Video Games
Cthulhu and Quad Damage: ‘Quake’ at 25
It’s difficult to think at times that id Software revolutionized the 3D shooter thrice in a decade. Yet from Wolfenstein 3D to Doom to ultimately Quake, that’s what they’ve done, with each iteration specializing in a specific area. Wolfenstein established the FPS genre as we know it, while Doom refined the genre into a frantic adrenaline-fuelled shooter with addictive multiplayer capabilities. And Quake? Not only did it once again add on, nay explode, the possibilities of what we now take as commonplace for multiplayer shooters, but brought gaming itself into the 21st century with fully 3D polygonal graphics that were blazing fast.

Before all of that came to pass, many don’t realize that Quake started out as something completely different for the team at id. Originally envisioned as an action game, Quake was to take place in a fully 3D world involving melee combat (a la Sega’s Virtua Fighter) and RPG elements, with your character wielding a hammer that you could throw like Thor. As development continued, this was dropped, and the game was reworked to be id’s bread and butter genre in the 3D shooter.
This development pivot also affected Quake‘s original theme, which was originally more of a dark fantasy setting, and included enemies like dragons. Again, due to the time constraints, this was also scrapped, though elements of that original theme are still evident when you look at Quake‘s gothic medieval architecture. And in place of dragons, Quake pivoted to the occult. But unlike Doom and its demons and hell, Quake embraced another horror in H.P. Lovecraft.
Lovecraftian influences aren’t apparent at first, though the first hints are apparent in the game’s episodic nature. The first episode (which also served as the game’s demo) is called “Dimension of the Doomed”. The other episodes are named “Realm of Black Magic”, “Netherworld”, and finally “The Elder World”. Again, evidence of the original setting can also be seen here.

Admittedly, you see more of the Lovecraft influences with the enemies in their design, as when you get to the later levels you’ll start to see things like a Scrag (a floating torso with a tail), Spawn (an elastic blue blob that’s associated with the worship of Tsathoggua), and Shambler (based on the Dimensional Shamblers of H.P. Lovecraft’s Cthulhu Mythos). The boss Chthon is Lovecraftian in its design (as it can’t be hurt by convention weaponry), and “Quake” itself, Shub-Niggurath, is explicitly stated to be an Old One.
Surprisingly, the singleplayer content of Quake is one of its weaker aspects. While far from being terrible, it’s dwarfed by Doom‘s content, which had its details and revolutionary map design spread across much of its levels. Quake, on the other hand, frontloaded what it had to offer in its first episode, and largely the game feels rather pedestrian today. It’s not the frantic tension-filled shooter that Doom was, and its brown, bland environments don’t do it any favours. Of course, it’d be criminal to not mention Trent Reznor‘s industrial score that added to Quake‘s dark atmosphere. But compared to its main rival at the time in Duke Nukem 3D, Quake was certainly lacking in the personality department.

But to write off Quake entirely because of that is ridiculous. After all, this was the very first time that gamers, both console and PC, had a full-on 3D shooter. You could look all around with no texture warping or distortion to be seen. You had momentum in your movement. Thanks to John Carmack’s genius, Quake kick-started the demand for 3D accelerators, and ultimately led to the leaps in graphical capabilities that we enjoy in our games and game consoles today. And of course, once fans discovered that you could rocket jump, it only added to Quake‘s real strength: multiplayer.
There’s a good reason why the concept of QuakeCon still exists. What Doom started with its LAN parties exploded with Quake. And, thanks in part to the internet (and John Carmack’s genius in coding), people were connecting and engaging in multiplayer battles like never before. Quake‘s 3D engine allowed for things that players just never got with Doom. Being able to launch yourself across maps or dodge rockets added a frenetic energy to battles that was a quantum leap (no pun intended) over what Doom and its 2.5D brethren offered.

Quake‘s 3D engine’s revolution didn’t stop at multiplayer. Amateur level designers got down to creating their own rocket arenas and sharing the maps with other players. Quake‘s engine offered so much more potential, including the idea of Total Conversions that allowed players to do things such as add vehicles, create new game modes such as Capture The Flag, new weapons like grappling hooks and so much more.
Some of these Total Conversions and Mission Packs made it to retail. “Scourge of Armagon” and “Dissolution of Eternity” were the only official Mission Packs released for Quake. Each offered more content including new enemies and weapons, as well as new game modes such as the aforementioned Capture The Flag. And even with the last version of the original Quake engine was released 21 years ago, it’s still getting use even today, inspiring the “retro 3D shooter” craze, and even creating new games such as Wrath: Aeon of Ruin. But, if you’re still a fan of old-school, much like the Doom engine, you can find modern versions like ezQuake that allow the game to run on modern hardware with a few enhancements to boot.

