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Quake First Person Shooters (Games)

First Pictures of Quake IV 107

Snaller writes "Yahoos GameDomain are looking ahead to 2005, and have the first pictures of Quake IV. For all those who have missed the Stroggs since Quake 2 - fear not, they are baaack! Quake IV will be made by Raven software using the Doom 3 engine."
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First Pictures of Quake IV

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  • Yet another.... (Score:5, Insightful)

    by AtariAmarok ( 451306 ) on Tuesday December 28, 2004 @10:58AM (#11199606)
    On the down side, it looks like yet another game where all the colors are too dark (murky greys, greens, and browns). Must every game look like it takes place inside the "Nostromo" from "Alien" (1)? The same old same old. On the plus side, the refinement makes it look as good as the "Final Fantasy" movie. If that is considered to be a plus...
    • by dpilot ( 134227 ) on Tuesday December 28, 2004 @11:59AM (#11200120) Homepage Journal
      Remember when the graphics mantra was, "Toy Story in realtime on a graphics card?" Did anyone notice when we passed that landmark? I won't even get into the, "There's more to games than graphics quality and speed," since others are covering that area so well.

      Years back, I read an article about what happens as you model people better. Once you get to the threshold of recognition, simulated people become "cute." For the most part, improve the simulation, and they get cuter. Then as you get more realistic, you reach a threshold, and they're no longer cute, they're *wrong*, and repulsive. According to the article, the brain has a line between "art" and "real" and as long as you're on the art side you're OK. But once you cross to the real side, you'd better *be* real, or else.

      This gap between art and reality forms a chasm that may have to be crossed in the laboratory, because in-chasm games may not be marketable. (Hey, how about a "zombie" single-player FPS game? Zombies are *supposed* to look "wrong", and you can't see yourself in first-person.) Plus, why bother? I predict a resurgence in classic animation in a few years, once the novelty of today's 3D wears off and as we approach the chasm.

      One of my pet fantasies as graphics get more realistic is to get into young kids' games. You know, things like "tag", "hide and seek" - the things I really did. Disgusting idea really, worse than battery-powered kid's vehicles. Even worse, I'll bet such a game would sell. I think I'd cry all the way to the bank. I'm happy I don't have time to even try such a thing.
      • One of my pet fantasies as graphics get more realistic is to get into young kids' games. You know, things like "tag", "hide and seek" - the things I really did. Disgusting idea really, worse than battery-powered kid's vehicles. Even worse, I'll bet such a game would sell. I think I'd cry all the way to the bank. I'm happy I don't have time to even try such a thing.

        Something like, I dunno, Capture the Flag? And Splinter Cell multiplayer is basically hide and seek where everyone's both hiding and seeking a
        • I can't think of a direct analog of tag offhand, but I'm sure it's out there.

          Traditional tag is kind of hard to write as a game because there really isn't a way to win. But I wrote a gametype mod for the original Unreal Tournament, called Rabbit Hunt. It was very similar to a game we played in elementary school, and was sort of like tag in reverse. The guy with the ball was "it" and everyone tried to get the ball away from him by any means necessary.

          In my mod, the first person to make a kill became

          • You and your peers playing FPS CTF or Rabbit Hunt is one thing - because I doubt people of your age would be playing real-life CTF or tag, anyway.

            I was more thinking/fearing the idea of kids who *should* be outside playing real-life CTF, hide'n'seek, and tag - instead inside playing the very same games on networked computers, and turning into couch potatoes as they do. My pet peeve about battery-powered ride-ons for kids is in the same vein. IMHO, vehicles for kids should be kid-powered. Play has that pare
            • Re:Kids' games (Score:3, Interesting)

              by bskin ( 35954 )
              I definitely agree. Seems like every time I see a little kid walking around these days they're quite overweight, which I suspect is because of the phenomenon that you're describing. Not that I don't think TV and video games have a place for kids, since they develop other sorts of skills (How many of us know the alphabet from watching sesame street? And video games develop things like hand-eye coordination and problem-solving skills.), but parents have to draw the line somewhere.

              And childhood games also
              • How many of us know the alphabet from watching sesame street?

                Don't forget valuable lessons in eating cookies responsibly! Cookie Monster was my hero.

                "OK. I no eat cookie. I save...cookie..for....AAAAHMMHMMNUMNUMMMNUMMNUMM!"
            • My pet peeve about battery-powered ride-ons for kids is in the same vein. IMHO, vehicles for kids should be kid-powered.

