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Bron: Exscape

Exscape is inmiddels op dag vier van z'n "Five days of id" serie. Eerder kwamen Wolfenstein en Doom I/II langs fietsen, vandaag is Quake aan de beurt:

Released in mid-1996, Quake racked up a lot of firsts, not just in the first person shooter (FPS) genre, but for games in general. It featured a truly three-dimensional world, with ramps, floors above floors, asymmetric walls, and polygonal models. It introduced gamers to terms like "mip-mapping", "lightmaps" and "dynamic lighting," not to mention that it single-handedly ushered in the current reign of 3D acceleration. Of far more importance, however, is that it was the first game to have seamless Internet play right out of the box. The game shipped with the server software built into the quake.exe file and all anyone had to do was start the game with the -listen or -dedicated command line and instantly, they would have a fully-functional Quake server up and running. The fallout from this was felt almost immediately on the Internet. Fan sites like PlanetQuake (now the huge Critical Mass network of sites) and Blue's Quake Rag (now Blue's News) started reporting on the rapidly growing Quake community. Teams began gathering to create modifications in the easily hackable Quake C language created for mod authors. Servers started popping up everywhere and players began organizing into "clans", groups that played together as teams to annihilate the competition. The addition of QuakeWorld, the free networking "experiment", kept the ball rolling. Allowing Quake to feel almost exactly like a single-player game, it brought the people that thought NetQuake felt unresponsive to the world of Internet gaming.

Geen nostalgische screenshots dit keer, maar als je de afgelopen tijd niet onder invloed bent geweest van allerlei mistige middeltjes dan zul je je waarschijnlijk nog wel kunnen herinneren hoe Quake eruit zag...

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