Quake III Arena: Difference between revisions
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{{Short description|1999 | {{Short description|1999 Video Game}} | ||
{{Infobox video game | {{Infobox video game | ||
| title = Quake III Arena | | title = Quake III Arena | ||
| image = Quake3Title.jpg | | image = Quake3Title.jpg | ||
| developer = [[id Software]]{{efn|Ported to [[Dreamcast]] by Raster Productions; ported to [[PS2]] by [[Bullfrog Productions]]; jointly developed by id Software and | | developer = [[id Software]]{{efn|Ported to [[Dreamcast]] by Raster Productions; ported to [[PS2]] by [[Bullfrog Productions]]; jointly developed by id Software and Pi Studios for [[Xbox 360]].}} | ||
| publisher = {{collapsible list|title={{nobold|[[Activision]]}}||'''Linux'''<br />[[Loki Entertainment]]|'''Dreamcast'''<br />[[Sega]]<br />'''PlayStation 2 (Revolution)'''<br />[[EA Games]]<br />'''Xbox 360 (Arena Arcade)'''<br />[[Bethesda Softworks]]}} | | publisher = {{collapsible list|title={{nobold|[[Activision]]}}||'''Linux'''<br />[[Loki Entertainment]]|'''Dreamcast'''<br />[[Sega]]<br />'''PlayStation 2 (Revolution)'''<br />[[EA Games]]<br />'''Xbox 360 (Arena Arcade)'''<br />[[Bethesda Softworks]]}} | ||
| director = | | director = | ||
| producer = | | producer = | ||
| designer = [[Graeme Devine]]<br />[[Tim Willits]]<br />[[Jennell Jaquays]]{{efn|name=Credited|Credited as ''Paul Jaquays''}} | | designer = [[Graeme Devine]]<br />[[Tim Willits]]<br />[[Jennell Jaquays]]{{efn|name=Credited|Credited as ''Paul Jaquays''}} | ||
| programmer = [[John Carmack]]<br />[[ | | programmer = [[John Carmack]]<br />[[Robert A. Duffy]]<br />Jim Dosé | ||
| artist = [[Adrian Carmack]]<br />[[Kevin Cloud]]<br />Kenneth Scott | | artist = [[Adrian Carmack]]<br />[[Kevin Cloud]]<br />Kenneth Scott | ||
| writer = | | writer = | ||
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| released = {{Collapsible list | | released = {{Collapsible list | ||
| title = {{nobold|December 2, 1999}} | | title = {{nobold|December 2, 1999}} | ||
|''' | |'''Windows'''{{Video game release|NA|December 2, 1999|EU|December 17, 1999<ref>{{Cite web |date=2001-02-10 |title=Gone Gold : EuroGold |url=http://www.gonegold.com/golden/eurogold99.shtml |access-date=2023-10-02 |archive-url=https://web.archive.org/web/20010210220535/http://www.gonegold.com/golden/eurogold99.shtml |archive-date=2001-02-10 }}</ref>|WW|August 3, 2007 (digital)}} | ||
|''' | |'''Windows (''Team Arena'')'''{{Video game release|NA|December 15, 2000<ref>{{Cite web |title=Quake III: Team Arena to Arrive in Stores Friday |url=https://www.gamespot.com/articles/quake-iii-team-arena-to-arrive-in-stores-friday/1100-2663598/ |access-date=2024-01-07 |website=GameSpot |language=en-US |archive-date=2024-01-07 |archive-url=https://web.archive.org/web/20240107203508/https://www.gamespot.com/articles/quake-iii-team-arena-to-arrive-in-stores-friday/1100-2663598/ |url-status=live }}</ref>|EU|January 26, 2001|WW|August 3, 2007 (digital)}} | ||
|''' | |'''Windows (''Gold'')'''{{Video game release|NA|September 26, 2001|EU|August 9, 2002}} | ||
|'''Linux'''{{Video game release|NA|December 10, 1999}} | |'''Linux'''{{Video game release|NA|December 10, 1999}} | ||
|'''Mac OS'''{{Video game release|NA|January 6, 2000<ref>{{Cite web |date=2002-02-21 |title=GameSpot: PC News: Q3A Releases For Macs |url=http://gamespot.com/gamespot/stories/news/0,10870,2446009,00.html |access-date=2023-04-10 |archive-url=https://web.archive.org/web/20020221111814/http://gamespot.com/gamespot/stories/news/0,10870,2446009,00.html |archive-date=2002-02-21 }}</ref>}} | |'''Mac OS'''{{Video game release|NA|January 6, 2000<ref>{{Cite web |date=2002-02-21 |title=GameSpot: PC News: Q3A Releases For Macs |url=http://gamespot.com/gamespot/stories/news/0,10870,2446009,00.html |access-date=2023-04-10 |archive-url=https://web.archive.org/web/20020221111814/http://gamespot.com/gamespot/stories/news/0,10870,2446009,00.html |archive-date=2002-02-21 }}</ref>}} | ||
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}} | }} | ||
| genre = [[First-person shooter]] | | genre = [[First-person shooter]] | ||
| modes = [[ | | modes = [[Single-player]], [[multiplayer]] | ||
}} | }} | ||
'''''Quake III Arena''''' is a 1999 [[first-person shooter | '''''Quake III Arena''''' is a 1999 [[first-person shooter]] game developed by [[id Software]]. The third installment of the [[Quake (series)|''Quake'' series]], ''Arena'' differs from previous games by excluding a story-based single-player mode and focusing primarily on [[Multiplayer video game|multiplayer gameplay]]. The single-player mode is played against computer-controlled [[Computer game bot|bots]]. It features music composed by [[Sonic Mayhem]] and [[Front Line Assembly]] founder [[Bill Leeb]]. | ||
Notable features of ''Quake III Arena'' include a minimalist design, very extensively customizable settings such as [[Field of view in video games|field of view]], texture detail and enemy model; and advanced movement features such as [[strafe-jumping]] and [[rocket-jumping]]. | Notable features of ''Quake III Arena'' include a minimalist design, very extensively customizable settings such as [[Field of view in video games|field of view]], texture detail and enemy model; and advanced movement features such as [[strafe-jumping]] and [[rocket-jumping]]. | ||
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Unlike its predecessors, ''Quake III Arena'' does not have a single-player campaign. Instead, it simulates the multiplayer experience with [[Computer game bot|computer-controlled players]].<ref name="gs"/> The game's story is brief: "the greatest warriors of all time fight for the amusement of a race called the Vadrigar in the Arena Eternal." The introduction video shows the abduction of such a warrior, Sarge, while making a last stand. Continuity with prior games in the [[Quake (series)|''Quake'' series]] and even ''[[Doom (1993 video game)|Doom]]'' is maintained by the inclusion of player models and biographical information.<ref name="manual">{{cite book |last = Connors |first = William W. |author2=Rivera, Mike |author3=Orzel, Sylvia |title = Quake 3 Arena Manual}}</ref> A familiar mixture of [[Gothic architecture|gothic]] and [[technological]] map architecture as well as specific equipment is included, such as the Quad Damage power-up, the rocket launcher, and the [[BFG10K|BFG]]. | Unlike its predecessors, ''Quake III Arena'' does not have a single-player campaign. Instead, it simulates the multiplayer experience with [[Computer game bot|computer-controlled players]].<ref name="gs"/> The game's story is brief: "the greatest warriors of all time fight for the amusement of a race called the Vadrigar in the Arena Eternal." The introduction video shows the abduction of such a warrior, Sarge, while making a last stand. Continuity with prior games in the [[Quake (series)|''Quake'' series]] and even ''[[Doom (1993 video game)|Doom]]'' is maintained by the inclusion of player models and biographical information.<ref name="manual">{{cite book |last = Connors |first = William W. |author2=Rivera, Mike |author3=Orzel, Sylvia |title = Quake 3 Arena Manual}}</ref> A familiar mixture of [[Gothic architecture|gothic]] and [[technological]] map architecture as well as specific equipment is included, such as the Quad Damage power-up, the rocket launcher, and the [[BFG10K|BFG]]. | ||
In ''Quake III Arena'', the player progresses through tiers of maps, combating different [[Computer game bot|bot]] characters that increase in difficulty, from Crash (at Tier 0) to Xaero (at Tier 7).<ref name="gs"/> As the game progresses, the fights take place in more complex arenas and against tougher opponents.<ref name="grev"/> While deathmatch maps are designed for up to 16 players, tournament maps are designed for duels between 2 players and in the single-player game could be considered '[[ | In ''Quake III Arena'', the player progresses through tiers of maps, combating different [[Computer game bot|bot]] characters that increase in difficulty, from Crash (at Tier 0) to Xaero (at Tier 7).<ref name="gs"/> As the game progresses, the fights take place in more complex arenas and against tougher opponents.<ref name="grev"/> While deathmatch maps are designed for up to 16 players, tournament maps are designed for duels between 2 players and in the single-player game could be considered '[[boss battles]]'. | ||
The weapons are balanced by role, with each weapon having advantages in certain situations, such as the railgun at long-range and the lightning gun at close quarters. The [[BFG (weapon)|BFG]] super-weapon is an exception to this; compared to other similarly named weapons in the ''Doom''/''Quake'' series, ''Quake III Arena'''s incarnation of this weapon is basically a fast-firing rocket launcher and it is found in hard-to-reach locations. Weapons appear as level items, spawning at regular intervals in set locations on the map. If a player dies, all of their weapons are lost and they receive the [[Spawning (computer gaming)|spawn]] weapons for the current map, usually the gauntlet and machine gun. Players also drop the weapon they were using when killed, which other players can then pick up. | The weapons are balanced by role, with each weapon having advantages in certain situations, such as the railgun at long-range and the lightning gun at close quarters. The [[BFG (weapon)|BFG]] super-weapon is an exception to this; compared to other similarly named weapons in the ''Doom''/''Quake'' series, ''Quake III Arena'''s incarnation of this weapon is basically a fast-firing rocket launcher and it is found in hard-to-reach locations. Weapons appear as level items, spawning at regular intervals in set locations on the map. If a player dies, all of their weapons are lost and they receive the [[Spawning (computer gaming)|spawn]] weapons for the current map, usually the gauntlet and machine gun. Players also drop the weapon they were using when killed, which other players can then pick up. | ||