              I don't know, my friends and I had a lot of fun with home-brewed electric and petrol vehicles when we were children. Of course, we got plenty exercise humphing car batteries about, and dragging the damn things home when the engine mounting cracked its weld *again* (for the third time this morning, dammit!). In fact, we probably spend more time hauling them about with ropes than actuall

        • Tag is done in a lot of games. For example, in Unreal Tournament 2004, you have the "Mutant" game type, which is basically just tag with guns.

          You also have the "Bombing Run" gametype, which is essentially rugby with guns.
      • It's called the uncanny valley, and you can read more about it here [arclight.net]

      • It's my favourite meme of the moment, the Uncanny Valley:



        http://en.wikipedia.org/wiki/Uncanny_Valley [wikipedia.org]


        Playaholics: Free online games: Boat Rider [playaholics.com]
    • Re:Yet another.... (Score:3, Interesting)

      by Poseidon88 ( 791279 )
      Must every game look like it takes place inside the "Nostromo" from "Alien" (1)?

      Id certainly seems to think so. But if you check out other recent releases, such as Far Cry or Half Life 2, you'll see that other palettes are not only possible, but absolutely delightful. Personally, I'm yawning in anticipation for yet another Quake.

    • Well, for games to get away from the Nostromo motif, they need to get off of other planets and out of space bases. It's not like alien bases are designed by Willy Wonka and his Oompa Loompas; they have no choice but to look bland because that's what a space ship/space base would look like.
      • "they have no choice but to look bland because that's what a space ship/space base would look like."

        Only in a certain sci-fi paradigm. However, look back to the silly old Sierra "Space Quest". Looked nothing like Nostromo. Look at real space stations, which are often white inside.

        "not like alien bases are designed by Willy Wonka and his Oompa Loompas"

        Yet, in many of these games, they look like they are designed by Oscar the Grouch.

        • Looked nothing like Nostromo. Look at real space stations, which are often white inside.

          Um, Nostromo was WHITE inside. Bland yes, but white [accesscom.com] and well-lit [accesscom.com]. Several posters here seem to have forgotten that many of the interior living space (as opposed to garage/plumbing [accesscom.com]) rooms were painted a uniform beige.
  • PC Gamer had exclusive pics months before this.
  • PC Gamer (Score:5, Informative)

    by th1ckasabr1ck ( 752151 ) on Tuesday December 28, 2004 @11:07AM (#11199673)
    There is a ten page (or so) interview/first look at Quake 4 in the November PC Gamer. In it they state (amongst other things):
    • With Doom 3 it was horror, with Quake 4 it's going to be war. Doom 3 was slow-paced, tense gameplay. Quake 4 is going to be over the top, all-out action.
    • Vehicles! They show a really cool outdoor shot of a bunch of Strogg (I think) fighter jets blasting everything.
    • Squad-based gameplay. A lot of the time you will be fighting as part of a squad.
    • Their multiplayer goal is to re-create the Quake III experience in the Doom3 engine, which sounds so amazingly sweet to me.
    • The storyline picks up where Quake 2 left off.
    • Quake 4 will smash the perception that the Doom 3 engine is only good at indoor environments. There are many huge, open, outdoor levels.
    • Squad-based gameplay. A lot of the time you will be fighting as part of a squad.

      I just hope to god the squad is more sensible than the travesty of HL2 -- whoever decided that having a bunch of people following you around in confined spaces would be fun ought to be shot.

      Vehicles! They show a really cool outdoor shot of a bunch of Strogg (I think) fighter jets blasting everything.

      Again, this had better not suck as much as the vehicle sections in HL2 did; as far as I could tell they were designed solele
    • Re:PC Gamer (Score:5, Funny)

      by vjmurphy ( 190266 ) on Tuesday December 28, 2004 @12:20PM (#11200313) Homepage
      "Quake 4 will smash the perception that the Doom 3 engine is only good at indoor environments. There are many huge, open, outdoor levels."

      On the downside, all the outdoor levels take place in complete darkness, and you'll need to push around a spotlight to actually see anything.
    • Sounds like they are trying to make Halo 3!
      • For that, Halo would have to be revolutionary to say the least. None of the Halo games have really contributed to pushing the envelope to date. Seriously, what is so great about Halo? Doom 3 brought a great graphical and gaming engine and Half-Life 2 really upped the ante for in-game physics. Halo 2 ... built up lines at the store at midnight.
        • None of the Halo games have really contributed to pushing the envelope to date. Seriously, what is so great about Halo?

