Nice topic, to bad the answer is : nothing.
Teleglitch reminds me Quake a bit, mostly in style.
Second On Teleglitch.
Must be the pixelly graphics and the brown palette.
To be fair, I did actually think about the question but came to the conclusion that no game was similar in gameplay post ~2000 so it seems pointless to talk about it.
Teleglitch is so completely different gameplay wise.
Do Q2 And Q3A Count?
Not unless you can justify them. But Q3A certainly don't.
Unreal, despite the completely different moods, comes close at times. But despite the AI, the combat there is mostly horizontal. Yeah you pretty much run out of anything resembling Quake once you leave the 90s, or at least projects started in the 90s (such as Daikatana).
Quake 2 would be cheating, but it is the closest to having the vertical combat, (Flyers, Icarus, Technicians, the cave creatures jumping, Gunners above you dropping down grenades).
Blood at times was a little more vertical thanks to Gargoyles, Phantasms, and Cultists chucking dynamite...
This furthers my appreciation of Quake's excellence, even if it does sadden me with regard to other games.
Quake-style SP Just Didn't Cause Big Enough Waves To Be Copied.
Remember, even back in 1996, no-one cared much for Quake's single player partly because it was completely and utterly overshadowed by the multiplayer. The FPS genre was now suddenly all about DEATHMATCH and FRAGS, and like a red-headed stepchild, Quake's single-player was swept aside and forgotten. If it was more of ~a big deal~ I think people would have cloned it.
The other thing that caused people to ignore Quake-style SP happened when Half-Life came along and suddenly after that it was just a push towards ever-increasing "realism", and arcadey fantasy FPS was never really seen again, apart from in SS and PK, games which fail to be like Quake for a number of obvious reasons.
Chasm The Rift...
Was the closest. (though the gameplay was more like Wolf 3D).
In all honesty I can't remember a single game that is really similar. I wouldn't compare Unreal to it at all, Unreal was quite a different experience IMO.
I actually would love to create a quake-like game in the indie-retro fashion that is quite popular these days. I'm sure if all the talented folk at Func and various places banded together we'd be able to make something crazy special.
Really? Nobody else thought of that?
As to Quake's SP I always thought that that was what made it so great. Yeah, yeah DM was all the rage (see what I did there?) but honestly the bandwidth wasn't there for it except over a LAN. SP games are good because the game experience is universal to all players. Chithon throwing flaming fireballs is the same for everyone and the surprise of seeing that for the first time was a deal sealer. I bought the game that same day and have never looked back.
As far as I'm concerned Q3 really killed the franchise. I know that I stopped buying iD games (just because they were made by iD anyway) because of it, and to be quite honest I've not (so far) felt like I was missing something. Q2 was almost an afterthought with a hint of what Quake might have been.
Romero was Quake (the game, with some help of course). Carmack was the engine. Lose one or the other and it all falls apart. Carmack was still a genius but without each other they BOTH lost their way (see Daikatana and Doom 3).
Personally I'd go and buy a Doom I/II or Quake episode made by Romero even today.
Hehe Dooomer that's my review too. I actually did think about Necrovision, the second half is quite close to the fantasy style of Quake. But the first half in a crappy WW2 setting ruined it, and the gameplay wasn't that close. Necrovision gameplay is probably more like Painkiller (and Dreamkiller), that is having the same old enemy with guns or projectile like attacks over and over again, just with a different model or skin. No variety like Quake had.
Other than Necrovision, Enclave has a smidgen of Quake style, no surprise since a Q1/Q2 mapper created most of the levels. I suppose some of the Unreal Tournament games have levels that could be considered Quake's fantasy/sci-fi setting, but they're not Lovecraftian or hellish at all, and not SP so can't be considered.
That's about it from what I've played.
Actually the closest was probably that Doom3 mod that was a remake of a Quake level. Wish they did more than one level!
It had a few of the same elements, even though it was more about exposition and a slower style of play the actual movement and combat were pretty quick.... as I remember.
I also remember being disappointed by the art in Teleglitch. Usually I don't care about visuals, but in this case all the enemies looked the same, which killed it for me.
Requiem: Avenging Angel was overloaded with various magic abilities to a similar degree as Undying, but it felt more aggressive and oldschool overall. Don't take my word for it though, I played it a long time ago.
kingpin maybe? but maybe it felt that way since it was built on the q2 engine.
Can I Just Take A Second
to register my extreme disappointment that the Heretic/Hexen series has never been picked up again?
I mean, Quake hasn't been picked up again, that's true, but Doom, Wolf3d, and Quake 2 all have...
I know Tronyn, Heretic II is probably my best experience in a 3rd person game ever. That and Rune. Speaking of which, where's a Rune 2!?
