Ultimate quake pc download






















Moreso than DOOM, there's a tone of horror and depravity under the surface. Once you step into the world of Quake, you know things are messed up. Ultimately, it's up to you to fix it.

The game is broken up into four different episodes. Each episode introduces new enemies and gameplay mechanics, but each one is jam-packed with excellent gunplay and level design.

There are around eight levels per episode, including hidden levels to unlock. Each episode has its own visual theme, so you won't become bored with the same environments. Before you enter an episode, you can choose from one of four difficulty levels. Choosing a higher difficulty presents some new challenges, as you'll have to complete stages with dwindling ammo resources and minimal health. Levels range from small and compact to large and sprawling, but thanks to the quick movement speed of the main character, you'll be able to quickly explore them.

When it comes down to raw gameplay, Quake is honestly pretty simple. Besides running really fast, making some crazy jumps, and tearing through enemies, you won't be tasked with doing much else. Some boss fights and select rooms have light puzzle elements, but these are quick to solve and don't require much effort.

Because of its straightforward nature, Quake is all the more excellent. The game doesn't bog itself down with needless gameplay or extra missions.

Instead, the player is granted a slew of excitement and mayhem, without unnecessary padding. Besides the excellent single player levels, there are also some competitive multiplayer modes to enjoy. Most modes are a variation on Deathmatch, which pits all players on the map against each other. You can enjoy free-for-all, team gameplay, or one-on-one matches.

Luckily, the Quake community embraces mods and user-created content, so there are countless additions you can pick up online.

When it first released, Quake was the fastest, most intense shooting game ever. In the modern age, there are other games like it, but Quake still stands tall as a titan of the industry. It has a unique setting and story, and the level design and environments are very memorable. The speed and visceral nature of the gunplay makes it addicting and fun, whether you're playing single player or multiplayer.

If you're in the mood for some classic and more simple gun action, give Quake a play. So much for Doom II, but have you heard about Quake, the stonksome new release from iD scheduled for release in the latter half of '95? Doom totally sucks in comparison to our next game The fight for justice!

Quake is going to be a bigger step over Doom than Doom was over Wolf3D! That aside, initial murmers suggest that Quake is indeed going to blow the lid off anything and everything due for release over the next 12 months, and will be a quantum leap over the original Doom. For starters, it's going to use a completely new engine it will use none of the code from Doom and it will be in be in true high-res 3D i.

It's also going to have a much more intricate player environment that will be totally externally programmable using a planar surface as opposed to lines and triggers and will be extremely modular -"Doom was just the tip of the iceberg. There's gonna be real physics in the game too - yep, we're talking gravity, "down is down" characters will tumble when they fall from height and can be knocked flat on their backs from a heavy blow and there will almost definitely be a multi-player link-up as well as a vr tie-in with a major manufacturer there's even talk of a special bundle.

To make sure it's entirely how they want it the guys at iD are doing it all themselves - even the soundcode. You will be "speaking into" the game world, so the closer you are to someone, the louder your voice is - and the monsters have ears too! And the plot? Well, let's just say it's set in a fantasy world where the player becomes a Thor-like character who wields a giant hammer. He can use his tool to throw at or bludgeon anything and everything NICE!

Other differences? So what kind of machine will you need to run this action-fest spectacular? Well, nothing too far fetched by today's standards: iD maintains that "Quake will run well on a Pentium, but a is required.

It's just a notch up from Doom's requirements - required, recommended. The game will be very much a multi-player experience, however, and there will be some sort of Quake start-up package for those who want to buy a Quake server.

As for speed, they won't know how it runs until they've sorted out the code, but it will be in a higher resolution than Doom. All this, of course, is just pure hearsay, but so what! Headsets, dragons, hammers and real-time physics?! Can't wait!

It's coming! This Christmas. For months now, the Internet has been buzzing with rumour upon rumour upon rumour upon rumour of Quake news. Rumours of magic hammers.

John Romero and Dave Taylor, Quake's programmers, have popped up on dwango the pan-US game server system and America On-Line sad CompuServe-type thing , dropping hints and then buggering off before anyone has a chance to ask them anything. The basic through-line is that Quake will take the gamesplaying world by storm with a revolutionary 3D engine, revolutionary graphics and multi-player gameplay, revolutionary weapons and level architecture, and some other revolutionary-type stuff.

Very much like er. Doom did, two years ago. Here's a summary of what to expect. Key words here are: gothic, shadowy, scary and "spooge". None as yet "Plot? Ha ha ha! Probably will be as cellophane-esque as Doom's. Hopefully, will skirt the Vicky The Viking quest for the magic hammer type stuff, and just get down to destruction.

