It is nice to see Quake getting some love from the publisher, but I feel like it is not enough.
A bit controversial opinion maybe but I really like Quake Champions and I spent a good amount of time playing it. I even bought some battle passes and merch to support the development. I was really sad that they basically put the game to life support just 1.5 years after its release. The game improved so fast during those 1.5 years, we were getting significant improvements with every patch. I always wondered how much more it would improve if they put just 1 more year into its development.
With the failure of Quake champs, unreal tournament 4, and diabotical in the past decade, I don't think we can blame the developers for not trying hard enough. All three were great games (regardless of how nit-picky the players might be), and all three failed at attracting and maintaining new players.
Twitch shooters are niche in the first place, and it has an even more niche player base that isn't majority American. I think it's a hard sell when 90% of the diehard community built their skill on Quake Live, which comparatively takes far less resources than Champions or UE4. Bethesda then switched the F2P status of Champs and Live, which was not a popular move.
I think games that are heavily reliant on online pvp are just always going to struggle with being more niche appeal. Matchmaking is hard to do well and consistently, and managing the skill/progression curve is hard— there's gotta be things in there to master, but also new players will never join if they're just getting stomped every game because they can never catch up.
This tension has arguably been a contributing factor in the collapse of the ARC Raiders playerbase, with a huge population who joined primarily to shoot and loot the robots eventually confronting the realities of a pvpve game, and peacing out for good after getting shot in the back or ambushed too many times.
Unreal Tournament 4 didn't get a chance to fail because it was never a real release. UT4 was a free tech demo for Unreal Engine 4 that never got completed because Fortnite started taking off at that time and developers were deallocated from it.
And UT3 was definitely not a great game by anyone's measure.
They were great examples of what an arena shooter should be. Smooth movement, balanced weapons, well designed maps. The people who had experience with arena shooters liked them. Most new players did not want to get rekt for months on end while they learned the basics, however.
> Most new players did not want to get rekt for months on end while they learned the basics, however.
If that's the new player experience, you done fucked up. Making sure new players actually have fun is a critical part of the game's design. You can't just rely on "...and then new players will have to spend 50-60 hours getting demolished before they start having a good time."
Easing that transition could mean different things -- a campaign, skirmish mode vs bots, full-on PvE co-op mode, automatching that actually works, whatever -- but you do need something effective.
Splitgate matched new players with bots for the first few hours. It meant I had fun (then eventually I levelled up enough, matched with players, got stomped, and never picked it up again…)
Well, this update doesn't mean much overall in the Quake scene, if you actually play it for the PvP. Quake Live has held it down since 2012-ish, and was always a free-to-play game.
Champions came out, most of the community from Quake Live stayed on live. Bethesda in all their wisdom made it cost $10, I assume to sway new gamers into downloading Champions (which they also made F2P shortly after release). So effectively, they swapped the F2P of both games, and the free one is the less preferred option in the scene.
Dawn of the Machine is available as a free update for Quake owners on XBOX Series X/S, XBOX One, Microsoft PC Store, Game Pass, PC Game Pass, Steam, PlayStation 5, PlayStation 4, Nintendo Switch 2 (via backwards compatibility), and Nintendo Switch versions of Quake.
Weird to see a DLC for a game that's older than Steam. Would have been more interesting if they released the WADs or whatever that you could play on the open source version of the game. (All of this is interesting in light of MS's recent hallowing of their game studios.)
When Quake was popular, CDs were far and away the most popular install method. They're locking a lot of OG owners out (unless they're hoping to drive a trickle of $4 Steam sales).
These are out for the enhanced release all owners of Quake on Steam/GoG got for free when Nightdive remastered Quake I/II.
Unfortunately they break the limits of the original game engine and usually require something like Darkplaces[0] to run. Although I highly recommend darkplaces for even players of the original Quake because the QoL improvements are nice.
I figured as much. Some of the addons for the 'modern' Quake seem to really stretch it way beyond anything we saw out of the original engine.
Also love that there is a 50% chance that you can crash a Ps4/Switch just loading a level with the Slave Zero mod that they provide. They are pushing it fairly hard with that one.
