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Video Game / Quake IV

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Quake IV is the fourth entry in the Quake series, launched in 2005.The game was developed by Raven Software, using the Id Tech 4 engine (Doom 3 engine) and it's set in the Strogg arc, as a sequel of Quake II.

After the events of Quake II, the EDF starts the invasion to the Strogg planet in order to terminate the Strogg menace once and for all. The player controls Matthew Kane, a corporal of the Rhino Squad, and he must assist his comrades in the given objectives.

The game introduces reloading and NPCs to the Quakeverse, at least for single-player, giving the campaign a more generic space marine feel. In the campaign, weapons can also be upgraded. The multiplayer section of the game, on the other hand, is basically Quake III: Arena with some changes such as the introduction of cruch sliding and projectile teleporting/pushing.


The weaponry roster keeps most of the Quake II weapon roster, dropping only the Super Shotgun, Chaingun and BFG10K, adding the Lightning Gun and the Nailgun from Quake and a new weapon called the Dark Matter Gun replacing the BFG. In multiplayer games, the Blaster is swiched with the Gauntlet from Quake III: Arena. A later patch added the Napalm Gun for multiplayer. Speaking of multiplayer, the game came with five gamemodes: Deathmatch, Team Deathmatch, Tournament, Capture the Flag and Arena CTF. Later patches added the DeadZone gametype and a "Buy mode" option for all gametypes where players must purchase weapons with credits a la Counter-Strike.

The Xbox 360 version of the game comes with Quake II embedded on it.

Canonically speaking, the game is the most recent Strogg game to date, but it was followed by prequel Enemy Territory: Quake Wars in 2005.


The game has a character sheet, currently under development.

See also:

This game provide examples of:

