YMMV / Quake I

Quake II - Quake III: Arena - Quake IV - Enemy Territory: Quake Wars - Quake Champions

See also:
  • Anti-Climax Boss: The final boss is a defenseless Flunky Boss who you kill with a single Telefrag. The part leading up to the teleporter more than makes up for it, though.
  • Funny Moments: At the end of the "Commonly Asked Questions" section of the manual:
    Q: Are you guys Satan-worshipers?
    A: No.
  • Breather Level: The majority of "Episode 3: The Netherworld" is quite short and the difficulty isn't a match for Episode 2. Conversely, "Episode 4: The Elder World" picks up the slack, and contains some of the hardest levels in the original game.
  • Demonic Spiders:
    • Spawns. They're fast, they bounce all over the place making them incredibly hard to hit, hit you for visible chunks of damage, and being blue blobs who don't move when they immediately see you, preferring to wait a second, it's easy to miss them in the dark until they're all over you. On top of that, they explode like a rocket upon death, meaning it's easy to maim yourself (or worse) if you're careless while killing them when they're in your face.
      • Dissolution of Eternity takes things a step further with the Hell Spawns, who can also duplicate.
    • Fiends. They're less mobile than Spawns, but in exchange, they're much more resilient, taking three rockets to kill, their leap attack hits very hard, and they're very keen on cornering you in a place where they can cut your ass to shreds with their claws. To make it worse, they almost don't flinch.
    • In the literal sense, Vores. They move slowly, but they have 400 health & their attack is to launch an exploding pod that moves insanly fast & won't stop following you until they hit something (and it's homing ability is very accurate, meaning that if you don't get it to hit something inbetween you and the Vore, you're almost guaranteed to get hit no matter how long you run for.)
    • The Shambler is really tough monster that has 600 hp & can move quickly. Even worse, it has a lightning attack that is guaranteed to hit you as long as you aren't behind cover. Oh, and explosives only do half damage against it.
    • The nailgun-shooting Centroid scorpion from Scourge of Armagon. Pesky to kill, durable, and the Nailgun attack will reduce you to shreds.
    • Also from Scourge of Armagon is the Spike Mine, as its name implies, it's a floating mine covered in spikes which is also hard to kill and deals a lot of damage to you upon explosion.
  • Ensemble Darkhorse: Unusually for a Mission-Pack Sequel Deathmatch level, "The Edge of Oblivion"note  from Scourge of Armagon has plenty of remakes in later games.
  • Game-Breaker:
    • It's debatable, but the Rocket Launcher is far and away more powerful than anything else in the game. The Lightning Gun, which is the last gun to be found and the one with the highest position, is only a true Wave Motion Gun when amped up with Quad Damage. Of course, it's quite easy to accidentally kill yourself with both weapons.
    • Even without Quad Damage, the Lightning Gun is still a pretty powerful weapon, due to the high damage & quick firing speed of its lightning attack.
    • The laser cannon from Scourge of Armagon does away with most of the Lightning Gun's cons in exchange for a slower firing speed.
    • The Multi Rocket Launcher from Dissolution of Eternity fires four rockets at the cost of one, with each rocket dealing half the damage of a regular one. Most of the time it will be your weapon of choice as it not only runs on a completely different kind of ammo than the regular rockets, you only need half the amount to defeat any enemy. That's right, they managed to overpower an already overpowered weapon.
  • Goddamned Bats:
    • Scrags. They're there to make your life miserable, but not in the deadly sense. They're kind of tough, taking four shotgun shells to kill, can fly, which means they'll follow you everywhere (including underwater) and their ridiculously weak projectiles fire two in a burst that will be interrupted only if you outright kill the damn thing - flinching won't stop it.
    • Knights. These guys have as much health as a Scrag - not much, but enough to irritate -, they're fast, and their sword swipes can be started from a fair distance off. To make it worse, the mechanics of the game counts the swipe as a multi-hit attack, which equals a jittery screen full of red tint. But their biggest danger is evident when you're fighting them alongside other, more dangerous monsters. Why? Simple: their low threat level, attack method and high speed has them running right in your face when you're going trigger happy with the rocket launcher, and then it's too late to do anything except suck up your own splash damage.
    • Ogres. Their grenades don't do quite as much damage as yours, but even if you don't take it directly in the face, they still bounce around, making them very annoying to keep track of and avoid. And they're beefy enough to take two rockets/grenades before going down. If you use grenades/rockets and don't miss (or gib!) an ogre, you can be ammo-neutral at least half the time, as ogres drop 2 rockets each on death.
      • Dissolution of Eternity introduces the Multi-Grenade Ogre, which combines all of the above, with the annoyingness factor of the Multi-Grenade for double frustration.
    • The Gremlin in Scourge of Armagon can steal your weapons and use them against you. They are everywhere.
    • The Phantom Swordsman from Dissolution of Eternity, As you cannot see which part you must shoot, you'll run out of ammo quickly.
  • Good Bad Bugs:
    • HIP3M1 of Scourge of Armagon, Tur Torment, has a group of fiends spawn when you reach a slime pit that has red armor inside it. However, it seems that some of them freeze or jump in place instead of all running after you.
    • You can prevent the pawning of the Mummy Queen in Dissolution of Eternity by standing in her spawning place while the casket is opening. As monsters cannot telefrag players (it's the other way around), she will be telefragged, saving you a lot of ammo.
