Review - QUAKE - Arcane Dimensions Mod v1.70 puts AAA FPS to shame!
Arcane Dimensions is one of the biggest singleplayer "campaigns" for Quake 1(1996!).
Now updated to v1.70 (supposedly the "real" final version, but something tells me they'll keep updating it... lol), it's huge, extremely polished, and simply one of best FPS experiences you can get in 2018.
There aren't really any trailers for Arcane Dimensions(commonly called AD), so I propose to you what is certainly the most informative video about this mod, made by the famous "Gggmanlives" on Youtube, with his permission! Check out his channel, as he's really the best, when it comes to PC FPS games reviews!😘👍
Note!
Most screenshots in this review are taken with FTE engine, not Quakespasm, which is the recommended engine to play this game.Also, I use real-time lighting mode most of the time.
JUST A LITTLE RECAP
Alright, I won't waste your time explaining what's the story behind Quake.
But for the two youngsters in the back who have never played it, I'll just say that Quake is a "lovecraftian" FPS classic released in 1996 by the "masterminds" behind DOOM and Wolfenstein. Yep, id software!
Using more or less the successful elements that drew players to DOOM(and even improving some of them), Quake takes place in a darker gothic environment, but like its predecessor, has spawned copycats and sequels over the years.(my favorite of all is still the original Quake 1 + mods though!😋)
The story? There are bad monsters from hell. You must kill them. 😂
This is how I saw the game back in 1996 on my old CRT screen. Back then, it was extremely exciting! lol |
Despite its age, the game is still fun by modern standards, and modders have created countless maps since more than two decades now! (like Doom!😋)
On the side, we also saw some very exciting new advanced engines being developed so that the original game would be played easily on modern computers.
Some of these engines even push the limits even further, offering new lighting technology, shaders, etc.
"Firetop Mountain" map! Based on "The Warlock of Firetop Mountain", magical gamebook from 1982 by my idols Steve Jackson and Ian Livingstone, I assume?😘 |
So, "Arcane Dimensions" is a giant mega-mod for Quake, featuring dozens of unique levels, each connected by a big hub(the game is so big that there are actually TWO hubs... Three if we count the test maps?😁).
Like in the original game, there's no storyline and levels aren't connected, so you can consider this mod is like a collection of the best single maps you can find for Quake.😉
Which is perfectly fine, as each map has its own "story", theme and gameplay pacing.
On a side note, despite the fact that the hub is GORGEOUS, I still think that I would have preferred to simply select levels from a list. It would look poor but functional and fast.
If I want to redo the "Zendar" level(my favorite), I have first to launch the game, go to the second hub(little loading time), and reach the Zendar portal.
All of this might take 30 seconds, maybe?
(By the way, I realize that I can also launch a level from the console.😝)
Anyway, most textures and maps are from Simon "Sock" OCallaghan (Project lead), and the rest of the maps were made by mfx, FifthElephant, ionous, Scampie, Necros, PulSaR, Lunaran, EricW, and MANY more!
Loooots of people - some of them pro developers in real life - have been working on this, and believe me, you can feel it while playing!
(Check the readme included to see the huge list of contributors!)
I've seen this symbol too often in this game to know that when I reach it and pick up the item, s*** will hit the fan...😆 |
TIP!
Your axe can kill(by dismemberment) zombies that have been knocked down. Don't hesitate to use it, as it does way more damage than the original Quake axe!
GAMEPLAY - QUAKE++
You're playing the ultimate version of Quake.
Besides the good old Quake shooting and dodging experience which is still as good as in 1996, you have now:
- Very large open maps with huge buildings which were impossible back in 1996!
- Some breakable environments!
- A better particle system! (Further enhanced if you use advanced engines though.)
- New and improved enemies!
- Improved weapons!
- Interactive elements!
- Improved "trains"!
- More trap types!
etc.
"White men can't jump", they said... I make them jump higher than Michael Jordan even with a 20kgs armor on!😂 |
Speaking of new enemies, they're SO "non-intrusive" that I didn't even notice that they were new!
When I saw some modified Hexen 2 enemies(the wizards!), I thought "wait, they weren't in the first Quake?". lol (for my defense, I didn't play vanilla Quake since a long time.😜)
(Again, you can see the full list of new/improved monsters in the huge "ad_v1_70_documentation.txt" file!)
Enemies will often appear in groups where you expect them the least(a classic mechanic).
The new or improved weapons consist of:
- Shadow Axe, deadlier than the original axe.
- Widowmaker, an upgrade to the Super Shotgun.(my favorite of the new weapons!)
- Plasma Gun, upgrade to the Lightning Gun with extra (splash) damage!