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''Quake III Arena'' comes with several gameplay modes: [[Deathmatch (gaming)|Free for All]] (FFA), a classic deathmatch, where each player competes against the rest for the highest score, [[Team Deathmatch]] (TDM), where usually two teams of four compete for the highest team frag (kill) total, [[Tournament]] (1v1), a deathmatch between two players, usually ending after a set time and [[Capture the Flag]], which is played on symmetrical maps where teams have to recover the enemy flag from the opponents' base while retaining their own. | ''Quake III Arena'' comes with several gameplay modes: [[Deathmatch (gaming)|Free for All]] (FFA), a classic deathmatch, where each player competes against the rest for the highest score, [[Team Deathmatch]] (TDM), where usually two teams of four compete for the highest team frag (kill) total, [[Tournament]] (1v1), a deathmatch between two players, usually ending after a set time and [[Capture the Flag]], which is played on symmetrical maps where teams have to recover the enemy flag from the opponents' base while retaining their own. | ||
''Quake III Arena'' was specifically designed for [[ | ''Quake III Arena'' was specifically designed for [[multiplayer]]. The game allows players whose computers are connected by a [[computer network|network]] or to the [[internet]] to play against each other in [[Real time (media)|real time]], and incorporates a handicap system. It employs a [[client–server model]], requiring all players' clients to connect to a server. ''Quake III Arena'''s focus on multiplayer gameplay spawned a lively community, similar to [[QuakeWorld]], that is still active as of 2021. | ||
==Characters== | ==Characters== | ||
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id co-founder and former technical director John Carmack has stated that ''Quake III Arena'' is his favorite game he has worked on.<ref>{{cite book |last1=Kent |first1=Steven L. |title=The making of Doom III |date=2004 |publisher=Osborne |location=Emeryville, Calif. |isbn=0072230525}}</ref> | id co-founder and former technical director John Carmack has stated that ''Quake III Arena'' is his favorite game he has worked on.<ref>{{cite book |last1=Kent |first1=Steven L. |title=The making of Doom III |date=2004 |publisher=Osborne |location=Emeryville, Calif. |isbn=0072230525}}</ref> | ||
''Quake III Arena'' was shipped to retailers on December 2, 1999; the official [[street date]] for the game was December 5, although id Software [[chief executive officer]] Todd Hollenshead expected the game to be available as early as December 3 from retailers like [[Babbage's]] and [[EB Games]].<ref>{{cite web |url=http://www.dailyradar.com/news/game_news_805.html |title=Quake III on Sale Tomorrow! |date=December 2, 1999 |website=[[Daily Radar]] |archive-url=https://web.archive.org/web/20000302000110/http://www.dailyradar.com/news/game_news_805.html |archive-date=March 2, 2000 |url-status=dead}}</ref> The game supported the A3D 2.0 [[ | ''Quake III Arena'' was shipped to retailers on December 2, 1999; the official [[street date]] for the game was December 5, although id Software [[chief executive officer]] Todd Hollenshead expected the game to be available as early as December 3 from retailers like [[Babbage's]] and [[EB Games]].<ref>{{cite web |url=http://www.dailyradar.com/news/game_news_805.html |title=Quake III on Sale Tomorrow! |date=December 2, 1999 |website=[[Daily Radar]] |archive-url=https://web.archive.org/web/20000302000110/http://www.dailyradar.com/news/game_news_805.html |archive-date=March 2, 2000 |url-status=dead}}</ref> The game supported the A3D 2.0 [[HRTF]] technology by [[Aureal Semiconductor]] out of the box.<ref>{{cite web|url=https://www.anandtech.com/show/460/6|title=Diamond Monster Sound MX400|last=Andrawes|first=Mike|date=January 27, 2000|website=[[AnandTech]]|access-date=January 2, 2021|archive-date=September 9, 2018|archive-url=https://web.archive.org/web/20180909105951/https://www.anandtech.com/show/460/6|url-status=dead}}</ref> | ||
===Game engine=== | ===Game engine=== | ||
{{Main|id Tech 3}} | {{Main|id Tech 3}} | ||
[[Image:Quake III Arena q3dm0.png|thumb|right|A mirror reflects Sarge and the ''Quake III'' logo in the opening scene of the first level, Q3DM0.]] | [[Image:Quake III Arena q3dm0.png|thumb|right|A mirror reflects Sarge and the ''Quake III'' logo in the opening scene of the first level, Q3DM0.]] | ||
The ''id Tech 3'' engine is the name given to the engine that was developed for ''Quake III Arena''. Unlike most other games released at the time, ''Quake III Arena'' requires an [[OpenGL]]-compliant [[ | The ''id Tech 3'' engine is the name given to the engine that was developed for ''Quake III Arena''. Unlike most other games released at the time, ''Quake III Arena'' requires an [[OpenGL]]-compliant [[graphics accelerator]] to run. The game does not include a [[Software rendering|software]] or [[Direct3D]] renderer. | ||
The graphic technology of the game is based tightly around a "[[shader]]" system where the appearance of many surfaces can be defined in text files referred to as "shader scripts". ''Quake 3'' also introduced spline-based curved surfaces in addition to planar volumes, which are responsible for many of the surfaces present within the game.<ref name="shader5">{{cite web |url = http://www.qeradiant.com/manual/Q3AShader_Manual/ch05/pg5_1.htm |archive-url = https://web.archive.org/web/20010223094944/http://www.qeradiant.com/manual/Q3AShader_Manual/ch05/pg5_1.htm |url-status = dead |archive-date = 2001-02-23 |title = Quake III Arena Shader Manual |access-date = 2006-10-01 |page = 5 |author = Paul Jaquays, Brian Hook }}</ref> ''Quake 3'' also provided support for models animated using [[morph target animation|vertex animation]] with attachment tags (known as the [[MD3 (file format)|.md3]] format), allowing models to maintain separate torso and leg animations and hold weapons. ''Quake 3'' is one of the first games where the third-person model is able to look up and down and around as the head, torso and legs are separate. Other visual features include [[Volumetric lighting|volumetric fog]], mirrors, portals, decals, and wave-form vertex distortion. | The graphic technology of the game is based tightly around a "[[shader]]" system where the appearance of many surfaces can be defined in text files referred to as "shader scripts". ''Quake 3'' also introduced spline-based curved surfaces in addition to planar volumes, which are responsible for many of the surfaces present within the game.<ref name="shader5">{{cite web |url = http://www.qeradiant.com/manual/Q3AShader_Manual/ch05/pg5_1.htm |archive-url = https://web.archive.org/web/20010223094944/http://www.qeradiant.com/manual/Q3AShader_Manual/ch05/pg5_1.htm |url-status = dead |archive-date = 2001-02-23 |title = Quake III Arena Shader Manual |access-date = 2006-10-01 |page = 5 |author = Paul Jaquays, Brian Hook }}</ref> ''Quake 3'' also provided support for models animated using [[morph target animation|vertex animation]] with attachment tags (known as the [[MD3 (file format)|.md3]] format), allowing models to maintain separate torso and leg animations and hold weapons. ''Quake 3'' is one of the first games where the third-person model is able to look up and down and around as the head, torso and legs are separate. Other visual features include [[Volumetric lighting|volumetric fog]], mirrors, portals, decals, and wave-form vertex distortion. | ||
For networking, id Tech 3 uses a "snapshot" system to relay information about game "frames" to the client over [[User Datagram Protocol|UDP]]. The server attempts to omit as much information as possible about each frame, relaying only differences from the last frame the client confirmed as received ([[Delta encoding]]).<ref name="network">{{cite web |url = http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking |title = Book of Hook: The Quake3 Networking Model |access-date = 2006-10-01 |archive-url = https://web.archive.org/web/20061027183301/http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking |archive-date = 2006-10-27 |url-status = dead }}</ref> ''id Tech 3'' uses a [[virtual machine]] to control object behavior on the server, effects and prediction on the client and the user interface. This presents many advantages as mod authors do not need to worry about crashing the entire game with bad code, clients could show more advanced effects and game menus than was possible in ''[[Quake II]]'' and the user interface for mods was entirely customizable. Unless operations which require a specific [[endianness]] are used, a QVM file will run the same on any platform supported by ''Quake III Arena.'' The engine also contains bytecode compilers for the [[ | For networking, id Tech 3 uses a "snapshot" system to relay information about game "frames" to the client over [[User Datagram Protocol|UDP]]. The server attempts to omit as much information as possible about each frame, relaying only differences from the last frame the client confirmed as received ([[Delta encoding]]).<ref name="network">{{cite web |url = http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking |title = Book of Hook: The Quake3 Networking Model |access-date = 2006-10-01 |archive-url = https://web.archive.org/web/20061027183301/http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking |archive-date = 2006-10-27 |url-status = dead }}</ref> ''id Tech 3'' uses a [[virtual machine]] to control object behavior on the server, effects and prediction on the client and the user interface. This presents many advantages as mod authors do not need to worry about crashing the entire game with bad code, clients could show more advanced effects and game menus than was possible in ''[[Quake II]]'' and the user interface for mods was entirely customizable. Unless operations which require a specific [[endianness]] are used, a QVM file will run the same on any platform supported by ''Quake III Arena.'' The engine also contains bytecode compilers for the [[x86]] and [[PowerPC]] architectures, executing QVM instructions via an [[interpreter (computing)|interpreter]]. | ||
