry can be revised at this point. Tomb Raider 1 came out only a few months after Quake, so it's pretty clear that Quake hadn't existed, we would still have had 3D games: that was the industry direction. Also in respect of "being the first" is incorrect, as Bethesda had a 3D engine the year prior. I think the impact of Quake in terms of tech was in setting expectations (speed, how light it was to run despite the beautiful result) and the modding capabilities.
Around 8:18 you mention Quake being the first "truly" 3D game, but it's worth noting that Battle Tank had 3D wireframe in 1980, and a decade after Alpha Waves had flat-shaded 3D characters and environments. In 1992 Ultima Underworld had fully 3D, texture-mapped environments. Terminator: Future Shock, released a year before Quake, was fully 3D, with texture mapping and 3D models.
Thanks for the information! The point I was trying to get across was that Quake was the first game that actually *looked* three-dimensional without relying on obvious smoke and mirrors. Sure, all of those other games are technically 3D, but they don't really look or feel like it, with Terminator being an exception. Definitely something I should have clarified.
@IgniteTheLightYT I may have been overly literal in my response. You're correct in that, in 1996, at least on PC, this was new territory. Tomb Raider wouldn't release until a few months mater.
7:45 "...but this game wouldn't simply have the incredible atmosphere that it does if you ran around listening to an electric guitar riff the whole time." Oh boy, I hope you're curious about the by-level soundtrack I'm making... WITH riffs, AND a transient mood between OG Quake and Mick Gordon's Doom OST. 7:55 "Weapons all have a satisfying punch to them..." - Have you fired a shotgun or nailgun yet? So disempowering, especially with lofi sounds, LMAO. 8:16 Spot on. 9:14 That's from Quaddicted! Ha! My last release (sbtf_cop16 in 2021) was a while back, though. Sorry about that. My next project will involve much needed fixes to the base campaign and my accompanying complete level-by-level soundtrack for the game, to be made available free of charge or as honored. I'm currently recomposing episodes 1-3 to remove copyrighted elements, so the earliest date for the complete map pack may come around mid December or later.
Doom 3 and quake 1 are the way to go for what soundtracks are concerned: ambient sounds that blend with the world, instead of tracks with conventinal rythms that might even contrast with the actual rythm of combat. Usually, if a game has a good traditional soundtrack, I listen to it separately or I play it outside of the game itself while I play, so to avoid repeating songs and the instances of "combat music on and off" that are really irritating to me. The "combat music" should come from weapons sounds, monster sounds, damage taken sounds, and should complement the ambient sounds already present.
I love this game so much. The simplicity and atmospehere is so perfect. Feels like meditating and i miss something similar in new games constantly. thanks for this
My pleasure, thanks for watching! Yeah I wish we got more simple games these days too. Dusk is a great one I can recommend you, it shares a lot of similarities with Quake.
Hah yeah I've been told that before, I use a DPI of 2700 and the sensitivity either maxed out or very close to it. That's probably a crime compared to what most people are used to but that's just what I've always done. Also thank you!
@@IgniteTheLightYT holy moly. I appreciate the data driven response. definitely in the devils camp jk hahaha but i am oddly impressed you have that level of control given the settings, very cool. thanks for the content and looking forward to more
@@phalxor Of course! Yeah I've tried more normal settings and I just couldn't get used to them, I don't know how CS:GO pros do so well with like 200 DPI but they must know something I don't. Thanks again for the compliment, comments like this make my day.