Everything else seems to be the original unmodified weapons from Quake 1.
Hmmm I swear I saw this level somewhere, but I can't put my finger on it...😂 Oh well, as long as I can put my finger on the trigger.😂 |
Without feeling unfair and spamming hordes of enemies, the challenge is real.
And I mean both in fighting and exploring/unlocking your way through.
There's no labyrinth-like level, but most of them do include just enough few thoughtful maze elements to make the gameplay even richer and satisfying as you progress.
More on this in the "graphics" section, but I'll just say that you'll walk back and forth often, trying door after door to find your way.
"The End" map, an incredible screenshot taken by "Agent Cooper"! And this skybox... My god! ALL maps have incredible skyboxes anyway! |
MAYBE JUST ONE LITTLE NEGATIVE NOTE?
AMMO RESISTANCE 😦
Okay, people will be divided about this.
In the original game, the "Shambler" enemy had 50% resistance to all rockets.
AD modders have decided that not only the "Shambler", but MANY high-tier enemies will have a similar specific ammo resistance system.
So you'll have to choose your weapons accordingly to what monsters you're facing.
Remember the Shambler? He remembers you. Go give him a hug. |
From the "ad_v1_70_documentation.txt" file:
"The Shell and Nail visual resistance is shown with a mixture of red and
grey impact particles, a ricochet sound, various smoke chunks flying off
in random directions and the monster screaming in pain.
The Rocket and Cell visual resistance is shown with a small puff of smoke,
a different rocket sound, small gibs of flesh (blood particles look odd),
various smoke chunks flying off in random directions and a monster scream.
When a monster is hit with a projectile and they have ammo resistance they
will ALWAYS ignore pain and not go into any pain animations."
grey impact particles, a ricochet sound, various smoke chunks flying off
in random directions and the monster screaming in pain.
The Rocket and Cell visual resistance is shown with a small puff of smoke,
a different rocket sound, small gibs of flesh (blood particles look odd),
various smoke chunks flying off in random directions and a monster scream.
When a monster is hit with a projectile and they have ammo resistance they
will ALWAYS ignore pain and not go into any pain animations."
I disagree with this, but it would be okay if only we could disable it.
As far as I know, as of v1.70, there's NO way to disable this. 😕
The gigantic "Forgotten Sepulcher" map! It's a VERY improved remake of the original Quake map "E1M3: The Necropolis"! After an hour of playtime, I killed only 100 monsters out of the 300 who are on this map! lol Note: I took this screenshot with FTE but it was unplayable with realtime lighting mode, really. 5fps at best... Stick to Quakespasm to play this one, or just disable RT lighting. |
GRAPHICS - AN ARCHITECTURAL JEWEL
In my opinion, this is where the mod shines at.
I have nothing against Quake gameplay, but it would be just a better-than-average FPS if it weren't for the incredible level design, which was already present in the original game, but which is now reaching a "WHOLE 'NOTHER LEVEL".
You can feel in every level(it feels actually condescending to call these extremely complex areas "levels") the perfectly smooth flow, despite the fascinating intricate geometry and gargantuan size of the whole thing.
Speaking of size, despite the fact that I just said you'll progress smoothly the whole time, you'll also get lost many times, which says a lot about how MASSIVE every area is.
Here, I help you find a hidden shotgun at the entrance of the "place of many deaths" level! he he |
It pains me to admit it, but despite the fact that I prefer Doom mods to Quake's, Arcane Dimensions is taking Quake to places Doom could only DREAM of.
And the cherry on the cake is that modders actually managed to preserve the original feeling of Quake, which is quite a feat, when you think of how far they went into making this jewel.
Alright, alright, SOME maps don't feel exactly very "Quake-friendly". ha ha Again, "Tor Shibboleth" map! |
The intertwined areas feature layers upon layers of more and more complex architecture, intelligently using vertical as much as horizontal space, and maximizing space efficiency.
You'll find yourself exploring back and forth alternative routes, up and down as you unlock new pathways and discover shortcuts and secret areas!
Each map will last you AT LEAST an hour!
This is just to give you an idea of how big ONE map can be in this mod.😲 |
It looks like what earthlings could have built on an alien planet.
(In this aspect, it reminds me a bit of Unreal 1, whose fascinating alien theme was more predominant though.)
The original Quake levels often looked like narrowish dark tunnels, sewers, or dungeons, while most levels of Arcane Dimensions are set in HUGE multi-level open spaces which actually feel like convincing actual places.😲
That might be the biggest difference with the original game.
The Cathedral level is actually even more impressive than what we saw in Painkiller.
