Sacrifice a virgin on an altar and everyone will call you a Satanist, regardless of what god you actually did it for. The Columbine school shootings were blamed on the 1993 videogame Doom. It was theorised that Eric “RebDoomer” Harris had played the game for so long that his CRT monitor had become reality (or reality had become his CRT monitor) and that he was as shocked as anyone that his victims in Jefferson County didn’t bleed red pixels.
But in reality, Eric Harris no longer played Doom – he had moved on to Doom’s spiritual sequel, Quake. But nobody accused him of being inspired by Quake, because it was less of a cultural phenomenon and fewer people had heard of it. Just as every random smart-sounding quote gets attributed to Einstein, truth was sacrificed here for maximal memetic transmission. The Quake-Columbine connection was never made, simply because more people knew of Doom. There’s no outrage to be generated from a game nobody in Middle America is aware of.
Quake 2 was even less of a cultural phenomenon than Quake. Nobody has ever attributed any act of violence to it at all. I wonder if John Carmack feels any regret that this is the case, and if I ever plan a spree shooting, I intend to give Quake 2 a shout-out in my shaky-cam Youtube manifesto. You’re welcome, John. Please pay it forward.
Truthfully, Quake 2 deserves a bit more fame, because it’s actually a better game than Quake. It’s not a brilliant shooter. It just takes the strong points of Quake, sticks bandaids over the weak points of Quake, and hopes you don’t notice. Often, you don’t.
The story’s a paragraph in the manual, as usual. Aliens have invaded, ARE YOU A BAD ENOUGH DUDE TO RESCUE THE PRESIDENT, et cetera. But effort has been made to make the gameworld feel like a real place. Spaceships swoop overhead like steel-winged birds. You explore areas with a recognisable purpose (a factory, a mine, a waste processing facility). Environments are somewhat responsive to your actions (you can blow holes in walls and smash panes of glass). Little touches like how enemies duck your shots and switch weapons on the fly are nice. 3D graphics are useless if you still feel like a rat in a maze, and Quake 2 goes a long way towards immersing the player in a believable world.
The weapons and enemies are fun (although there’s nothing as visually striking as the Shambler or the Cyberdemon), and the graphics aren’t that far behind Unreal’s. The game flows well, eschewing obvious “level breaks” for a more unified feel (instead of finishing a level, you walk to a door, experience a brief load screen, and then pick up where you left off.) The soundtrack is excellent. Apparently Sonic Mayhem had no idea how to write metal while he was recording it, and this strangely works. He avoids most of metal’s cliches, just because he’s not aware of them.
The only bad thing you can say about Quake 2 is that it’s a koala bear.
Evolution proceeds stage by stage. If you want C, you first must have B, and if you want B, you first must have A. This approach means there’s not much scope for a wildly novel trait to emerge. You cannot go from A all the way to Z in a single step. If a mutant koala was born with wings, it would be maladapted. Its body shape is not designed for flying. It’s not energetic enough for the rigors of powered flight. Maybe in a few million years a nearly unrecognisable descendant of the koala bear would have wings, but nearly every single one of the animal’s traits would have to change before wings, as a design, makes sense. Which gets bad, considering that the world doesn’t always give you a few million years. Right now, we’re razing the bush. The koala bear’s habitat is disappearing. It’s in a place where it needs an A-Z change, it needs wings, and it needs to modify very quickly or else it will die. But it won’t, because it can’t. Such is the way of evolution. Every strata level of the fossil record is littered with the calcified bones of the ones who died.
Games don’t exactly “evolve” in the way animals do. It is, in principle, possible for a new game with wildly novel traits to emerge. But the majority of games made are basically designed along the principle of “something that sold last season – with a few small tweaks.” Quake 2 fits this description. No drastic steps or changes, just gentle refinement of ideas presented in Quake. And just like real life, sometimes this takes you to an evolutionary dead end. The videogame industry (famously) crashed in 1983, as gamers wearied of generic, low-quality, nearly identical games. They were getting wise to the fact that Ms Pacman was just Pacman with a ribbon and lipstick. Incremental changes don’t work if the entire phenotype can no longer survive.
Quake 2 did not crash the industry. But it’s now very dated, and represents a style of FPS gaming that is no longer in fashion. The commercially viable FPS games are big, cinematic experiences, with Hans Zimmer scores and 3 hours of cutscenes. Quake has a tiny amount of that, but it baby-steps where Half-Life and Deus Ex pole vault.
I’ve played Quake 2’s single player mode a few times, along with some custom levels (the game never inspired the same level of interest in the modding community that the original did, either). It has yielded up most of its secrets. It’s a good game. It’s also a time capsule, and a look into a fossilized past.
In 1996, an amazing first person shooter came out. Regrettably, this is not a review of Duke Nukem 3D.
Quake isn’t a game: that’s the big misconception people seem to have about it. It was an advanced 3D demo showing off some John Carmack’s latest tricks so he could sell his engine to licensees. It’s furthermore a product for modders and hackers and people who knew what “IPX tunneling” and “strafe jumping” meant.
If you picked it up expecting to install it and have a good time, then the joke’s on you.
