Video Game / Quake III: Arena
"Untold centuries ago the Vadrigar, the mysterious Arena Masters, constructed the Arena Eternal for their own infernal amusement. Virtually nothing is known of these beings except that they savor the carnage and clamor of battle. As such, they have stocked the arena with the greatest warriors of all time. And you have just joined their ranks."
From the manual.

Quake III: Arena is the third entry in the Quake series. It was developed by id Software and released in 1999.

The plot of the game is simple: Several warriors from all the corners of the galaxy duke it out in order to entertain the Vadrigar, and win the honor of being the most badass warrior of all time. Characters from several of Id's games, such as Doom and the two previous Quake games, were present in it.

This game was designed almost exclusively with multiplayer mode in mind. Id had recognized the fact that the deathmatches were easily the most popular thing about Quake so far, and created this entry as a virtual arena for competitive online matches. The single-player mode contained only a very basic story, and was based around a series of tiers, with the player making its way to the final match against the Champion. As everything else, the available multiplayer modes included in the game were plain and simple: "Free For All" (regular Deathmatch), "Team Deathmatch", "Tournament" (also called "1on1") and Capture the Flag.

The game has an Expansion Pack in the form of Quake III: Team Arena, made by Id themselves, which was focused in team games. Here you must choose a team and duke it out with the other clans. It adds three new gamemodes, all of the team-based: "One Flag CTF", "Harvester" and "Overload".

In 2010, Id released a free web browser version of Quake III: Arena called Quake Live, which also added many new maps (especially third-party ones) and some extra game modes. This version was later released on Steam in 2014, and made as a paid game in 2015. Plenty of new modes were added since its announcement such as "Race", "Clan Arena", "Freeze Tag" (a Lighter and Softer version of Clan Arena), "Domination", "Attack & Defend" and "Red Rover". Instagib versions of FFA, CTF and Freeze Tag were also made available.

And finally there's a Xbox Live Arcade version called Quake Arena Arcade, which was released December 15, 2010. This game contains some new maps and modes.

Followed chronologically by Quake IV. In 2016, it received a direct successor as Quake Champions.

The game has a character sheet.

See also:

Tropes applying to all of these games

  • Artificial Stupidity: The game uses an AI system based on brushes (firstly used on the Xaero bot mod for Quake II) instead of waypoint-based systems. This, however, doesn't mean that the bots will play like humans. They cannot jump, use platforms (there's a reason of why Q3 lacks platform-based maps, and uses jumppads instead) and they cannot navigate their way onto items which take some kind of risk to get. This is also a problem in its Spiritual Successor OpenArena.
  • Ascended Glitch: The Strafe Jump, with a tutorial and training course in Live.
  • Batman Can Breathe in Space: Some levels are set in space platforms and just a bunch of the characters aren't helmet-less, spacesuit-less humans.
  • Beam Spam: The Lightning Gun.
  • BFG: It's a Plasma Gun on steroids, however...
  • Chainsaw Good: The Gauntlet.
  • Cherry Tapping: The game actually gives you a humiliation award for killing your opponent with the Gauntlet. This fact makes the otherwise useless Gauntlet a popular weapon, especially in Live, where other players can see how many people you "humiliate" during all your game sessions.
  • Competitive Multiplayer: One of the games that really started the multiplayer craze, it still has a dedicated "professional" competitive community to this day.
  • Death Is Not Permanent: If Arenas is any indication, characters are rebuilt between respawns. In the game proper, the bots even lampshade this.
  • Death Trap: Some Deathmatch levels have these. They range from killing pendulums, to crushing platforms, to death pits and the void.
  • Developers' Foresight: In single player, curse at a bot. They'll comment on your potty mouth. Similarly, typing in racist slurs will have them ask if you're some sort of racist. Typing something religious will either get them on praising religion or throwing an insult at you. Really, there's a lot of topics it can handle, even though pretty loosely.
  • Dummied Out: Two unused music tracks by Sonic Mayhem, unused announcer voices, a test map and more. More info here.
  • Flight: You can find this item in just one map during a Multiplayer match, but it's also present in some third-party maps as well.
  • Gatling Good: The Machinegun.
  • Lightning Gun: The Quake 1 gun returns, but without the "water discharge" property.
  • Massive Multiplayer Crossover:
    • This series of games feature characters from most of Id Software's major FPS games until its release date battling it out for supremacy, such as the Space Marine from Doom, the Quake dude (referred to as "Ranger"), and several characters from Quake II including the generic Grunt, Bitterman (the protagonist of the main Quake II game), Major, and a Strogg Tank. The only major missing figure is Wolfenstein's B.J. Blazkowicz.note 
    • This also extends to the weapons, as the starting guns are a small version of Doom's chainsaw (the Gauntlet) and Quake II's Machinegun. There're also Quake's Lightning Gun, (which, sadly, doesn't include the "instant water kill" property its Quake counterpart had) Doom's Plasma Gun, and Quake II's Railgun. Team Arena also adds a modified version of Quake's Nailgun (which behaves more like a Shotgun with Nails instead of a rapid-fire Nail shooter) and Quake II's Chaingun.
    • Author Avatar: After installing the 1.16n patch of the game, you can even play as some of the developers!
    • Guest Fighter: Bullfrog, the developers of Quake III: Revolution, sure didn't leave the happy owners of this PS2 port without a tasty treat - The Reaper and The Mistress make guest appearances there!
  • Mutually Exclusive Power Ups: The "holdables": Personal Teleporter and Medkit in vanilla Q3A and Kamikaze and Invulnerability (plus the unfinished and cut Portal) in Team Arena. Players can use these at any time in the match, but cannot carry up more than one holdable at a time. In order to pick up another holdable, the previous one must be used first.
  • No OSHA Compliance: Lampshaded by Gorre, when he dies by lava:
    "Where's the 'Under Construction' sign? Who built this freakin' place?"
  • Palette Swap: Multiple models have alternate skins, although they all have no more than two team textures. Bolded are the bots available in the vanilla campaign, the console-exclusive bots are in italic.
    • Bones - X-Ray
    • Doom - Phobos
    • Sarge - Krusade, Roderic
    • Grunt - Stripe
    • Hunter - Harpy
    • Klesk - Flisk
    • Slash - Yuriko, Grrl
    • Patriot - Razor, Id
    • Lucy - Angel
    • Ranger - Wrack
    • Uriel - Zael
    • Visor - Gorre
    • Major - Daemia
    • Biker - Cadavre, Hossman, Slammer, Stroggo
  • Pop-Star Composer: Front Line Assembly composed some tracks for the main game. Sonic Mayhem as well returning after doing soundtrack for Quake II.
  • Tournament Play: The longevity of the game in the competitive scene eventually led to the development of Live.
  • Use Item: Teleporter and Medkit.

Tropes applying exclusively to Quake III Arena

  • Advertised Extra:
    • Sarge has been the center of many a promotional piece of artwork and is even the protagonist of the trailer and the final boss of the demo. In the full game proper? He's reduced to the first boss you take on.
    • Klesk appears in the cover of Quake III: Revolution and early screenshots, but has no big role in the game other than being playable.
  • Blood Knight: In the blurb, it says the gods wanted more entertainment, so they put you and the others there to fight, and even made you immortal so that not even death would release you from fighting.
  • Bond One-Liner: The dev team got creative with them, as many bots can attest. This is something which was refined further by Unreal Tournament and the like.
  • Credits Gag: In the PC version, after defeating Xaero, there's a cutscene which shows him turned into stone, and the obvious credit list... then Slash appears trying to control her rollerblades.
  • Dummied Out: The Grappling-Hook Pistol, accessible via cheating. It's modeled and works like it should, but its functionality is incomplete.
  • Easter Egg:
  • Excuse Plot: The game's plot goes like this: Sufficiently Advanced Aliens kidnapped some of the greatest warriors and made them fight each other to death and redeath. You die? They'll respawn you back. The best warrior will then challenge Xaero, the Arenas Eternal's champion. In the PS2 version, you get to fight against the tournament's host directly, though.
  • Foreshadowing:
    • "Arena Gate", first level of Tier 1, has statues of Major and Visor; you meet Visor in Tier 5 and Major in Tier 6.
    • "Hero's Keep", first level of Tier 3, has statues of Ranger, Major, Visor and Doom; you meet Doom in Tier 6.
  • Gradual Regeneration: The Regeneration powerup.
  • Loads and Loads of Loading: A pretty painful issue of the PS2 port, in which loadings might span for just as long as two minutes.
  • Mid Boss: The single-player portion of III features one boss per tier, except Tier 6: Sarge, Hunter, Klesk, Anarki, Uriel and Xaero.
  • Shareware: The demo version came with four levels (Arena Gate -q3dm1-, Temple of Retribution -q3dm7-, The Longest Yard -q3dm17- and The Proving Grounds -q3tourney2-) and five selectable characters (Daemia, Grunt, Visor, Major, Stripe and Sarge as a Final Boss of sorts).
  • Your Mom: Might occur if you try to chat with a bot (any who can reply to your messages, anyway) and actually manage to piss him off.