(you can get it on GOG here. Funny, I see a comment saying "Quake's true sequel". ha ha)
Efficient seemingly deceiving simplicity at its finest, the level "Arcane Monstrosity" is actually one of the best examples of the multi-tier design in Arcane Dimensions. And boy, if you're like me and like to play with your phobias, you're gonna have fun in this floating base which kinda makes me think of a destroyed and messed up version of the "Cloud City" in Star Wars. |
MUSIC & SOUNDS - NINE INCH PLEASURE 😋
Gee, sometimes, it sure seems easy to break in the gaming industry by accident.
Here's a little story I read about Quake's OST:
"As fate would have it, one of the most metal and gothic-obsessed workers at id, American McGee, was a massive Nine Inch Nails fan. After he and the other employees at id discovered that Reznor had an equal admiration for Doom, id developers tapped Reznor to create the soundtrack for their next hyperviolent shooter, Quake."
(source)
And here is the result:
The industrial-sounding guitar riffs mixed with low-key detuned synthesizers result in a perfect "music" to enhance the overall dark and brown atmosphere of Quake.
Although Trent Reznor himself doesn't even consider it qualifies as music:
Well, in a word, he just described an average Nine Inch Nails track, huh?
(Sorry, I only listened to a few of their creations, and it does fit the Quake universe adequately... ha ha)
Seriously, Reznor's soundtrack is the perfect feelgood joyful accompaniment when I want to blast screaming crazies armed with rocket launchers with my double-barreled shotguns.
Tracks like "Hall of Souls" are disturbingly eerie, and the use of backing vocalists combines with heavy reverb creates a convincing surround soundscape.
Note!
The original soundtrack is NOT present in the GOG release, nor in the Steam one!!(At least it wasn't when I bought it... I'm reading that some people did get the OST with the GOG version... Maybe it was updated?)
Anyway, read my guide to know how to get the OST in the game!
Well, as usual, you know how I like to create my own playlist! he he
(it's very easy, you can replace .ogg or .mp3 files in "\id1\music".)
I found some tracks which fit PERFECTLY Quake, and especially THIS ONE =>
Never would I have imagined that a Street Fighter II track would sound like it was MADE for Quake. 😂 Make sure to listen to the ending climax, it's so cool!
As for the others, I thought this track from Golden Child was fitting, except for the Asian tones. Also, "the Terminator's arrival" is phenomenal to create a creepy atmosphere.
And finally, the track "they sink the sub" from Under Siege, but it might be too "badass". lol
On the other hand, I'll be hated by long-time fans, but weapon sounds are subpar.
I think that they've always been quite inferior to Doom 1, despite being released 3 years later.
Sounds are too muffled to my taste, although it goes with the washed-out brownish tint in which most of the levels we explore are bathed in, I admit.
Many of these sounds were ALSO designed by Reznor, actually.
The developers even add a "NIN" logo on the nailgun ammo boxes.
I chose a picture with HD textures on, so that you would be able to see it more clearly, as the original texture is so blurry the "NIN" logo isn't very obvious. |
Finally, the voices are VERY good.
Well, rather than calling them "voices" though, I should say grunts, whispers, screams, and other kinds of cute sounds monster make when they creep on you. 😱 lol
The haunting voices and unsettling unrecognizable background noises made of creaking, clanking and agonizing moaning tortured souls, turn the already tense atmosphere into a trauma-inducing experience if you play in the dark.
RATING BOX
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Version tested: 1.70
Publisher:
Developer:
Release Date:
24 December, 2015(first version)
Genre: FPS
Single player - Multiplayer
Difficulty: Normal
DOWNLOAD THE MOD |
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GRAPHICS: 97% | |
It doesn't get better than this. From the intricate complex architecture to the intelligent use of narrow spaces, Arcane Dimensions is a marvel to gaze at. | |
MUSIC: 84% | |
The dark-creepy-occult-industrial-metal soundtrack composed by Trent Reznor from Nine Inch Nails is still one of the most disturbing OSTs ever made... WHICH IS GOOD.😅 | |
SOUNDS: 76% | |
Quake's guns sounds have always been bad in my opinion, and the mod doesn't do much about it. On the other hand, monsters are "deliciously" creepy and will startle you more than once! | |
GAMEPLAY: 95% | |
The numerous realistic places are a delight to explore, and if you add to this the satisfying shooting combined with environmental "storytelling", you've got yourself a very explosive FPS cocktail! | |
OVERALL RATING: 96% | |
A technical marvel. A huge world to explore. An over-the-top replayability potential. After more than 20 years, the old Quake formula is at its best form. We can safely say that Arcane Dimensions IS the best mod ever made for Quake, and we urgently advise you to install it NOW!😄👍 |
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