  • Adaptational Modesty: In Quake 2, the Iron Maiden enemies were basically nearly-naked cyborgs with porn-star physiques and a rocket launcher for an arm (though their alien/melty faces and plenty of robotic implants do ruin any potential erotic effect). Their appearance in Quake 4 is much more sensible, with more modest proportions and full armor coverage around their chest.
  • Air-Vent Passageway: There's an escape using one in the level after Kane's Stroggification, just before Kane's first encounter with a Teleport Dropper.
  • All There in the Manual: The Xbox 360 version provides a large amount of background information regarding the various members of Rhino Squad in the loading screens. These messages are absent in the PC version.
  • Always Chaotic Evil: The Strogg race.
  • And the Adventure Continues:
    "Kane, you have new orders."
  • And Then John Was a Zombie: The Stroggification process turns former human soldiers into enemies, while humans who didn't made it through the process are dumped into waste areas. An example of this process is Lt. Voss.
    • Subverted with Kane, who is turned physically into a Strogg, but his Stroggification process is interrupted before the neurocyte that would erase his humanity is activated.
  • Animal Motifs: The squad names: Badger, Bison, Cobra, Eagle, Kodiak, Scorpion, Viper, Warthog, Wolf, and, of course, the Rhino Squad.
    • Creator Cameo: There's also the Raven squad, composed by members with the same names as the developers of the game.
  • Armor Meter/Points:
    • Expressed in an icon+number fashion for the player on foot.
    • Bosses and the player while on a vehicle have a regenerating shield gauge.
  • Back from the Brink:
  • Badass Driver: Whoever is driving the truck in the early Nexus mission in Quake 4 has got to be crazy.
  • Bald Women: The Iron Maidens.
  • Beam Spam: The Lightning Gun, which fires a continuous, range-limited beam hitting anything on its path. There's also the Railgun, the game's Sniper Rifle.
  • BFG: The Dark Matter Gun, a portable black hole generator which sucks everything in its path including you when Strogg!Voss or the Makron use it on you.
  • Big Damn Heroes: When the Rhino Squad saves Kane from the final part of the Stroggification process. Too bad the same can't be said for the many other poor souls before you that already completed the process, which you can see in the body jars moving around the facility.
  • Bio Punk: The Strogg use biological/robotic hybrid machines for everything See this game's Fate Worse than Death below for an extreme example of this trope in action..
  • Bittersweet Ending: The Nexus is destroyed, striking a crippling blow the Strogg will never recover from, and the end of the war is just a matter of time, but a lot of good people died to make it happen. Kane receives new orders before he can celebrate with the rest of Rhino Squad, plunging right back into the thick of it. And because of his Stroggification, he may never be able to return to Earth.
  • Blue Orange Contrast: A variant. The Marines are, rather than blue, olive green, while the Strogg are orange. This is reflected in their respective UIs as well as in their uniforms. It also makes Matthew Kane stand out even more, post-Stroggification, when standing amongst the rest of Rhino Squad.
  • Boring, but Practical:
    • The Machinegun in single-player, especially because it's one of two weapons with a flashlight, the other being the Blaster. It also has a scope to increase the base damage of each shot and help line up headshots, sacrificing rate of fire and automatic functionality. Upgraded, the magazine capacity increases to 80 rounds, making it truly a light-machine-gun.
    • The shotgun hits hard, hurting almost like a rocket or grenade splash at close range. Nice to have if the enemy closes the distance while the machine gun is out or for general melee battles. Plus, the upgrade gives it a 10-shell magazine for swift reloading in all cases.
  • Boss in Mook Clothing:
    • Gladiators and Heavy Hovertanks in the foot-based levels. In vehicle-based levels, where wiping out Strogg is pretty easy, they become regular mooks.
    • Fake Ultimate Mook: Light Tanks, provided you've got enough room to keep backing away from them.
  • Boss Rush: In the Nexus Core level, Kane comes from a goodie-filled hallway, and is locked in a small-medium sized room. Cue 3 consecutive groups of Light Tanks, Heavy Hovertanks, and Stream Protectors.
  • Bowdlerization: The German version removes the blood and gore and censor some scenes (such as Anderson's death). However, the dub wasn't changed to accommodate the censorship and so quite a few lines turn into non-sequiturs.
  • Chain Lightning: The upgraded Lightning Gun has the ability to hit multiple targets.
  • Chainsaw Good: The Gauntlet, a portatil saw, available only in multiplayer mode.
  • Continuity Nod:
    • At the beginning of the game, your superior informs you that the Makron was destroyed and the planet's intergalactic defense forces are down.
