Quake Champions looks awesome in its first gameplay trailer

Quake is back. Bethesda has released the first gameplay trailer for Quake Champions and it looks bloody awesome. Quake Champions is a fast-paced arena shooter and… rocket jump is back. From the looks of it, id Software kept everything that made Quake III great, so go ahead and watch the trailer after the jump!

Quake Champions – Debut Gameplay Trailer

27 thoughts on “Quake Champions looks awesome in its first gameplay trailer”

  1. too bad bad its “me too” class based multiplayer.

    get rid of the class based gameplay then I’d agree

      1. Health and armor are picked up in QC, although, yes, there may be health differences at spawn between classes. I’m optimistic about the game but I will keep calling them classes as that’s what they are.

        1. “Ah, but “classes” sounds so…. mundane.

          Why don’t we call them something more interesting? Like, say, Heroes? Or, oh, I know…. Champions! Or, -“

  2. – Am I the only one who got a really weird Unreal Engine 4 vibe from that Trailer?
    – They changed the weapon models. Why?
    – They’re keeping that moronic Heavy Machine Gun they introduced in Quake Live? Ugh. So is it replacing the Machine Gun entirely, I wonder, or is it as tacked-on as it is in Quake Live?
    – What’s with the (admittedly light level of) Lovecraft visuals? Have people become so allergic to Satanic imagery these days? I seriously don’t understand, at all.

    – They really didn’t learn a single thing from the Unreal Tournament community reception, did they? All they had to do was make Quake 3: HD, but no, instead, they actually went for the original content/class-based approach. Kudos, id Software. No seriously, just…… wow.

    R.I.P. Quake – 1996-1999
    Never Forget The Arena.

    1. Give this guy an internet…

      No really. Almost everyone seems to be doing it wrong these days on legendary franchises.

      ESPECIALLY WHEN BETHESDA IS AROUND…

    2. Footnote (copy/pasted from another article);

      The response-at-large since Quake Champions’ gameplay was revealed to the world has been positive as well, though some holdouts are hopeful for the option to play without the different champions — an experience that might actually resemble “Quake 3 with better graphics.”

      “We’ve discussed it,” Willits said. “We just have to see how all the beta testing goes. If there’s a huge demand for it, you know, we’ll see — but we haven’t made that decision yet.”

      So, no confirmation of a Classic, Champions-free mode yet.

      Ergo, they’re totally going to shove this sh*t down our throats in Pro Tournaments too, if they think they can get away with it.

      R.I.P. Quake.

  3. Looks like they are serious about this and might pull it off. Still not sure about the powers but I am way more optimistic about this now than I was before watching that video.

      1. TL:DR version: This is looking ever-more like “Team Fortress Quake World.”

        Extended version; Right, I found the source for that;

        “No loadouts, no limit to the amount of guns you can carry,” said Willits. “Time the weapon pickups, or kill your opponents. That’s how you get weapons in a Quake game.”

        In theory? Sure, that’s how it should be in Quake, always & forever. In practice, however? Well, they were dumb enough to try pushing Loadouts & Timers into Quake Live (granted they did switch them over to being optional after a while, but still), so there’s no guarantee they won’t be stupid enough to try for Loadouts again at some point, really.

        I mean, we are talking about the same people who were stupid enough to think including a Halo Multiplayer ripoff in a DOOM game was a good idea, after all. Not to mention the whole class-based (with attributes, according to some theories) approach thing they’re trying to shove onto us now…..

        Likewise, there’s no guarantee they won’t try to push (assuming they’re not already) Universal Ammo again, & it looks like Item Timers (at the very least) are guaranteed, judging by the Quad Damage & Armour Timers we can catch glimpses of.

        Also what seems to be a bunch of new extra items, though granted, we don’t know what they are yet, or how they’ll affect the actual gameplay.

        1. “with attributes, according to some theories”

          Those aren’t theories, each class has one passive and one active ability. Passive is something like Nyx rocket jumping higher, and active are the things you can see in both trailers.

          As for loadouts making a comeback at some future point, I doubt it. Loadouts were part of their attempt to reenergize QL by changing things. The overall reaction was very negative so they took those changes back / made them optional for server admins. They’re not stupid. They won’t try the exact same changes a second time. Moreover they won’t have a reason to make drastic changes of any kind if the game has a somewhat successful launch. This isn’t going to be a free to play game as far as we know. They don’t need a huge community to make it profitable, just a solid sale at launch and then a steady stream of new buyers (or cosmetic DLC buyers or whatever else they will pull) to justify continued support.

          1. QL had problems attracting players because it was a watered down version of Q3 with about half of the things people wanted, at best (i.e. no Mods).

            That, & its history as a Browser Game that went Standalone, that one day up & decided to join Steam. It never got a big marketing campaign so expecting some great big DOOM level boost from it was moronic. Hell, banking anything on QL’s success as Carmack was doing back before he left id was (is) moronic.