''Quake III Arena'' features an advanced [[ | ''Quake III Arena'' features an advanced [[AI]] with five difficulty levels which can accommodate both a beginner and an advanced player, though they usually do not pose a challenge to high-tier or competitive players. Each bot has its own, often humorous, 'personality', expressed as scripted lines that are triggered to simulate real player chat. If the player types certain phrases, the bots may respond: for example, typing "You bore me" might cause a bot to reply "You should have been here 3 hours ago!". Each bot has a number of alternative lines to reduce the repetition of bot chatter. The Gladiator bots from ''Quake II'' were ported to ''Quake III Arena'' and incorporated into the game by their creator - Jan Paul van Waveren, aka Mr. Elusive.<ref>[http://members.cox.net/randar/review.html http://members.cox.net/randar/review.html] {{webarchive |url=https://web.archive.org/web/20070926222311/http://members.cox.net/randar/review.html |date=September 26, 2007 }} ''Members.cox.net''</ref><ref>{{cite web |url=http://www.kbs.twi.tudelft.nl/docs/MSc/2001/Waveren_Jean-Paul_van/thesis.pdf |title=The Quake III Bot, J.P. van Waveren |access-date=2011-08-17 |archive-date=2005-03-05 |archive-url=https://web.archive.org/web/20050305151021/http://www.kbs.twi.tudelft.nl/docs/MSc/2001/Waveren_Jean-Paul_van/thesis.pdf |url-status=live }}</ref> Bot chat lines were written by [[R. A. Salvatore]], Seven Swords and Steve Winter.<ref name="salvatore">{{cite web |title=Quake III Arena Credits |url=http://www.gamefaqs.com/computer/doswin/data/192047.html |work=[[GameFAQs]] |access-date=2007-05-16 |archive-date=2005-02-07 |archive-url=https://web.archive.org/web/20050207195502/http://www.gamefaqs.com/computer/doswin/data/192047.html |url-status=live }}</ref> Xaero, the hardest opponent in the game, was based on the Gladiator bot Zero. The bot Hunter appears on magazine covers in the later id game ''[[Doom 3]]''. | ||
On August 19, 2005, id Software released the complete source code for ''Quake III Arena'' under the [[GNU General Public License|GNU General Public License v2.0 or later]],<ref>{{cite web |url=http://games.slashdot.org/article.pl?sid=05/08/20/1329236&tid=112|title=Quake 3: Arena Source GPL'ed) |work=[[Slashdot]] |access-date=2008-06-23 |date=2005-08-20}}</ref> as they have for most of their prior engines. As before, the ''engine'', but not the content such as textures and models, was released, so that anyone who wishes to build the game from source will still need an original copy of the game to play it as intended. | On August 19, 2005, id Software released the complete source code for ''Quake III Arena'' under the [[GNU General Public License|GNU General Public License v2.0 or later]],<ref>{{cite web |url=http://games.slashdot.org/article.pl?sid=05/08/20/1329236&tid=112|title=Quake 3: Arena Source GPL'ed) |work=[[Slashdot]] |access-date=2008-06-23 |date=2005-08-20}}</ref> as they have for most of their prior engines. As before, the ''engine'', but not the content such as textures and models, was released, so that anyone who wishes to build the game from source will still need an original copy of the game to play it as intended. | ||
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''Quake III Arena'' has been unofficially ported to several consoles, including the [[PlayStation Portable]] handheld and [[Xbox (console)|Xbox]] console. These versions require a modified console or handheld and the assets to the original game to go along with the source port. | ''Quake III Arena'' has been unofficially ported to several consoles, including the [[PlayStation Portable]] handheld and [[Xbox (console)|Xbox]] console. These versions require a modified console or handheld and the assets to the original game to go along with the source port. | ||
Carmack has said that Quake Trilogy (including Arena) will be ported on the iPhone/iPod Touch/[[iPad]]. An unofficial version for [[iOS]] was released through [[Cydia]] for [[iOS jailbreaking|jailbroken iOS]] devices in April 2008; it is a demo version similar to the original except that it integrates the [[iPhone]] and [[iPod Touch]]'s accelerometer and touch controls to make gameplay possible.<ref>{{cite web |url= https://gizmodo.com/376536/quake-3-arena-ported-to-iphone-let-the-networked-games-commence |title= Quake 3 Arena Ported to iPhone; Let the Networked Games Commence |author= Haroon Malik |date= April 5, 2008 |website= Gizmodo |access-date=November 25, 2011}}</ref> A high-definition version for iPad was released in November 2010, featuring re-created controls, sharper graphics, better gameplay, and better framerate;<ref>{{cite web |url= https://gizmodo.com/5682588/full-quake-3-arena-for-ipad-at-last |title= Full Quake 3 Arena for iPad, At Last and For Real |author= Jesus Diaz |date= November 5, 2010 |website= Gizmodo |access-date= November 25, 2011 |archive-date= September 26, 2011 |archive-url= https://web.archive.org/web/20110926053437/http://gizmodo.com/5682588/full-quake-3-arena-for-ipad-at-last |url-status= live }}</ref><ref>{{cite web |url= http://www.redmondpie.com/quake-3-arena-hd-for-ipad-is-now-available-for-download-jailbreak-app/ |title= Quake 3 Arena HD for iPad is Now Available for Download! Jailbreak App |author= Taimur Asad |date= November 6, 2010 |publisher= Redmond Pie |access-date= November 25, 2011 |archive-date= September 9, 2011 |archive-url= https://web.archive.org/web/20110909114244/http://www.redmondpie.com/quake-3-arena-hd-for-ipad-is-now-available-for-download-jailbreak-app/ |url-status= live }}</ref> this improved version was also integrated into the iPhone and iPod touch version of the port. | Carmack has said that Quake Trilogy (including Arena) will be ported on the iPhone/iPod Touch/[[iPad]]. An unofficial version for [[iOS]] was released through [[Cydia]] for [[iOS jailbreaking|jailbroken iOS]] devices in April 2008; it is a demo version similar to the original except that it integrates the [[iPhone]] and [[iPod Touch]]'s accelerometer and touch controls to make gameplay possible.<ref>{{cite web |url= https://gizmodo.com/376536/quake-3-arena-ported-to-iphone-let-the-networked-games-commence |title= Quake 3 Arena Ported to iPhone; Let the Networked Games Commence |author= Haroon Malik |date= April 5, 2008 |website= Gizmodo |access-date= November 25, 2011 |archive-date= January 20, 2012 |archive-url= https://web.archive.org/web/20120120173834/http://gizmodo.com/376536/quake-3-arena-ported-to-iphone-let-the-networked-games-commence |url-status= dead }}</ref> A high-definition version for iPad was released in November 2010, featuring re-created controls, sharper graphics, better gameplay, and better framerate;<ref>{{cite web |url= https://gizmodo.com/5682588/full-quake-3-arena-for-ipad-at-last |title= Full Quake 3 Arena for iPad, At Last and For Real |author= Jesus Diaz |date= November 5, 2010 |website= Gizmodo |access-date= November 25, 2011 |archive-date= September 26, 2011 |archive-url= https://web.archive.org/web/20110926053437/http://gizmodo.com/5682588/full-quake-3-arena-for-ipad-at-last |url-status= live }}</ref><ref>{{cite web |url= http://www.redmondpie.com/quake-3-arena-hd-for-ipad-is-now-available-for-download-jailbreak-app/ |title= Quake 3 Arena HD for iPad is Now Available for Download! Jailbreak App |author= Taimur Asad |date= November 6, 2010 |publisher= Redmond Pie |access-date= November 25, 2011 |archive-date= September 9, 2011 |archive-url= https://web.archive.org/web/20110909114244/http://www.redmondpie.com/quake-3-arena-hd-for-ipad-is-now-available-for-download-jailbreak-app/ |url-status= live }}</ref> this improved version was also integrated into the iPhone and iPod touch version of the port. | ||
A [[Moorestown (computing platform)|Moorestown]] prototype version was demonstrated on a reference design that demonstrated performance of up to 90 frames per second.<ref>{{cite web |url=https://www.engadget.com/2010/06/05/aava-mobiles-intel-moorestown-prototype-plays-world-of-warcraft/ |title=Aava Mobile's Intel Moorestown prototype plays World of Warcraft beautifully (video) |date=5 June 2010 |publisher=Engadget.com |access-date=2011-08-17 |archive-date=2011-07-28 |archive-url=https://web.archive.org/web/20110728093325/http://www.engadget.com/2010/06/05/aava-mobiles-intel-moorestown-prototype-plays-world-of-warcraft/ |url-status=live }}</ref> An unofficial port of Quake III for Symbian mobile devices was made. It requires PAK files from original game to run. An unofficial port of the game to [[Android (operating system)|Android]] was created based on the released source code.<ref>[http://www.tomsguide.com/us/quake-3-android-arena-live,news-5943.html Quake 3 Ported to Android; Runs Impressively] {{Webarchive|url=https://web.archive.org/web/20100816041047/http://www.tomsguide.com/us/quake-3-android-arena-live,news-5943.html |date=2010-08-16 }} Toms Guide, February 25, 2010</ref><ref>[https://www.engadget.com/2010/02/25/quake-3-ported-to-android-shows-off-droids-graphical-prowess/ Quake 3 ported to Android, shows off Droid's graphical prowess] {{Webarchive|url=https://web.archive.org/web/20170627024926/https://www.engadget.com/2010/02/25/quake-3-ported-to-android-shows-off-droids-graphical-prowess/ |date=2017-06-27 }} engadget, February 25, 2010</ref> This means the game can be run on several Android powered devices, most notably the [[Motorola Milestone]],<ref>[https://web.archive.org/web/20100515150501/http://dailymobile.se/2010/05/14/android-quake-3-arena-on-motorola-milestone-controlled-by-a-zeemote/ Android: Quake 3 Arena on Motorola Milestone, controlled by a Zeemote] Daily Mobile, May 14, 2010</ref> [[Motorola Droid]],<ref>[http://www.gsmdome.com/motorola/play-quake-iii-arena-on-motorola-droid-full-guide-here-video_15510 Play Quake III Arena on Motorola Droid] {{webarchive|url=https://web.archive.org/web/20101216014349/http://www.gsmdome.com/motorola/play-quake-iii-arena-on-motorola-droid-full-guide-here-video_15510 |date=2010-12-16 }} GSM Dome, May 11, 2010</ref> and the [[Nexus One]], as well as other high-end devices.<ref>[http://phandroid.com/2010/05/10/quake-3-finally-ported-to-the-nexus-one/ Quake 3 Finally Ported To The Nexus One] Phandroid, May 10, 2010.</ref> | A [[Moorestown (computing platform)|Moorestown]] prototype version was demonstrated on a reference design that demonstrated performance of up to 90 frames per second.<ref>{{cite web |url=https://www.engadget.com/2010/06/05/aava-mobiles-intel-moorestown-prototype-plays-world-of-warcraft/ |title=Aava Mobile's Intel Moorestown prototype plays World of Warcraft beautifully (video) |date=5 June 2010 |publisher=Engadget.com |access-date=2011-08-17 |archive-date=2011-07-28 |archive-url=https://web.archive.org/web/20110728093325/http://www.engadget.com/2010/06/05/aava-mobiles-intel-moorestown-prototype-plays-world-of-warcraft/ |url-status=live }}</ref> An unofficial port of Quake III for Symbian mobile devices was made. It requires PAK files from original game to run. An unofficial port of the game to [[Android (operating system)|Android]] was created based on the released source code.<ref>[http://www.tomsguide.com/us/quake-3-android-arena-live,news-5943.html Quake 3 Ported to Android; Runs Impressively] {{Webarchive|url=https://web.archive.org/web/20100816041047/http://www.tomsguide.com/us/quake-3-android-arena-live,news-5943.html |date=2010-08-16 }} Toms Guide, February 25, 2010</ref><ref>[https://www.engadget.com/2010/02/25/quake-3-ported-to-android-shows-off-droids-graphical-prowess/ Quake 3 ported to Android, shows off Droid's graphical prowess] {{Webarchive|url=https://web.archive.org/web/20170627024926/https://www.engadget.com/2010/02/25/quake-3-ported-to-android-shows-off-droids-graphical-prowess/ |date=2017-06-27 }} engadget, February 25, 2010</ref> This means the game can be run on several Android powered devices, most notably the [[Motorola Milestone]],<ref>[https://web.archive.org/web/20100515150501/http://dailymobile.se/2010/05/14/android-quake-3-arena-on-motorola-milestone-controlled-by-a-zeemote/ Android: Quake 3 Arena on Motorola Milestone, controlled by a Zeemote] Daily Mobile, May 14, 2010</ref> [[Motorola Droid]],<ref>[http://www.gsmdome.com/motorola/play-quake-iii-arena-on-motorola-droid-full-guide-here-video_15510 Play Quake III Arena on Motorola Droid] {{webarchive|url=https://web.archive.org/web/20101216014349/http://www.gsmdome.com/motorola/play-quake-iii-arena-on-motorola-droid-full-guide-here-video_15510 |date=2010-12-16 }} GSM Dome, May 11, 2010</ref> and the [[Nexus One]], as well as other high-end devices.<ref>[http://phandroid.com/2010/05/10/quake-3-finally-ported-to-the-nexus-one/ Quake 3 Finally Ported To The Nexus One] Phandroid, May 10, 2010.</ref> | ||
