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Playing Quake for the Story (A Franchise Retrospective)
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391,360 Views • Dec 24, 2023 • Click to toggle off description
What is Quake, anyway? This video retrospective of the whole Quake franchise looks at each title and their expansions to see how the series evolved through time, if there is a story or not, and if any of it makes any sense in the end. The video considers the story of Quake from both a fiction and nonfiction perspective in its critique. It pays particular attention to the new MachineGames campaigns included in the Quake remasters. Spoilers, I guess, for both history and lore.

This video made with production assistance from Nate Greene.

___TABLE OF CONTENTS___
Intro-- 00:00
Quake 1-- 00:15
Scourge of Armagon-- 27:31
Dissolution of Eternity-- 36:05
Quake 2-- 45:31
The Reckoning-- 1:06:23
Ground Zero-- 1:10:56
Quake 3 / Team Arena-- 1:18:48
Quake 4-- 1:24:19
Dimension of the Past-- 1:41:42
Quake Champions-- 1:45:14
Quake 2 for Nintendo 64-- 1:48:48
Dimension of the Machine-- 1:52:52
Call of the Machine-- 2:05:08
Credits / Special Thanks-- 2:22:49


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If you enjoyed this video and want to contribute to the production of others like it, please consider donating through the crowdfunding website Patreon: www.patreon.com/noahcaldwellgervais
Metadata And Engagement

Views : 391,360
Genre: Gaming
Date of upload: Dec 24, 2023 ^^


Rating : 4.935 (213/12,816 LTDR)
RYD date created : 2024-05-18T20:34:31.99728Z
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YouTube Comments - 1,536 Comments

Top Comments of this video!! :3

@mattkeflowers

4 months ago

"I'm going to tackle the Quake series from a narrative perspective and there's nothing you fuckers can do to stop me" is such a great statement of intent.

1K |

@BigDrahma

4 months ago

"Quake II was a huge part of my childhood" sometimes I forget Noah isn't a 58-year old college professor.

625 |

@TheTyper

4 months ago

I gotta say Noah's "you fuckers can't stop me from talking about playing Quake for the story" is exactly the confidence I like to hear from this man.

108 |

@RaZor921

4 months ago

I'm not done with the video yet but it's a blast so far, however I do want to point out one thing: Trent Reznor declining to work on Quake 2 because it "has no atmosphere" is a myth. Sonic Mayhem himself has gone out and said that Trent declined because he was simply too busy. id didn't even know what direction they wanted for the soundtrack at the time, "Only after submitting our demo, they wanted to go the metal route." in Sonic Mayhem's own words.

204 |

@davidgribble6313

4 months ago

This comment is to help this channel in the algorithm.

676 |

@ParilPMC

4 months ago

I'm really glad you touched on the health bar feature that we added in Call of the Machine; it was a last minute request by the MachineGames guys, and I handled the implementation of it in code. It's completely customizable by map authors and they used this feature to perfection!

1.1K |

@johnthomason9980

4 months ago

Ah yes, that classic requirement of discussing Quake 1, which is "pronouncing Shub-Niggurath incredibly carefully"

363 |

@Bluehawk2008

4 months ago

I've always felt the true "episode 5" for Quake was a fan-made campaign from the year 2000 called Nehahra, which was prefaced by a four hour long machinima film, "The Seal of Nehahra". It painstakingly rationalizes the lore of the original Quake, introduces dozens of characters with conflicting motivations and arcs (all performed by one person putting on different voices with mixed results) and even incorporates some of the expansion pack content like the wraiths, while also establishing unique lore, settings and concepts to the world. It turns the ranger character into an affable buffoon who progresses through the original campaign to kill Shub-Niggurath only because it serves the interest of another human, one with extraordinary abilities and a thirst for power. It's equal parts Babylon 5, Lord of the Rings and... uh... Big Trouble in Little China? The playable mod itself sees you tracking down and defeating that human usurper through a series of visually and mechanically distinct levels that have a logical progression like Quake 2 or Half-Life, and encounter enemies with new move-sets and abilities more like human players in deathmatch - they strafe and jump. This aspect you wouldn't enjoy very much and was quite divisive when the mod originally released. The final boss battle is essentially a Quake 3 one-on-one versus a bot on hard mode, who moves and thinks like a human and even has access to the same weapons as the player, plus magic powers that you don't... so actually it's like playing deathmatch against a hacker. This sort of becomes a meta-commentary of Quake's legacy, since at the time Quake 3 had just come out, and the idea of the ultimate challenge at the end of an epic journey through alien realms and dimensions being just another human on an ego trip mirrors the trajectory of the franchise. Unfortunately the mod uses its own fork of the engine, so modern sourceports don't play nice with it and running the original exe on modern operating systems is a pain on the ass. In the wake of great fan maps and mods like Dwell and Arcane Dimensions, the mighty Nehahra is fading into obscurity even among the hardcore fanbase of Q1, to say nothing of the new audience who picked up the remaster.