          It's shield system was a huge innovation. It completely changes the pace of the FPS game, making it focus on the battles more like the game should. (Halo 2 refined it to perfection.) Games with health and armor packs just don't play as well.

          It also made weapon management the focus of item collection, another change for the better. Truly every weapon is useful and deadly - the player does
    • Re:PC Gamer (Score:2, Funny)

      by memfrob ( 157990 )

      Does a lot of this sound like re-hash to anyone else?

      With Doom 3 it was horror, with Quake 4 it's going to be war. Doom 3 was slow-paced, tense gameplay. Quake 4 is going to be over the top, all-out action.

      Gee, all-out action in an FPS? Who'da thunk it? Kind of an empty claim...

      Vehicles! They show a really cool outdoor shot of a bunch of Strogg (I think) fighter jets blasting everything.

      I should hope so. Battlefield has been out how long, now? Any FPS coming out today that doesn't support and includ

  • Remember when..? (Score:5, Insightful)

    by dasunt ( 249686 ) on Tuesday December 28, 2004 @11:08AM (#11199682)

    As much as I like id software, remember when the occasional new game was different and unique, instead of the same old game with graphics updates?

    I know there are new games out there that are different, but they never seem to reach our side of the pond.

    I want more than FPS 17: This Sequal Requires DirectX 12. I want more than MMORPG: The Quest To Pay Us Money. And I want more than Super Mario Branded Piss Poor Game Remake and Zelda: We Are Whoring This Franchise Out For the Money.

    Processing power has increased to insane levels, the gaming industry has more money than Hollywood, and yet we get the same bland crap?

    *Waves cane!*

    • Re:Remember when..? (Score:3, Interesting)

      by parcel ( 145162 )
      This is a direct result of the sheer amount of cash required to make a game. As "processing power has increased to insane levels", so has graphic detail, and graphic detail is VERY expensive/time consuming. Modern game production teams are nearly always comprised mostly of artists. The kind of people who could write up a game even like quake3 on their own in their basements with little/no capital are extremely rare if they even exist at all. Game development is vastly different on the ps2 than it was on
      • The Movie industry made this same turn to the dark side many years ago, and it has yet to turn back. What should make me think the gaming industry will be any different. Sure you have the occasional hit indie movie and even frequently good but unnoticed indie movies, but the very idea that either industry will some day be poping out consistant quality is beyond me. Though after the amazement that is GTA3: San Andreas mabye there is hope.
        • Sure, most movies are derivative crap. But the big studios still put out nowadays a lot artier films that they recently used to. In the 70s they did the same kind of artistic stuff - these things go in cycles.

          I am not convinced the same thing will happen in gaming (especially with the increasing irrelevance of the PC platform), but this kind of change does happen in other big business art-forms.
          • When I think of 70s movies, I think of cop movies. You know, the ones with the soundtrack that was a little bit too locked into the trends at the time (trumpets and wakachika wa) and the car chases that were always on a cliffside road - and one guy, usually the bad guy, gets knocked off the cliff and his car explodes a couple feet before impact. Those movies seemed to be the start of cop movies where the captain goes, "You're a loose cannon, buddy! You always destroy everything when all this was was a simpl
      • these companies will look at games like Katamari Damacy and Gish that will be taking over the market, and there will be a switch.

        I highly doubt it. They won't change their basic tactics, they'll just start cloning whatever the new trend is.
    • Dunno about others, but World of Warcraft is the first MMORPG I feel that doesn't isn't MMORPG: The Quest to Pay Us Money. It has a very polished unique feel to it that I haven't encountered in a game in a long time...
    • by Kevin Stevens ( 227724 ) <kevstev.gmail@com> on Tuesday December 28, 2004 @11:55AM (#11200083)
      Other than Quake, which completely blew everyone away by going from 2 dimensions to 3, Every game they have produced has been "more of the same" with only graphics, monster, and gun updates. Wolfenstein -> Doom had the difference of what... larger rooms and diagonal walls? Doom II was also just more of the same. Quake - Quake3 were only marginal improvemens also. Doom 3 IMHO was a huge step forward, but again not revolutionary, though I certainly would not call it bland crap- I have found most of their games to be exceptionally good.