Companies are always looking for franchises, even Shadow fucking Warrior gets remade which wasn't even that good back then. But no Hexen, Heretic or Rune :(
On the other hand, if Heretic or Hexen was remade, they'd probably fuck it up.
Oh almost forgot to mention, there has been a Hexen indie remake going for a number of years using idtech4. Don't know if they'll ever finish it. http://hexenmod.net/
The old Shadow Warrior was great. Certainly better than Heretic.
I always thought Heretic was cruelly underrated, and I had lots of fun playing it. In any case, I find it really superior to Hexen since it doesn't have retarded level design. I've been playing Hexen 2 on and off and it's way better than Hexen in nearly every aspect.
If they did a commercial remake of Hexen or Heretic, it'd just be a generic modern action game, based on flavour-of-the-month design ideas, and it'll no doubt be made all "gritty" and "realistic" with a moody goth/emo protagonist who swears and has internal struggles and so forth.
I missed out on all those games apart from Hexen 2 - a game which I never managed to get into to be honest - so a lame generic remake wouldn't bother me too much.
However, I would get night terrors thinking about the awfulness of what a "Quake" remake might consist of. Oh god...
Speaking of Quake - and I will get flamed for this - I have to say the only vaguely quake-like experience I've had since the 90s has come from Doom 3. I know the player is crippled in comparison, but there was something about the minimalist gameplay (by modern standards), relentlessly hostile environment, and ambience that made D3 id's closest game to Quake yet (imo).
Heretic has retarded weapons though.
I have to say the only vaguely quake-like experience I've had since the 90s has come from Doom 3.
I was thinking that as well. If you do a few quick modifications to the gameplay; upping player speed to always run, expanding clips or entirely removing clips, it suddenly feels very quake: A few strong monsters chasing after you in a dangerous environment.
I smell a mod project.
Who's modded for Doom3? Necros?
I vaguely remember hearing it was a pain in the arse.
it's not that bad, but because it's modern it requires more assets which makes it more work.
I was working on a mod but i lost the entire thing to an hdd crash. it's what made me start backing everything up. :P
i lost the entire thing to an hdd crash.
just the once.
A D3 That's More Like Q1?
That's actually everything I wish for every time I play it :P
My Maps Are Now Saved To A Dropbox
for that exact reason.
I Made That Mod
I sped the player up, and reduced the shotgun spread, and fixed the damned awful owl-necked damage feedback, tuned a lot of things to be a little more Romero and a lot less Willits, and made a little DMSP map. Shambler didn't like it.
No idea where the files are now.
Oh Hey Look
Damn shame you never finished it lunaran!
Awesome, and by techland so they shouldn't fuck it up. Hopefully it's proper old skool not some open world rpg bull'ish.
Closest Contenders IMO:
Quake 2 - close gameplay and feel, but a bit slower and less brutal.
Unreal - close environmental and monster styles, but again slower and less brutal.
Undying - close environmental variety and atmosphere, but too arcane and slow.
Requiem - close-ish variety and monsters, but not got the same visceral feel.
Doom 3 - very close monster style and atmosphere, but sparse enemies and less visceral.
Painkiller - close environments and speed, and gameplay simplicity, but even less coherent and little atmosphere.
Enclave / Dark Messiah - close environments and monsters, but pure fantasy or 3PS.
Wolfenstein Reboot - close-ish feel and environments, but too humanoid monsters and too slow.
Some of the others mentioned are clearly bollox, and some of the others dismissed are clearly rightly dismissed (Serious Spunk).
But some of these are potentially very close. Increase the movement speed and weapon damage in Unreal and through in some more brutal monsters. Increase the movement speed in Doom 3, swap half of the base for an abstract medieval environment and increase the monster numbers. Replace half the Wolf Reboot monsters with demons. Etc.
But as people are concluding, despite close contenders, nothing seems to have got all the core tennets of:
Simple controls and a solid feel
Fast movement and fast weapons
Proper monsterly monsters
Dark atmosphere and a weird but perceptible theme
Abstract and varied arcane environments
Don't forget the vertical level design. Sock pointed this out in Zendar, and thinking about it, it's rare that level design has such verticality as it did in quake.
I can think of a few bits in FPS games here and there, but you can tell the Quake team were drunk on the possibilities of true 3d space when they put the levels together.
I think most of the contenders I listed do that fairly well. Certainly Q2 and Unreal do. Painkiller much less so. D3 and WOFL not bad.
I always thought about Painkiller as a relatively slow game, at least if you're not bunny-hopping like crazy. Serious Sam is faster, with a more functional bestiary, but it has an even stronger emphasis on crowd control, which is not very Quake (I'm not taking atmosphere into account right now).
To Be Frank
I don't think any of those come close.
