PC compatible, P-200
Systems: Windows 9x, Windows 2000 Windows XP, Vista, Win 7, Win 8, Win 10.
Game features:Single game mode
Quake revolutionized PC gaming with its incredible 3-D graphic engine and Internet capabilities when it arrived a little over a year ago. Finally, this groundbreaking 3-D game is making its 32-Bit debut on the Saturn, a system whose polygonal capabilities have been generally understated.
Quake is about as straightforward a game as they come. It is a first-person, 3-D shooter that has no fancy story, no full-motion video and enemies that have the personality of a tablecloth (although they really are good at killing). In fact, the only goal in Quake is to kill everything in your path to reach the level's exit teleporter called a "Slipgate."
Within each level are plenty of enemies to sate your killing instincts. There are 13 different ones in all including vicious Rottweilers, loser gun-wielding soldiers, lightning-spewing Shamblers. zombies that rip out and throw their own poison flesh as a weapon (Crispin's line is "Give them credit for making do with what they have") and big fat ogres that throw grenades with one hand and hold a chainsaw in the other. There are also a couple of huge end Bosses that can be found at the end of the first and fourth "Episodes" (groupings of approximately six levels each).
The arsenal in Quake is comprised of eight different weapons tailored to achieve the same result in many different ways. For close range encounters, the weapon of choice is an axe or a shotgun. When there's some space between you and your target, the Rocket Launcher does wonders. The Grenade Launcher is handy for rolling little explosive bundles of joy down stairwells and through windows. Also in the repertoire are a Nail Gun. a Perforator (a bigger Nail Gun) and the Thunderbolt, a gun that discharges lightning bursts. Several defensive items can be found throughout the levels such as different grades of armor, an item that makes you invisible [only a pair of 3-D eyeballs are visible to others) and runes that enhance your soldier's abilities.
There's a bit more to the game than just mindlessly shooting enemies (although, yes. that's most of it). In addition to avoiding being killed by the game's vast cast of creatures, there are plenty of traps to avoid and push-button puzzles (push button to open door at other side of level, etc) that must be solved and navigated to reach the exit.
So what are the levels like? Well the 3-D, complex architecture is probably unlike anything seen on a console. The Quake 3-D engine allows jumping, looking up and down and allows for play in a fully 3-D environment. There is water (you can swim above or under it), multiple level rooms, moving platforms and a variety of object textures and light-sourcing that make the world come to life. Several motifs make up the levels in Quake. The beginning of the game takes place in the "Slipgate Complex." which is comprised of a bright, high-tech, metallic building complete with killer dogs and soldiers. Other levels are more foreboding and dark to the point where you can barely see creatures close enough to kiss you (although that surely won't be their intent).
While Internet play was Quake'! biggest claim to fame on the PC. it will be interesting to see how console players embrace its console counterpart. Regardless, it appears that Quake is on track to be an outstanding translation, at least as a single-player game.
MANUFACTURER - Lobotomy
THEME - First-person shooter
NUMBER OF PLAYERS - 1 or 2
Quake for the Saturn is a remarkable re-creation of the computer game, even in spite of its flaws. The game moves at a reasonable frame rate and Quake's 3-D graphics and gloomy mood are intact--for the most part. The enemies' animation is occasionally choppy, and sometimes they blend in too well with the backgrounds when they are far away. Some improvements help make up for its deficiencies, such as new light sourcing on firing weapons and explosions not in the original. There are two major problems with this game that severely mar the excellent game engine. The first is the lack of multiplayer support. Quake is not a great one-player game-it gained its notoriety on the Net as a multiplayer. The Saturn version of Quake doesn't even have NetLink support, which is criminal, given Quake's Internet roots. Also, the control is difficult to manage, even when using the analog controller. Without being able to look around quickly (done with a mouse on the PC), it is hard to pick off enemies above or below you (very essential). They did the best they could, but the grim reality is that current console controllers just don't work well with Quake. It's too bad that this game doesn't have multiplayer support. Without that and solid control, this great-looking Saturn version of Quake, isn't nearly as good as the original.
Powerslave and now Quake prove the guys at Lobotomy really know their stuff when it comes to first-person games. Their Saturn port of Id's Quake is amazing, with lighting effects that make it more impressive than the nonaccelerated PC version. Everything's intact--including the lethal level design and Nine Inch Nails jams. Too bad there's no Deathmatch Mode, which would have launched the game's replay value through the roof.
I've long awaited this game, mainly for jts multiplayer aspects on the PC versions. Unfortunately, that's the one feature Quake doesn't have on the Saturn, and that cripples it for me. I hate the texture maps, but love the realistic lighting effects that go beyond anything the Saturn has ever done. I also find the weapon choices and sound less exciting than irv all other titles of this overcrowded genre. Without multiplayer, I'd pass.
Quakejnaybe one of the best-looking and best-sounding first-person shooters on the Saturn. At the same time, it's also one of the dullest. Compared to a game like Duke, Quake has drab level designs and boring weapons. You can keep playing and keep playing, and you'll find nothing innovative with this game. This makes me wonder why Sega skipped making Quake Net Linkable-it certainly would've made this a better buy.