Gotta hand it to Carmack, this is one hell of an engine demo. For the first time, we were three fucking D. What does that mean? Better perception of height and depth. Camera angles that lean and sway realistically. Light and shadow maps. More elaborate architecture (remember, in Doom you couldn’t even have a room on top of another room). Network architecture also got a shot in the arm, as Quake ditches Doom’s clumsy ad hoc netplay for a contemporary server/client model, meaning you got to enjoy nice low latency while a thirteen year old calls you a faggot.
But there’s no game, and that can’t be emphasised enough. The storyline could be written on a postcard (using a paintgun as a pen). The weapons are mostly copies of Doom’s. There is exactly one good monster in the game. The bosses are of the “push a button and watch it fall over dead” variety. There was more environmental interaction in Commander Keen.
Quake gets called a horror game, for some reason. Other than a Lovecraftian tilt to some of the artwork, most of the game’s ambience stems from its stark technical limitations.
Quake out of the box uses a range of 256 colors (well, 226, to be exact), meaning lightmaps utterly hog the palette (every single tone needs like 16 lighter/darker versions of itself). The verdict? You’re running around gray castles…but they’re very realistically lit gray castles! In movies, they say that it takes a lot money to make something look shitty. Quake was a game people bought 200Mhz Pentiums to play, but visually it looks like something you’d scrape off your shoes.
The single player mode is six hours of running around brown/grey castles, collecting keys. Multiplayer consists of trying to play the maps that came with the game, realising they suck, and downloading better ones from the internet.
Ditto for everything about Quake. It just feels unfinished. The weapons, the monsters…everything’s a placeholder reading [INSERT MORE COMPELLING CONTENT HERE]. This game begs you to mod it, and reskin it, and make it into something worth playing. You are the variable in Quake’s quality, not the developers. The power is in your hands!
Quake is the stone soup of PC gaming – a non-product that only becomes valuable when you put additional effort into it. It was impressive as an engine demo, but those degrade at exactly the speed of Moore’s Law. The best FPS games lengthen their replay value with great content, but that wasn’t the priority here. By the time you realised Quake was a lemon, you’d already bought it.
I still play Duke Nukem 3D and Blood. And though I don’t exactly hate Quake, I cannot fathom a universe where I play it again. It’s a museum piece now, and you know what happens to those. They put them behind glass, and you’re not supposed to look but not touch.
As the 90s increased in integers, you began to hear about “shareware”: a new game distribution model enabled by the internet.
Instead of purchasing a $60.00 box of air and praying the game was as good as it looked in Nintendo Power, you actually got to play the fucker before you bought it. Imagine that. Next thing, you were up all night, watching DOOM1_1.zip dribble down your dad’s 2400 baud modem.
For me, the best part of any gaming industry shakeup (whether it’s the internet, the dedicated graphics card, the CD drive, or just shifting tastes of game-buyers) is playing all the weird crap that is momentarily allowed to market. Apogee was emboldened by shareware to release a lot of odd titles – you got the sense that they were experimenting, seeing what would stick – and although Hocus Pocus isn’t that weird, it’s still not something that would otherwise get a big-boy distribution push.
Like many Apogee titles, it was a new IP created by an outsider (Mike Voss) who had little prior history in the gaming industry. Hocus Pocus is a side-scrolling platform game about a wizard who collects crystal balls. The gameplay is similar to a previous Voss game called Clyde’s Adventure, although Clyde has 16-color EGA and Hocus has 256-color VGA. You flip switches, ride elevators, fight enemies, and dodge intellectual property suits from Sega and Nintendo. The graphics are colorful, glossy and shiny, like someone sprayed the whole game with WD-40. The monsters and environments are visually creative.
Animation is a mixed bag. Some enemies have fluid movement, but your main character is a department store mannequin. Certain characters (like the wizard Terexin) have no animation cycles at all. Ditto for the audio in general. The music is half good, half unlistenable. The PEW PEW PEW of Hocus firing his magic spell drove me to muting my audio.
I played the shareware version of this quite a bit when I was five. I could still probably draw a map of the first nine levels from memory. When I revisit Hocus Pocus now, I like it less. It’s playable but there’s not much too it.
Various things grate at me. The game has basically three enemies with different graphics. The gameplay never varies. There’s the sense that you’re playing the same level over and over. Switch combination puzzles suck. The “jokes” sprinkled throughout aren’t very funny. Any serious platformer from 1994 stomps Hocus Pocus from the top rope – games like Jazz Jackrabbit, Earthworm Jim, Megaman 6, Donkey Kong Country…
I never bothered with the full version. Shareware had a dark side – usually the paid version was just the free version + some more levels + maybe a new weapon or something. Very few Apogee titles were worth getting in full (Raptor being a notable exception); in some ways, Apogee made arcade games for the PC. Remember how Mortal Kombat would always leave you wanting more at the arcades but as soon as you got it for a home console you’d be sick of it in five minutes. Same story here. Some games are best left at small doses.
As far as I know it works on Dosbox if you play without audio (no great loss). As was their policy, Apogee magnanimously allowed developers to retain the copyright on their IPs, and so Voss theoretically could have started a Hocus Pocus burger chain or something. He didn’t.