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Have you playedQuake? If you have you’ll, like me, probably have wondered why Episodes 2 and 3 don’t end with a boss fight. This week, former Id designer Sandy Petersen explained some of the hacks he and American McGee tried bashing together to fill those boss-shaped holes, from a tower-block sized rotter to a giant grotesque spiderthing wot would’ve chased you around the entire map.

McGee, for his part, had been working on an object scaler, and decided to test it out with a colossal undead bloke. The level would’ve had you nipping around its body, poking and prodding it like a heavily armed ant.

— Sandy Petersen (@SandyofCthulhu)October 11, 2020

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Petersen’s, on the other hand, involved a scaled-up Vore that would’ve chased you throughout the level, a la the Alien inAlien: Isolation. Instead, the final chapter of Episode 2 features just one of these, regular-sized and all. Bit rubbish, that.

— Sandy Petersen (@SandyofCthulhu)October 11, 2020

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As Petersen explains, these were cheaper workarounds to try and fit some interesting endings into Quake’s middle episodes. “Fans of old Quake may note that episodes 2 & 3 lack boss monsters,” Petersenlater mentioned. “McGee’s giant zombie and my own super-vore were tries to fill the gap”.

Both seem to have been scrapped for similar reasons, too, in that giant scaled-up versions of smaller enemy models actually looked a bit rubbish. Oh, well. Quake might still be an all-timer of an FPS, but we’ll just have to imagine the alternate universe where QuakeGuy becomes the lead in a bloody reboot of The Borrowers.

Besides. If Id won’t let us take on giant undead men, at least the modding community will let mefight a massive dog with a shotgun.