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.
Publishing’s most legendary svengali wrote this work of science fiction in 1911. Is it a good? No. Is it “so bad it’s good”? No. Is it interesting from a historical perspective? Yes.
The story could be reduced to a boring paragraph, and an (only vaguely) interesting sentence: Ralph (a brilliant inventor) must rescue a charming moll from the clutches of a Martian. The book sometimes has the subtitle “A Romance of the Year 2660”, which is more fitting, because the it’s actually the year 2660 that’s the star, not Ralph. We get taken from place to place, Gernsback showing us all sorts of fancy toys and tricks, while the plot dodders along behind like a guest that isn’t sure he’s wanted at a party.
Science fiction vide Jules Verne (and Mary Shelley) uses futuristic technology to reveal truths about the human condition. Science fiction vide HG Wells uses futuristic technology to reveal truths about society and its ordering. Science fiction vide Gernsback uses futuristic technology to reveal truths about…futuristic technology.
He shows us “telephots” (video phones), but the conversations held over them are all trivial. There’s entire newspapers held on a single sheet of paper (you view different “pages” by exposing the sheet to different lights), and tube tunnels that take you right through the center of the earth, and gyroscopes that take you to Mars, and many other things, all described with breathless, autistic zeal.
But there’s a old-fashioned quality to Gernsback’s futurism. One of the arguments brought up against alien abductions is that descriptions of alien spacecraft always seem to track mankind’s cultural aesthetics (fifty years ago the interiors were all paneled wood and bakelite, now they look like something from the X Files), and Ralph 124C 41+ is like that. A futuristic society where you still have a manservant to bring you breakfast.
Despite the clever and evocative title, (“One to forsee for many”), the prose is very bad. Dangling participles scream from the pages. Gernsback doesn’t use many commas, and untangling his clauses is a constant headacge. This aside, the book has a graceless way of just…telling you stuff. Blurting it out. Here’s where we meet Ralph:
“He yawned and stretched himself to his full height, revealing a physique much larger than that of the average man of his times and approaching that of the huge Martians. His physical superiority, however, was as nothing compared to his gigantic mind. He was Ralph 124C 41 +, one of the greatest living scientists and one of the ten men on the whole planet Earth permitted to use the Plus sign after his name.”
A modern writer would communicate this by indirect means (perhaps Ralph has to stoop to get through the doorway after coming home from an award ceremony). Gernsback just cuts right too it. “Meet Ralph, he’s big, he’s smart.” Gernsback was a man of technical inclination, a builder of wireless radios and many other thiings (Ralph 124C41+ was first serialised in an electronics magazine), and he might have not seen the point of “show, don’t tell”. An electrical manual must provide exact specifications of capacitance and resistance, not just a demonstration of the device in action, and he probably took the same lesson to his fiction. He didn’t realise that fiction doesn’t traffic in information, it traffics in experience, and it’s hard to get any experience from overly-literal descriptions beyond “online dating profile.”
I was bored, and didn’t finish it. I guess this is the closest you can get to being ripped off by Gernsback in 2016, so that’s something. It’s like a cultural experience where you visit a reconstructed medieval village and they put you in the stocks for a few seconds or something. The book tries to take you to the future, but the lanes are crossed, and you end up stuck in the past.
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.