Quake launched 2 full years after Playstation 1, so I find it somewhat unlikely you've never heard of a Playstation. And if you have it on CDs you must have played it on PC with Microsoft Windows, so I'd assume a Microsoft PC Store should at least let you guess what it is.
It was actually both in one executable. Pretty neat. But I will agree that OP might have played it in Microsoft Dos on a PC, so the original point still applies.
Quake is 30 years old. I can't believe I'm still alive. I love this game so dearly. The mods were just incredible, KQP and Girobot in particular.
Those were the for real LAN party days which I'll never get back. As in I had friends bringing over their big ass CRT monitors and PCs for a single occasion and also had ludicrously long network cables. My parents didn't mind, they somehow understood, even with LAN wires running across the kitchen floor. Priceless.
hell yeah, my first real LAN game experience on Windows was the Quake test/alpha that preceded the release of the game (IIRC?), when I was at a local tech school for a class. We weren't technically allowed to load the game on the uni PC's but like.. yeah... it happened. And we did zero work for that day (or days). (Prior LAN experience was Marathon and Bolo in the Mac lab which was insanely awesome too, and a year earlier lol)
Where did that trend start? Who writes like that, with emoji bullet points? I'm seeing it around, but surely nobody looks at that and says "yeah that's good"?
But that means it had to be a trend already to be overrepresented in the training corpus, right? Or was it just something the RLHF evaluators got a kick out of...
I've really seen it a lot in Discord channels that have [emoji]channelname
Occasionally in some channels lists may be bullets with emojis particularly the welcome/rules, usually to match reaction emojis, or to automate channel(s) selection (click on the youtube icon to get notified when a youtube vid is posted, etc.)
The modding changes mentioned at the bottom of TFA seem to imply that text strings won't render properly until the source ports are updated. You're going to have to install the NightDive port anyway to download the new episode. I don't think they have a separate download for it.
I'd imagine everything else might work okay already or will be fixed alongside the string issues.
They need changes to support it, but I don't expect it to take long. Both vkQuake and IronWail work well with the previous new official episode (Dimension of the Machine) and the remastered models after they were updated for that.
Surprised they didn't port these to Mac yet. Between M series and Game Porting Toolkit (4 now?) it seems like small effort can unlock huge wave of new players nostalgic for childhood game.
They have modified the engine heavily since and thus it doesnt really roll back to the older releases. Also, I think it is on discount currently and only costs a few dollars.
The quality of life improvements are done very well and I would recommend. Heck even if just for the new lighting engine.
I have zero real excuse for never having built the game from source.
I have played with the modding surface available in the quakeC files tho!
I was experimenting with a game design element where firing a weapon didnt decrement the ammo, but auto fired.
In other words, you always fired whatever you had out, removing the ammo hoarder behavior, but also makes you very cognizant about explosive barrels and where you point that rocket.
This was very common at the time. I suspect there was a technical reason, maybe freeing up the CPU and memory from dealing with music and offloading that to the CDROM drive.
Due to the way computers cost a fortune back then, you could skip huge parts of hardware changes in the space of a few years. I must have skipped over that part and jumped from no CD audio (or CD-ROM at all) to, everything over IDE.
If you read this and you haven’t played arcane dimensions yet, drop everything and go and do that. It makes the quake the best single player FPS ever. The mechanics are even better than vanilla quake, the maps are gorgeous, the enemies diverse and fun. Absolute perfection
I adore Quake custom levels, but any time I want to play one, the half thousand source ports, the accessory tools to manage wads that work only on Windows (I'm on Linux), figuring out how to get a shady copy of the original .wad from shady sites, all send my brain into analysis paralysis and I just lose any interest. I must have tried half a dozen times over the years, and every time there's even more options and recommendations than last time.
The FAQ reads as "not yet", not "won't". This is second-hand but my impression is that publishing patches through GOG is not as easy as through other platforms (possibly because of their need to build new installers?).
I had to stop playing online FPS's because the cheating got so bad. I really miss the days of COD/MW2, that was kind of peak for me. I had been playing since Doom on modems... but never saw the cheating so bad. Instant spawn, headshot, nuke.
I don't have a PC anymore so most of the top tier FPS games I can't play anyway since they require kernel level anti-cheat.
I bet this is an attempt by Microsoft at trying to win back fans.
