Quake (series)

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This article is about the video game series. For series of earthquakes, see earthquake storm and earthquake swarm. For other uses, see Quake (disambiguation).
Quake
Genres First-person shooter
Developers id Software, Raven Software
Publishers Activision, Bethesda Softworks
Platforms Windows, OS X, Linux, Nintendo 64, Xbox, PlayStation, PlayStation 2, Xbox 360, PlayStation 3
First release Quake
June 22, 1996
Latest release Quake Live
August 6, 2010

Quake is a series of first-person shooter video games, starting with the game of the same name.

Overview[edit]

Setting[edit]

The Quake series is somewhat unusual in that its focus changes frequently; the story of Quake II has nothing to do with Quake. This is mostly because Quake II was originally intended to be a separate franchise ("Quake II" was initially only a tentative title), a plan that was thwarted when most of the other names id Software had tried to use were already taken. Quake III Arena has little to do with either of its predecessors, shedding the single-player missions in favor of deathmatch against the A.I. or online.[1] One of the few unifying elements for the first three titles was the Quake logo-shaped rune for "quad damage" that made the player's weapons and attacks several times as powerful for a short duration. Also the first three titles pioneered id Software's next-generation graphics engine before it was licensed out.

Quake involves a marine traveling through alternate dimensions to prevent an invasion of inter-dimensional monsters, a storyline somewhat similar to that of id's previous game Doom.

Quake II involves an assault on an alien planet, Stroggos, in retaliation for Strogg attacks on Earth. Quake 4 follows this storyline.

Quake III has minimal plot, but centers around the "Arena Eternal", a gladiatorial setting created by an alien race known as the Vadrigar and populated by combatants plucked from various points in time and space. A crossover among id Software's franchises, some of the combatants are characters either drawn from or based on those in Doom (Doomguy, Crash, Phobos), Quake (Ranger, Wrack) and Quake II (Bitterman, Tank Jr., Grunt, Major, Visor).

Quake 4 picks up where Quake II left off — finishing the war between the humans and Strogg. The spin-off Enemy Territory: Quake Wars acts as a prequel to Quake II, when the Strogg first invade Earth.

Strogg[edit]

The Strogg are an alien race who serve as the primary antagonists in Quake II and Quake 4, with the Makron being their leader. They are a playable faction in Quake III: Team Arena and Enemy Territory: Quake Wars. The Strogg are a warlike cybernetic race, infamous for the systematic replacement of their ranks with prisoners of war, "stroggified" and assimilated through the modification of their bodies with mechanical weaponry and prosthetics. They maintain a massive global military-industrial complex with mines, ore refineries, light production plants and heavy industrial manufacturing facilities throughout Stroggos. Their heavy reliance on industry has created a toxic environment that has killed much of the native plant and animal life on Stroggos, and the remaining animals are subject to horrible mutation.

Games[edit]

Main series[edit]

  • Quake (1996)
    • Quake Mission Pack 1: Scourge of Armagon (1997)
    • Quake Mission Pack 2: Dissolution of Eternity (1997)
  • Quake II (1997)
    • Quake II Mission Pack: The Reckoning (1998)
    • Quake II Mission Pack: Ground Zero (1998)
  • Quake III Arena (1999)
    • Quake III: Team Arena (2000)
  • Quake 4 (2005)

Spin-offs[edit]

Future[edit]

John Carmack stated, at QuakeCon 2007, that the id Tech 5 engine would be used for a new Quake game. He also stated that Quake (III) Arena would get a sequel at some point. On June 17, 2011, John Carmack mentioned interest in a fifth game, saying, “We are at least tossing around the possibilities of going back to the bizarre, mixed up Cthulhu-ish Quake 1 world and rebooting that direction. We think that would be a more interesting direction than doing more Strogg stuff after Quake 4… But we could do something pretty grand like that, that still tweaks the memory right in all of those ways, but is actually cohesive and plays with all of the strengths of the level we’re at right now.”[3]

See also[edit]

References[edit]

  1. ^ Yin-Poole, Wesley (2011-06-17). "John Carmack's vision for the next Quake". Eurogamer. 
  2. ^ Buchanan, Levi (2005-07-01). "Quake Mobile: First screens of the mobile game that'll blow your mind.". IGN. 
  3. ^ Wong, George (2011-06-17). "Quake 5 might return to its roots". Ubergizmo. Retrieved 2013-01-12.