Well, Well, Well, Well, Well, well - it's here. Sort of Quake - aka 'The Game Of Our Dreams', aka 'We're Not Worthy', formerly known g as 'Spooge II: Yamming g Great Continents Of Spooge' - has finally arrived. Okay, okay, it's just a three-level network-only game demo, released for bug-testing purposes. And okay ostensibly, it has no monsters, very little in the way of supercomplex architecture, nothing at all to offer as a singleplayer game, and runs very slowly on anything less than a Pentium, but it's a taster. And not just a brief dollop on the tongue of expectation, but a whole facial of the game they're already calling Marriage Breaker, Son of DoomBachelor.
This sketchy blueprint of things to come gives us a good indication of what Quake will be like, how it will look, what it will contain, what it won't contain, how the things it will contain will make the things it won't contain er. containable, how it will play, and how it will work. Rest assured: Quake is guaranteed to leave computer keyboards and monitors all over the world frosted with spooge.
Well, it's a first-person perspective game, which wouldn't break the Trades Description Act if it was subtitled "Doom III". It's you. a bunch of serious hardware, a variety of enclosed environments (castles, dungeons, bases etc). monsters, blood, and Jots of Satanic imagery. This sn't really that surprising coming from iD, who have uilt their success on games hich basically involve powering around a level nd shooting things'.
Where Doom used flat 2D sprites. Quake uses fully 3D polygon-rendered characters. Where Doom's levels were essentially clever 2D. Quake's are fully 3D with ramparts, turrets, tunnels, and multiple layers of scenery. Quake does look light years beyond Doom, but gameplay-wise despite new effects like looking up and down, jumping, and swimming, they're not dissimilar.
Obviously, this is an early sneak preview and it would be wrong to build up too much of an impression of the final game, but right here, right now can tell you that it not only looks like the best first-person perspective blaster ever, but also the multi-player game of the millennium. Read on and spooge.
Quake Rally Mod
While most games have curled up and decomposed by now, a year down the line the almighty Quake is still going on. Its open-architecture and spinny-rotatey™ engine has fathered a spawn of 'amateur' add-ons and soup-ups to the original game. A casual go on the Internet can bring you all manner of new textures, new weapons and new levels as well as the much-applauded Total Conversions, where groups of hardcore amateur game designers, programmers and artists create entirely new games out of the blistering Quake engine.
One such work of art is Quake Rally, a complete multi-player racing game which bolts seamlessly onto the Q game.
Coded by Ryan 'Ridah' Feltrin of the Aussie team Impact, it adds everything you would expect from a drive 'em up. It has the gruesomely realistic handling of RAC Rally, the look of Carmageddon, the speed of Screamer II, the architecture of Super Mario Kart, and all the showers of pancreatic fluid we love and respect from deathmatch. "Yummy yum yum," as you should be saying.
Check this feature list out seven different cars (including a stock car and a BMW - woo); skidding, headlights, reverse steering and leaning into curves; chase camera; different surfaces (mud, water, bitumen, and dry dirt); huge iiber jumps across scary, lava-drenched chasms; and a big blaring horn. Plus you get seven roof-mounted weapons to mess around with too. The Repulsor is an electric chassis-stroke-forcefield which pinballs any colliding cars into oblivion and protects you from whiplash damage on badly taken corners. The Sprazer bullets laser bolts in a spread, while The Detonator piles frisbee-shaped bombs behind you. For Quake aficionados, the super nail-gun is still included, as is the rocket launcher, of course, which has been obscenely upgraded with heat-seeking abilities.
The four levels on this month's cover CD are just a hint of what's to come. Pay careful attention to the Mining Station (QRALLY02), an awesome level, part toboggan run, part residential street. We also recommend you gasp and sweat over Cliffside Carnage, with its warren of secret shortcuts, chicanes and little assault courses (not to mention the 'secret' boss level at the end of the demo).
The steering system takes some getting used to. Even the start location where you choose your game type is a bitch to navigate at first (they really do drop you in at the deep end), but a few minutes practice with the mouse and in-camera views will stop you toppling headlong into the lava and spranging off the walls.
You'd be fools if you didn't try it deathmatch either. It's hilarious. Imagine eight people on the grid, revving impatiently as the clock counts down. They all pile furiously forward, butting each other out of the way, screaming around comers, taking stupid risks to collect the out-of-the-way weapons, smacking into walls, toppling into lava, and flipping their fellow drivers into the air with one flick of the rocket launcher. You can play a straight multi-lap race, you can do time trials, or you can do deathmatch in an enclosed arena.
It all started as an 'experiment in mathematics' apparently, and now, seven months down the line, has proved that a) Quake 'rulez' and b) hard work, talent and imagination can create pretty stunning results. Later versions of Quake Rally (due any time now) will have computer-controlled 'bot cars to race against and some new maps. There's nothing better, it would seem, than having a 3D CV. Ridah and the Impact team have been signed by Marvel Comics to do an 'X-Men' version of Quake, called Ravages Of Apocalypse, due very very soon men. And if it's even a quarter as good as Quake Rally, then it will be rather shiny and spiff. Anyway, go play the demo on the CD.
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