@@IgniteTheLightYThigh or low mouse sensitivity is relative to how people hold the mouse. Sounds like you mostly fine aim using your fingertips, with your wrist as a pivot point? Meanwhile, some people fine aim with with their elbows and use their shoulders as a pivot point. When I was a PC player I used to use my wrist for aiming and my elbow as a pivot point. The only job for my fingers was to grip the mouse and that's all. That is to say, players like me need a lot more desk space and a bigger mouse mat. The players who aim with their elbow muscles even more so - I think this style is relatively uncommon and mostly within CS/Valo. All that said, I think it's universally optimal to have your set up in a way that allows you to *comfortably* turn 180 degrees (in game) before needing to reposition your mouse. If you get used to this, you'll develop great muscle memory and aim - even if it you barely move the mouse compared to others, it's all relative to how you use it. Cool video btw. Gonna go through some of your others. The algorithm is serving you well 👍
"You should play Quake" Is a easy way to gain subscribers I hope you know. Ranger is not a super soldier btw, he's a Vietnam veteran and the game is set in the 80's, he's also the football star at his high school which is why he runs so fast. I know this because of the added lore for him in Quake Champions, his name is unknown but he calls himself John Doe now since he can't remember. Ranger is just a normal blue collar man in the Army Rangers who was just the guy there when shit went down in the Slipgate Complex.
Thanks for the information, that's really interesting! I've never tried Quake Champions before so it's nice to know he's gotten a bit more lore/character development other than "fast dude that has a lot of guns".
"Quake's movement is so well refined that the speedrun for this game is still being moved forward today." This is a bit of a nitpick, but I don't think "refined" is the correct word here. Quake's movement is buggy. Straferunning is faster than regular walking because it's easier code-wise to add the forward and sideways movement vectors than it is to calculate a diagonal movement vector with the appropriate speed. Bunnyhopping I'm less familiar with, but I think it takes advantage of the rudimentary floating point arithmetic of C++. At any rate, these things weren't intentionally put in the game by John Carmack... they are just lucky accidents. In fact, there was a patch for one of the sequels where they tried to fix these things, and players were outraged because 1) these bugs provide an advantage, and 2) they take skill to exploit well. All the following Quake games were expected to keep all of the glitches, so now they are features lol. So you are partly correct in that the movement is "deep" (one could spend a lifetime mastering it), but it's not because it's "refined".
Thanks for the comment, lot's of good information here! I do say in the video "regardless of whether or not they were intentionally implemented" because I do know that a lot of quake's movement quirks were not intentional by Carmack. You're definitely right that "refined" was probably a poor word choice to describe it, I agree "deep" gets the point across a lot better.
Really wish they'd remaster the polygons for the new weapons in Sourge and Dissolution...they just neglected them and never went back to complete them.
@@IgniteTheLightYT There's a "right-handed" weapons mod on PC that fixes this problem as well as makes it look like you're holding the weapons as opposed to them just floating in space. I can't go back to the old way after using it.
Yeah I've seen that mod before, it's cool but off centered weapons in Quake 1 looks really weird to me and it makes some of the weapons look like they were stretched out. Probably just because I'm so used to how it normally looks.
Cut my teeth on Q2 and never bothered with Quake1. Played some Q3 but MP is not my bag really so Went over to Half Life. Played a bit of Q4 but it was kinda meh so I tossed it in the bin of never play again titles I have. Now I'm a Fallout junkie. The End.
Pretty much exactly my story. Now I get to enjoy quake for the first time. And..while I’m playing fallout 4 and quake 2 at the same time I’m noticing a lot of similarities despite the time gap.
Game is allright.... for a tech demo. Same goes to Quake 2. Other games from the 90s that use Quake's engine... feel like an actual games. Plus: remaster does barely anything (if anything at all) that fan made source ports couldn't
Will see over the years but this is definitely a good video. You could try expressing yourself more vividly, as if talking to someone (us) live. Just so the emotions are more emphasized but NOT to the level of like Angry Joe of course. Just a teensy bit. Currently it sounds like you are trying to read text with emotion not like you are actually talking to us. czcams.com/video/Fh9tMqpH8nc/video.html If you can do this, you win. I don't ask you turn Ian Mckellen but he is good to aspire towards :) Or not. I'm not your mom to tell you what to do, just an a**hole advising you as if I knew everything :)
First of all, thank you for the compliment. Secondly, comments like these are amazing. Feedback is crucial for small creators. While it's wonderful to receive comments that simply compliment my videos, it's equally valuable to receive constructive criticism. I absolutely agree that adding more energy to my voiceover would make the content more engaging for viewers. This is my primary focus moving forward, as I'm quite happy with the rest of my content, especially considering I'm still so new. As you pointed out, I don't aspire to be like Angry Joe or similar channels with excessively exaggerated commentary. While they produce fantastic content, it's not my style. My goal is to create content that's easily digestible and informative, without demanding too much of my viewers' time. Once again, I appreciate your feedback!