    • It is possible that the Grunt was based on the Enforcer enemy from II.
    • The Nailgun's mechanics greatly resembles the old Chaingun from II, as both require a split-second spool-up before fully unloading towards enemies.
    • An upgrade for the Hyperblaster gives it a ricochet feature, allowing the bolts to bounce around walls, something already tried in the series with the Ion Ripper from Quake II: The Reckoning and the Laser Cannon from Quake: Scourge of Armagon. Furthermore, the Hyperblaster uses cells, like the Ripper.
    • The Teleport Dropper is definitely the replacement of Parasite from II and it is mostly based on it. It also has a similar function to the Arch-Vile from Doom 3, which makes other tough enemies spawn in the same area as the player.
  • Cypher Language: The Strogg language. Subverted when you become Strogg.
  • Degraded Boss:
    • The Harvester first appear as a miniboss-type encounter, then as a regular Giant Mook on the last vehicle level.
    • In II, the Hornet was a Mid Boss, here it's almost a regular mook.
  • Dramatic Space Drifting: In the intro. Seems that it's just a marine contemplating the emptiness, then he turns to reveal a disfigured face and then half a body missing.
  • Elevator Action Sequence: In the Nexus Core level, after passing a pair of Light Tanks, Kane activates a descending elevator. Cue several Strogg attacking him... and a Gladiator waiting at the bottom.
  • Embedded Precursor:
  • Enemy Summoner:
    • The Teleport Dropper, a Strogg which looked like a bulldog, and can disperse several teleporters which summons several Mooks. These can also appear at the (destroyable) teleporters on the game.
    • Strogg!Voss can call mooks while regenerating his shields to protect him.
    • The Makron and the Heart do this in the final fight after the player defeats the former's first form.
  • Everything Fades: Dead Strogg vanish in a green light a few moments after death. This is due to engine limitations. Dead marines are an exception, though.
  • Evil Gloating The Makron constantly trash talks while fighting you.
  • Evil Sounds Deep: The Strogg voices heard throughout the game, including the Makron's voice.
  • Exploding Barrels: The red Stroyent barrels scattered across the levels can be shot.
  • Fate Worse than Death: The Stroggification process. As if being conscious through all that mutilation isn't bad enough, until the higher brain functions atrophy, the victims are forced to watch as their body is used to kill their fellow men without being able to do anything.
    "You call this Stroggification? More like a mutilation!"
    • And I Must Scream: A conversation overheard hints that the victims that are Stroggified are, for a time, aware of their actions but can not stop them. This is later shown to be true when Voss becomes Stroggified, who spends the boss battle pleading with Kane to run away - all the while being forced to attack him.
    • Body Horror: The subjects are put into heavy sedation and, as a result, are 75% paralyzed. Through an assembly-line-like process, they rip open the stomach, saw off the legs, fuse new legs and armor to the skin, put a big helmet on them, insert a control chip into the victims brain, and then activate said chip so he/she can serve the Strogg.
    • Industrialized Evil: The Strogg Medical Lab levels shows this in full body.
    • Strapped to an Operating Table: The entire stroggification process, although the victims aren't strapped to the tables—they're just heavily sedated with steroids.
    • Unwilling Roboticisation: Any Strogg with human parts has been subjected to this.
    • Up to Eleven: Being turned into a Strogg warrior is a horrible thing, sure, but the ones who REALLY have it bad are failed transfers, humans for whom something went wrong during their Stroggification process and are turned into mindless, zombie-like creatures, and the mutilated and still living torsos that the Strogg use as a energy source for their installations.
  • Flunky Boss: Strogg!Voss and the Makron can summon mooks which help them in the fight. Your first encounter with a Light Tank also has several soldiers helping him.
  • Gameplay and Story Segregation: Tech Strauss is generally regarded by Rhino Squad as utterly useless in combat, with several characters referring to the player having to "babysit" him. However, his combat AI is not noticeably different from his squadmates', allowing him to easily take down enemies as strong as the Gladiator in melee combat. Plus, somehow, he manages to get out of the deep levels of the Nexus Hub. The same hub where Kane was captured by the Makron.
  • Giant Mook: Stream Protectors, Light Tanks, Heavy Hovertanks, and Gladiators.
  • Giant Spider:
    • The Stream Protectors, minibosses armed with Hyperblaster-like cell shots.
    • To some extent, the game's version of the Makron also qualifies.
