Gaming
Pretty pretty bang bang
Is Quake 3 too beautiful to live up to its promise as the "ultimate death-match game"?
Sometime before Christmas, Id Software chief John Carmack will sign off on the company’s long-awaited Quake 3 Arena, unleashing a game of unparalleled beauty and unapologetic violence. Despite the fact that it hasn’t been officially released, the game has already swept the online gaming world like a shimmering tsunami.
Following its usual testing tactic, Id put the Quake 3 test version online in May and has since posted several updates. Already, there are more than 1,100 servers worldwide where players can “spawn” into the game’s stunningly rendered arenas and start firing away. There is no mission but to kill other players — often and quickly, in teams or as a free-agent fragger. “We will return to plot-based games in the future,” explains Id developer Graeme Devine. “But this time we wanted to make the ultimate death-match game available, and we expect it will remain that for a long while.”
On the myriad message boards where gamers trade playing tips, technical notes and unadulterated bile, Quake 3 already ranks among the hottest topics. In a typical exchange, one player on the Gamers Extreme site opined, “Q3 has nothing new or inspiring to offer and the gameplay is currently weaker than both [previous Quake games].” Minutes later, another riposted, “I played many hours of both previous games, and am really enjoying Q3. Yes, it is more evolutionary than revolutionary, but I don’t think that is a bad thing.”
This split in the hardcore gaming community runs as deep as expectations for Quake 3 run large. Id Software, the Mesquite, Texas, game developer, has built a powerful reputation with its href="/tech/feature/1999/05/12/game_violence/index.html">“first-person shooter” games. Since its 1991 founding, the company has released Wolfenstein 3-D, Doom, Doom II, Quake and Quake II. Each game’s success has fueled huge demand for the company’s next product and the hype has brought thousands of new gamers into the fold. But a faction among the hardcore gaming community now looks askance at Id and Quake 3. Even the most lackluster student of American pop culture will recognize the meme at play here. There’s always a certain amount of “I liked them before they were popular” prejudice, driving some who consider themselves hardcore to reflexively criticize Id for “selling out.” Then again, there’s no question that talented people do get swayed by market forces. Film buffs might think of director George Miller, for example, who went from “Mad Max” to “Babe: Pig in the City”; rock fans might cite Phil “Genesis to Michelob ads” Collins.
For some old-time Doom and Quake fanatics, the new game seems like a lot of overhyped eye candy; Id has dulled its edge, they charge, to create wider appeal. As King Diamond69 — a dentist, dad and Ivy League grad who frequently posts in the forums of the Quake 3 news site, Q3Arena.net — put it: “Lovers of realism are a little (to very) disappointed, because Quake 3 has not really broken any new ground. Younger players and fast-action fans are basically gaga over it, for the same reasons the realists are upset: the graphics are high ‘wow’ factor, and the gameplay feels a little faster than Quake 2 [which has taken plenty of heat for being slow], but allows for much longer firefights between two evenly-matched players.”
What’s got those hardcore gamers so worked up? For one thing, Quake 3 is, well, beautiful. “A lot of the other hardcore players don’t like Quake 3 because it’s so mass-market and so ‘arcadey,’” explains Dennis “Thresh” Fong, arguably the greatest first-person shooter player ever. “The icons are simpler. They have cartoony boxes for ammo, and it’s all color-coded in bright red and bright purples, colors you’d never see in the other Quake games.” On the aesthetics charge, Id’s Devine pleads no contest. “We purposefully gave Quake 3 an over-the-top, cartoony, comic-book look,” he says. “Our big influences included games like Street Fighter and Robotron.”
The game’s use of curved rendering surfaces, lighting effects and highly detailed texture gives you the impression that you’ve dropped into a very violent section of a Saturday-morning cartoon. Two of the three arenas, or “maps,” that Id has released evoke the game’s more heavy-metal predecessors: The arenas are, essentially, dungeons — albeit dungeons with mall-bright lighting. But the third map is a space station without walls, where one misstep launches you slowly into the void, the extant players’ action taunting you until the screen goes black. Festooned with jump pads that launch you like a human cannonball, the arena tends to feature a lot of midair firing between opponents rocketing past — or directly toward — each other. Basically, it’s “Toy Story” meets “The Matrix.”