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As a result of the disappointing sales of ''[[Blue Stinger]]'', Activision was discouraged from publishing further titles for the [[Dreamcast]] and relinquished the distribution of the Dreamcast version of ''Quake III Arena'' (ported by Raster Productions) to [[Sega]]. First announced on January 29, 2000.<ref>{{cite web |url=https://www.ign.com/articles/2000/01/29/sega-to-publish-quake-3-for-dreamcast |title=Sega to Publish Quake 3 for Dreamcast |author=Brandon Justice |access-date=December 9, 2021 |date=January 29, 2000 |work=[[IGN|IGNDC]] |publisher=IGN Entertainment, Inc. |archive-date=December 9, 2021 |archive-url=https://web.archive.org/web/20211209061554/https://www.ign.com/articles/2000/01/29/sega-to-publish-quake-3-for-dreamcast |url-status=live }}</ref> and released on October 23, 2000,<ref name="SegaRetro" /> the Dreamcast version of ''Quake III'' featured 4 player [[cross-platform play]] between Dreamcast and PC players. It is often considered one of the best PC-to-console ports of its time thanks to its smooth frame rate and online play.<ref>{{cite web |url=http://www.metacritic.com/games/platforms/drm/quake3arena |title=Quake 3 Arena Dreamcast) |work=[[Metacritic]] |access-date=2008-08-12 |date=2008-08-12 |archive-date=2005-02-07 |archive-url=https://web.archive.org/web/20050207031512/http://www.metacritic.com/games/platforms/drm/quake3arena |url-status=dead }}</ref> There are still communities that play this version online on the remaining dedicated servers running patch version 1.16n and the required map pack.<ref>{{cite web |url=http://www.quake3world.com/maps/maps/dcmappack.doc|title=Quake 3 Arena: Dreamcast Map-pack Installation and Play Instructions) |work=Quake3World |access-date=2008-08-12 |date=2004-06-01 |archive-url = https://web.archive.org/web/20061206003402/http://www.quake3world.com/maps/maps/dcmappack.doc |archive-date = December 6, 2006}}</ref> The Dreamcast version of ''Quake III'' also included [[VMU]] Maze mini-games.<ref name="SegaRetro">{{cite web|url=https://segaretro.org/Quake_III_Arena|title=Quake III Arena|work=Sega Retro|access-date=2021-09-11|archive-date=2021-08-29|archive-url=https://web.archive.org/web/20210829171312/https://segaretro.org/Quake_III_Arena|url-status=live}}</ref> | As a result of the disappointing sales of ''[[Blue Stinger]]'', Activision was discouraged from publishing further titles for the [[Dreamcast]] and relinquished the distribution of the Dreamcast version of ''Quake III Arena'' (ported by Raster Productions) to [[Sega]]. First announced on January 29, 2000.<ref>{{cite web |url=https://www.ign.com/articles/2000/01/29/sega-to-publish-quake-3-for-dreamcast |title=Sega to Publish Quake 3 for Dreamcast |author=Brandon Justice |access-date=December 9, 2021 |date=January 29, 2000 |work=[[IGN|IGNDC]] |publisher=IGN Entertainment, Inc. |archive-date=December 9, 2021 |archive-url=https://web.archive.org/web/20211209061554/https://www.ign.com/articles/2000/01/29/sega-to-publish-quake-3-for-dreamcast |url-status=live }}</ref> and released on October 23, 2000,<ref name="SegaRetro" /> the Dreamcast version of ''Quake III'' featured 4 player [[cross-platform play]] between Dreamcast and PC players. It is often considered one of the best PC-to-console ports of its time thanks to its smooth frame rate and online play.<ref>{{cite web |url=http://www.metacritic.com/games/platforms/drm/quake3arena |title=Quake 3 Arena Dreamcast) |work=[[Metacritic]] |access-date=2008-08-12 |date=2008-08-12 |archive-date=2005-02-07 |archive-url=https://web.archive.org/web/20050207031512/http://www.metacritic.com/games/platforms/drm/quake3arena |url-status=dead }}</ref> There are still communities that play this version online on the remaining dedicated servers running patch version 1.16n and the required map pack.<ref>{{cite web |url=http://www.quake3world.com/maps/maps/dcmappack.doc|title=Quake 3 Arena: Dreamcast Map-pack Installation and Play Instructions) |work=Quake3World |access-date=2008-08-12 |date=2004-06-01 |archive-url = https://web.archive.org/web/20061206003402/http://www.quake3world.com/maps/maps/dcmappack.doc |archive-date = December 6, 2006}}</ref> The Dreamcast version of ''Quake III'' also included [[VMU]] Maze mini-games.<ref name="SegaRetro">{{cite web|url=https://segaretro.org/Quake_III_Arena|title=Quake III Arena|work=Sega Retro|access-date=2021-09-11|archive-date=2021-08-29|archive-url=https://web.archive.org/web/20210829171312/https://segaretro.org/Quake_III_Arena|url-status=live}}</ref> | ||
''Quake III Revolution'' (ported by [[Bullfrog Productions]], published by [[Electronic Arts]] in North America and [[ | ''Quake III Revolution'' (ported by [[Bullfrog Productions]], published by [[Electronic Arts]] in North America and [[Electronic Arts Square]] in Japan) was released for the [[PlayStation 2]] in March 2001,<ref>{{cite web |url=http://www.gamefaqs.com/console/ps2/data/468044.html |title=Quake III Revolution Release Information}}</ref> featuring several elements adopted from ''Team Arena'', along with a more mission-based single-player mode. It features split-screen multiplayer for up to 4 players with the PS2 [[Multitap]]. As the game was an early PS2 title, it lacked online play - [[Sony Interactive Entertainment|Sony]] would not launch [[PlayStation 2 online functionality|their network functionality]] in North America until August 2002. [[GameRankings]] rated the release at 83%.<ref>{{cite web |url=http://www.gamerankings.com/htmlpages2/468044.asp?q=Quake%203 |title=Quake 3 Revolution - PS2) |work=[[Gamerankings.com]] |access-date=2008-08-12 |date=2001-03-26 |archive-date=2009-01-10 |archive-url=https://web.archive.org/web/20090110184153/http://www.gamerankings.com/htmlpages2/468044.asp?q=Quake%203 |url-status=live }}</ref> ''Quake III Revolution'' was widely criticized for having long loading times compared to the Dreamcast and PC versions, poor [[game balance]], and for not including [[USB]] mouse and keyboard support [[Out of the box (feature)|out of the box]] (unlike the PlayStation 2's version of Unreal Tournament).<ref>{{cite web |url=https://www.ign.com/articles/2001/03/28/quake-iii-revolution |title=''Quake III: Revolution'' Review |author=Doug Perry |website=IGN |date=27 March 2001 |access-date=26 July 2015 |archive-date=19 September 2019 |archive-url=https://archive.today/20190919094331/https://www.ign.com/articles/2001/03/28/quake-iii-revolution |url-status=live }}</ref><ref>{{cite web|url=https://www.ign.com/articles/2001/04/21/quake-iii-head-to-head|title=Quake III: Head-to-Head|author=[ddr]smile.dk|website=IGN|date=27 March 2001|access-date=December 9, 2021|archive-date=9 December 2021|archive-url=https://web.archive.org/web/20211209061549/https://www.ign.com/articles/2001/04/21/quake-iii-head-to-head|url-status=live}}</ref> | ||
''Quake Arena Arcade'' for the [[Xbox 360]] was officially announced by id at QuakeCon 2007.<ref>{{cite web |url=http://www.eurogamer.net/article.php?article_id=80817|title=Quake Arena coming to XBLA) |work=[[Eurogamer.net]] |access-date=2008-08-12 |date=2007-08-04}}</ref> The title, jointly developed by id and | ''Quake Arena Arcade'' for the [[Xbox 360]] was officially announced by id at QuakeCon 2007.<ref>{{cite web |url=http://www.eurogamer.net/article.php?article_id=80817|title=Quake Arena coming to XBLA) |work=[[Eurogamer.net]] |access-date=2008-08-12 |date=2007-08-04}}</ref> The title, jointly developed by id and Pi Studios, was released on [[Xbox Live Arcade]] on December 15, 2010. The retail price of the game was set at 1200 Microsoft Points, or $15 [[USD]].<ref>{{cite web |url=http://marketplace.xbox.com/en-US/Product/Quake-Arena-Arcade/66acd000-77fe-1000-9115-d802584108c8 |title=Quake Arena Arcade - Xbox.com |publisher=Marketplace.xbox.com |date=2010-12-15 |access-date=2011-08-17 |archive-date=2011-08-26 |archive-url=https://web.archive.org/web/20110826133425/http://marketplace.xbox.com/en-US/Product/Quake-Arena-Arcade/66acd000-77fe-1000-9115-d802584108c8 |url-status=live }}</ref> ''Quake Arena DS'' for the [[Nintendo DS]] was announced at [[QuakeCon]] on August 4, 2007. [[John Carmack]] stated touch screen controls would not be implemented, as he preferred the game be played with the D-pad instead.<ref>{{cite web |url=http://news.spong.com/article/13380/John_Carmack_Talks_Nintendo_Quake_Arena?cb=63 |title=John Carmack Talks Nintendo Quake Arena) |work=Spong.com |access-date=2008-08-12 |date=2007-08-06}}</ref> This version was silently cancelled. ''Quake Zero'' was announced at [[QuakeCon]] on August 3, 2007, and was an updated version of ''Quake 3 Arena'', distributed by free download, run in a browser window and supported by built-in advertising content.<ref>{{cite web |url=http://wire.ggl.com/2007/08/22/quakecon-2007-john-carmack-keynote-video/ |title=GGL Wire ? QuakeCon 2007: John Carmack keynote video |publisher=Wire.ggl.com |date=2007-09-24 |access-date=2011-08-17 |url-status=dead |archive-url=https://web.archive.org/web/20090201002224/http://wire.ggl.com/2007/08/22/quakecon-2007-john-carmack-keynote-video/ |archive-date=2009-02-01 }}</ref> ''Quake Zero'' was launched as ''[[Quake Live]]'',<ref>{{cite web |last=Grant |first=Christopher |url=http://www.joystiq.com/2008/02/20/gdc08-quake-zero-becomes-quake-live/ |title=GDC08: Quake Zero becomes Quake Live |publisher=Joystiq.com |date=2008-02-20 |access-date=2011-08-17 |archive-date=2009-01-30 |archive-url=https://web.archive.org/web/20090130033633/http://www.joystiq.com/2008/02/20/gdc08-quake-zero-becomes-quake-live/ |url-status=live }}</ref> released in 2010. | ||
