id Software's series of gritty, First-Person Shooter 3D games, combining Gothic Punk and Sci-Fi, also 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 that comprise the franchise are the following:
- Quake II
- Quake III: Arena (Includes Quake Live)
- Quake IV
- Enemy Territory: Quake Wars
- Quake Champions
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).
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: Can be found in many of the games.
- Have a Nice Death: Courtesy of the in-game console system.
- Hyperspace Arsenal: Naturally, as the concept of only carrying two guns wouldn't be popularized until Halo.
- 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.
- Ludicrous Gibs: Unsurprising, seeing how it's a Spiritual Successor to Doom.
- 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.
- Press X to Die: The Thunderbolt weapon, which kills you when fired underwater, and it also electrocutes anything in a radius that depends on the amount of ammo you have for it. This is (kinda) useful in multiplayer if a bunch of people are in the water with you, or if you're invincible.
- Punk Punk: The Slipgate entries (Quake I and its crossovers Quake III and Champions) were Gothic Punk, while the Strogg entries (Quake II, IV, and Enemy Territory: Quake Wars) lean toward Cyberpunk.
- Real Is Brown: Quake is one of the earliest examples of such, and certainly the Trope Codifier. Previous FPS games used bright colour palettes alongside their rivers of blood, whereas everything in Quake looks muddy and ancient, thanks to its brown-based palette.
- 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.
- 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:
- Slash Command: One of the earliest series examples, if not the earliest.
- Speed Run: One of the oldest speedrunning communities and still going, with Speed Demos Archive originally being founded for and having a dedicated section for Quake I. 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.