    • Spider Tank: The Harvesters, found several times in the game. They're armed with two missile launchers in the back, a nailgun in the front, and being crushed under their legs, whether on a vehicle or on foot is a one way ticket to death, like it happened with Bidwell.
  • Half the Man He Used to Be:
    • The Waste Processing Area level has halved failed transfers which launch themselves towards the Marines.
    • This happens to an unfortunate Marine who attempts to enter a Strogg teleporter.
    • Of sorts with the Makron: it loses its second half after the first part of the final battle and then loses the upper part upon its final defeat.
  • Harder Than Hard: "General" difficulty. Even the weakest, basic enemy Mooks can kill you in a handful of shots, technically because enemies are given a boost similar to a Quad Damage. All enemies have noticeably more health, so that even mid-level enemies like Berserkers and Gunners take more than a full clip of assault rifle fire to kill. Your teammates are no longer invincible powerhouses, making all levels with them into Escort Missions. The game is already fairly stingy with Health and Armor on Normal, so imagine what all this is like on Harder Than Hard.
  • Heads I Win, Tails You Lose: Kane's first encounter with the Makron.
    • Hopeless Boss Fight: Although it's somewhat unique in that Kane does have to damage him significantly, otherwise he just straight out kills him instead of immobilizing him with his tractor beam.
    • Suspicious Video Game Generosity: Kane runs down a hallway lined with ammo to an obvious ambush. After taking out the two (relatively) easy Stream Protectors, the Makron shows up.
  • Homing Projectile: The Nailgun, after the last upgrade, allows the player to home the nails towards the enemies.
  • Human Resources: The Strogg run on this. If their victims are lucky, they'll turn them into Strogg soldiers. If they're unlucky, they'll turn them into batteries for their facilities or liquefy them to make Stroyent.
  • Hyper-Destructive Bouncing Ball: The Hyperblaster, after being upgraded, launches cell balls which bounces on surfaces. Also, some bosses such as the Makron have such ricocheting attacks.
  • Informed Ability: The Strogg is said to have technology far ahead of Humanity, but humans seem rather quick to come up with improvements for captured weapons. After the opening mission to neutralize a local Strogg airbase, however, someone points to a specimen of Strogg aviation powerplant, saying that it is at least 15% more efficient than anything Humanity has, and a couple of the said upgrades are indeed taken off dead Stroggs.
  • "Instant Death" Radius: Whatever you do, don't get close to a Harvester. Those needle-like ends to their legs aren't just for show.
  • Interface Spoiler: Be careful checking out the game's multiplayer models. One of them is Stroggified Kane.
  • It's a Wonderful Failure: Kill a teammate vital for a mission (or fail to defend an important item, unless it's failure is required for a scripted sequence), and it's Game Over.
  • It's Raining Men: Drop pods, a way to deliver soldiers to their objectives very fast with a high mortality rate.
  • Keystone Army: The Stroggos. Once the Nexus is destroyed, every Strogg force perishes.
  • Large and in Charge: The Makron is 20 feet tall, which also happens to be the exact same height as the Cyberdemon from Doom 3 (both Doom 3 and Quake 4 being made on the same engine by very closely tied companies).
  • Late-Arrival Spoiler: The (original) Makron was killed and the interplanetary defense system (a.k.a. the "Big Gun") is destroyed.
  • Lightning Gun: You'll find this weapon being tested on an unfortunate marine. It can be upgraded to fire Chain Lightning.
  • Major Injury Underreaction: When on the first to the Hannibal, you can hear this exchange when exiting for the field:
    Marine: Hannibal! I need a medic!
    Medic: Who are you? I'm not able to get a reading on your medchip.
    Marine: Corporal Thomas Alvarez. My medchip is damaged.
    Medic: But your medchip's implanted in your heart!
    Marine: I know... I'm looking at it right now.
    • During the stroggification process, the marine in front of you screams in pain. Kane, on the other hand, just sort of grunts and squirms as if it's more annoying than agonizingly painful.
  • Misbegotten Multiplayer Mode: The multiplayer mode can be resumed as Quake III: Arena running in the IdTech4, minus the "fun factor". And there's no Coop mode due to the highly-scripted system. The game shipped with 8 Deathmatch maps and 5 for the CTF mode, but later patches increased this amount and added the Deadzone gametype and an option to buy weapons. This was somewhat averted by the time the game was patched. Overall, Quake 4 plays like a even more faster version of Quake 3, with a new sliding mechanic allowing players to keep their speed around corners.
  • Molotov Cocktail/Kill It with Fire: The multiplayer-only Napalm launcher, introduced after several patches.