On November 15, 2021, [[Microsoft]] made the [[x86-64]]-based [[Xbox One]]/[[ | On November 15, 2021, [[Microsoft]] made the [[x86-64]]-based [[Xbox One]]/[[Series X]]/[[Xbox Series S|S]] consoles [[List of backward-compatible games for Xbox One and Series X/S|backward compatible]] with ''Quake Arena Arcade'', one of 76 titles published in celebration of the 20th anniversary of the original Xbox console's launch.<ref name="xboxcom-20211115-anniversary">{{cite web|first=Peggy|last=Lo|title=Celebrate 20 years of Xbox with over 70 new Backward Compatible Games|url=https://news.xbox.com/en-us/2021/11/15/70-new-backward-compatible-games/|work=Xbox.com|publisher=[[Microsoft]]|date=2021-11-15|access-date=2021-11-15|archive-url=https://web.archive.org/web/20211115215743/https://news.xbox.com/en-us/2021/11/15/70-new-backward-compatible-games/|archive-date=2021-11-15}}</ref> | ||
==Additional content== | ==Additional content== | ||
===Official expansion=== | ===Official expansion=== | ||
An [[expansion pack]] titled ''Quake III: Team Arena'' was released on December 15, 2000, in North America, January 15, 2001, in Japan and January 26, in Europe. It was developed by id Software and published by Activision. The expansion focused on team-based gameplay through new game modes, as well as the addition of three new weapons (the Chaingun, Nailgun, and Prox Launcher), and new items and player models. ''Quake III: Team Arena'' was criticized, as its additions were long overdue and had already been implemented by fan modifications. ''Quake III: Gold'' was later released on September 26, 2001, in North America, March 29, 2002, in Japan and August 9 in Europe. ''Quake III: Gold'' included the full version of ''Quake III Arena'' and the ''Quake III: Team Arena'' expansion pack bundled together in a [[Hybrid Disc]] CD-ROM.<ref name="GSpotGold">{{cite web |url=https://www.gamespot.com/reviews/quake-iii-revolution-review/1900-2701626/ |title=Id releases special editions |author=Trey Walker |access-date=December 3, 2022 |work=[[GameSpot]] |archive-date=April 28, 2015 |archive-url=https://archive.today/20150428111823/http://www.gamespot.com/reviews/quake-iii-revolution-review/1900-2701626/ |url-status=live }}</ref> Canadian [[electro-industrial]] band [[Front Line Assembly]] made the soundtrack for the expansion,<ref name="gamesliceflainterview">{{cite interview |last=Leeb |first=Bill |subject-link=Bill Leeb |last2=Peterson |first2=Chris |subject-link2=Chris Peterson (producer) |interviewer=Paul Semel |title=Front Line Assembly: Quake 3: Team Arena |work=GameSlice |date=2000 |publisher=[[Geoff Keighley]] |url=http://www.gameslice.com/features/fla/index.shtml |access-date=July 16, 2021 |url-status=dead |archive-url=https://web.archive.org/web/20010126023500/http://www.gameslice.com | An [[expansion pack]] titled ''Quake III: Team Arena'' was released on December 15, 2000, in North America, January 15, 2001, in Japan and January 26, in Europe. It was developed by id Software and published by Activision. The expansion focused on team-based gameplay through new game modes, as well as the addition of three new weapons (the Chaingun, Nailgun, and Prox Launcher), and new items and player models. ''Quake III: Team Arena'' was criticized, as its additions were long overdue and had already been implemented by fan modifications. ''Quake III: Gold'' was later released on September 26, 2001, in North America, March 29, 2002, in Japan and August 9 in Europe. ''Quake III: Gold'' included the full version of ''Quake III Arena'' and the ''Quake III: Team Arena'' expansion pack bundled together in a [[Hybrid Disc]] CD-ROM.<ref name="GSpotGold">{{cite web |url=https://www.gamespot.com/reviews/quake-iii-revolution-review/1900-2701626/ |title=Id releases special editions |author=Trey Walker |access-date=December 3, 2022 |work=[[GameSpot]] |archive-date=April 28, 2015 |archive-url=https://archive.today/20150428111823/http://www.gamespot.com/reviews/quake-iii-revolution-review/1900-2701626/ |url-status=live }}</ref> Canadian [[electro-industrial]] band [[Front Line Assembly]] made the soundtrack for the expansion,<ref name="gamesliceflainterview">{{cite interview |last=Leeb |first=Bill |subject-link=Bill Leeb |last2=Peterson |first2=Chris |subject-link2=Chris Peterson (producer) |interviewer=Paul Semel |title=Front Line Assembly: Quake 3: Team Arena |work=GameSlice |date=2000 |publisher=[[Geoff Keighley]] |url=http://www.gameslice.com/features/fla/index.shtml |access-date=July 16, 2021 |url-status=dead |archive-url=https://web.archive.org/web/20010126023500/http://www.gameslice.com/features/fla/index.shtml |archive-date=January 26, 2001 }}</ref> the counterpart to Sonic Mayhem's ''Quake III Arena: Noize''. | ||
===Mods=== | ===Mods=== | ||
| Line 123: | Line 123: | ||
| EGM_PS2 = 6.5/10<ref>{{cite magazine |last1=MacDonald |first1=Mark |last2=Kujawa |first2=Kraig |last3=Chou |first3=Che |date=June 2001 |title=Quake III Revolution |magazine=[[Electronic Gaming Monthly]] |issue=143 |page=108}}</ref> | | EGM_PS2 = 6.5/10<ref>{{cite magazine |last1=MacDonald |first1=Mark |last2=Kujawa |first2=Kraig |last3=Chou |first3=Che |date=June 2001 |title=Quake III Revolution |magazine=[[Electronic Gaming Monthly]] |issue=143 |page=108}}</ref> | ||
| EuroG_SDC = 9/10<ref>{{cite web |url=https://www.eurogamer.net/articles/r_quake3_dc |title=Quake III For Sega Dreamcast Review |author=Tom Bramwell |website=[[Eurogamer]] |date=December 15, 2000 |access-date=June 11, 2019 |archive-date=October 8, 2019 |archive-url=https://web.archive.org/web/20191008062956/https://www.eurogamer.net/articles/r_quake3_dc |url-status=live }}</ref> | | EuroG_SDC = 9/10<ref>{{cite web |url=https://www.eurogamer.net/articles/r_quake3_dc |title=Quake III For Sega Dreamcast Review |author=Tom Bramwell |website=[[Eurogamer]] |date=December 15, 2000 |access-date=June 11, 2019 |archive-date=October 8, 2019 |archive-url=https://web.archive.org/web/20191008062956/https://www.eurogamer.net/articles/r_quake3_dc |url-status=live }}</ref> | ||
| EuroG_PC | | EuroG_PC = 9/10<ref>{{cite web |url=https://www.eurogamer.net/articles/q3a2|title=Quake III PC Review |website=[[Eurogamer]] |date=December 16, 1999 |access-date=June 11, 2019}}</ref> | ||
| EuroG_X360 | | EuroG_X360 = 7/10<ref>{{cite web |url=https://www.eurogamer.net/articles/2010-12-22-quake-arena-arcade-review |title=Quake Arena Arcade - Rocket fool |author=simon Parkin |website=[[Eurogamer]] |date=December 22, 2010 |access-date=March 25, 2022 |archive-date=March 25, 2022 |archive-url=https://web.archive.org/web/20220325044716/https://www.eurogamer.net/articles/2010-12-22-quake-arena-arcade-review |url-status=live }}</ref> | ||
| Fam_PS2 = 25/40<ref name="famitsu">{{cite web |url=https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=11724 |title=クエイクIII レボリューション まとめ [PS2] / ファミ通.com |access-date=May 15, 2017 |publisher=[[Kadokawa Dwango]] |archive-date=September 23, 2018 |archive-url=https://web.archive.org/web/20180923124311/https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=11724 |url-status=live }}</ref> | | Fam_PS2 = 25/40<ref name="famitsu">{{cite web |url=https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=11724 |title=クエイクIII レボリューション まとめ [PS2] / ファミ通.com |access-date=May 15, 2017 |publisher=[[Kadokawa Dwango]] |archive-date=September 23, 2018 |archive-url=https://web.archive.org/web/20180923124311/https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=11724 |url-status=live }}</ref> | ||
| GI_SDC = 9.25/10{{citation needed|date=November 2017}} | | GI_SDC = 9.25/10{{citation needed|date=November 2017}} | ||
| GI_PS2 = 7.75/10{{citation needed|date=November 2017}} | | GI_PS2 = 7.75/10{{citation needed|date=November 2017}} | ||
| GameFan_SDC = 97/100{{citation needed|date=June 2019}} | | GameFan_SDC = 97/100{{citation needed|date=June 2019}} | ||
| GameFan_PC = 89/100<ref name="gfan">{{cite magazine | url=http://www.gamefan.com | | GameFan_PC = 89/100<ref name="gfan">{{cite magazine | url=http://www.gamefan.com/repre.asp?g=1577&t=r | title=Quake III Arena Review | magazine=[[GameFan]] | access-date=May 16, 2021 | author=Howarth, Robert | archive-url=https://web.archive.org/web/20001207214700/http://www.gamefan.com/repre.asp?g=1577&t=r | archive-date=December 7, 2000 | url-status=dead }}</ref> | ||
| GamePro_SDC = 4.75/5<ref>{{cite magazine |author=Jake the Snake |date=January 2001 |title=Quake III Arena |magazine=[[GamePro]] |issue=148 |page=102}}</ref> | | GamePro_SDC = 4.75/5<ref>{{cite magazine |author=Jake the Snake |date=January 2001 |title=Quake III Arena |magazine=[[GamePro]] |issue=148 |page=102}}</ref> | ||
| GamePro_PS2 = 4.25/5<ref>{{cite magazine |url=http://www.gamepro.com/sony/ps2/games/reviews/13242.shtml |title=Quake III: Revolution |author=Air Hendrix |date=April 16, 2001 |magazine=[[GamePro]] |access-date=December 30, 2022 |archive-url=https://web.archive.org/web/20040315093125/http://www.gamepro.com/sony/ps2/games/reviews/13242.shtml |archive-date=March 15, 2004 |url-status=dead}}</ref> | | GamePro_PS2 = 4.25/5<ref>{{cite magazine |url=http://www.gamepro.com/sony/ps2/games/reviews/13242.shtml |title=Quake III: Revolution |author=Air Hendrix |date=April 16, 2001 |magazine=[[GamePro]] |access-date=December 30, 2022 |archive-url=https://web.archive.org/web/20040315093125/http://www.gamepro.com/sony/ps2/games/reviews/13242.shtml |archive-date=March 15, 2004 |url-status=dead}}</ref> | ||
| Line 141: | Line 141: | ||
| GRadar_PC = 92%<ref>{{cite web |url=http://gamesradar.com/reviews/default.asp?articleid=59492&pagetype=2&subsectionid=169 |archive-url=https://web.archive.org/web/20020816050600/http://gamesradar.com/reviews/default.asp?articleid=59492&pagetype=2&subsectionid=169 |url-status=dead |archive-date=August 16, 2002 |title=Quake III Arena |website=[[GamesRadar+]] |date=April 17, 2000 |access-date=November 1, 2019}}</ref> | | GRadar_PC = 92%<ref>{{cite web |url=http://gamesradar.com/reviews/default.asp?articleid=59492&pagetype=2&subsectionid=169 |archive-url=https://web.archive.org/web/20020816050600/http://gamesradar.com/reviews/default.asp?articleid=59492&pagetype=2&subsectionid=169 |url-status=dead |archive-date=August 16, 2002 |title=Quake III Arena |website=[[GamesRadar+]] |date=April 17, 2000 |access-date=November 1, 2019}}</ref> | ||