I also noticed IShowSpeed and Kai Cenat promoting a Minecraft playthrough, which I would assume is paid for by Microsoft given what they’ve been saying lately: https://youtu.be/IgJru9870_A
We will be inundated with low-effort fan service until morale improves.
While that does seem intuitive, they have been doing this kind of stuff with Quake/Quake 2 for many years now. The nightdive refresh was offered for free to anyone who purchased the originals on steam for instance.
It is nice to see Quake getting some love from the publisher, but I feel like it is not enough.
A bit controversial opinion maybe but I really like Quake Champions and I spent a good amount of time playing it. I even bought some battle passes and merch to support the development. I was really sad that they basically put the game to life support just 1.5 years after its release. The game improved so fast during those 1.5 years, we were getting significant improvements with every patch. I always wondered how much more it would improve if they put just 1 more year into its development.
With the failure of Quake champs, unreal tournament 4, and diabotical in the past decade, I don't think we can blame the developers for not trying hard enough. All three were great games (regardless of how nit-picky the players might be), and all three failed at attracting and maintaining new players.
Twitch shooters are niche in the first place, and it has an even more niche player base that isn't majority American. I think it's a hard sell when 90% of the diehard community built their skill on Quake Live, which comparatively takes far less resources than Champions or UE4. Bethesda then switched the F2P status of Champs and Live, which was not a popular move.
I think games that are heavily reliant on online pvp are just always going to struggle with being more niche appeal. Matchmaking is hard to do well and consistently, and managing the skill/progression curve is hard— there's gotta be things in there to master, but also new players will never join if they're just getting stomped every game because they can never catch up.
This tension has arguably been a contributing factor in the collapse of the ARC Raiders playerbase, with a huge population who joined primarily to shoot and loot the robots eventually confronting the realities of a pvpve game, and peacing out for good after getting shot in the back or ambushed too many times.
Unreal Tournament 4 didn't get a chance to fail because it was never a real release. UT4 was a free tech demo for Unreal Engine 4 that never got completed because Fortnite started taking off at that time and developers were deallocated from it.
And UT3 was definitely not a great game by anyone's measure.
> all three failed at attracting and maintaining new players
This means that they not necessarily were all that great.
They were great examples of what an arena shooter should be. Smooth movement, balanced weapons, well designed maps. The people who had experience with arena shooters liked them. Most new players did not want to get rekt for months on end while they learned the basics, however.
> Most new players did not want to get rekt for months on end while they learned the basics, however.
If that's the new player experience, you done fucked up. Making sure new players actually have fun is a critical part of the game's design. You can't just rely on "...and then new players will have to spend 50-60 hours getting demolished before they start having a good time."
Easing that transition could mean different things -- a campaign, skirmish mode vs bots, full-on PvE co-op mode, automatching that actually works, whatever -- but you do need something effective.
Splitgate matched new players with bots for the first few hours. It meant I had fun (then eventually I levelled up enough, matched with players, got stomped, and never picked it up again…)
Marvel Rivals quietly matched your team up with bots if you lost twice in a row. I think that was a good system.
Only in the rather reductive sense of “the vast majority of gamers are into other genres now”.
It can also mean the market has shifted which is more the case imo.
Well, this update doesn't mean much overall in the Quake scene, if you actually play it for the PvP. Quake Live has held it down since 2012-ish, and was always a free-to-play game.
Champions came out, most of the community from Quake Live stayed on live. Bethesda in all their wisdom made it cost $10, I assume to sway new gamers into downloading Champions (which they also made F2P shortly after release). So effectively, they swapped the F2P of both games, and the free one is the less preferred option in the scene.
Nine Inch Nails also has some new merch and soundtrack album for the 30th anniversary:
https://shop.nin.com/
PROTIP: Install the Kex-engine remaster, but then actually play IronWail: https://github.com/andrei-drexler/ironwail
It's a real IdTech source port that will load the Remaster's PAKs and pretend to be the Remaster to Steam for achievement unlocks.
Dimension of the Machine was fantastic so I'm hyped to play Dawn of the Machine tonight :D
I have no idea what any of these are LOL
Dawn of the Machine is available as a free update for Quake owners on XBOX Series X/S, XBOX One, Microsoft PC Store, Game Pass, PC Game Pass, Steam, PlayStation 5, PlayStation 4, Nintendo Switch 2 (via backwards compatibility), and Nintendo Switch versions of Quake.