But there’s more to the critiques than just the look of the game. For two years, players have complained that Quake II plays slower than the original Quake, which in turn plays slower than Doom II. Many of the players in Fong’s Death Row gaming “clan” preferred the older, faster game. Keep in mind, of course, that when Fong talks about a game playing slower, he’s mostly talking about millisecond differences; it’s somewhat like Michael Jordan complaining that the humidity in a stadium is affecting his shooting. For any newbie, or even the average online gamer, the first few hours in the online arenas will seem like a bad amphetamine trip. Your adrenaline surges are constantly cut short as you watch your bloodied character fall prone, head askew. Most matches last around five minutes, but it’s pretty easy to play 20 matches back to back without flinching. Eventually, you find your bearings — and really start losing track of time.
Fong suggests that Id may have deliberately slowed down the game to draw a broader audience: “Quake was so fast-paced, it wasn’t a true mass-market game. Some people just couldn’t handle the speed or were intimidated by it.” In Quake II, the action slowed a tad and turned away from close-quarters fighting toward a more strategic game; aggression got you killed, and fast. And while Quake 3 does play faster than Quake II, it does not mark a return to the spine-twisting blur that made Doom II akin to an adrenaline I.V. drip administered through your mouse.
Fong, whose Firing Squad Web site tracks the gaming industry voraciously, says he completely understands Id’s position: The developer can hardly be expected to ignore the fact that increasingly fast connection speeds and processors make the mass market a potential gold mine. In an early review of the game, Fong wrote: “All we, as hardcore gamers, need to do is remember one thing: [Id's] intended audience is not us. They are listening. They want to make everything fun and fair for us and give us the best competitive experience, but they at the same time have another 2.99 million gamers to cater to.”
George Jones, editor in chief of Computer Gaming World, calls Quake 3 a perfect entry point to the genre, pointing out that complete newbies can train against the game’s artificial-intelligence bots to hone their skills rather than just getting slaughtered online for weeks on end. And Garth Chouteau, a spokesman for the Professional Gamers League, which promotes video-game championships, points out that Quake 3 will make a much better spectator sport than its predecessors. “There’s absolutely no question that Id was thinking about Quake 3 from a spectator standpoint,” he says. “I don’t want to make it sound like Id was taking orders from us, because they weren’t. But by making all the spaces better-lit and details like flashing the names above each player ahead of you, they’ve created a game that novices and nonplayers will be more able to understand.”
These departures from the previous games’ more “realistic” environments draw immense criticism in some quarters, of course. So does the fact that Quake 3 characters “spawn” into the arena with 125 health points, 25 more than the maximum available during normal gameplay (the extra points serve as a buffer against instant annihilation during the first few moments of play). This change, Devine explains, is engineered to defeat an old tactic: snipers ambushing barely resurrected players with a single shot from the rail-gun. Under the wrong conditions, a player could die several times in a minute without even firing off a shot in defense. Quake 3′s extra health points at least give them a chance to sprint away — damaged but not dead — while the sniper’s rail-gun languorously recharges. To hardcore gamers, who endured such hazing years ago, that seems like mollycoddling the newbies. Then again, it’s hard to generate much sympathy for players whose tactics make them blood brothers to the deer hunters who use roof-mounted spotlights to hypnotize their prey.
Naturally, Devine strenuously objects to any implication that Quake 3′s design has been much shaped by market forces. “We built the game with the Id staff as the target audience,” he says. “That includes everyone from John Carmack to Donna Jackson the receptionist, and we value our view over everyone else’s.” Whatever the motivations for its design, Quake 3 is almost a guaranteed hit when it finally comes out. (As usual, Id is honing to its tautological “the release date is the day we release it” policy.)
As Fong points out, “Id might lose some of the more hardcore audience, but they’re gaining 10 to 100 times more new gamers. And even people who thought Quake II was inferior still continued to play the game. A lot of people will switch just because it’s the newest game from Id Software.”
Despite frittering away many hours playing computer games, Marc Spiegler has written for Wired, Metropolis, Details and New York, among others. He lives in Zurich, Switzerland. More Marc Spiegler.
Draw Something, decoded
The newest mobile app sensation isn't just a game -- it's an intimate new form of nonverbal communication
Upon first brush, there’s not too much to grasp on to with Draw Something. The title of the game is essentially its elevator pitch: You are presented with three words, then you pick one, and then have a blank canvas on your smartphone/tablet/whatever to, well, draw something. You use your finger to draw some stuff on the screen, which ten times out of nine comes out as some sub-MS Paint-worthy scribble. The person you’re playing with then guesses what you just drew. Then, they draw something. You watch this happen, all in real time. And on a certain level, that’s it. Pictionary for the digital age. But why do we play Draw Something so obsessively, like an alcoholic returning to the bar for just one more round, and then another? Perhaps there is something downright pedestrian about Draw Something. Then again, that might be the point.