| GRadar_PS2 = 69%<ref>{{cite web |url=http://www.gamesradar.com/reviews/default.asp?subsectionid=166&articleid=59765&pagetype=2 |archive-url=https://web.archive.org/web/20020612173142/http://www.gamesradar.com/reviews/default.asp?subsectionid=166&articleid=59765&pagetype=2 |url-status=dead |archive-date=June 12, 2002 |title=Quake III Revolution |website=[[GamesRadar+]] |date=April 27, 2001 |access-date=November 1, 2019}}</ref> | | GRadar_PS2 = 69%<ref>{{cite web |url=http://www.gamesradar.com/reviews/default.asp?subsectionid=166&articleid=59765&pagetype=2 |archive-url=https://web.archive.org/web/20020612173142/http://www.gamesradar.com/reviews/default.asp?subsectionid=166&articleid=59765&pagetype=2 |url-status=dead |archive-date=June 12, 2002 |title=Quake III Revolution |website=[[GamesRadar+]] |date=April 27, 2001 |access-date=November 1, 2019}}</ref> | ||
| GRadar_X360 = | | GRadar_X360 = 3.5/5<ref>{{cite web |url=http://www.gamesradar.com/quake-arena-arcade-review/ |title=Quake Arena Arcade Review |author=Carey Peck |access-date=March 25, 2022 |date=January 7, 2011 |work=[[GamesRadar+]] |publisher=[[Future plc]]}}</ref> | ||
| IGN_SDC = 9.2/10<ref>{{cite web |url=https://www.ign.com/articles/2000/10/25/quake-iii-arena-2 |title=Quake III: Arena - Dreamcast Review |author=Brandon Justice |access-date=June 11, 2019 |date=October 24, 2000 |work=[[IGN]] |publisher=IGN Entertainment, Inc. |archive-date=September 19, 2019 |archive-url=https://archive.today/20190919093345/https://www.ign.com/articles/2000/10/25/quake-iii-arena-2 |url-status=live }}</ref> | | IGN_SDC = 9.2/10<ref>{{cite web |url=https://www.ign.com/articles/2000/10/25/quake-iii-arena-2 |title=Quake III: Arena - Dreamcast Review |author=Brandon Justice |access-date=June 11, 2019 |date=October 24, 2000 |work=[[IGN]] |publisher=IGN Entertainment, Inc. |archive-date=September 19, 2019 |archive-url=https://archive.today/20190919093345/https://www.ign.com/articles/2000/10/25/quake-iii-arena-2 |url-status=live }}</ref> | ||
| IGN_PC = 9.3/10<ref name="ign"/> | | IGN_PC = 9.3/10<ref name="ign"/> | ||
| Line 147: | Line 147: | ||
| IGN_X360 = 7/10<ref>{{cite web |url=https://www.ign.com/articles/2010/12/21/quake-arena-arcade-review |title=Quake Arena Arcade Review |author=Anthony Gallegos |date=December 22, 2010 |access-date=March 25, 2022 |work=[[IGN]] |publisher=IGN Entertainment, Inc.}}</ref> | | IGN_X360 = 7/10<ref>{{cite web |url=https://www.ign.com/articles/2010/12/21/quake-arena-arcade-review |title=Quake Arena Arcade Review |author=Anthony Gallegos |date=December 22, 2010 |access-date=March 25, 2022 |work=[[IGN]] |publisher=IGN Entertainment, Inc.}}</ref> | ||
| MaxPC_PC = 8/10<ref name="maximumpcreview">{{cite journal |title=Quake III Arena Review|journal=Maximum PC |publisher=[[Future US]] |date=February 2000|page=86}}</ref> | | MaxPC_PC = 8/10<ref name="maximumpcreview">{{cite journal |title=Quake III Arena Review|journal=Maximum PC |publisher=[[Future US]] |date=February 2000|page=86}}</ref> | ||
| NGen_SDC = | | NGen_SDC = 4/5<ref name="NGv4n1"/> | ||
| NGen_PC = | | NGen_PC = 5/5<ref name="NGv3n2"/> | ||
| NGen_PS2 = | | NGen_PS2 = 4/5<ref name="NGv4n6"/> | ||
| OPM_PS2 = | | OPM_PS2 = 4.5/5<ref>{{cite magazine |last=Rybicki |first=Joe |date=May 2001 |title=Quake III Revolution |magazine=[[Official U.S. PlayStation Magazine]] |issue=44 |page=101}}</ref> | ||
| OXMUK_X360 = 8/10<ref name="OXMUK">{{cite magazine|url=http://www.oxm.co.uk/25655/reviews/quake-arena-arcade-review/|title=Quake Arena Arcade|last=Channell |first=Mike |date=February 9, 2011|access-date=March 25, 2022|magazine=Official Xbox Magazine (UK)|archive-url=https://web.archive.org/web/20110212160126/http://www.oxm.co.uk/25655/reviews/quake-arena-arcade-review/|archive-date=February 12, 2011}}</ref> | | OXMUK_X360 = 8/10<ref name="OXMUK">{{cite magazine|url=http://www.oxm.co.uk/25655/reviews/quake-arena-arcade-review/|title=Quake Arena Arcade|last=Channell |first=Mike |date=February 9, 2011|access-date=March 25, 2022|magazine=Official Xbox Magazine (UK)|archive-url=https://web.archive.org/web/20110212160126/http://www.oxm.co.uk/25655/reviews/quake-arena-arcade-review/|archive-date=February 12, 2011}}</ref> | ||
| PCA_PC = 8/10<ref name=PCXL>{{cite magazine|magazine=[[PC Accelerator]]|publisher=[[Future US]]|issue=18|date=February 2000|pages=41–47|title=Quake III Arena|url=https://archive.org/details/PCXL18Feb2000/page/n47/mode/2up?view=theater|access-date=April 7, 2022}}</ref> | | PCA_PC = 8/10<ref name=PCXL>{{cite magazine|magazine=[[PC Accelerator]]|publisher=[[Future US]]|issue=18|date=February 2000|pages=41–47|title=Quake III Arena|url=https://archive.org/details/PCXL18Feb2000/page/n47/mode/2up?view=theater|access-date=April 7, 2022}}</ref> | ||
| Line 158: | Line 158: | ||
| PCPP_PC = 93/100<ref>{{Cite magazine |title=Quake III Arena - id's latest opus. |url=https://archive.org/stream/PCPowerplay-045-2000-02#page/n51/mode/2up |magazine=[[PC PowerPlay]] |last=Corness |first=Ewan |publisher=Next Publishing Pty Ltd |issue=45 |pages=52–55 |access-date=May 13, 2021}}</ref> | | PCPP_PC = 93/100<ref>{{Cite magazine |title=Quake III Arena - id's latest opus. |url=https://archive.org/stream/PCPowerplay-045-2000-02#page/n51/mode/2up |magazine=[[PC PowerPlay]] |last=Corness |first=Ewan |publisher=Next Publishing Pty Ltd |issue=45 |pages=52–55 |access-date=May 13, 2021}}</ref> | ||
| PCZone = PC: 89/100<ref name=PCZone/> | | PCZone = PC: 89/100<ref name=PCZone/> | ||
| XPlay_PS2 = | | XPlay_PS2 = 4/5<ref name="xplay ps2 review">{{cite web|last=D'Aprile |first=Jason |url=http://www.techtv.com/extendedplay/reviews/story/0,23008,3320225,00.html |archive-url=https://web.archive.org/web/20010609045812/http://www.techtv.com/extendedplay/reviews/story/0,23008,3320225,00.html |url-status=dead |archive-date=2001-06-09 |title=Quake III (PS2) Review |publisher=[[TechTV]] |date=2001-05-18 |access-date=2020-10-25}}</ref> | ||
| rev1 = ''[[Entertainment Weekly]]'' | | rev1 = ''[[Entertainment Weekly]]'' | ||
| rev1_PC = A−<ref>{{cite magazine |url=https://ew.com/article/1999/11/12/quake-iii-arena/ |title=''Quake III Arena'' |author=Entertainment Weekly Staff |magazine=Entertainment Weekly |date=November 12, 1999 |access-date=June 11, 2019}}</ref> | | rev1_PC = A−<ref>{{cite magazine |url=https://ew.com/article/1999/11/12/quake-iii-arena/ |title=''Quake III Arena'' |author=Entertainment Weekly Staff |magazine=Entertainment Weekly |date=November 12, 1999 |access-date=June 11, 2019 |archive-date=October 28, 2021 |archive-url=https://web.archive.org/web/20211028093345/https://ew.com/article/1999/11/12/quake-iii-arena/ |url-status=dead }}</ref> | ||
| rev2 = ''[[NeoGAF|Gaming Age]]'' | | rev2 = ''[[NeoGAF|Gaming Age]]'' | ||
| rev2_PC = A−<ref name="ga">{{cite web |url=http://www.gaming-age.com/cgi-bin/reviews/review.pl?sys=dreamcast&game=q3a |archive-url=https://web.archive.org/web/20010519163308/http://www.gaming-age.com/cgi-bin/reviews/review.pl?sys=dreamcast&game=q3a |url-status=dead |archive-date=May 19, 2001 |title=Quake 3 Arena Review (DreamCast) |author=Brian Peterson |access-date=27 January 2010 |date=June 11, 2000 |work=Gaming Age |publisher=Gaming Age Online }}</ref> | | rev2_PC = A−<ref name="ga">{{cite web |url=http://www.gaming-age.com/cgi-bin/reviews/review.pl?sys=dreamcast&game=q3a |archive-url=https://web.archive.org/web/20010519163308/http://www.gaming-age.com/cgi-bin/reviews/review.pl?sys=dreamcast&game=q3a |url-status=dead |archive-date=May 19, 2001 |title=Quake 3 Arena Review (DreamCast) |author=Brian Peterson |access-date=27 January 2010 |date=June 11, 2000 |work=Gaming Age |publisher=Gaming Age Online }}</ref> | ||
| rev3 = ''[[The Cincinnati Enquirer]]'' | | rev3 = ''[[The Cincinnati Enquirer]]'' | ||
| rev3_SDC = | | rev3_SDC = 5/5<ref>{{cite web |url=http://www.cincinnati.com/freetime/games/reviews/121300_quake3.html |archive-url=https://web.archive.org/web/20010126124400/http://www.cincinnati.com/freetime/games/reviews/121300_quake3.html |url-status=dead |archive-date=January 26, 2001 |title=Quake III for Dreamcast |author=Michael Deeds |date=December 13, 2000 |access-date=November 20, 2019 |work=[[Idaho Statesman]] |publisher=[[The Cincinnati Enquirer]] }}</ref> | ||
| rev4 = ''[[:ja:Mk2|PSMK2network]]'' | | rev4 = ''[[:ja:Mk2|PSMK2network]]'' | ||
| rev4_PS2 = 62/100<ref name="psmk2">{{cite web|url=http://www.psmk2.net/ps2/soft/stg/quake3.html|title=QUAKE III レボリューション [PS2]|access-date=March 19, 2022|publisher=[[:ja:Mk2|MK2network]]|archive-date=October 6, 2022|archive-url=https://web.archive.org/web/20221006132800/http://www.psmk2.net/ps2/soft/stg/quake3.html|url-status=live}}</ref> | | rev4_PS2 = 62/100<ref name="psmk2">{{cite web|url=http://www.psmk2.net/ps2/soft/stg/quake3.html|title=QUAKE III レボリューション [PS2]|access-date=March 19, 2022|publisher=[[:ja:Mk2|MK2network]]|archive-date=October 6, 2022|archive-url=https://web.archive.org/web/20221006132800/http://www.psmk2.net/ps2/soft/stg/quake3.html|url-status=live}}</ref> | ||
| Line 179: | Line 179: | ||
}} | }} | ||
{{quote box|width=32%|align=left|quote="If you’re looking to buy Quake III Arena for an awesome single-player experience, this game isn’t for you. If you’re yearning for silky-smooth online deathmatches, and crave to push your top-of-the-line PC to the threshold of its performance, then perhaps Quake III Arena is the only game you'll ever need…".|author=—Robert Howarth of [[ | {{quote box|width=32%|align=left|quote="If you’re looking to buy Quake III Arena for an awesome single-player experience, this game isn’t for you. If you’re yearning for silky-smooth online deathmatches, and crave to push your top-of-the-line PC to the threshold of its performance, then perhaps Quake III Arena is the only game you'll ever need…".|author=—Robert Howarth of [[Diehard GameFan]] in 1999<ref name="gfan" />}} | ||
[[Metacritic]], which assigns a [[Normalization (statistics)|normalised]] rating in the 0–100 range, calculated an average score of 93 out of 100 ("Universal acclaim/Must-Play") for the Dreamcast version,<ref name="mc"/> 84 out of 100 ("Generally favorable reviews") for the PlayStation 2 version's ''Revolution'' edition.<ref name="mcps2"/> while the Xbox Live Arcade version's ''Arena Arcade'' edition received a lowest score with the average score of 69 out of 100 ("Mixed or Average").<ref name="mc360"/> | [[Metacritic]], which assigns a [[Normalization (statistics)|normalised]] rating in the 0–100 range, calculated an average score of 93 out of 100 ("Universal acclaim/Must-Play") for the Dreamcast version,<ref name="mc"/> 84 out of 100 ("Generally favorable reviews") for the PlayStation 2 version's ''Revolution'' edition.<ref name="mcps2"/> while the Xbox Live Arcade version's ''Arena Arcade'' edition received a lowest score with the average score of 69 out of 100 ("Mixed or Average").<ref name="mc360"/> | ||