@@IgniteTheLightYTThanks for not biting my head off :) I had the very same problems with my presentations and stuff like those "X actor reading letter" vids were a wonderful help. Not sure if I got good enough but even I can tell it worked.
Happy QuakeCon everyone!
Get Quake:
GOG: www.gog.com/en/game/quake_the_offering
Steam: store.steampowered.com/app/2310/Quake/
This remaster is a boarderline masterpiece ❤
It sure is, the second one that came out recently is also fantastic
@@IgniteTheLightYT I quite enjoyed both Quake Ports to Xbox a lot ❤️
I’m currently doing a second play through of Quake II to help a friend through it!
That’s awesome!
The game always was...
it really is - i was for years doom modding scene fan, and fan of boomer shooters overall but i never enjoyed quake that much - couple of small changes and new campaigns in the remaster got me falling in love with it. Although i have to say in addons section we are still missing probably the best thing this genre produced - Arcane Dimmensions - a quake mod with the best map, pacing, scripts and flow i've ever seen.
This game and Quake 2 set the bar of what a masterpiece should be.
The first 3 Quake games in general. Yeah, I played Q3A the most. It is what a masterpiece is.
@@ikilledthemoon Definitely, we used to pull all nighter lan sessions with 2 and 3. Don't forget Unreal Tournament too!
@@ikilledthemoonQuake 4 is great, too. I hope it gets a remaster.
This remaster, and now the quake 2 remaster even more so, I think, sets a really really solid standard for like preservation and remasters.
For sure, the Quake remasters are an insane value given the amount of effort put into them. I would say they are definitely the current gold standard for what a remaster of an old game should be.
Yep, with Quake 2 it did even add cut content!
Nightdive is literally the new gold standard going forward. They have my full support!!!
Quake's ambient sound track was made by Trent Reznor of NIN has to be some the best ambient game music since Aubry Hodges' PS1 Doom Soundtrack. And of course Akria Yamaoka's Silent Hill soundtracks.
I think ambient music really does set a diffent tone. Doom 64 really does have a different more foreboding feel.
Couldn't agree more. I like Quake 2's music but it just doesn't come close to the atmosphere of Quake 1. Also yes Doom 64's music is incredible.
Agreed!
Fun fact, Aubrey Hodges not only did the PS1 Doom soundtrack, he also did the soundtracks for Doom 64, Quake 64 and Quake II 64! He was a staple composer of 90's console shooters.
Totally, my friend
Trent Reznor did the sound design as well, voices included.
One thing is for sure, we all know what sound Trent does when he jumps :D
Quake 1 did have music. It was ambient industrial music. It was CD Audio music though, so if you took the disc out it just didn't play music.
(To be fair, I'm listening to it right now, and it leans heavy on the "ambient" and "industrial" and light on the "music" part of "ambient industrial music." It's technically music though. The first few tracks are more musical than the later tracks.)
Because it was CD Audio music, and the Quake software was very user-facing, you could also put your own CDs in and control them from the Quake console (opened with the ~ key). It was very common to play Quake with whatever music you wanted because of this feature, but the game did have its own music on the Quake CD.
Trent Reznor of Nine Inch Nails (he was Nine Inch Nails at the time, though I think he's taken on additional band members since) did the music AND sound effects for the game. It's the first time I ever saw him credited for music work that wasn't a standard album.
This is also why all the nailgun ammo has little Nine Inch Nails logos on it.