Keywords here are: blood, guts, gore, intestines, steaming. In tune with the gothic surrounds. Dragon and knights as you can see on the screenshots as well as ghosts and witches. Not an awful lot of information on the armaments as yet; just that the main weapon will be a hammer of sorts to squish opponents heads.

The rocket launchers, shotguns, and plasma rifles that we've all learnt to love won't gel so well with the setting, but hopefully ID will avoid Heretic's crappy "wands" and "crossbows".

Likely to be a "hellgate cube" - a kind of R-Type-style guardian, which floats about you and may change sides. There are definitely no spells.

Or trolls. Or pixies. Keywords: Heretic, Schmeretic. ID also plans to support VR headsets for a totally wrap-around Quake-o-rama. You will also, thank God, be able to strafe. Keywords: thank God, hurray. The screenshots say it all really.

Mega shading, texture-mapping, parallaxed sky, light sourcing, shadows - all in real time, all in true 3D. The monsters and other players will be polygon-based so will, theoretically anyway, have Virtua Fighter-style animation.

Quake will also "probably" support some 3D accelerator cards such as the mythical Glint. Keyword: 'spooooooge'. Quake will support 3D surround sound and may have soundtracks by that legendary punk band. Nine Inch Nails, and, oxymoron city, Thomas Dolby. Unconfirmed at this stage, although recent postings seem to indicate that there will be no music; just ambient sound effects such as screams and people gargling in their own blood.

Keyword: Dolby, cool, and, last but not least, "spooge". Here's the crunch. Dedicated Quake servers will pop up all around the world, allowing a "possible" too players in the same game "if the server can take it". Romero also promises that deathmatch will be as fast and frenetic as Doom's, but at the same time will demand more skills from the players to interact with the more complex geography. Modem play will be fully supported and there's also a possibility of cross-Internet games.

Quake will be fully customisable. All the maps and "entity forms" will be in easy-to-understand text files, with the graphics in standard. You'll also be able to design new monsters, new weapons, add new sounds, and create new levels "easily". Also, if you upload your new stuff to your local dedicated Quake server, every player online will have access to them. Keywords here: cool, wow, fab, holey moley, not forgetting "spooge". Without doubt. Quake will be the gaming event of the year.

Other games developers and gamesplayers alike are chewing their nails down to the wrist in anticipation. The screenshots look good. The rumours sound great. And the release date seems attainable. We can but wait. But let's leave the final words to Dave Taylor shall we?

Then Doom came out and you spooged all over yourself again, only this time more. OKAY, okay, we'veI been down on our knees in front of this game for months now.

Nary has an issue of Zone gone by in the last year without some mention of Quake, or spooge, or some hideously sticky combination of both. We wanted you to share the vice-like anticipation which clenched our testicles, our incessant reciting of Football League Tables and the Lords Prayer, that stinging feeling, watering eyes, cold showers. We just wanted you to share that with us. Now the wait is over. You've allocated a portion of your spooge reservoir for the shareware version.

You've seen the bare bones of Quake - the engine, the weapons, monsters, the architecture. Now, we're here to tell you how much cooler, and better, and spankier the full version of Quake is. In traditional iD fashion, the registered version of Quake features extra monsters, extra weapons and bloody loads of extra levels - 47 in total. Complete all these and you'll be granted access to the final level and a personal audience with Shub-Niggurath, the grisly gorelord of the Quake universe.

And then to round everything off, there are six, monsterless deathmatch stadiums. You've probably already experienced the joys ofi the first episode - the futuristic, grunt-packed SlipGate Complex, the malevolently convoluted Necropolis, the stunning Gloom Keep, and the twisted, nightmarish Door To Cthon.

The new levels take the glorious architecture and arcane deathtraps and expand them beyond anything you'd expect. Beyond anything you'd want to expect. Each episode starts in a futuristic space base, packed with shotgun-wielding grunts and laser-toting enforcers. Electricity hums in the background. The walls are grimy and stained with the salsa of recent bloodbaths. The fluorescent lighting flickers on and off. You think Doom, but then Doom didn't have underwater sewage systems, sons of bitches snipers on high, and the darkest scariest shadows in Christendom.

Tile second episode - The Realm Of Black Magic - comes from the highly warped skull of John Romero, the guy responsible for Doom's more esoteric moments. The world contains a range of castles, from the wiry, multi-layered medieval Ogre Citadel with its stained glass windows and sandstone walls to the Crypt Of Decay where you spend half the time drowning in the moat, and half the time suspended on parapets being pummelled by needle darts.