Things it needs to have to qualify:
* Strong but dodgeable projectiles.
* Comparatively weak hitscan.
* Maps with unlockable loops.
* Map z-axis is fundamental.
* Baddies with highly differentiated mobility.
* Baddies should work with z-axis.
* Unbroken pacing (no stamina, reload or autoheal).
* Environmental hazards.
* Encouraging exploration through secrets.
Notice how over the past decade popular FPS have increasingly thrown these overboard. Resulting in players running over a bumpy plane with walls inbetween, fighting bad guys that are all basically humans with some variations on a hitscan weapon.
Rather than doing environmental hazards to limit the playing space we now have invisible walls and helicopters coming to shoot you down when straying outside the playing field. You are so bold to think that the game would encourage exploration, it much rather does not bother with it, kind of a shame. Despite a game like Half Life starting a trend of more 'realistic' weapons in linear maps and ingame cutscenes, it's still pretty 'old fashioned' with environmental hazards and highly differentiated enemy types.
Spiney Speaks The Truth
also, another thing that Doom, Quake, Unreal and Daikatana all did was mix near-future scifi with more medieval/supernatural settings and enemies; this seems extremely unusual today, probably because companies just want to design one aesthetic/set of assets and keep to that.
Another Big One
The dev team worked more for the fun of it.
Rather than just being wage slaves going through the motions.
They were already minted from Doom...
I'd say Daikatana just tried to be 4 distinct games at once.
Predominantly (sometimes exclusively) humanoid/biped enemies in modern games has a lot to do with the expense of animating to today's level of sophistication and that it's much easier to just go with mocapped bipeds for everything, than having a load of different creatures with all sorts of varied body plans and forms of locomotion.
I forgot Daikatana.
TBH, bugs, sidekicks, bullshit aside, that is one of the closest in feel.
And As I Said Before.
If Romero had stayed on id and they'd managed to mix Q3A engine and polish with DKT SP and diversity, you would have had a great game, and possibly the closest thing as per topic title. Instead we got two half games :S
More like four weak shooters of humble size and one cybersport discipline.
Besides the fact it's short, it reminds me most of the combat of quake. More frantic, stronger monsters a threat, weaker ones not so much except in numbers. I don't care for the vehicle or RPG side of stuff, but the combat feels definitely old school. Weapons are varied enough like Quake to make them all useful. It's got some decent vertical sections in to too. The combat was just to short.
DNF would be another one, to me. I actually didn't mind the two weapon limit in that one, but you've got a nice set of environments, weapons with some kick and AWESOME boss battles (which Rage only has one good boss battle imho).
Painkiller reminds me more of Commando/Rambo/Kanari(?) Warriors, those kind of games. Same with Serious Sam. I like them, but I find them nothing like Quake.
Let's Make It A Func Project
and watch it crash and burn due to infighting :P
Yes a project to make a sequel to quake would be awesome. There never was a sequel, after all. That strogg crap doesn't count. Arena...what no monsters? Strogg crap again. . . Nope, never been a sequel to quake. No, not even a spiritual successor (would be lame anyways).
Movies have taken the liberty of reusing names before; it's time to make Quake 2. There never has been a Quake 2. The time for a sequel is ripe.
Let's Call It...
Why Don't We Just Say
That all of the quake maps made in the last 18 years have been the sequel? (Maybe just the good ones?)
Then we've saved ourselves a lot of time and disappointment. I mean, a lot of them are very quakey and do capture the essential essence of what makes quake, quake.
Name Me ONE Quakeish Quake Map
Just ONE! I Dare you!
That's Right, Fucker.
[sfx: deafening silence]
It not only captures the essential Quake gameplay, but it also provides a shrewd insight into the social structure of the community that sprung up around the game. It's meta-quake at its finest.
I always thought Numb Nimbus was a very Quakrish Quake level, but perhaps I'm wrong.
GG WP Kinn & CZG.
Just ONE! I Dare you!
That's right CZG, get your thumb out of your arse and load up some Quake Maps
! There are plenty that capture the essence of Quake!
Just ONE! I Dare you!
I vote Honey
as a classic example of what Quake is all about, huge vertical gameplay, brilliantly setup ambushes and atmosphere so thick, you could cut it with a knife!
Honey's Quite Obscure
I bet czg hasn't played it yet so yeah, worth checking out.
Not Quite Quake 2...
but I am very very very slowly working on a quake ep... I almost have 3 maps made!!
Seriously though, it's taking fucking ages to make this.
Yeah no kidding. I never knew this map of mine would take so long. The coding is at least finished for... ahh shoot I prolly just jinxed myself.
Hint for those of that are the least bit curious: my map is a quake castle.
<3 Quake Castle