357 |

@treyperkins3841

4 months ago

“There is no justice, and there is no Santa Claus, so I critique as I please” ❤

762 |

@kikabibapopovi9139

4 months ago

Noah's ability to release a two and a half hour long video just three months after a nine and a half hour long video, and yet consistently maintain a very high level of quality is what truly elevates this channel

974 |

@Paulysolo

4 months ago

I love repeat LOVE when Noah does raspy narrative readings. Someone give our boy an audio log

131 |

@kilsya1392

4 months ago

"There is no justice as there is no santa claus so I continue to critique" You are an absolute gem Noah

86 |

@MegaVidFan1

4 months ago

Noah I am literally stuck in the mud off Highway 5, and have nothing else to do but watch this while I wait for Roadside Assistance. It is 1:30 am. This is not how I expected to experience this video but hey, inexplicable timing! Update: Two hours later, I am free. Merry Christmas and Happy Holidays, all!

117 |

@davidsnow5811

4 months ago

I'm surprised you didn't mention Sandy Peterson's greatest legacy: creating Call of Cthulhu, the tabletop RPG for H.P. Lovecraft's 'Mythos' stories. If you look at Sandy's levels in the context of expressing that eldritch horror - losing your grip on sanity, being trapped forever in alternate dimensions ruled by indifferent alien intelligence - it fits.

224 |

@grizzly3793

4 months ago

Good video, there's two very minor things I want to point out: 1. Telefragging was a feature since Doom 1, and present in the singleplayer as well. The infamous "Perfect Hatred" (E4M2) lets you telefrag a cyberdemon as part of its deliberate design. 2. The quake 1 map select level actually contains a secret, giving you nightmare difficulty. Genuinely my favourite part of that whole thing.

44 |

@neurocease

4 months ago

i do want to say, as someone who struggles with loving gaming as a medium but who is also just, not the best at it despite decades playing them, your frankness about how you engage with games at the level that is challenging for you has helped me literally just enjoy games more. the youtube landscape is filled with critics (many of whom are incredibly insightful just as you are) that make me feel (unintentionally in many cases - maybe intentionally in some) like i’m not getting the “right” experience of playing a game unless i perform some self-imposed death march through the hardest difficulty of a game i would be having much more fun with on normal. i regularly quote your “…but i am a fool, and a stoner” line when i feel that mindset of “i need to play on the hardest difficulty and get all of these super difficult achievements to really appreciate this game” creep up on me, because like you, i love gaming, but i am not fucking incredible at playing video games, nor do i have the time or inclination to torture myself with challenges that rob me of the fun or appreciation of a game. all the while, your analysis is incredible and valuable, in a way that many of the others are not, because you prove that you can engage deeply and intelligently with a game on an analytical level without that type of super hardcore mechanical engagement. your work is fantastic, not just because of that fact, but it does elevate it in many ways because the starting position of “i’m going to play this game in the way that gives me enjoyment and the appropriate level of challenge for my skill level” is much closer to my own perspective than “i beat this game on the hardest difficulty 5 different times, each time increasing the challenge by choosing not to use ‘x’ element because it makes the game too easy”. thanks for all your incredible work, and i’m looking forward to what you put out next!

124 |

@cowbeauty

4 months ago

Thank you for asserting yourself like you did at the start of the retrospective, not letting the difficulty gatekeeping crowd get to you is tough and i'm glad you've taken a far firmer stance on doing your own thing.

87 |

@mistermeow527

4 months ago

13:32 on modern level design being far less a dialog between designer and player than in the past is a critical reason I enjoy "old school/retro/Boomer shooter" shooter games. There's a wonder where you can tell the tells and nuances from a map designer just from playing it and across games as well. David Syzmanski likes his levels to loop in on themselves, Tom Hall likes his big 'working machine' maps, John Romero likes central 'node' points, and Dario Casali likes his 'Think fast, punk!' enemy jump ins. It's a dialog heavily missing in modern shooters and perhaps games in general. Thanks Noah for a wonderful retrospective!

49 |

@FlakonFraggs

4 months ago

Someone finally attempting to analyze the Quake narrative? Boys this is a certified Christmas miracle.

217 |

@DomTarason

4 months ago

If you loved Dimension Of The Machine so much, you really must check out some of the mods the community have released in the past five years or so. A lot of stuff up to or even exceeding that level, while still feeling unmistakably like Quake. The community also seems to have accepted that Quake's low-story, high-vibes format lends itself to one-shot adventures. A lot of big 30-60+ minute levels that tell a self-contained story.

59 |

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