Honorable mentions to the two expansions machinegames did. One for quake's anniversary and another for the remaster.
Very honorable indeed, those expansions are both fantastic.
I'm normally a purist at video games. Sure, custom maps and guns can be fun if you're doing a deathmatch, but I don't generally embrace the modding community because I don't view the extra fan-created content as "genuine" parts of the game. It's a personal hangup of mine.
That said, I platinumed the remaster in about 2 or 3 weeks after release. Scourge of Armagon's additions (and the starting marathon of idbase levels) is still my favorite content, but I fully embraced and thoroughly enjoyed Machinegames' additional episodes. Despite coming out 20-25 years after Quake was originally released, they feel official and completely original. Machinegames loved this game, they care about Quake 1 fans and it shows.
Thanks for the memories. I’m one of those vintage players who can say I was there when quake was released. It was THE game for gamers at the time and it truly did spawn new aspects of the industry that did not exist before it. I bought some thing brand new called a voodoo graphics card to make the game look even better. I had a second phone line installed in my apartment so I could use my dial up mode to join online matches more frequently. My fondest memory was getting so good that other players and Deathmatch is accuse me of cheating with an aim bot (I wasn’t)
Great work, loved the video! Longtime quake fan, you did it justice! //subscribed.
Thanks!
I'd say that FPS platforming also became a thing with Quake.
It was kind of there in Doom 1 and 2 but it was really jank due to the technology limitations of that engine so yeah Quake being 3d made it much more feasible to incorporate real platforming into the level design .
Duke Nukem 3D had it first, but it felt clunky. Quake 1 feels buttery smooth when jumping around.
I got the Quake symbol tattooed on my right shoulder 16 yrs ago....at age 50.... I'm a fan...
That’s awesome!
"It's perfect if you want to knock out a few levels" - this was kinda my thought process but I haven't managed to make it run on my work Mac - I was planning to exactly play a little bit in the downtimes (as well as practice the level editor). Although I must say that this applies to the original game only, the really interesting stuff, the modern mods, can take hours to complete due to the scale of some maps that are as big as mappacks from the old days.
Nobody expected a Shakespeare novel. He didn't write any novels.
Quake was not the first 3D game. It was the first 3D FPS though.
I played quake as a kid.
But I always used E as forward, F as strafe right, D as backward, and S as strafe left.
This way when you are trying to find the keys in the dark room, your finger has the ridge on F to find.
Easy peasy. Been doing this on FPS for decades. Almost 3 decades now. I started up quake for the first time in January of 1997. I was 12 years old.
My favorite games back then were, Quake, StarCraft, Jedi knight, Turok2, Motocross, Forsaken, Descent3, and of course Half Life.
The games I like now are so awesome that I will love them just as much as the originals.
Carrion, FTL, Halls of Torment, They are Billions, Portal2, Track mania, Trine, and Stellaris.
I am sure I will add more.
There is one stupid game that I was never able to finish. Turok2. I got stuck in an auto save spot with no ammo, so I gave up. Should I go back and finish it decades later?
Dang you're an OG with that control scheme, big respect for sticking with it. Also that's a sweet list of games! I would definitely recommend going back to Turok 2. There's a very good remaster of it by Nighdive Studios (the same guys that made the Quake remaster) so it's very accessible.
Ahh Quake I... The first FPS I owned where you started with a Shotgun instead of having to search for one, I had played Alien versus Predator (Jaguar) at a friend's house before so it wasn't actually the first FPS with a Shotgun as the opening weapon I had played. Shotguns are one of my favorite weapon types in gaming so an FPS that started me with one made me very happy. Its something that too this day is done far too rarely for my tastes.
Yeah, Quake starting you off with the shotgun is pretty sweet, considering that most other FPS games from this time begin with a pistol that you use a few times and then forget about once you get something better. Also, Alien versus Predator - man, that one takes me back. Thanks for the comment!