I do still have my Quake CDs...
Same.
Weird to see a DLC for a game that's older than Steam. Would have been more interesting if they released the WADs or whatever that you could play on the open source version of the game. (All of this is interesting in light of MS's recent hallowing of their game studios.)
When Quake was popular, CDs were far and away the most popular install method. They're locking a lot of OG owners out (unless they're hoping to drive a trickle of $4 Steam sales).
These are out for the enhanced release all owners of Quake on Steam/GoG got for free when Nightdive remastered Quake I/II.
Unfortunately they break the limits of the original game engine and usually require something like Darkplaces[0] to run. Although I highly recommend darkplaces for even players of the original Quake because the QoL improvements are nice.
[0]https://github.com/darkplacesengine/darkplaces
I figured as much. Some of the addons for the 'modern' Quake seem to really stretch it way beyond anything we saw out of the original engine.
Also love that there is a 50% chance that you can crash a Ps4/Switch just loading a level with the Slave Zero mod that they provide. They are pushing it fairly hard with that one.
They're called "pak"s for quake :)
It's been so long since I've put the CD in, I forgot.
Quake launched 2 full years after Playstation 1, so I find it somewhat unlikely you've never heard of a Playstation. And if you have it on CDs you must have played it on PC with Microsoft Windows, so I'd assume a Microsoft PC Store should at least let you guess what it is.
Quake was a DOS game.
It was actually both in one executable. Pretty neat. But I will agree that OP might have played it in Microsoft Dos on a PC, so the original point still applies.
Quake is 30 years old. I can't believe I'm still alive. I love this game so dearly. The mods were just incredible, KQP and Girobot in particular.
Those were the for real LAN party days which I'll never get back. As in I had friends bringing over their big ass CRT monitors and PCs for a single occasion and also had ludicrously long network cables. My parents didn't mind, they somehow understood, even with LAN wires running across the kitchen floor. Priceless.
Edit: typo: lab -> LAN
hell yeah, my first real LAN game experience on Windows was the Quake test/alpha that preceded the release of the game (IIRC?), when I was at a local tech school for a class. We weren't technically allowed to load the game on the uni PC's but like.. yeah... it happened. And we did zero work for that day (or days). (Prior LAN experience was Marathon and Bolo in the Mac lab which was insanely awesome too, and a year earlier lol)
Every emoji in this post seems bigger than the last.
Where did that trend start? Who writes like that, with emoji bullet points? I'm seeing it around, but surely nobody looks at that and says "yeah that's good"?
Around 2020, I think tools like Notion (notion.so) made it popular. Even the Huggingface itself is an emoji...
I remember when someone registered (poopemoji).la
https://xn--ls8h.la/
It does show up as the poop emoji followed by .la in google search results, but not in a firefox address bar.
LLM-driven writing's been a big part of this trend, unfortunately.
But that means it had to be a trend already to be overrepresented in the training corpus, right? Or was it just something the RLHF evaluators got a kick out of...
It was common before but the LLMs took it to the extreme. They seemed to have mostly fine tuned it though. Page copy definitely smells like ai
I've really seen it a lot in Discord channels that have [emoji]channelname Occasionally in some channels lists may be bullets with emojis particularly the welcome/rules, usually to match reaction emojis, or to automate channel(s) selection (click on the youtube icon to get notified when a youtube vid is posted, etc.)
ChatGPT was the first place to really do it to this extent
Look inward at our infantile and excessively positive industry. We are just trying to have fun! Do you hate fun?
Did an LLM draft this garbage copy?
Yes.
Likely em units and missing closing tags.
Does the new episode work well in opensource ports? (don't feel like installing steam rn and don't care about nightdive port)
The modding changes mentioned at the bottom of TFA seem to imply that text strings won't render properly until the source ports are updated. You're going to have to install the NightDive port anyway to download the new episode. I don't think they have a separate download for it. I'd imagine everything else might work okay already or will be fixed alongside the string issues.
They need changes to support it, but I don't expect it to take long. Both vkQuake and IronWail work well with the previous new official episode (Dimension of the Machine) and the remastered models after they were updated for that.