Tropes applying exclusively to Quake III: Team Arena

  • Art Evolution: Barely noticeable, but it's still there - starting with the menu design and ending with the minor fact that Callisto has little face animation, unlike the other models.
  • Back from the Dead: Pi and Fritzkrieg.
  • Bond One-Liner: The characters rely on "uniformed" voice acting rather than text chat lines and there's significantly less one-liners than in the vanilla Q3, but they're still here.
  • Competitive Balance: In Team Arena, you start as Jack-of-All-Stats, as in any FPS, but in the maps with the Runes, depending on the rune you've taken, you may become:
    • Fragile Speedster: Scout. (Negates your armor, and you're unable to pick up armor, but makes you faster)
    • Mighty Glacier or Lightning Bruiser: Guard. (You receive the max health and armor, and the health will regenerate to the maximum)
    • Glass Cannon: Doubler. (Increases your firerate and weapon damage)
    • Spoony Bard: Ammo Regen. (Your ammunition regenerates... rather slowly)
  • Defeat Equals Explosion: Any player who dies while carrying the Kamikaze holdable powerup. When dying, (and if they're not gibbed) they will produce a huge explosion which shakes the arena.
  • Dummied Out:
    • An incomplete Use Item, a Portal device. Like the Grapple, it's modeled, but its functionality is incomplete, and there's no model, sprite or effect for it, leading it to being a weird Game-Breaker if added to a map. Should it have been completed with the functionality finished, it would have predated games such as Narbacular Drop and Portal.
    • A minor one, but some bot chatlines were commented out, such as Angel's reactions when she gets killed by a player or kills with a Kamikaze. They're a real thing for Fritzkrieg and Pi, however.
  • Gatling Good: The Chaingun.
  • Nail 'Em: The Nailgun.
  • Nerf: The Railgun, later carried to Arena. It was overpowered in the main game, being hitscan and doing enough damage to reliably kill an opponent in one or two shots. In TA, the weapon gets weaker with distance, making it useless at longer ranges. This was later carried over to vanilla III by the time of Point Release 1.32.
  • Suicide Attack: The Kamikaze item.
  • Timed Mission: All of the single-player missions are this, as well as some matches on the main game.
  • Time Trial: Basically to what the singleplayer mode has been reduced - a series of free-to-choose challenges, in which you need to score points. The time bonus, complete with the skill multiplier, deliver the biggest impact on the challenge's final score.
  • Use Item: The Invulnerability and Kamikaze are added to the inventory.
  • Why Am I Ticking?: Hit an enemy with a Proxy Mine, (or many, for amplified effect) and in 10 seconds, more or less, he will blow into pieces.

Tropes applying exclusively to Quake Arena Arcade[[note]]Tropes from Arena and Team Arena may apply here as well.