That hammering sound @7:30 is very similar to what I can hear in my house when the wind brings the banging of a commercial dock that's being built a few miles away. (although I'd say sounds more like the Citadel from HL2)
The originally was breaking at the time and this has just brought new life back into it. Quake II remaster is also excellent. It's like been back in the late 1990's again.
Nice video, i hope you do the quake 2 enhanced edition, quake has been my child hood to teen years game and had a lot of fun same goes for its sequel and Quake 3.
Thanks! Yes I will be looking at the Quake 2 remaster soon.
If there's one bit of praise that I regularly hear Quake 1 get which baffles me, it's the one that the weapons "all serve a purpose without feeling redundant or outclassed by something else". You literally get a nailgun and a super nailgun, the latter of which is literally just the nailgun except it fires twice as fast. The grenade and rocket launchers both basically serve the same purpose, except that the grenades can be lobbed up over and down off ledges or bounced around corners, which is usually too unreliable anyway. And the thunderbolt is functionally just a slightly more powerful super nailgun. Not saying that some of them don't have very precise uses (except for the basic nailgun once you have the super version, I mean Jesus Christ), but I don't think the arsenal is the game's strong suit the way it is in DOOM, where the only weapon that ever becomes completely redundant is the pistol.
Talking about it being basic, and a "90's first person shooter" is of course true, but something I think that get lost in that is the fact that it was the first 3D game of its kind, Doom and it's clones where still just 2.5D. Sure we can also debate about some other titles that was released in that era, but this game defined the 3D shooter genre. Playing it on release day was amazing, the technology, the advance from the Doom games and just the atmosphere of the game was just fantastic and the only one of its kind back then.
For sure, if you had a pc capable of running this game back then and you had just come off of Doom… man that’s an evolution on a level that we will probably never see again.
imagine if this masterpice have integration with steam workshop... nice review my friend
Getting your review of UT2004 would be awesome. Gads, I had so much fun at LAN parties with that game.
I think the impact of Quake and its engine on the industry can be revised at this point. Tomb Raider 1 came out only a few months after Quake, so it's pretty clear that Quake hadn't existed, we would still have had 3D games: that was the industry direction. Also in respect of "being the first" is incorrect, as Bethesda had a 3D engine the year prior.
I think the impact of Quake in terms of tech was in setting expectations (speed, how light it was to run despite the beautiful result) and the modding capabilities.
Around 8:18 you mention Quake being the first "truly" 3D game, but it's worth noting that Battle Tank had 3D wireframe in 1980, and a decade after Alpha Waves had flat-shaded 3D characters and environments. In 1992 Ultima Underworld had fully 3D, texture-mapped environments. Terminator: Future Shock, released a year before Quake, was fully 3D, with texture mapping and 3D models.
Thanks for the information! The point I was trying to get across was that Quake was the first game that actually *looked* three-dimensional without relying on obvious smoke and mirrors. Sure, all of those other games are technically 3D, but they don't really look or feel like it, with Terminator being an exception. Definitely something I should have clarified.
@IgniteTheLightYT I may have been overly literal in my response. You're correct in that, in 1996, at least on PC, this was new territory. Tomb Raider wouldn't release until a few months mater.
Inspirational video!
7:45 "...but this game wouldn't simply have the incredible atmosphere that it does if you ran around listening to an electric guitar riff the whole time."
Oh boy, I hope you're curious about the by-level soundtrack I'm making... WITH riffs, AND a transient mood between OG Quake and Mick Gordon's Doom OST.
7:55 "Weapons all have a satisfying punch to them..." - Have you fired a shotgun or nailgun yet? So disempowering, especially with lofi sounds, LMAO.
8:16 Spot on.
9:14 That's from Quaddicted! Ha! My last release (sbtf_cop16 in 2021) was a while back, though. Sorry about that.
My next project will involve much needed fixes to the base campaign and my accompanying complete level-by-level soundtrack for the game, to be made available free of charge or as honored. I'm currently recomposing episodes 1-3 to remove copyrighted elements, so the earliest date for the complete map pack may come around mid December or later.