Reviews for the game were very positive, with many describing the game as fast and addictive.<ref>{{Cite web|url=https://www.ign.com/articles/1999/12/11/quake-iii-arena-4|title=Quake III: Arena - IGN|date=November 2021|access-date=2020-02-24|archive-date=2019-09-19|archive-url=https://archive.today/20190919093925/https://www.ign.com/articles/1999/12/11/quake-iii-arena-4|url-status=live}}</ref> Curved surfaces were a welcome addition to the series. Most reviewers felt the game was best when played with others online. A ''[[ | Reviews for the game were very positive, with many describing the game as fast and addictive.<ref>{{Cite web|url=https://www.ign.com/articles/1999/12/11/quake-iii-arena-4|title=Quake III: Arena - IGN|date=November 2021|access-date=2020-02-24|archive-date=2019-09-19|archive-url=https://archive.today/20190919093925/https://www.ign.com/articles/1999/12/11/quake-iii-arena-4|url-status=live}}</ref> Curved surfaces were a welcome addition to the series. Most reviewers felt the game was best when played with others online. A ''[[Diehard GameFan]]'' review by Robert Howarth described the game as the best "pure deathmatch" experience around, but criticised the game's [[frame rate]], which didn't run very well on low-end systems and required either a [[RIVA TNT2]] or [[GeForce 256]] [[GPU]] to run the game at an acceptable frame rate.<ref name="gfan" /> ''[[GameSpot]]'' reviewer [[Jeff Gerstmann]] described the game as outstanding. He noted the fun level designs, great-looking textures, impressive special effects and weapons sounds.<ref name="gs">{{cite web |url=http://www.gamespot.com/quake-iii-arena-1999/reviews/quake-iii-arena-review-2532553 |title=Quake III Arena Review |author=Jeff Gerstmann |access-date=January 23, 2012 |date=December 16, 1999 |work=[[GameSpot]] |publisher=CBS Interactive Inc |author-link=Jeff Gerstmann |archive-date=April 14, 2012 |archive-url=https://web.archive.org/web/20120414191555/http://www.gamespot.com/quake-iii-arena-1999/reviews/quake-iii-arena-review-2532553 |url-status=live }}</ref> Gerstmann however criticised the narrator's voice and thought that some levels could become too crowded when playing multiplayer.<ref name="gs" /> An ''[[IGN]]'' review felt the game lacked originality but enjoyed the detailed wall textures and outer space jump levels. The high number of character skins and the artificial intelligence of opponent bots were praised but the weapons were said to be "bland and predictable".<ref name="ign">{{cite web |url=http://au.pc.ign.com/articles/160/160794p1.html |title=Quake III: Arena - PC Review |author=Tal Blevins |access-date=27 January 2010 |date=December 10, 1999 |work=[[IGN]] |publisher=IGN Entertainment, Inc. |archive-date=10 September 2010 |archive-url=https://web.archive.org/web/20100910120507/http://au.pc.ign.com/articles/160/160794p1.html |url-status=live }}</ref> A ''[[Eurogamer]]'' review described the game as "polished" and "stunning" and thought that it "was extremely well balanced and plays very well". The reviewer was especially pleased with the customisable 3D engine and looked forward to new maps and mods.<ref name="eg">{{cite web |url=http://www.eurogamer.net/articles/q3a2 |title=Quake 3 Arena Review |author=Mat |access-date=27 January 2010 |date=December 16, 1999 |work=[[Eurogamer]] |publisher=Eurogamer Network Ltd |archive-date=14 August 2009 |archive-url=https://web.archive.org/web/20090814150721/http://www.eurogamer.net/articles/q3a2 |url-status=live }}</ref> | ||
Blake Fischer reviewed the PC version of the game for ''[[Next Generation (magazine)|Next Generation]]'', rating it five stars out of five, describing it as "the best deathmatch yet. Period. End of story. If you want single-player or a storyline, buy ''Half-Life''. If you want great DM and near-infinite expandability, ''Quake III'' is the best in the business".<ref name="NGv3n2">{{cite magazine|last=Fischer|first=Blake|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|volume=3|issue=2|publisher=[[ | Blake Fischer reviewed the PC version of the game for ''[[Next Generation (magazine)|Next Generation]]'', rating it five stars out of five, describing it as "the best deathmatch yet. Period. End of story. If you want single-player or a storyline, buy ''Half-Life''. If you want great DM and near-infinite expandability, ''Quake III'' is the best in the business".<ref name="NGv3n2">{{cite magazine|last=Fischer|first=Blake|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|volume=3|issue=2|publisher=[[Imagine Media]]|date=February 2000|pages=90–91}}</ref> | ||
Frank O'Connor reviewed the Dreamcast version of the game for ''[[Next Generation (magazine)|Next Generation]]'', rating it four stars out of five, and stated that it was "a brilliant, if flawed, conversion of arguably the best online game ever made – it's sure a hell of a lot more interesting use of the Dreamcast modem than ''[[Chu Chu Rocket]]''".<ref name="NGv4n1">{{cite magazine|last=O'Connor|first=Frank|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|volume=4|issue=1|publisher=[[ | Frank O'Connor reviewed the Dreamcast version of the game for ''[[Next Generation (magazine)|Next Generation]]'', rating it four stars out of five, and stated that it was "a brilliant, if flawed, conversion of arguably the best online game ever made – it's sure a hell of a lot more interesting use of the Dreamcast modem than ''[[Chu Chu Rocket]]''".<ref name="NGv4n1">{{cite magazine|last=O'Connor|first=Frank|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|volume=4|issue=1|publisher=[[Imagine Media]]|date=January 2001|pages=78–79}}</ref> The Dreamcast version won GameSpot's annual "Best Multiplayer Game" award among console games, and was a runner-up in the "Best Shooting Game" category, which went to ''[[Perfect Dark]]''.<ref name=bestworst2000>{{cite web | archive-url=https://web.archive.org/web/20020213041653/http://gamespot.com/gamespot/features/video/bestof_2000/ | url=http://gamespot.com/gamespot/features/video/bestof_2000/ | title=Best and Worst of 2000 | author=''GameSpot'' Staff | date=January 5, 2001 | work=[[GameSpot]] | archive-date=February 13, 2002 | url-status=dead }}</ref> | ||
{{quote box|width=32%|align=left|quote=""Quake III: Revolution" proves that the PS2 can certainly do great first-person action, and while the single-player game gets monotonous after a while, the split-screen multiplayer action makes this a must-have for fans of group gaming. Great graphics, intelligent control, and fast-paced gameplay add up to a topnotch piece of action and one of the best games on the system".|author=—Jason D'Aprile of [[X-Play]] in 2001<ref name="xplay ps2 review"/>}} | {{quote box|width=32%|align=left|quote=""Quake III: Revolution" proves that the PS2 can certainly do great first-person action, and while the single-player game gets monotonous after a while, the split-screen multiplayer action makes this a must-have for fans of group gaming. Great graphics, intelligent control, and fast-paced gameplay add up to a topnotch piece of action and one of the best games on the system".|author=—Jason D'Aprile of [[X-Play]] in 2001<ref name="xplay ps2 review"/>}} | ||
Garrett Kenyon reviewed the PlayStation 2 version of the game for ''[[Next Generation (magazine)|Next Generation]]'', rating it four stars out of five, and stated that "all in all, this is a fast and beautiful game – easily the best shooter available for PS2".<ref name="NGv4n6">{{cite magazine|last=Kenyon|first=Garrett|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|volume=4|issue=6|publisher=[[ | Garrett Kenyon reviewed the PlayStation 2 version of the game for ''[[Next Generation (magazine)|Next Generation]]'', rating it four stars out of five, and stated that "all in all, this is a fast and beautiful game – easily the best shooter available for PS2".<ref name="NGv4n6">{{cite magazine|last=Kenyon|first=Garrett|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|volume=4|issue=6|publisher=[[Imagine Media]]|date=June 2001|page=82}}</ref> Japanese gaming magazine ''[[Famitsu|Shūkan Famicom Tsūshin]]'' scored the PlayStation 2 version of the game a 25 out of 40 (63 out of 100 for online version),<ref name="famitsu"/> while a [[User review|User Reviewer]] average scored at the [[:ja:Mk2|MK2network]] website are scored 62 out of 100.<ref name="psmk2"/> The PlayStation 2 version was a nominee for ''[[The Electric Playground]]''{{'}}s 2001 Blister Awards for "Best Console Shooter Game", but lost to ''[[Halo: Combat Evolved]]'' for [[Xbox (console)|Xbox]].<ref name=blister2001>{{cite web | archiveurl=https://web.archive.org/web/20030713062025/http://www.elecplay.com/feature.html?id=8152&page=5 | url=http://www.elecplay.com/feature.html?id=8152&page=5 | title=Blister Awards 2001 | author=Staff | date=January 25, 2002 | archivedate=July 13, 2003 | work=[[The Electric Playground]] | url-status=dead }}</ref> | ||
''Quake III Arena'' won ''[[PC Gamer US]]''{{'}}s 1999 "Special Achievement in Graphics" award, and wrote that it "set a new high-water mark in 3D graphics this year".<ref name=pcgamerusawards1999>{{cite journal |date=March 2000 | title=The Sixth Annual ''PC Gamer'' Awards | volume=7 | number=3 | pages=46, 47, 49, 50, 54–56, 60, 62 | journal=[[PC Gamer US]] | author=Staff }}</ref> During the [[3rd Annual Interactive Achievement Awards]], the game was nominated for "[[D.I.C.E. Award for Action Game of the Year|Computer Action Game of the Year]]", which was ultimately awarded to ''[[Half-Life: Opposing Force]]''.{{efn|The Opposing Force multiplayer mode was later bundled in [[ | ''Quake III Arena'' won ''[[PC Gamer US]]''{{'}}s 1999 "Special Achievement in Graphics" award, and wrote that it "set a new high-water mark in 3D graphics this year".<ref name=pcgamerusawards1999>{{cite journal |date=March 2000 | title=The Sixth Annual ''PC Gamer'' Awards | volume=7 | number=3 | pages=46, 47, 49, 50, 54–56, 60, 62 | journal=[[PC Gamer US]] | author=Staff }}</ref> During the [[3rd Annual Interactive Achievement Awards]], the game was nominated for "[[D.I.C.E. Award for Action Game of the Year|Computer Action Game of the Year]]", which was ultimately awarded to ''[[Half-Life: Opposing Force]]''.{{efn|The Opposing Force multiplayer mode was later bundled in [[Half-Life: Counter-Strike]] (which won the Online Game of the Year from [[Golden Joystick Awards]] in 2002).}}<ref name=aias1999>{{cite web |archive-url=https://web.archive.org/web/20000903024505/http://www.interactive.org/iaa/finalists_pc.html |url=http://www.interactive.org:80/iaa/finalists_pc.html |title=Third Interactive Achievement Awards; Personal Computer |publisher=[[Academy of Interactive Arts & Sciences]] |archive-date=September 3, 2000 |url-status=dead }}</ref> | ||