  • Hilarious in Hindsight: In a very odd way, the Anti-Grav Belt item from Dissolution of Eternity, which allows you to float. Apparently, Epic Games was taking notes with a mapnote , whose description mentions combatants being issued "special anti-gravity belts" before the match begins.
  • Just Here for Godzilla: The Multiplayer turned out to be far and away the main draw of this game (to the point of being the entire purpose of QuakeWorld). Fan reaction to it is what ultimately led Quake III: Arena to be built around Multiplayer and MP alone.
  • Most Annoying Sound: The Hell Knight/Death Knight's pain grunt can get pretty annoying after a while.
  • Most Wonderful Sound: Take your pick.
    • The meaty noises and the "nyom" of a zombie you just gibbed.
    • The deep, fast BA-DUM-BA-DUM-BA-DUM-BA-DUM-BA-DUM of the Super Nailgun firing.
    • The thunderclap that comes along with discharging the Thunderbolt on some hapless mook that won't live more than 3 or 4 seconds.
    • Hearing a Shambler's death moan will fill you with joy.
    • That pinging sound when a grenade bounces off a wall (except when it's not your grenade).
    • The hot "fizz" sound of a Nailgun loaded with Lava Nails stops firing, often after a prolonged carnage.
    • The death scream of Armagon in Scourge of Armagon. Ditto the dragon in Dissolution of Eternity.
    • The quad damage sound effect, which not only plays when you pick up the thing but also with every shot you fire when under it's effects.
  • Porting Disaster:
    • The N64 port. Many of the best levels were removed or simplified, and the multiplayer mode is limited to two players only.
    • Averted with the Sega Saturn port; it doesn't even use the original Quake engine, but Lobotomy Software's in-house Slavedriver engine, specially tailored to the Saturn. Despite this, it's a lot closer to the PC original.
  • "Seinfeld" Is Unfunny: This game codified a lot of tropes associated with modern FPS', such as weapon jumping/climbing, Capture the Flag, 1v1 arena, dedicated servers, lag compensation, green/brown palette, etc. However, it rarely gets mentioned in many Best Game Ever lists along with its progeny. Quake III: Arena "steal" most of these honors instead.
  • Special Effects Failure: Depending on where Armagon stands when he explodes during the final cutscene in Scourge of Armagon, the player may walk through Armagon's legs when the scripted cutscene has the player running for the portal.
  • That One Boss:
    • Armagon himself in Scourge of Armagon, which is basically a buffed Cyberdemon in terms of attacks. It has two fast-firing Rocket Launchers whose rockets not only hit as hard as yours, but are much faster and Armagon is surprisingly good at leading with them, firing four rockets every time. He also carries two Laser Cannons, which while less threatening than the rockets, they are tricky to dodge. And just in case you are trying to take cover right behind him, Armagon can unleash a shockwave that sends you flying (And very vulnerable to his rockets). And he's no slouch in terms of health either, topping at over 4000 in Hard/Nightmare. You better hope he gets stuck on a wall because it will be a very difficult fight otherwise.
    • The Dragon from Dissolution of Eternity is somewhat easier than Armagon in terms of having more cover (Even though the Dragon is perfectly capable of doing a One-Hit Kill with its fireballs) and having the Multi Rocket Launcher, but it's otherwise still a difficult fight because the Dragon will not forgive a single mistake. The arena has several powerups, but they are not very convenient, and the Anti-Grav Belt in particular is a Power-Up Letdown as it will compromise your ability to dodge the fireballs... and you may fall in the lava.
  • That One Level: Note that this section assumes play on Hard or Nightmare as this is considered "canon" and proper in the Quake community.
    • The Crypt of Decay in Episode 2 is a rude awakening. The goal is to reach the top tier of a castle to reach the main exit or you can opt for the secret portal. The level has a fair number of Shamblers as well as traps that can wear down your heath to critical, and tight-quarter ambushes. Better save your strength for the grand finale where a Shambler and friends throw a surprise party at the upper bridge of the castle. Still a memorable level for beautifully showing the 3d capabilities of Quake engine.
    • The Tower of Despair, thanks to being a Drought Level of Doom early in Episode 4 when you've got nothing but a shotgun and a nailgun, and still forcing you to fight a Shambler and a Vore on top of that. It also forces you to make an unreasonable number of drops long enough to guarantee falling damage.
    • The Pain Maze truly lives up to its name. While not that maze-like, the sheer number of Spawns makes it a nightmare to get through, including one section where you are helplessly pushed into a pit full of the things, and which you have to traverse because it's where the Gold Key is.
    • Tur Torment in Scourge of Armagon. You are pitted against a lot of tough enemies, including Vores and Spiked Mines, right from the start. Sure, there's a rocket launcher on the other side of a slime pit, but don't go for it right away.
  • Vindicated by History: The single-player campaign has undergone something of a rediscovery nearly two decades after its initial release. When the game first released some couldn't help but be disappointed in how close it stuck to the formula of Doom and it was overshadowed by the runaway success of the multiplayer. Quake's single-player was virtually forgotten after Quake III: Arena dumped single-player entirely and transformed the series into a landmark multiplayer shooter. However, in recent years there's been a new appreciation for the single-player of this game, namely the refinements it made to the Doom formula and for its unique Gothic Horror atmosphere with a Lovecraftian touch that no other game in the series attempted.