ktimekiller
Companion Cube
- Joined
- Oct 6, 2003
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well, i just started playing quake 4, single player, but i have no idea what happens in the previous quakes, can someone perhaps explain the story to me?
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The player takes the role of a marine sent into a portal to stop an enemy, code-named "Quake". The government has been experimenting with teleportation technology and created a working prototype called a "Slipgate" but accidentally opened a portal to an unknown dimension. Death squads then began to emerge from the Slipgate, killing and robbing as much as they could before returning through the gate. Once sent through the portal, the player must fight through hundreds of monsters of varying types to stop the enemy. The game consists of around 28 separate "levels" or "maps", grouped into 4 episodes, representing individual dimensions that the player can access through portals made of magic (as opposed to the technological Slipgate), populated by the various monsters. The various realms consists of a number of Gothic, medieval, and some futuristic settings as well as "fire and brimstone" style caves and dungeons with a recurring theme of Hell and Satanic icons reminiscent of id Software's Doom, and is inspired by several dark fantasy influences, notably that of H.P. Lovecraft (the end game boss is named Shub-Niggurath and the end boss of the first episode is named Chthon although there is little resemblance between the game's portrayal and the original literary description). Originally, the game was supposed to include more Lovecraftian bosses, but this was scrapped due to time constraints. It is debatable whether the four dimensions under Shub-Niggurath's rule are truly the spiritual Hell or if it's simply another physical realm and the Hell theme is merely used for horrific effect (a similar debate surrounded the earlier game, Doom).
It should be noted, however, that by the time the game was released the specifics of the story had become relatively unimportant and somewhat disorganized. This is mainly due to a last-minute mix of two different game designs - John Romero wanted to make a dark fantasy hand to hand combat action game while level designers Tim Willits and American McGee wanted to make a more futuristic, Doom-like game. Ultimately the Doom-like mechanics were implemented and many of the dark fantasy design elements were incorporated into the graphics and visual effects of the game. Some fans claim the chaotic and ominous design compliments the chaotic and violent gameplay while other players find it sloppy and incoherent. To most multiplayer "deathmatch" players, the various environments simply provide interesting spaces for gameplay.
The unnamed hero of Quake reappears as one of the selectable characters in Quake III Arena, where he is known as "Ranger". However, Quake is one of the only modern id games not to have a true sequel - after the departure of Romero, the remaining id employees chose to change the thematic direction substantially for Quake II, making the design more technological and futuristic rather than dark fantasy; Quake IV followed the design themes of Quake II, whereas Quake III Arena lacked a standard single-player campaign entirely as this episode was meant for multiplay only. Many have claimed that Painkiller is Quake's spiritual sequel, as that game successfully implements dark fantasy and horror themes with challenging end bosses like the ones included in the original Quake designs.
Spicy Tuna said:well granted gameplay is bland but a talented Developer could make Quake in to a master piece.