Tropes applying exclusively to Quake Livenote 

  • Art Evolution: For being in the same engine, many of the Arena and Team Arena maps received really big visual changes, compared to the original versions.
  • Ascended Fanfic: Plenty of third-party maps made their way to Live:
    • The game launched with "Blood Run" by Sten "ztn" Uusvalinote , "Industrial Accident" (later renamed to "Pulp Friction") by Jason "Cornelius" Gill, and the Threewave CTF maps "Bloodlust" and "Courtyard Conundrum" by Dave "Zoid" Kirsch.
    • Premium Pak 1: "Realm of Steel Rats" by Jens Bergensten, "Dismemberment" by Mindi "Hubster" Burji, "Aerowalk"note  by Hubster and Mattias "Preacher" Konradsson, and "Phrantic" by Richard "Swelt" Jacques (all of them from the Challenge Pro-Mode Arena -CPMA- mod); "Deep Inside" by J. Scott "Teddy" Drader and "Intervention" (formerly "Suicide") by Agust Atlason (both from the Orange Smoothie Productions (OSP) Tourney mod); "Japanese Castles" by Mike "g1zm0" Burbidge and "Shinning Forces" by Ryan "Crewmaac" Villegas (both from the Threewave CTF mod); "Theatre of Pain" (formerly "High Noon") by Till "thefury" Merker, and "Overkill" by Wiebo de Wit (both from the Rocket Arena 3 mod); "Battleforged" by Tom "Phantazm11" Perryman, "Dreadful Place" by Pawel "Shadow" Chrapka, and "Focal Point" by Simon "Sock" O'Callaghan.
    • Premium Pak 2: "Thunderstruck" by thefury and "Somewhat Damaged" by Adam "Brent" Bellefeuil (both from Rocket Arena 3) and "Devilish" by Justin "StormShadow" Ingels.
    • Premium Pak 3: "Solid" by Swelt (from the CPMA mod) and "Window Pain" by Brent (from the Rocket Arena 3 mod).
    • Premium Pak 4: "Evolution" by thefury and "Three Story" by g1zm0 (both from the Rocket Arena 3 mod).
    • Premium Pak 5: "Double Impact" by Shadow (from the Quake II multiplayer-only expy Quetoo).
    • Premium Pak 6: "Dies Irae" by Shadow (from Quake 2 World); "Skyward" (formerly "The Vast and Furious") by Brian "ButterB" Hahn and "Concrete Palace" also by Shadow.
    • Premium Pak 7: "Toxicity" by Alexander Mader.
    • Premium Pak 9: "Canned Heat" by thefury (from the Rocket Arena 3 mod); and "Wargrounds" by Shadow.
    • Premium Pak 10: "Seams and Bolts" by Brent (from the Rocket Arena 3 mod).
    • Premium Pak 11: "Spider Crossings" by Dan "Scancode" Gold (from the Threewave CTF mod) and "Electric Head" by Brent (from the Rocket Arena 3 mod).
    • Premium Pak 12: "Camper Crossings" by Scancode (from the Threewave CTF mod).
    • Premium Pak 13: "Windsong Keep" by Phantazm11.
    • Premium Pak 14: "Terminatria" by Russell "bst" Vint, "Fluorescent" by Ferdinand "Cityy" List, and "Corrosion" by Phantazm11.
    • Premium Pak 15: "Left Behind" by Cityy.
    • Premium Pak 16: "Wicked" and "Use and Abuse", both by FxR/jude (50chickens), and "Foolish Legacy" by Swelt (all of them from the CPMA mod).
    • Premium Pak 19: "Future Crossings", "Gospel Crossings" and "Railyard" (formerly "Silly Railings") all of them by Scancode (all of them from the Threewave CTF mod).
    • Premium Pak 20: "City Crossings" by Scancode (from the Threewave CTF mod); "Shaken Not Stirred" by Brent, and "Monastery" by g1zm0 (both from the Rocket Arena 3 mod).
    • Premium Pak 21: "Hen House" by thefury, "Dead and Gone" by David "SgtGhost" Levesque (from the Rocket Arena 3 mod); and "McSarge's" by Cityy.
    • Premium Pak 22: "Industrial Revolution" by Joel "Johnny Law" Baxter (from the Threewave CTF mod); "Castle Deathstalker" by H. Scott "Deathstalker" Maclean, "Death or Glory" by SgtGhost, "Drunken Mummy" by thefury (all of them from the Rocket Arena 3 mod); and "Bitter Embrace" by Todd "Mr. Clean" Rose, and "Solarium" by Phantazm11.
  • Easter Egg:
    • The Rocket Jumping training map is full of these. First of all, it's modelled after the Introduction difficulty map selection from Quake. Then, by rocketjumping into the right places, players can discover a red keycard, a poster of Orbb with Crash riding on it (OOOOOOOOOOOOOOH SNAP!), a support with "Method was here" written on it, a guy holding a letter saying "You're My Hero!".
    • The Strafe Jumping training map has a team of Live developers on the Hard difficulty.
    • As part of the bowdlerization, the eggs on "The Bouncy Map" and "Apocalypse Void" (renamed as "Terminal Heights") had to be replaced with "MMM BOY". The "Deva Station" egg was replaced with the Turkey from Super Turbo Turkey Puncher 3.
  • Lighter and Softer: Live has blood and gore removed, along with the map decorations of corpses, torture victims, and skeletons.
    • Bowdlerization: In order to get the "T" rating, Live had to drop every topic/reference to alcohol, drugs, rear-guards, sex, porn, depictions of violence with animals and Satanism.
  • Mythology Gag: The rocket jumping training tutorial is shaped after the "Introduction" difficulty selection map.
  • Nostalgia Levels: Aside of the fan-made maps, Premium Pak 16 for Live added Quake II maps "The Edge" (q2dm1) and "Warehouse" (q2dm8).
  • Product Placement: Live originally had billboards displaying ads for various things.

Alternative Title(s): Quake Live