      This is what id does. They make FPS games. Asking them to do something completely different is like asking Britney Spears to start making hardcore rock music.

      Game genres are similar to music in that certain styles go in and out of favor. A few, like RPG's and FPS's are always around. Others like puzzle/adventure games go in and out of style like disco/dance music does every few years. The main difference between the two is that regardless of how fun a certain genre is (aka side scroller) if it is deemed outdated it gets buried and is never really seen again.
      • Doom added rooms with different heights. You could not have stairs in Wolfenstein 3D.

        Doom also added lights and projectiles.

        It might seem small by today's standards, but it was a big deal at the time.

      • by Anonymous Coward
        Asking them to do something completely different is like asking Britney Spears to start making hardcore rock music.

        I'd like to ask Britney Spears to do something involving "hardcore", but rock music isn't the top of my list.
      • This is what id does. They make FPS games. Asking them to do something completely different is like asking Britney Spears to start making hardcore rock music.

        I should ask them to create a side-scrolling game about an 8-year-old who built a spaceship out of household parts and flew to Mars...

        • In all seriousness, a Commander Keen game utilizing the next generation game engine would be amazing. It had such a fun storyline, and quite a lot of randomness that made it uniquely enjoyable to play. Such a game would use a wide variety of bright colors, thus shutting up all those people who think id's very talented artists can't work in anything but dreary darkness.
      • Descent > Quake...wasn't Descent out first?
    • I think this game (whatever this game it is) will be Crap, games 10 years ago were better, MS sucks, mmorpgs sucks its crap, crap, crap ,crap.

      Can I get +5 insightful now?

      Seriously modders, why in the world does the parent desserve any mod points?

      Anyway, old school players will be glad to know that the game is going to be a sequel to quake 2 and that is going to put the doom3 engine to good use specially in multiplayer. And in case you havent noticed doom 3 doesnt need a new GFX card. It needs a bette
    • remember when the occasional new game was different and unique, instead of the same old game with graphics updates?

      If I had any moderator points I'd mark all these kinds of posts as trolls. There's plenty of shareware, open source, and obscure commercial stuff that is different and unique. They don't get millions of dollars in development money because they aren't that profitable. Since they don't get lots of ads or media coverage, you have to put in the effort to find something to your tastes (slashdo
    • by Chibi ( 232518 )

      I want more than FPS 17: This Sequal Requires DirectX 12. I want more than MMORPG: The Quest To Pay Us Money. And I want more than Super Mario Branded Piss Poor Game Remake and Zelda: We Are Whoring This Franchise Out For the Money.

      While I agree with you that the FPS and MMORPG genres are a bit lacking in terms of revolutionary gameplay, there are plenty of other games which have changed drastically.

      To just use the two games you pointed out, Mario has gone from a side-scrolling action game, to be one

  • It looks great... (Score:3, Interesting)

    by Dragoon412 ( 648209 ) on Tuesday December 28, 2004 @11:14AM (#11199738)
    ...but let's face it, this is Quake - the gameplay will still be stuck in 1996.

    Unreal has grown up and matured. The FPS market is oversaturated with as it is, and there are a lot of good games. I know Quake has tons of name recognition, but is there really much room for a game that hasn't changed much of anything since its first incarnation 8 years ago?
    • by Anonymous Coward
      What is so different about Unreal? You run around and you blast people. Not THAT much has changed since the original Doom, all FPSs are still the same basic game.
      • UT has added new weapons, new game modes, and has a large variety of maps available right out of the box.

        Quake is still just about who finds the rocket launcher/rail gun first, and small, crowded arenas. They haven't changed weapons, the single-player mode is still "Hey, I can be like Doom, too!" and the multiplayer has been done better by dozens of games, now. It was being done better even when Quake 3 was new.
      • Comment removed based on user account deletion
      • Not THAT much has changed since the original Doom, all FPSs are still the same basic game.

        While it is true that MOST FPSs are exactly the same, there are a few that bend the genre. Take Rainbow Six, for example. Try strafing through the levels with a shotgun, and see what happens. Or Thief: The Dark Project. Excellent game, and it seriously broke the mold. Of course now you have all the Thief sequels, and Rainbow Six spinoffs like Ghost recon, and Splinter Cell...
    • I know Quake has tons of name recognition, but is there really much room for a game that hasn't changed much of anything since its first incarnation 8 years ago?

      Baseball, football and basketball haven't changed much in 100 years, but people still enjoy them.