Aw that banner. Adorable.
Doom 3 and quake 1 are the way to go for what soundtracks are concerned: ambient sounds that blend with the world, instead of tracks with conventinal rythms that might even contrast with the actual rythm of combat.
Usually, if a game has a good traditional soundtrack, I listen to it separately or I play it outside of the game itself while I play, so to avoid repeating songs and the instances of "combat music on and off" that are really irritating to me. The "combat music" should come from weapons sounds, monster sounds, damage taken sounds, and should complement the ambient sounds already present.
A *healthy* amount of lead?
...might be just me but making the enemies healthier seems counterproductive
I love this game so much. The simplicity and atmospehere is so perfect. Feels like meditating and i miss something similar in new games constantly. thanks for this
My pleasure, thanks for watching! Yeah I wish we got more simple games these days too. Dusk is a great one I can recommend you, it shares a lot of similarities with Quake.
*overstated 0:28
Great video
You played Arcane Dimensions in the NightDive remaster? How was it? Is it beatable?
Yes it’s beatable all the way through, looks and runs great! It’s very simple too. You just drop it in the add-ons folder and run a console command.
sweet vid. your mouse settings seem a little cracked out or wiggy but to each their own. ez sub
Hah yeah I've been told that before, I use a DPI of 2700 and the sensitivity either maxed out or very close to it. That's probably a crime compared to what most people are used to but that's just what I've always done. Also thank you!
@@IgniteTheLightYT holy moly. I appreciate the data driven response. definitely in the devils camp jk hahaha but i am oddly impressed you have that level of control given the settings, very cool. thanks for the content and looking forward to more
@@phalxor Of course! Yeah I've tried more normal settings and I just couldn't get used to them, I don't know how CS:GO pros do so well with like 200 DPI but they must know something I don't. Thanks again for the compliment, comments like this make my day.
@@IgniteTheLightYThigh or low mouse sensitivity is relative to how people hold the mouse. Sounds like you mostly fine aim using your fingertips, with your wrist as a pivot point? Meanwhile, some people fine aim with with their elbows and use their shoulders as a pivot point. When I was a PC player I used to use my wrist for aiming and my elbow as a pivot point. The only job for my fingers was to grip the mouse and that's all.
That is to say, players like me need a lot more desk space and a bigger mouse mat. The players who aim with their elbow muscles even more so - I think this style is relatively uncommon and mostly within CS/Valo.
All that said, I think it's universally optimal to have your set up in a way that allows you to *comfortably* turn 180 degrees (in game) before needing to reposition your mouse. If you get used to this, you'll develop great muscle memory and aim - even if it you barely move the mouse compared to others, it's all relative to how you use it.
Cool video btw. Gonna go through some of your others. The algorithm is serving you well 👍
Quake is 🔥🔥🔥🔥
great review and commentary
Thank You!
Dare not say... Shub-Niggurah... unless~~~
FIRST FPS GAME TO FEATURE TRUE 3D MODELS...NO SPRITES...
Suddenly Quake is real for you
Love quake ❤
"You should play Quake" Is a easy way to gain subscribers I hope you know.
Ranger is not a super soldier btw, he's a Vietnam veteran and the game is set in the 80's, he's also the football star at his high school which is why he runs so fast.
I know this because of the added lore for him in Quake Champions, his name is unknown but he calls himself John Doe now since he can't remember.
Ranger is just a normal blue collar man in the Army Rangers who was just the guy there when shit went down in the Slipgate Complex.
Thanks for the information, that's really interesting! I've never tried Quake Champions before so it's nice to know he's gotten a bit more lore/character development other than "fast dude that has a lot of guns".
"Quake's movement is so well refined that the speedrun for this game is still being moved forward today."
