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After the death of the Makron, the leader of the invasive alien species known as the Strogg at the hands of Quake II’s hero, the marines assault aliens’ home planet Stroggos. Quake 4 picks up shortly after the end of Quake II. Much like DOOM 3, Quake 4 is an enjoyable game and surpasses its big brother in a lot of aspects as well. So by this logic, Quake 4 can be forgiven for not following in the footsteps of its predecessors than DOOM 3.
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#Quake 4 games series#
While Q4 was a direct sequel to Quake II, it also brought its own thing to the series gameplaywise.
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Thus, what makes an actual Quake game remains debatable and Quake 4 was thrown into this mix. Then came Quake III: Arena, a fast-paced arena FPS which was a strictly multiplayer game. Makes sense, since Quake 2 was not supposed to be a Quake game at all. Quake II is a full-on sci-fi reboot by chance, having no connection to its predecessor yet sharing the hallmark id movement and gunplay. The first Quake was basically DOOM in a fully 3D environment where techno-industrial themes had sex with gothic Lovecraftian architecture, a reminder of troubled development. Before you yell “blasphemy!”, hear me out. Quake 4 had one big advantage over DOOM 3 in the sense that the Quake, as a series never had a consistent identity of its own. Both DOOM 3 and Quake 4 were a departure from their respective series’ hallmark gameplay and opted for a more cinematic approach to storytelling. Above all, both games are generally considered to be the black sheep of the franchise by veterans and neckbeards. Both shared the same engine, same visual theme, same main theme composer and mostly the same design. Both were released a year apart from each other.
#Quake 4 games software#
Since id Software was busy making DOOM 3 and John Carmack was adamant on keeping his team small, the development of the next single-player title in the quake series was handed off to Raven Software, with a bit of help from id. DOOM 3 was a result of this shift in trend. Fast-paced run ‘n gun formula with little emphasis on the story was becoming a thing of the past and was being replaced by cinematic experiences. But by the mid-2000s, shooters were in the stage of redefining themselves. Not to mention its contributions to the advancement of eSports and competitive gaming. Quake, id Software’s legendary title born from a troubled development cycle took 3D rendering technology and shooters to a whole new level. Raven’s catalogue is filled with such great games that people often forget that they also made a reboot of id’s seminal title Wolfenstein and the 4th entry in id’s revolutionary Quake series. Raven worked wonders with the sentient being John Carmack’s pathbreaking game engines and they even had John ‘I should be in a shampoo commercial’ Romero come over and help them out with Heretic. Since both studios were located on the same street, you’d often see them collaborate on various games and gamey…stuff. Raven has a long & friendly history with id Software. It’s a shame that the studio known for creating classics such as Heretic, Hexen, Soldier of Fortune, Jedi Outcast, Jedi Academy and a lot more is reduced to a mere assisting role in the production of the Call of Duty games (Gee, thanks Activision, you no-good money kissers). To say that they made some pretty damn fine games is an understatement. Raven software was the ‘mini id’ of first-person shooters in the early 90s the to mid 2000s.
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