![]() Id Software released various Quake sequels over the years, including Quake II, another technical tour de force that otherwise had nothing to do with the original Quake, Quake III: Arena, a frenetic multiplayer-only title, and then Quake IV, which was-go figure-a sequel to Quake II. ![]() But it was quickly augmented with, among other things, smooth, hardware-based rendering, Windows compatibility, and a new multiplayer mode called QuakeWorld that offered significant enhancements for deathmatchers. The first version was an MS-DOS game with software rendering, if you can believe that. Quake also improved dramatically over the years. ![]() Quake was also a watershed moment for me personally: I had switched to PC gaming from the Amiga in the early 1990s in part because of DOOM, and thanks to Quake’s technical advances, I switched from purely keyboard-based gaming to more sophisticated mouse-and-keyboard gaming. While most are probably familiar with DOOM and the impact it had on gaming, it is impossible to overstate the importance of its 1996 successor, Quake, as it brought 3D gaming mainstream and has influenced decades of follow-ups the first-person shooters we play today all owe a great debt to Quake and the changes it wrought, and to Id Software’s John Carmack, the technical genius that made it all possible.
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