And dying. The penultimate level, Wizard's Manse, is a true work of art, a deadly spiral of walkways and bridges, gradually leading you by the spine further and further up to a massive confrontation with a bundle of fiends. The Netherworld has been designed by American McGee.

Crazy name, crazy levels. In the Vaults Of Zinn every step is a trap. Every lift carries a hundred monsters. Every monster carries a hundred grenades. Every grenade has your name etched on its surface. In sputum. Satan's Dark Delight is another classic. Half the level is flooded. The rest is suspended above oceans of totally deadly lava.

Unpredictable lifts drag you towards crushing ceilings. Doors, roof tops and floors crack open at the scariest of moments, upchucking hundreds of zombies, ogres and fiends in your direction. A lovely, juicy suit of armour beckons from a gently lit pedestal. Grab it and the lights snap out, except for a single bolt of lighting from the single shambler who's just teleported in for a chat. In the Tomb Of Terror, the secrets are hidden in the shadows, on the roof tops, or under the lava.

Survive all this and you have to face the Wind Tunnels, where huge conduits suck you up and pinball around the level, like a blackened bogey ball flicked around an office. The final episode is a sprawling nightmare. The Tower Of Despair is a labyrinth of death, with ogres in cages, huge murals on the walls, and a massive corridor maze with collapsing floors and dark, dark shadows.

Thick viscous shadows, endless overlapping hallways and balconies, armies of vores, shamblers and fiends, and nasty, nasty traps. By the end of this, you'll be on your hands and knees, weeping, snot evacuating from every orifice. So far, so Doom, you may be mumbling to your mummy. Quake is Doom. No doubt about it.

But it's Doom pared down to the marrow, the gameplay gristle stripped to white gleaming bone, and then rebuilt, fleshed out with a new body, a new engine, new graphics, and entire limbs of atmosphere. Turn the light off. Stick your headphones on. Disconnect the phone. And scream, and jump, and gibber, and squint, and sweat your way through the levels.

You'll never get adrenaline dumps like this front any other game. Take the sound, for example. It is incredible, and 3D spaced for extra realism. Each monster has its own gruesome intestinal howl as a call signal. Spawn make this inhuman squelching sound as they bounce like evil space hoppers around the scenery -the sound of a hundred sweaty bottoms stuck to a hundred plastic chairs.

Zombies groan as they reincarnate, squelching as they pull flesh from their arse to throw at you. Knights, waving their swords at you, make this masturbatory kind of grunt. Ogres roar and metallically ping-pong pipe bombs in your direction. A distant shambler's Explode a demon and you'll hear a sound like Homer Simpson choking on a pork chop. Tumble into a piranha-packed pond and you'll hear their teeth clattering in expectation.

And in the background, the ambient sound beavers on. Churning and clanking of heavy gears mix with the eerie calls of distant ravens.

The NIN cd tracks take e atmosphere and rpens it to weeping point. Disturbing strings melt into the sound of a small girl, himpering and crying in the distance. Heavily reverbed pipe bombs clang almost, but not quite, musically in the dark. A lonely saxophone plucks a few spinal cords from your back. Grunts and obscene, greasy noises churn. Quake II will run without a 3D accelerator, but it's not recommended; anything over x resolution was too slow on a Pentium Plus, you'll miss out on all the transparent water, smooth textures, and enhanced lighting effects that GLQuake II offers.

The control options are as flexible as ever, plus the player can now crouch. The soundtrack, an appropriately driving blend of techno and heavy metal, includes a song by Rob Zombie. Quake II offers the engaging, creepy feel of Doom with all the perks of Quake technology. The puzzles and mission objective give it a brain, but not one so big that it ruins the experience. Besides, you can always splatter that brain against the wall.

When is a sequel not a sequel? When the programmers of a zillion-selling PC megahit decide to start over from scratch. Developed by the pioneers at id Software, Quake II has almost nothing in common with the original Quake outside of the sure-to-sell-another-zillion-copies name. A brand-new engine runs brand-new levels covered in brand-new textures inhabited with brand-new enemies that you gleefully mow down with brand-new weapons.

Well, okay--some old broomsticks like the chaingun and the BFG have returned, but you've never seen them like this before. Since this truly is a completely different game, there are tons of new surprises, Graphics accelerators will be supported out of the box; the 3Dfx drivers are already implemented. The bit color palette, transparency, and lighting effects really rock--you'll love the glow of gunfire and see-through surfaces.

Machine guns recoil, bodies deteriorate as they accumulate damage, and corpses even attract flies. Just like the baddies from Jedi Knight. Quake M's enemies aren't stupid; if you shoot at them, they'll duck, dodge or throw up shields, then retaliate. This test version didn't have multiplayer capabilities, but the final will support at least--at least players simultaneously. Quake II looks like it will retain everything that made the original great while branching out into exciting new territory.

