Video Game / Quake

id Software's series of gritty, (generally) Cyber Punk-ish First-Person Shooter 3D eng... er, games, noted for their industry leading graphics, their fast paced multiplayer matches, and their placement firmly on the "unrealistic" end of the Fackler Scale of FPS Realism. Quake is the Spiritual Successor to the Doom series, with all that entails.

The games which compose the franchise are the following:

Quake was one of the first major franchises to go big with licensing its engine to third parties, creating games like SiN, Soldier of Fortune and Half-Life, as well as later Medal of Honor and Dark Forces titles, and the first two Call of Duty games (and, on a darker note, Daikatana and one of the incarnations of Duke Nukem Forever.)

Tropes found all across the series include:

  • Artifact Title: "Quake" referred to the protagonist in the game's early stages, then to "the enemy" in the finished game's instruction manual. In the end, the actual game (or any game of the series, for that matter) makes no reference to the name "Quake" in any way.
  • Blatant Item Placement: In the first three games.
  • Crate Expectations
  • Follow the Leader: Quake, with the antecedent of Doom, began the multiplayer experience in the 3D FPS genre, but Quake III: Arena, along with its rival game Unreal Tournament, paved the way for the multiplayer FPS. 10 years later, it's still one of the biggest feuds in the gaming history.
  • Have a Nice Death: Courtesy of the in-game console system.
  • Hyperspace Arsenal
  • In-Name-Only: II, IV and Enemy Territory are nominally sequels to each other, and that "plot" line has nothing to do with the first game which in turn has almost nothing to do with Arena. Indeed, id originally wanted the "Strogg" arc to be an entirely new franchise, but ultimately decided the game needed the brand recognition which the "Quake" name would bring. (Also, their original idea for a franchise name was already trademarked by someone else.) Quake III Arena's story makes an attempt to unite the different id universes until that time into a single story arc, not that anyone noticed.
  • Killer App: People built new gaming computers to fully experience the first three games, but the most notable instance is GLQuake, which caused the 3dfx Voodoo Graphics accelerator card to become a must-own for every gaming computer at a time when software rendering and 320x240 resolution was the norm.
  • Ludicrous Gibs
  • Minimalistic Cover Art: The front covers of every primary entry in the series mostly feature the Quad Damage logo.
  • Monster Closet: The series does it sometimes in the first 2 installments.
  • Not the Intended Use: The rocket launcher. Its intended use is of course to make Ludicrous Gibs of groups of enemies. Many players instead choose to use it to make massive Sequence Breaking leaps.
  • Punk Punk: Mostly Gothic Punk, with a healthy helping of Cyber Punk.
  • Real Is Brown
  • Rocket Jump: The Trope Codifier.
    • Speedruns of the first two games will show you how high a player can rocket or grenade jump, given the right equipment. Even some secrets in Quake required doing a grenade jump. It's lampshaded in one of the secrets of the second game which requires you to do this:
      Secret Area. You crazy rocket jumpers!
    • In the Quake II expansion pack The Reckoning there's an area with an Invulnerability item which will vanish when you come closer, of course, by rocket jumping:
      No reward for you, jumper!
    • Many maps in Quake III: Arena and Live are designed to reward skilled users of the technique. In the latter, there's even a tutorial!
    • Even in Quake 1, it was useful. In the two last levels before the boss of the first episode, rocket jumping could skip half of the level, and even lead to a quad damage item.
  • Self Plagiarism: The first game was practically identical to Doom in gameplay and theme, with the only major difference being that it used true 3D instead of sprites. Quake II and III subverted this, the former by having a different theme, the later by focusing solely on the multiplayer aspect.
  • Shout-Out: The boxes of nailgun ammo have the Nine Inch Nails logo on them (which makes sense, since Trent Reznor composed the music for the game.)
  • Slash Command: One of the earliest series examples, if not the earliest.
  • Speed Run: The game just can't pose a challenge to modern players.
  • Splash Damage: The rocket launcher. Against fast targets, it's actually more effective to aim at the ground near rather than trying to hit directly.
  • X Meets Y: Basically Doom meets H.P. Lovecraft.