Is this an update for the original quake or do you need one of the newer ones?
It's for people who own the original game on Steam or one of the other supported digital storefronts.
New. Modern platform versions from their respective stores.
Surprised they didn't port these to Mac yet. Between M series and Game Porting Toolkit (4 now?) it seems like small effort can unlock huge wave of new players nostalgic for childhood game.
Nope. Unless Game Porting Toolkit is free and open like Proton, there is little to no prospect of the macOS gaming landscape to improve.
Whilst they owe me nothing with the amount I played my CD, feels a bit harsh to trade on the 30th aniversary but only support much newer sales.
They have modified the engine heavily since and thus it doesnt really roll back to the older releases. Also, I think it is on discount currently and only costs a few dollars.
The quality of life improvements are done very well and I would recommend. Heck even if just for the new lighting engine.
I have zero real excuse for never having built the game from source.
I have played with the modding surface available in the quakeC files tho!
I was experimenting with a game design element where firing a weapon didnt decrement the ammo, but auto fired.
In other words, you always fired whatever you had out, removing the ammo hoarder behavior, but also makes you very cognizant about explosive barrels and where you point that rocket.
Emoji are clear indicators an LLM wrote this post. Ugh.
I had the Mac version of Quake II.
They encoded the game as an audio CD, so you could toss the disc in a boombox and listen to the soundtrack when you weren't playing. Very cool!
This was actually just how CDDA music tracks worked in almost all CD games in the late 90s. :)
This was very common at the time. I suspect there was a technical reason, maybe freeing up the CPU and memory from dealing with music and offloading that to the CDROM drive.
There's a reason you used to have a separate four-pin cable going from the CD drive to the sound card ;)
Due to the way computers cost a fortune back then, you could skip huge parts of hardware changes in the space of a few years. I must have skipped over that part and jumped from no CD audio (or CD-ROM at all) to, everything over IDE.
Never knew about the 4 pin link.
Strictly speeking the was a seperate track with the game, the music was just in the native Audio CD format.
How many hours did you play when you found out you can dismiss the "computer updated" notification?
If you read this and you haven’t played arcane dimensions yet, drop everything and go and do that. It makes the quake the best single player FPS ever. The mechanics are even better than vanilla quake, the maps are gorgeous, the enemies diverse and fun. Absolute perfection
I adore Quake custom levels, but any time I want to play one, the half thousand source ports, the accessory tools to manage wads that work only on Windows (I'm on Linux), figuring out how to get a shady copy of the original .wad from shady sites, all send my brain into analysis paralysis and I just lose any interest. I must have tried half a dozen times over the years, and every time there's even more options and recommendations than last time.
Is there a technical reason why this update won’t land on GOG?
The FAQ reads as "not yet", not "won't". This is second-hand but my impression is that publishing patches through GOG is not as easy as through other platforms (possibly because of their need to build new installers?).
Reminder that the NIN Quake soundtrack rules: https://www.youtube.com/watch?v=Mv5Jvr2Fp48&list=PLs7s7YCW40...
I had to stop playing online FPS's because the cheating got so bad. I really miss the days of COD/MW2, that was kind of peak for me. I had been playing since Doom on modems... but never saw the cheating so bad. Instant spawn, headshot, nuke.
I don't have a PC anymore so most of the top tier FPS games I can't play anyway since they require kernel level anti-cheat.
I bet this is an attempt by Microsoft at trying to win back fans.
I also noticed IShowSpeed and Kai Cenat promoting a Minecraft playthrough, which I would assume is paid for by Microsoft given what they’ve been saying lately: https://youtu.be/IgJru9870_A
We will be inundated with low-effort fan service until morale improves.
While that does seem intuitive, they have been doing this kind of stuff with Quake/Quake 2 for many years now. The nightdive refresh was offered for free to anyone who purchased the originals on steam for instance.
I have Quake on Steam. Just updated, but I do not see Dawn of the Machine.
I see it at the bottom once you select "NEW GAME".
Does it work with the MS-DOS version?
Not likely. The modern version of the quake engine is heavily modified to handle much larger work loads and flexibility.
Haven't looked at it yet but I suspect these maps probably blow over many memory limits that most DOS machines would have had.