They are an unstoppable evil and they have no reservations about fulfilling their insidious plan to annihilate every living thing on Earth. But Earth has a plan as well.

You are a space Marine -- Special Operations, elite among the forces. Your objectives are clear: Infiltrate. You must stop the Strogg plan to wipe out Earth and its inhabitants.

Your missions are carried out on a wide variety of battlefields and mazes full of hidden enemies, hidden supplies, and secret passages.

This game has plenty of variety and options to keep you busy in the multiplayer modes, and this is where this game shines, in my opinion. Sure, the single player game is really good, but I had a lot more fun playing with or against a human player. In the two player modes, you have the choice of playing in 12 different battlefields. The two player games also give you the choice of playing in either the Deathmatch, Team Deathmatch or Versus modes.

You can also hook up a multi-tap adapter to the Playstation that allows you to play with up to four people at once. This is where the real fun and competition is found. The Deathmatch mode is every man for himself in a free-for-all war. In Deathmatch there are no teams. The only objective is to kill your enemies and be the last man standing.

In the Team Deathmatch, you team up to destroy your opponents in an all out battle for "frag" points. The winner is determined by which team has the most combined frag points. You are scored one frag point for every time you kill the other team and lose points for killing a teammate. Frag points from all team members are added together to determine which team is the winner. The score screen that appears after the game, displays which team is the winner and has the most combined frag points, as well as individual frag points.

When you are ready for the ultimate competition, the Versus mode is the one to play. All of the other modes have health and ammo "power-ups" hidden throughout the playing fields. Not so in the Versus mode. When a player dies, he or she is out for the rest of that round. The goal is to be the last player alive in the round.

The last player alive will receive one point for winning the round. All players then restart in the next round. The first player to win the preselected number of rounds wins the game. I was very impressed with the variety of playing fields available and the number of weapons to be found and used. You are automatically given a Blaster pistol, which is the standard issue rechargeable energy side-arm. It does not require ammunition. It will no doubt be your backup weapon of choice when your other weapons run out of ammo.

The Blaster can keep you alive until you are lucky enough to either find another weapon or until you run across some more ammo. It is not quite as effective as other weapons such as the Super Shotgun, but it surely is better than nothing. There are nine other weapons from which to choose including shotguns, Machine Guns, Chain Guns, Grenade and Rocket Launchers and other high-tech energy weapons that can help keep you alive. There are many hidden power-ups, weapon caches, and supplies just waiting for you to find.

Many of the supplies can give you great advantage over your opponents. You can even pickup three different types of armor to increase your survivability from attack.

If you stumble across a Bandoleer it will increase your capacity for some types of ammunition. An Ammo Pack will allow you to carry even more ammo on your back. This comes in handy when you are surrounded by enemies with little or no chance of finding more ammo until you blast your way into the next level.

Other supplies include an environment suit, a power shield, and four other power-ups to give you greater than normal capabilities. Using these power-ups will surely be to your advantage. One of the nice aspects of the game is the ability to save your progress on a memory card to continue on your quest to defend the planet.

This game only requires one block of memory space. Quake II is also packed with 13 different varieties of formidable enemies. Each one has its own strengths and characteristics that are sure to keep you challenged and on your toes.

Some enemies are easier to destroy than others, but be careful; they will often gang up on you and try to take you out. These can be deadly as well. You can also search for weapons and power-ups underwater, but make sure you come up for air every once in a while, otherwise you just might not make it back to the surface alive.

One of the nice features of this game is the ability to customize the controller to your liking. This made the game much more comfortable and easier to control. The dual shock controllers also add a bit of realism to the game, with lots of feedback from the action. The gameplay is fast and furious, with plenty of challenges to keep you entertained for quite some time. If you are a veteran Quake player on the PC, you even have the option of playing the Playstation version on a standard PC mouse.

I think that option would be fine if you were really hooked on the use of a mouse, but I really think the Playstation controllers are far superior. I would have to say that overall, the graphics in this game are really quite well done. Some of the enemies are not very detailed, but you really do not want to see them up close anyway. You should be concentrating on decimating the next enemy in your way, not worrying about how the one in front of you looks, right?

The scenes are well detailed and the graphics engine draws them in quickly with little or no delays. They definitely spent the extra time on the graphics in this game and it has paid off. This game rocks! I really had a blast moving through the levels and found them to be quite challenging. It is quite good, however, and the action is about the same.

