29 Years Ago, FPS Gaming Changed Forever

The first time I put my eyes on ID software Earthquake was in the pages of a magazine. Not a game magazine – I was 10 years old, my parents were not going to buy me – not a “family” magazine which has a lot of people in my country, and there, presented in an article, were the most incredible screenshots that I have ever seen.

The article itself focused on how video games became too realistic and violent, but all I could watch was these impossible graphics, and this patient’s battle, rusty and soaked in blood. It would be a few more years before I really arrive play Quake (our little 286 had no chance), but I have never forgotten this first impression.

From Wolf3d, in Doom, to the earthquake

Of course, it was not even my first meeting with ID software games. No, I was already deeply invested in Commander KeenAnd when I was able to go to my father’s work with him, he sometimes let me play the Shareware version of Wolfenstein 3D on his office PC while he was going in the workshop he succeeded. I remember very well having said to some children in school, the game “looked like a real life”, and could you blame me? Look at him.

Wolftenstein 3D screenshot

All apart, I had never seen a video game from a first person point of view before. I have never felt so immersed, or such an intensity by playing a game. It was not long after that, once we had upgraded to a 486 pc, that I was able to play Doom, and it took the basic technology of the engine (retroactively named) Tech 0, and went to town with ID Tech 1 – The LOSS engine.

Doom flowing on a CRT.

Sydney Louw Butler / Geek.

The jump between Wolf3D and LOSS is huge. The levels could be any shape, you could go up and down the stairs, there was active lighting and much more. The atmosphere of LOSS is always one of the best things to date. Wolf3D felt quite sterile and also had strong arcade roots in its gameplay, while LOSS Throw the model for PC games, taking a clean break in the arcade – no high scores or a loot useless to collect!

It is hard to believe that these games only released about a year and a half interval. The story rightly sees Wolf As a grandfather of modern FPS games, and LOSS As a title that has made the FPS genre, the mastodon that it is today, launching an endless flow of “Doom Clones”.

However, these two games were literally two -dimensional. Even if you had the illusion of moving to a 3D space, everything is smoke and mirrors. No real 3D space cartography occurred. Sometimes these games are called “2.5D” and if you play them, you will understand why. Even in Doom, although it seems that it is possible, you cannot really have parts on each other. The card is flat. The characters are 2D cardboard cuts called “Sprites”. Nothing has depth or volume at all.

It is the biggest jump that Earthquake Table outlet – True Gameplay Polygonal 3D. This was not a simple “clone” LOSS.

A game built on advanced technology

THE Session (ID Tech 2) was breathtaking at the time. With Wolf3D and Doom, the player’s character is essentially a floating camera locked in a flat plan. You cannot search or descend, and there is no vertical aiming concept – just a sprite hoax. This is not the case for the earthquake. You can aim in any direction, you can jump and there is a rudimentary physics system. Monsters are appropriate 3D models. Some weapons (like nail pistols) draw 3D ammunition!

Quake flowing on a CRT.

Sydney Louw Butler / Geek.

Of course, anyone can come back today and play these consecutive games to appreciate the difference, but you can Never Reproduce the game experience Earthquake for the first time Never experienced a real 3D game. This is just something that players have for granted these days.

The shot heard around the lan

A retro PC with an earthquake screenshot on its monitor.

Boris Rabtsevich / Shutterstock.com | Bethesda Softworks

The advanced 3D rendering and the real was the most dazzling characteristic of EarthquakeBut perhaps even more important was his role he played to make the game Lan Popular. Of course, you could get started LOSSAnd it was ok, but Earthquake Deathmatch’s gameplay is addictive as nothing else that has been preceded.

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It was the birth of the Esports scene. In 1997, the ID John Carmack software programming assistant made one of his Ferrari as a prize in one of the first national video game tournaments. The tournament (and the car) was won by Dennis “Thresh” Fong, who is most likely the very first professional player – at least according to the Guinness World Records.

My friends and I even had our own little local “clan” quake with red colors and gold, although for the life of me, I do not remember what we called ourselves. It was probably great, anyway.

Earthquake also had an influence on the establishment of the speed scene, especially since you could record your gameplay, which led to movements such as Quake does quickly. Honestly, a large part of the culture of modern game can be traced for this game.

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The mod scene which redefined what a game could be

While the incredible graphics and gameplay will lead you far, and the multiplayer component was a powerful way to make people play, what Really The immortal earthquake is game mods. Team fortress famous has started life as a Earthquake Mod. Thanks to the flexible ID Tech 2, you can create new genres of whole play in the earthquake, as That the failures of the earthquake Or even a rally racing game. Recently, Loss (2016) has been shifted in the ID Tech 2 engine (modified as dark places) in the form of Slayer will.

Both Earthquake And Quake II Use the same ID Tech 2 engine, but it has received several upgrades to Quake IIEspecially in the lighting service. Several notable games would eventually use a license version of ID Tech 2, including Sin, anachronox, daikatana, Kingpin: Life of Crime, And Soldier of fortune. Goldsc (gold source), the original engine Half-lifeis actually a package Earthquake engine.

Of course, there were a lot of mods to Wolf (I played the Barney Le Dinosaur a lot) and LOSS mods, but Earthquake Really invited total conversions to a greater degree than I had personally seen before. The game magazines that I read would often put these mods on the cover discs, and I had the impression that there were new presented every two months.

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Why the earthquake is still important – 29 years later

There is no way to overestimate the amount of modern first -person shooters Quake. It is the design and the technical foundation on which 3D shooters are all based in one way or another. Many smart solutions that John Carmack has offered to do Earthquake Possible on the really low material of the day is always used in modern engines such as Unreal 5 engine.

“Boomer Shooters” as they are known these days, are fundamentally built on Earthquake The design of the game and this design have a resurgence. The new boomer shooters come out again, and it’s not just the gameplay of Earthquake It serves as inspiration.

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Wrath: Aeon of Ruin is a strong tribute to Earthquake, And Severe is a spiritual successor to Hexen II. Which is another title based on ID Tech 2. Perhaps the most important, Earthquake was not overwhelmed by any modern shooter with regard to what he decided to do. The game is just as lively, fun and difficult to play today as the day it came out.

The only thing that has really changed with modern remastel and a lot Source ports there are better graphics and some small changes of small quality of life. The heart of Earthquake is timeless and any player, young or old, can take the game right now and be pulled in his dark Lovecraftian world and his addictive gameplay. So if you’ve never played the original EarthquakePick up it on PC, console or literally play in your web browser now-do it.


I may no longer be this kid who looked at my eyes wide on a magazine, but each time I hear this emblematic hunting rifle or gets into a dark corridor in the earthquake, I remember exactly why it breathed me at the time – and still does it.

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