Sadly, id couldn’t quite match what they accomplished with Quake with the sequel. While Quake II was good, it was more focused on addressing the lacking singleplayer of Quake than it was revolutionizing multiplayer. Which again just highlights just how amazing the original Quake was and still is to this day. It might not be as horror-centric the shooter that Doom was, but it nonetheless paved the way for a lot of what we have today.
Reviews
‘Flesh Made Fear’ Review: Retro Survival Horror That Mostly Delivers
There has never been a better time to be a fan of survival horror. While the successful resurrection of some of our favorite video game franchises is already cause for celebration, the triumphant return of good old-fashioned Resident Evil clones might just be the best thing that has ever happened to the genre. Not only do the retro aesthetics inherent to these titles mean that even smaller developers can get in on the fun, but ever-advancing technology means that these indie releases have the power to be bigger, better, and cheaper to produce than the classics of yesteryear.
However, this more accessible environment also means that, for every Tormented Souls 2 or Ground Zero, we get a deluge of overly familiar cash-grabs that cherry-pick mechanics and imagery from classic survival horror games without really understanding what makes the genre work in the first place. That’s why I was only cautiously optimistic when I first saw the trailer for Tainted Pack’s Flesh Made Fear, a stylish throwback that was originally released on Steam back in October of 2025 and is now making its way over to the PlayStation 5.
In the game, you select between Reaper Intervention Platoon (R.I.P.) agents Jack and Natalie as your team is sent on a mission to stop the nefarious Victor Ripper – a former CIA researcher who appears to have set up shop in an isolated town. Naturally, things take a turn for the worse when the agents discover that the area is now overrun with undead mutants created by Ripper in an attempt to perfect his previous MK Ultra experiments. What follows is a retro horror adventure that takes you from secluded woods all the way to a familiar mansion-turned-laboratory as you track down a modern-day Dr. Frankenstein and his army of gruesome goons.

The setup is standard enough for a survival horror title, with the R.I.P. squad obviously riffing on the S.T.A.R.S. team and Ripper’s manor standing in for the iconic Spencer Mansion, but it’s really the over-the-top presentation that makes Flesh Made Fear stand out from its peers. The high-contrast comic-book aesthetic and stylized menus give the title a certain B-movie/exploitation flick vibe that’s rarely seen in this kind of game, with the exaggerated violence and memorable characters often making it feel like you’re playing through a grindhouse picture.
Although the low-poly graphics here are meant to harken back to classic PSX (and even early PS2) releases, a lot of care went into adjusting the textures and lighting in order to make the most of simple character models and environments. In fact, I can’t think of a single vintage horror title with the same amount of visual flair as Flesh Made Fear, despite the fact that you don’t really visit that many unique locations throughout its 6-8 hour runtime.
Unfortunately, Tainted Pack didn’t go the extra mile when it came to actually writing the game, as Flesh Made Fear suffers from a script that aims for camp but lands in cheap mockbuster territory – and I don’t mean that as a compliment. While the aforementioned R.I.P. team is consistently entertaining despite the amateurish voice-acting (which is more of a quirk of the genre than anything else), the epistolary tapes and notes that you find around the map suffer from prose so generic that I wouldn’t be surprised if large portions of it were actually written by Artificial Intelligence.

This is a huge shame, as the visuals and sound design are so lovingly crafted that the lack of narrative effort stands out like a sore thumb. While the original Resident Evil games never really focused on story as much as gameplay and atmosphere, the developers at Capcom at least went out of their way to include satisfying bits of bite-sized horror like the infamous “itchy tasty” and even Lisa Trevor’s side story in the remake of the first game. Flesh Made Fear has no such luck, with the game’s narrative elements serving as little more than an excuse to revisit age-old mechanics.
Speaking of mechanics, it’s been a while since I’ve played a game so dedicated to its retro premise that it also manages to bring back some of the less savory aspects of the genre it’s attempting to revive. From unpolished combat to awkward camera placement that often hinders level traversal, which is especially annoying when you’re left to rely on a disappointingly vague map, there are plenty of frustrating elements here that I remember showing up in many of the less popular survival horror releases of yesteryear.
Of course, it’s easy to look past most of these blemishes when the experience of hunting down Victor Ripper by solving inventory puzzles and exploding copious amounts of undead heads is so damned addicting. Flesh Made Fear won’t be joining the Mount Rushmore of survival horror anytime soon, but there’s plenty of fun to be had with this brief yet entertaining tribute to classic genre thrills. And while veteran fans may not appreciate the mostly linear level design (and I still wish Tainted Pack had invested more time and effort into writing), you’ve got to love a standalone horror game with fixed camera angles and limited saves that can still be casually completed over the course of a lazy weekend.
Flesh Made Fear is available now on PC and PS5.

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