  • More Dakka: Some vehicles.
  • Nail 'Em: The Nailgun. In the campaign mode, you can upgrade the weapon, so it can shot homing nails, by keeping the alternate fire button pressed.
  • Nitro Express: One Escort Mission has a demolitions expert carrying explosives that will "take out half the mountain" if set off.
  • No OSHA Compliance: Any Strogg facility you could think.
  • Nostalgia Levels: Multiplayer-wise, the remakes of "Claustrophobopolis", from Quake; "The Edge" (plus a CTF version) from Quake II; and "The Longest Yard" and "The Very End Of You" (renamed as "Xaero's Gravity") from Quake III: Arena. Subsequent patches added also "The Camping Grounds" from III. And that's only the official levels.
  • Oh, Crap!: Strauss' absolutely horrified reaction when the Makron ambushes Kane.
    "Kane, it can't be... it's the Makron! Get out of there!"
  • Player-Guided Missile: The Rocket Launcher, after being upgraded, allows the players to guide the rockets, in exchange for a slower speed of such projectiles.
  • Point of No Return: Seldom you will be able to return to any previous level, unlike in II.
  • Regenerating Health: The vehicle-based levels have this as a vehicle feature, may it be a Convoy, a Tank, a Walker or a Train.
    • Regenerating Shield, Static Health: Strogg!Voss, the Makron in the final fight and the Nexus heart have this. They can regenerate with energy from the overall Stroggos complex in certain areas, but their health will remain the same.
  • Scenic Tour Level:
    • Some of the first tours in the convoy, where you aren't in charge of firing a gun.
    • The Stroggification scene, which takes you across the medical installations of the Strogg.
    • The facility's Conveyor Belt of Doom, where you cross through many areas after destroying the Stroyent generator. At the end, two grunts are waiting for you.
  • Second Hour Superpower: Kane gains his Strogg form and abilities right when the first half of the game ends.
  • "Shaggy Dog" Story: The first half of the game has your forces trying to blow up an enormous router with an EMP bomb. The other teams fail, then your own EMP is destroyed, then an attempt to shut down the router in another way fails (with unfortunate consequences for you)... and then you return to base, and Mission Control says that there was too much shielding on that router for a dozen EMP bombs to handle.
  • Smashing Hallway Traps of Doom
  • The Smurfette Principle: As with II, the Iron Maiden is the only female Strogg in the game.
  • Space Marine: Continuing the trend from II, but this time the Marines are closer in appearance to the Doomguy.
  • Trailers Always Spoil: The game's trailer makes no secret of the fact that Kane becomes Stroggified.
  • Translator Microbes: When Kane becomes Stroggified, the chip implanted in his brain lets him read and hear the Strogg language as English.
  • Unusable Enemy Equipment: Averted, both factions will capture one another's equipment implying they acknowledge its effectiveness.
    • Basic Strogg infantry may use prostetic shotgun weapons while Tactical Strogg may carry hand-held shotguns. Same situation with the standard-issue machine guns.
    • Tactical Strogg also use recovered hyper blasters as well as their own Strogg railguns. Matthew Kane can recover a railgun while a human technician later enhances it.
    • The portable nail gun, lighting gun, and dark matter gun are never encountered in the hands of Tactical Strogg but their existence suggests that they were developed for use by said tactical units.

      Otherwise, the lightning and dark matter guns can be used by boss characters in non-portable form, while the Gunner has a variant of the nail gun and grenade launcher.
  • Vader Breath: The Iron Maidens.
  • Video Game Caring Potential: You'll want to keep your AI teammates alive in the shootout levels. You can kill them, however, though doing so with vital teammates ensures a Game Over scene.
  • Wham Episode: The Strogg Medical Facilities. After being captured in the previous level, Kane gets Stroggified. Messily.
  • What Did You Expect When You Named It ____?: In Quake IV the convoys carrying the bomb to destroy the Strogg Nexus were called War, Famine, Pestilence and Death. As this takes place early in the game while Kane is still a human, the results speak for themselves: the former three were destroyed as they were being carried, while a Harvester inutilizes the fourth.
  • You Don't Look Like You: The entire Strogg race.
  • Zombie Apocalypse: The level before the second squad intermission is all about this.
    • Not Using the "Z" Word: The "zombies" are called "Slimy Transfer" and "Failed Transfer". Averted in-game in that one marine actually does refer to them as zombies, before being corrected by another marine who states they're actually the discarded results of failed Stroggifications.
    • Zombie Puke Attack: The "Slimy Transfer" zombies.

Alternative Title(s): Quake 4