They are, however one of the better graphics games found on the Playstation. The music is good too and the multiplayer action is definitely the most fun to play. I would definitely recommend Quake II to any Playstation owner who enjoys first-person shooters. It is really a well-done version of one of the most popular games originally brought out on a PC.

The folks at Activision have definitely scored another winner with this version on the Playstation. Just remember, only the stong will survive! Keep your finger on the trigger and beware of everything around you. Listening is just as important as keeping your eyes open. Keep looking around and be ready! The planet is counting on you. Good luck, warrior.

Go ahead and breathe a sigh of relief: Unlike previous console Doom and Quake ports, Quake M's multiplayer modes rock. I was a little worried when I played an earlier version, back when the frame-rate stuttered severely with four players and was just as choppy as Turok 2.

No worries now. Four-player in Quake II--while by no means silky-smooth--is certainly smooth enough and very playable. You get just about all the modes you could want, too. Aside from the requisite Deathmatch and excellent team-play variations, Quake II packs a proper capture-the-flag Mode--the best reason to play this game with three friends. A cool kill-the-carrier-style Deathtag Mode rounds out the multiplayer options.

The 10 Deathmatch maps are well-designed and just about the right size for four players. I only wish Quake II offered cooperative multiplayer play for the singleplayer game. Speaking of which, the level one-player mode doesn't disappoint. Sure, the story is nonexistent, but the levels - many of them variations of the PC version's-are crammed with enough little objectives for plenty of mindless action. One big gripe: As in every past Doom and Quake port, you can't save during levels.

So you're forced to restart levels again and again when you die, no matter how close you get to the level's end. As a one-player game, Quake II is rather repetitive and pretty typical first-person shooter fare, despite the new home-exclusive stages. This game is strictly about the twitch action and simple puzzles i-e.. The multiplayer, however, is great.

Lots of modes and a decent frame-rate combine to make this the second best multiplayer FPS for the home consoles after , of course. The BFGs in multiplayer are a bit too common though Quake II looks and plays beautifully especially with the RAM Pak but becomes annoyingly difficult due to a lack of save points.

Games like this MUST have at least one save point in the middle of each level! No matter--the multiplayer modes ROCK! This is considerably better than Midway's effort with the original Quake. It looks great, but it has some slight gameplay problems, the biggest of which is only being able to save between levels. This will result in tantrum-inducing frustration as you have to keep returning to the beginning of a level when you die. Crispin went a funny color several times.

Multiplayer is great--it easily outshines Turok 2 in 4P play, though it still doesn't beat Activision's imminent Quake 2 will use the Expansion Pak -- but not for hi-res graphics. Developers Raster Productions reckon hi-res mode would slow the game down too much, especially in four-player. Instead, the 4Mb memory expansion will be used to enhance the existing graphics, adding more detailed textures, extra colours and a battery of real-time lighting effects.

The king of PC shooters is coming to the N64 and packing more than heat--its packing light! Activision has created some great color lighting and graphic effects by utilizing the N64's 4 MB Expansion Pak, which gives the game a look that rivals its 3D-accelerated PC version.

Nintendo owners will also be impressed by the super-smooth textures each of which has been thoroughly overhauled for the N64s wide color palette and the high environmental frame rate. Only the enemies seemed to suffer from choppy animations in the preview version we played, but Activision is still tweaking the final elements.

With Quakes all-new levels, PC veterans won't have an edge over console newbies. Four players can go head-to-head in deathmatches as well as in Capture the Flag CTF and new custom contests; plus, the two-player CTF mode is more fun than you might immediately assume.

With lush graphics, booming sounds, flexible controls, a save game feature, and Rumble Pak support, QII stands ready to thoroughly outgun its predecessor. For a while, gamers thought Quake II for the Nintendo 64 was destined to sit in limbo while id and Activision worked out design problems and technical difficulties.

But the time they took with Quake II was well spent--now gamers will be able to get their hands on one of the best console corridor-shooters of all time. Delving into Quake Us high-octane mayhem will cost you. You'll definitely need an Expansion Pak to optimally view the game's rich, layered graphics--playing without it is like playing Qll on an Atari Fortunately, the Pak easily remedies the chunky breakup and bad polygon-meshing.

At QH's graphical peak, you'll find great-looking monsters and cyborg soldiers, many of which are from the PC version--there are even a couple of new surprises and enemies thrown in. The texture-mapping on said enemies is so realistic if you're using the Expansion Pak , you'd swear you were playing the game on a high-end PC. While there is a minor frame dropout compared to the speed of the PC, the game stills moves faster and plays smoother than any other console-shooter right now.

Gamers are also treated to great new levels Activision claims they're all new levels, but they look suspiciously close to those in the PC version and a variety of secrets and hidden areas.

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