      Some of the things that keeps these games exciting are fresh faces, higher levels of athletic skills and new world records. Oh yeah, and the fact that regular folk can play pretty close to the same game with their out-of-shape co-workers.

      I like the
  • too bad... (Score:3, Informative)

    by Moustache N Tits ( 828608 ) on Tuesday December 28, 2004 @11:22AM (#11199806)
    ... the pics are poorly photoshopped. notice the one with the two marines!? one marine isn't even holding a weapon... and the other one is in a different environment all together (notice the red behind him)... oh, and lots not notice the very obvious seams. why in the world would you release a picture of an upcoming game when you can't even do a decent photoshop job. I liked the quake series as much as the next fragger... but I'm weary that Raven has to resort to crap like this...
    • Man, what a bunch of ass-hats. If faking a screenshot in such a crude fashion wasn't bad enough, they couldn't even be bothered to do it properly. (Unless they've gone back to the original DOOM 2d-sprite on 3d-background way of doing things? After all, retro is k3wL!!1!11!!1!ONE!!!ONE!)
    • Parent makes damn good point.. I didn't even notice it the first time around, but now, it's friggin lame... BOOOOOO!

  • Looks more like a space-marine theme.

    I was hoping to see them go back to a gothic look like the original Quake [soneraplaza.fi] or Heretic [tds.net].

  • Plastic wrap (Score:5, Interesting)

    by supabeast! ( 84658 ) on Tuesday December 28, 2004 @11:59AM (#11200124)
    One thing that really bugged me about Doom III was that everything appears to be wrapped in plastic. Be it metal, skin, paper or stone, everything was shiny. When I look at the Quake IV shots I see the same thing. I don't see this in games like Farcry, Painkiller, or UT 2004 (Or the next-gen UT engine demos) so I'm assuming that it's just got something to do with Doom III's lighting engine.

    Does this bug anyone else.
    • It doesn't bug me. I've never been to space in the future so maybe they DO wrap everything in plastic wrap.
    • Re:Plastic wrap (Score:4, Informative)

      by TomorrowPlusX ( 571956 ) on Tuesday December 28, 2004 @12:25PM (#11200361)
      As an opengl programmer, I understand, and have noticed this too. The thing is that in a way, they're showing off. They're showing how good their per-pixel specular lighting is and as a result everything gets the quasi-shiny effect.

      This is almost certainly their way of saying "look how next-gen our lighting system is" since a few years ago you had to rely on the fixed pipeline for lighting textured fragments, and this resulted in very non-shiny materials.

      I haven't played any of these games ( I'm on a Mac, sigh ) but I'm guessing it's really just a matter of art direction. Farcry, Painkiller, et al, have artists who Know What They're Doing. The ID team are great programmers, but their artwork looks like old Boris Valejo fantasy paintings. Not that there's anything wrong with that. But they probably could use a little breadth to their work.

      Clearly, the Doom 3 engine is amazing. They just happen to have painted themselves into a dark, gloomy, *shiny* corner.

    • No, you missed the point. You're supposed to take the game out of it's cellophane and cardboard packaging and play it on your computer.
    • It bugged carmack to the point that he said it in one of his first interview after the release.
    • Re:Plastic wrap (Score:5, Interesting)

      by Have Blue ( 616 ) on Tuesday December 28, 2004 @12:37PM (#11200503) Homepage
      I personally chalk this up to the sudden appearance of detailed shaders. 3D games have had a certain "look" for years- a look that is missing a lot of aspects of real scenes. A lot of stylistic tricks were created to get around these limitations and improve appearances, and this is what we became used to as "looking good" or "realistic graphics". Suddenly, it becomes possible to put a lot more detail into things, the bar is raised, and the tricks can be replaced with more realistic alternatives- but this breaks the expectations we've developed.

      The real world really does have a lot of shiny things in it- walk around your room/office and see how many things have faint or blurry reflections in them, and how many have specular highlights (that change location depending on your view angle).
    • "....about Doom III was that everything appears to be wrapped in plastic..."

      The very first thing I noticed when playing Quake (for the first time) was that when I "fragged" a bad guy, he exploded instantly into a pile of plastic-wrapped pink picnic hams. These hamsspeed then fell to the ground. The effect was similar to that of knocking over a grocery cart in a Safeway during the week before Easter.

