Monday, April 18, 2011

Let’s go back, back….

Does anyone remember Quake? I’m talking about the original, bunny-hop-around-medieval castles obliterating Lovecraftian horrors-with-a-nailgun-that-should-really-only-function-when-pressed-flush-to-a-flat-surface-due-to-manufacturer-safety-regulations-seminal ID Software first person shooter. It’s been somewhat obscured in collective gaming memory by its more conventional hulking space marines vs. ugly mutant bodybuilder aliens succession of sequels, but you can still grab it off Steam for 10 bucks. Play it, and as you do so, marvel to yourself: this is what shooters used to be.

All the seemingly intrinsic mechanics we take for granted as part of the genre today are unknown to this beast. Cover-based combat, regenerating health, evil PMC’s featuring as the excuse to throw wave after wave of human cannon fodder into successive linear corridors of conveniently placed debris, barbed wire, broken down tanks or crashed jam donut vans, none of them has any business being at this shindig. It’s a fascinating meld of 3D puzzle platforming, dodging traps a la Indiana Jones (I refuse to use the words “tomb” or “raider”), fast paced combat against otherworldly monsters and rudimentary survival horror. Visually it’s oozing with atmosphere, with advanced (for the time) lighting sources that are actually quite effective in complementing the recurring dark and demonic imagery throughout.

Yet it offers a very different kind of fear to that we encounter in many games today. Not that horror is its strongest suit; in comparison to psychological mindfuckery such as that transpiring in Amnesia: The Dark Descent, Quake’s scares seem somewhat tame. And there’s no plot beyond a very basic, “you have four runes to collect and there are lots of nasty things standing in your way,” blurb.

But what Quake evokes quite well is the sudden, visceral feeling of fighting for your life. This is a true relic from the old days of gaming, where players weren’t babied around. Completion is certainly achievable, but Nightmare difficulty means exactly that. Frustration and endless reloads will comprise a major part of your playtime. On the topic of which, quicksave is conspicuously absent leaving only a hastily scrawled explanatory note on the kitchen benchtop, tearfully apologising by way of the fact that it hasn’t been invented yet, which I suppose is a somewhat more reasonable excuse than saying you had to go home to feed the cat. All saves and reloads must be done through the pause menu, the comparatively lengthy process of which naturally discourages the use of the save function altogether. As a result, when you do manage to come out of a particularly trying battle by only the skin of your teeth, there’s a genuine sense of satisfaction. Your character is surprisingly agile for a pre-noughties shooter, so learning to move and shoot while maintaining environmental awareness are the skills that will allow you to survive. This lends itself to fast-paced gameplay that hurls you unsuspectingly from one threat to another in quick succession, barely giving the player time to breathe in between. 

And coming face to face with a mighty Dimensional Shambler or a pack of Fiends lurking in the shadows out of sight can be genuinely unnerving, as can running down a corridor toward a tantalizingly placed Quad Damage powerup only to have the floor open beneath your feet and drop you into a murky dungeon full of things with claws and teeth and filthy hygiene habits. Whenever this happened to me I’m sure that somewhere, an old ID level design veteran was chuckling evilly.

It all adds up to a game environment where between the oppressive atmosphere, truly tough enemies and old-fashioned adventure-serial crypt-pinching trickery, you rarely if ever feel completely at ease. And this was 2011 me playing. I can’t imagine what a splash (damage, natch) it must have made back in 1996, with its full 3D environments and immersive lighting. I first remember playing this game when I was 8 years old at a department store, hogging the demonstration computers they had set up and thinking what a thrill it was to be playing an MA-15 rated game chock full of zombies that exploded into clouds of gory gibs and warped mutant spider camels with human heads and serious dental problems. Come to think of it, that might explain a great deal about why I turned out the way I did today. Um, yes. Moving on.

Perhaps the greatest compliment I can bestow upon Quake is that it harks back to a time when first person games still held promise as a genre with real creative potential for the medium. All these modern checkboxes of “realistic” real-life-conflict-based “tactical” shooters filled with painstakingly rendered human opponents and plots lifted straight from Hollywood blockbusters by people with scriptwriting degrees, of which the genre has been progressively channelled into ticking off on a mandatory list of creativity-killing selling points, only serve to infantilize and dumb down first person-action and indeed gaming as a whole. This is a proverbial shipping container we need to think outside of if we’re ever to fully realize the tremendous immersive and story-telling potential of first person games more generally. With that goal firmly in mind, it’s fun to look back at old shooters like Quake and remember that developers, too, were once able to just let their imagination (and their rockets) fly.

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