This is a bit of a nitpick, but I don't think "refined" is the correct word here. Quake's movement is buggy. Straferunning is faster than regular walking because it's easier code-wise to add the forward and sideways movement vectors than it is to calculate a diagonal movement vector with the appropriate speed. Bunnyhopping I'm less familiar with, but I think it takes advantage of the rudimentary floating point arithmetic of C++. At any rate, these things weren't intentionally put in the game by John Carmack... they are just lucky accidents. In fact, there was a patch for one of the sequels where they tried to fix these things, and players were outraged because 1) these bugs provide an advantage, and 2) they take skill to exploit well. All the following Quake games were expected to keep all of the glitches, so now they are features lol.
So you are partly correct in that the movement is "deep" (one could spend a lifetime mastering it), but it's not because it's "refined".
Thanks for the comment, lot's of good information here! I do say in the video "regardless of whether or not they were intentionally implemented" because I do know that a lot of quake's movement quirks were not intentional by Carmack. You're definitely right that "refined" was probably a poor word choice to describe it, I agree "deep" gets the point across a lot better.
Timeless
4:39 I wonder why he didn’t try to say it👀😂
Shub-Ni- “This channel has been deleted”
Really wish they'd remaster the polygons for the new weapons in Sourge and Dissolution...they just neglected them and never went back to complete them.
I know right, the laser cannon especially looks so off next to the new models
@@IgniteTheLightYT There's a "right-handed" weapons mod on PC that fixes this problem as well as makes it look like you're holding the weapons as opposed to them just floating in space. I can't go back to the old way after using it.
Yeah I've seen that mod before, it's cool but off centered weapons in Quake 1 looks really weird to me and it makes some of the weapons look like they were stretched out. Probably just because I'm so used to how it normally looks.
0:25 - overstated*
Dang, you're right. Good catch!
Cut my teeth on Q2 and never bothered with Quake1.
Played some Q3 but MP is not my bag really so Went over to Half Life.
Played a bit of Q4 but it was kinda meh so I tossed it in the bin of never play again titles I have.
Now I'm a Fallout junkie. The End.
Pretty much exactly my story. Now I get to enjoy quake for the first time.
And..while I’m playing fallout 4 and quake 2 at the same time I’m noticing a lot of similarities despite the time gap.
Bro do prodeus, it's a fuckin gem
Prodeus is a great game, especially the custom levels that people have made.
@@IgniteTheLightYT yeah
Game is allright.... for a tech demo. Same goes to Quake 2. Other games from the 90s that use Quake's engine... feel like an actual games.
Plus: remaster does barely anything (if anything at all) that fan made source ports couldn't
Will see over the years but this is definitely a good video.
You could try expressing yourself more vividly, as if talking to someone (us) live. Just so the emotions are more emphasized but NOT to the level of like Angry Joe of course. Just a teensy bit. Currently it sounds like you are trying to read text with emotion not like you are actually talking to us.
czcams.com/video/Fh9tMqpH8nc/video.html If you can do this, you win. I don't ask you turn Ian Mckellen but he is good to aspire towards :)
Or not. I'm not your mom to tell you what to do, just an a**hole advising you as if I knew everything :)
First of all, thank you for the compliment.
Secondly, comments like these are amazing. Feedback is crucial for small creators. While it's wonderful to receive comments that simply compliment my videos, it's equally valuable to receive constructive criticism. I absolutely agree that adding more energy to my voiceover would make the content more engaging for viewers. This is my primary focus moving forward, as I'm quite happy with the rest of my content, especially considering I'm still so new. As you pointed out, I don't aspire to be like Angry Joe or similar channels with excessively exaggerated commentary. While they produce fantastic content, it's not my style. My goal is to create content that's easily digestible and informative, without demanding too much of my viewers' time.
Once again, I appreciate your feedback!
@@IgniteTheLightYTThanks for not biting my head off :) I had the very same problems with my presentations and stuff like those "X actor reading letter" vids were a wonderful help. Not sure if I got good enough but even I can tell it worked.
Mario in 16:9 is aids