  • Raven haven't made any awesome games lately. The Jedi Knight games were good, at best (I found the level design in the games really uncreative), and Soldiers of Fortune... well, I haven't played it, but as far as I know there's better stuff to play.

    Quake III rocked (and still does, in some ways) thanks to its great multiplayer deathmatch. And I believe multiplayer is what made Quake III's predecessors so popular too. Raven will need a lot of magic to create something better than Quake III and the current (
  • Doom Movie (Score:3, Insightful)

    by Taulin ( 569009 ) on Tuesday December 28, 2004 @12:17PM (#11200284) Homepage Journal
    So far Quake 4 sounds more like Doom the game than Doom the movie does.
  • whaaaaa? (Score:4, Insightful)

    by Eil ( 82413 ) on Tuesday December 28, 2004 @12:22PM (#11200320) Homepage Journal

    Have they gone mad? How can I possibly bring myself to shell out for a new Quake title that Carmack himself didn't lovingly craft with his own hand and sick, twisted brain?

    Heresy [ravensoft.com], I say!
  • Whoa. (Score:4, Funny)

    by mshiltonj ( 220311 ) <mshiltonj&gmail,com> on Tuesday December 28, 2004 @12:33PM (#11200443) Homepage Journal
    That monsters in the first pic has a HUGE FRICKIN NIPPLE!

    see for youself. [yahoo.com] -- it's casting its own shadow.
  • by Anonymous Coward
    I haven't played other FPS games lately, so maybe someone else has it right. We used to play Quake 2 and 3 on the lan where I used to work on Friday afternoons and the thing that bugged me wasn't the graphics but the stupidity of the play.

    The only way to survive was to put your character into constant run mode and constantly be jumping so as to make you a harder to hit target. This made everyone look like overcharged jackrabbits bouncing around unendingly.

    A little more realistic gameplay would be accompli
    • It's been done to death -- FarCry, Call of Duty: United Offensive, Hidden & Dangerous 2, blah, blah. Ducking for cover, sneaking about, etc., is all part of the fun, but there's still a load of lunatic leaping-up-and-down action going on as it does make you harder to hit -- A Good Thing in any FPS.

      Frankly if realism is your bag join the Army, rob a bank, or move to West Virginia and say you're gay -- all sure fire ways of getting people to shoot at you... :)
    • There will always be those who make more realistic mods with that kind of stuff, but the quake and unreal games were never like that. It would change the basic gameplay too much. The whole idea of the quake and unreal games is fast-paced, over-the-top action, and adding realism would change that too much. By the way, bouncing around like a rabbit makes you easier to hit. Keep you feet on the ground.
      -ReK
    • Fatigue is only the beginning. How about creating a physical model in which I'm really able to run around and do what I want?

      Why is it I can sit in most FPS games and fire my big ass gun at a wall until the cows come home but never blow a hole through it? (...unlesss it's one the game designers specifically put there for that purpose)

      I'd like to see a FPS in which *all* walls act like walls, *all* doors act like doors, and if it's visible on screen, it's an object I can act upon. I don't just want to
      • That stuff (breakable environments) has been done before (Red Faction), and it didn't really add anything to the game, except probably a couple of months of development time.

        Realistic physics in games such as Half-Life 2 are, just like realistic lighting effects and nice textures, nothing more but props. Although they may enable the developers to do some fairly special things (Half-Life 2: physics puzzles; Doom III: scary environments thanks to lighting), they do not make up the game.

        Games will always hav
    • I remember those days when we used to play this the whole damn evening after/before/during work! (YEAH! those were the days!)

      After 3 weeks, we were like 30+ mad overcharged jumping hopping jackrabbits in the same arena! There were ppl materialzing everywhere. I mean as soon as you are re-born, just run or you will die of somebody else being materializing IN you!! ha ha.. that was classic multiplay!!

      The sleep at the end of the day (or was it night?) was full of jackrabbits running everywhere!

      Those were th
  • by rplacd ( 123904 )
    Where's Quake 3 [slashdot.org]?
  • I propose a new acronym. TOTFL. Especially you D3 engine using designers.
  • Im wondering if Raven will have a Linux port. Im asking this because games based on idsoftware engines done by other companies tend not to have Linux ports even though it would be very easy to do. I love Call of Duty but the makers refuse to make a Linux port even though its based off the Q3A engine.
  • Quake IV screenshots have been out for a LONG time. PC gamer has had them for awhile, why did this just make news now?

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