Drew Millard is an Associate Editor at Kill Screen Magazine and a freelance music writer. His writing has appeared in the Wall Street Journal, VICE, and Time Out New York. His blog Rap Industry Fan Fiction was named one of Huffington Post's "Seven Sites You Should Be Wasting Time On Right Now." He lives in Brooklyn, because of course he does. He tweets from @drewmillard. More Drew Millard.
“Sleep No More”: Shakespeare meets Internet games
"Macbeth" and alternate reality gaming collide in a show that could suggest the future of cutting-edge theater
"I've gotten to the secret level in Macbeth!" “Sleep No More” is one of the hottest shows in New York right now, which is surprising, considering that I spent most of my two hours during the McKittrick Hotel production wandering around the six-story building, wondering what the hell was going on.
The British company Punchdrunk’s production is ostensibly the story of “Macbeth,” though mixed with Alfred Hitchcock’s film “Rebecca” and told in the form of an interactive maze that owes more to video games — New York magazine compared the experience with “puzzle-horror first-person video games like BioShock” — than Shakespeare.
Continue Reading CloseDrew Grant is a staff writer for Salon. Follow her on Twitter at @videodrew. More Drew Grant.
My summer of Dungeons & Dragons
I was a scared kid with a sick mom. But I finally found the courage I needed -- and it came with polyhedral dice
A photo of the author as a teen, with one of his D&D dungeon maps superimposed behind him. Some say that all narratives ultimately tell only two stories. One: Someone goes on a journey. Two: A stranger comes to town. The summer before my eighth-grade year, when I was 12, I experienced the intersection of both. In other words, I learned how to escape.
This was 1979. My mother had been home from the hospital for a few months, and my sister, brother and I were just coming to understand her. Our “new” Mom.
The new version of my mother was a changeling. At 38 years old, she had suffered, and barely survived, a ruptured brain aneurysm. The head injury caused her to be mostly paralyzed on her left side. Her brain became scrambled. She limped around the house, couldn’t tell time and didn’t know the day of the week. Often, she’d make inappropriate remarks, swearing at the slightest provocation or making some lewd joke in front of friends. At times, she scared me.
Continue Reading CloseEthan Gilsdorf is the author of the award-winning book "Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms," his travel memoir/pop culture investigation into fantasy and gaming subcultures. He also writes on pop culture, movies and books for The Boston Globe, New York Times, Christian Science Monitor and contributes the blog "Geek Pride" for psychologytoday.com and blogs for wired.com's Geek Dad. Follow Ethan's adventures at Fantasyfreaksbook.com. More Ethan Gilsdorf.
Your guide to day one at Comic-Con
The schedule is set for the opening date of the country's largest collective geek-out. Here's what you need to know
Get ready to rock out. San Diego’s annual Comic-Con can be a very scary place for the uninitiated. With thousands of panels, screenings and artist booths, the four-day entertainment convention is perhaps the only place in the world where you can have a panic attack while staring at six versions of “Sexy Leia.”
In two weeks, nerds will descend en mass to California, and in preparation, the producers of Comic-Con have posted the schedule of events for the kickoff day on July 21. (Technically there is a preview night, but who is counting?)
Continue Reading CloseDrew Grant is a staff writer for Salon. Follow her on Twitter at @videodrew. More Drew Grant.
Even more evidence “Candy Land” movie will be like “LOTR”
Film's writer confirms previous comments; admits to loving challenges, J.R.R. Tolkien, candy
"Here the gumdrop hammer-stroke will fall hardest." Last week, the sweet world of nostalgic board games got a little bit more bloody. Glenn Berger, one of the writers for the upcoming “Candy Land” film, told Entertainment Weekly to “envision it as Lord of the Rings, but set in a world of candy.”
While my first reaction was to send that idea to Yikers Island for a life sentence, Berger’s bold vision grew on me. Think of how many jokes there are to be made here! Lord Licorice bellowing from the Cupcake Commons, “NONE SHALL PASS … UNTIL THEY PICK A PURPLE CARD FROM THE TOP OF THE PILE!” And that’s just from the top of my head! I could think of so many more jokes by the time the film actually came out.
Continue Reading CloseDrew Grant is a staff writer for Salon. Follow her on Twitter at @videodrew. More Drew Grant.
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