            (You think it didn’t look good? I mean, sure it’s no Crysis, but compared to Vanilla Quake 3, QL took some massive visual leaps. Anyway;)

            The problem isn’t lowering the skill floor, the problem is believing you can get away with lowering the skill ceiling, which is what all Modern Developers believe, as a standard, should be done. So many IP’s have been ruined because Developers want to appeal to the lowest common denominator, instead of retaining the high skill ceiling. Even Halo is now being *ssraped by Microsoft’s ambition to draw ever-more players into it.

            What I mean; Classic Mode is great to have (assuming it’s done properly, obviously, otherwise it’s meaningless), but are they going to still use Classic Mode in Tournaments, or are they going to force Champions down the Pro Community’s throats, no matter what they may actually, possibly want, as just about every other “quantity over quality” game has done for the last 10+ years?

            I mean, they’re obviously putting a lot of effort into their oh-so-precious Champions, so what’s it going to be, drop them to the wayside in order to satisfy the Pro Community when it comes to extremely public events & Pro Duels, or force it upon them, no matter how badly they react, “because we invested a lot of effort into this, so f*ck you”?

            (Granted it’s a personal thing, but IMO it does reflect on their mindset;)

            It’s obvious they’ve already compromised on the visual aesthetics of Quake, dropping the deep, dark Satanic imagery of its predecessors in favour of Lovecraftian (nothing against HP Lovecraft, but it doesn’t fit in Quake) decor instead, so what’s to stop them from further compromising Quake’s legacy in those insufferable, infernal “we feel” ways that Developers think are f*cking Godsends?

            Funny, this brings me full circle back to my earlier point – Epic Games is finding great success by basically remaking Unreal Tournament 2004 in Unreal 4, & yet id Software is just stirring up controversy by attempting something that nobody ever asked for. They failed at the Epic Games approach with Quake Live you say? Well, what a surprise, says I. Even today you can still find plenty of Quake fans who don’t know that Quake Live even exists.

          2. >It’s obvious they’ve already compromised on the visual aesthetics of
            Quake by dropping the deep, dark Satanic imagery of its predecessors in
            favour of Lovecraftian (nothing against HP Lovecraft, but it doesn’t fit
            in Quake) decor instead

            They had all the pentagrams and stuff in Doom already. They’re probably worried the new Quake could resemble Doom too much. Also, Quake 1 and 2 were really BROWN and I don’t think anyone wants to go back to that. I personally like the new style and they’ve only shown two maps so maybe “dark, satanic” is still on its way after all.

            >Epic Games is finding great success by basically remaking Unreal Tournament 2004 in Unreal 4

            Success? I don’t think they’ve made a dime off it yet, and their business model (basically paid mods) seems dubious. Also since there’s no double jumping (per default) and no vehicles / larger maps UT2k4 is the iteration they are taking the least amount of inspiration from. It’s really mostly UT3 allover again, except good-looking.

            >Even today you can still find plenty of Quake fans who don’t know that Quake Live even exists.

            Hyperbole or are you serious about this? I could understand if they rejected it, but unaware of it after 7 years? Come on.

          3. Quake & DOOM could look extremely visually different, if they simply opted for a better colour palette with Quake – which they already did (no 50 Shades of Brown & Grey, hallelujah). Sure, there would be some satanic imagery overlap, but so what. They’d still be different looks, feels, & styles.

            Quake 3 also had splashes of brown, but also managed to have others colours permeating across many of its maps though, & I’m pretty sure that’s the one they’re primarily “drawing inspiration from” (read: ripping off).

            “maybe “dark, satanic” is still on its way after all.”
            Could be, though I highly doubt it. Regardless, we’ll see in due course.

            UT4 (for the sake of calling it something) is still as-of-yet a Pre-Alpha status game, which is likewise still limited to a handful of small-scale game modes – T/DM, CTF, Duel, etc. & associated Maps. There’s no indication they don’t intend to expand into Onslaught & other such large-scale game modes (which will of course require associated maps to go with them), at some point in the future.

            Granted, either way we’re both just making assumptions at this point, much like with the QC satanic imagery possibly coming up in later maps.

            Just last year alone I noted several people who weren’t even aware that Quake Live had hit Steam, so, sure, eve though all the die-hard Quakers know of Quake Live, some of the more casual fans that know the series, have played the series at some point, & occasionally still play it, or would be interested in giving QC a try, but don’t follow the series religiously, wouldn’t necessarily have found out about some 8+ year old (by this point) Browser Plugin-based game on their own, even by this point in time.

            Granted, ever since it arrived on Steam, no doubt a lot more people have become aware of its existence, but I doubt if absolutely 100% of all Quake fans are aware that there’s a Quake 3 ripoff called Quake Live in existence.

  4. this looks amazing. then again i never played old Quake games (was more of a CS guy) so maybe the old ones were better.

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