In January 2016, [[Red Bull]] labeled Q3DM17 (The Longest Yard) one of the 10 greatest FPS multiplayer levels of all time.<ref>{{cite web|url=https://www.redbull.com/us-en/the-10-greatest-fps-multiplayer-levels-of-all-time-red-bull|title=The 10 greatest FPS multiplayer levels of all time |publisher=[[Red Bull]] |date=January 14, 2016 |access-date=October 15, 2016 |author=Partridge, Jon |url-status=live |archive-url=https://web.archive.org/web/20161018212626/http://www.redbull.com/en/games/stories/1331770502287/the-10-greatest-fps-multiplayer-levels-of-all-time |archive-date=October 18, 2016 }}</ref> | In January 2016, [[Red Bull]] labeled Q3DM17 (The Longest Yard) one of the 10 greatest FPS multiplayer levels of all time.<ref>{{cite web|url=https://www.redbull.com/us-en/the-10-greatest-fps-multiplayer-levels-of-all-time-red-bull|title=The 10 greatest FPS multiplayer levels of all time |publisher=[[Red Bull]] |date=January 14, 2016 |access-date=October 15, 2016 |author=Partridge, Jon |url-status=live |archive-url=https://web.archive.org/web/20161018212626/http://www.redbull.com/en/games/stories/1331770502287/the-10-greatest-fps-multiplayer-levels-of-all-time |archive-date=October 18, 2016 }}</ref> | ||
===Sales=== | ===Sales=== | ||
''Quake III''{{'}}s sales surpassed 50,000 copies during its first three days of release, by which time 1 million copies had been printed.<ref name=1999sales>{{cite web | author=Ajami, Amer | archive-url=https://web.archive.org/web/20000304053210/http://headline.gamespot.com/news/99_12/13_pc_quake/index.html | url=http://headline.gamespot.com:80/news/99_12/13_pc_quake/index.html | title=''Quake III'' Sales Through the Roof | date=December 13, 1999 | archive-date=March 4, 2000 | work=[[GameSpot]] | url-status=dead }}</ref> It debuted at #5 on [[PC Data]]'s weekly computer game sales chart for the December 5–11 period.<ref name=dec511>{{cite web | archive-url=https://web.archive.org/web/20050515014040/http://www.cdmag.com/articles/025/036/pc_data_121199.html | url=http://www.cdmag.com:80/articles/025/036/pc_data_121199.html | title=Disney says you want to be a millionaire | author=Fudge, James | date=December 23, 1999 | archive-date=May 15, 2005 | work=[[ | ''Quake III''{{'}}s sales surpassed 50,000 copies during its first three days of release, by which time 1 million copies had been printed.<ref name=1999sales>{{cite web | author=Ajami, Amer | archive-url=https://web.archive.org/web/20000304053210/http://headline.gamespot.com/news/99_12/13_pc_quake/index.html | url=http://headline.gamespot.com:80/news/99_12/13_pc_quake/index.html | title=''Quake III'' Sales Through the Roof | date=December 13, 1999 | archive-date=March 4, 2000 | work=[[GameSpot]] | url-status=dead }}</ref> It debuted at #5 on [[PC Data]]'s weekly computer game sales chart for the December 5–11 period.<ref name=dec511>{{cite web | archive-url=https://web.archive.org/web/20050515014040/http://www.cdmag.com/articles/025/036/pc_data_121199.html | url=http://www.cdmag.com:80/articles/025/036/pc_data_121199.html | title=Disney says you want to be a millionaire | author=Fudge, James | date=December 23, 1999 | archive-date=May 15, 2005 | work=[[Computer Games Strategy Plus]] | url-status=dead }}</ref> The game rose to fourth place in the weekly top 10 the following week.<ref name=dec1218>{{cite web | archive-url=https://web.archive.org/web/20000302224650/http://headline.gamespot.com/news/00_01/05_pc_million/index.html | url=http://headline.gamespot.com:80/news/00_01/05_pc_million/index.html | title=''Millionaire'' Still Strong | date=January 5, 2000 | archive-date=March 2, 2000 | work=[[GameSpot]] | author=Ajami, Amer | url-status=dead }}</ref> Domestically, it sold 222,840 copies and earned revenues of $10.1 million (~${{Format price|{{Inflation|index=US-GDP|value=10100000|start_year=2000}}}} in {{Inflation/year|US-GDP}}) by early 2000.<ref name=222k>{{cite web | archive-url=https://web.archive.org/web/20010112165200/http://www.gamecenter.com/News/Item/Textonly/0,78,0-3868,00.html | url=http://www.gamecenter.com/News/Item/Textonly/0,78,0-3868,00.html | title=Game Spin: Daika-X-Box | author=Asher, Mark | date=March 10, 2000 | work=[[CNET Gamecenter]] | archive-date=January 12, 2001 | url-status=dead }}</ref> | ||
In North America, ''Quake III'' sold 168,309 copies and earned $7.65 million (~${{Format price|{{Inflation|index=US-GDP|value=7650000|start_year=2000}}}} in {{Inflation/year|US-GDP}}) from January through October 2000, according to [[PC Data]].<ref name=qt3sales>{{cite web | archive-url=https://web.archive.org/web/20010202214600/http://www.quartertothree.com/features/pcdata_top_10/years_bestsellers.shtml | url=http://www.quartertothree.com:80/features/pcdata_top_10/years_bestsellers.shtml | title=The Year's Ten Best-Selling Games | author1=Asher, Mark | author2=Chick, Tom | author-link2=Tom Chick | work=Quarter to Three | archive-date=February 2, 2001 | url-status=dead | access-date=May 27, 2018 | df=mdy-all }}</ref> Its overall sales in the region, including its launch in 1999, totaled 319,970 units by November 2000.<ref name=comparisons>{{cite journal | author=Staff | title=Where Have All the Legends Gone?; By the Numbers | date=November 2000 | pages=42, 43 | journal=[[PC Gamer US]] | volume=7 | number=11 }}</ref> Its sales for 2000 alone ultimately reached 190,950 units and $8.4 million (~${{Format price|{{Inflation|index=US-GDP|value=8400000|start_year=2000}}}} in {{Inflation/year|US-GDP}}) by the end of the year.<ref name=pcgsales>{{cite journal|author=<!--Staff writer(s); no by-line.-->|date=April 2001|volume=8|issue=4|title=It's All in the Numbers|journal=[[PC Gamer US]] |pages=40, 41 }}</ref> The game later received a "Silver" sales award from the [[Entertainment and Leisure Software Publishers Association]] (ELSPA),<ref name=silverelspa>{{cite web |archive-url=https://web.archive.org/web/20090221154943/http://www.elspa.com/?i=3942 |url=http://www.elspa.com:80/?i=3942 |title=ELSPA Sales Awards: Silver |work=[[Entertainment and Leisure Software Publishers Association]] |archive-date=February 21, 2009 |url-status=dead }}</ref> indicating sales of at least 100,000 copies in the United Kingdom.<ref name=gamasutrasales>{{cite web|archive-url=https://web.archive.org/web/20170918063107/https://www.gamasutra.com/view/news/112220/ELSPA_Wii_Fit_Mario_Kart_Reach_Diamond_Status_In_UK.php |url=https://www.gamasutra.com/view/news/112220/ELSPA_Wii_Fit_Mario_Kart_Reach_Diamond_Status_In_UK.php |title=ELSPA: ''Wii Fit'', ''Mario Kart'' Reach Diamond Status In UK | author=Caoili, Eric | date=November 26, 2008 |work=[[Gamasutra]] |archive-date=September 18, 2017 |url-status=dead }}</ref> | In North America, ''Quake III'' sold 168,309 copies and earned $7.65 million (~${{Format price|{{Inflation|index=US-GDP|value=7650000|start_year=2000}}}} in {{Inflation/year|US-GDP}}) from January through October 2000, according to [[PC Data]].<ref name=qt3sales>{{cite web | archive-url=https://web.archive.org/web/20010202214600/http://www.quartertothree.com/features/pcdata_top_10/years_bestsellers.shtml | url=http://www.quartertothree.com:80/features/pcdata_top_10/years_bestsellers.shtml | title=The Year's Ten Best-Selling Games | author1=Asher, Mark | author2=Chick, Tom | author-link2=Tom Chick | work=Quarter to Three | archive-date=February 2, 2001 | url-status=dead | access-date=May 27, 2018 | df=mdy-all }}</ref> Its overall sales in the region, including its launch in 1999, totaled 319,970 units by November 2000.<ref name=comparisons>{{cite journal | author=Staff | title=Where Have All the Legends Gone?; By the Numbers | date=November 2000 | pages=42, 43 | journal=[[PC Gamer US]] | volume=7 | number=11 }}</ref> Its sales for 2000 alone ultimately reached 190,950 units and $8.4 million (~${{Format price|{{Inflation|index=US-GDP|value=8400000|start_year=2000}}}} in {{Inflation/year|US-GDP}}) by the end of the year.<ref name=pcgsales>{{cite journal|author=<!--Staff writer(s); no by-line.-->|date=April 2001|volume=8|issue=4|title=It's All in the Numbers|journal=[[PC Gamer US]] |pages=40, 41 }}</ref> The game later received a "Silver" sales award from the [[Entertainment and Leisure Software Publishers Association]] (ELSPA),<ref name=silverelspa>{{cite web |archive-url=https://web.archive.org/web/20090221154943/http://www.elspa.com/?i=3942 |url=http://www.elspa.com:80/?i=3942 |title=ELSPA Sales Awards: Silver |work=[[Entertainment and Leisure Software Publishers Association]] |archive-date=February 21, 2009 |url-status=dead }}</ref> indicating sales of at least 100,000 copies in the United Kingdom.<ref name=gamasutrasales>{{cite web|archive-url=https://web.archive.org/web/20170918063107/https://www.gamasutra.com/view/news/112220/ELSPA_Wii_Fit_Mario_Kart_Reach_Diamond_Status_In_UK.php |url=https://www.gamasutra.com/view/news/112220/ELSPA_Wii_Fit_Mario_Kart_Reach_Diamond_Status_In_UK.php |title=ELSPA: ''Wii Fit'', ''Mario Kart'' Reach Diamond Status In UK | author=Caoili, Eric | date=November 26, 2008 |work=[[Gamasutra]] |archive-date=September 18, 2017 |url-status=dead }}</ref> | ||
===Competitive play=== | ===Competitive play=== | ||
''Quake III Arena'''s multiplayer-focused development led to it developing a large community of competitive players and like its predecessors it was used extensively in professional [[electronic sports]] tournaments. In competitive ''Quake III Arena'' there are two distinct gameplays, often referred to as 'rulesets', the out-of-the-box ''Quake III Arena'' game, also known as [[Vanilla software|vanilla]] ''Quake 3'' (VQ3), and the CPM ruleset of the ''[[ | ''Quake III Arena'''s multiplayer-focused development led to it developing a large community of competitive players and like its predecessors it was used extensively in professional [[electronic sports]] tournaments. In competitive ''Quake III Arena'' there are two distinct gameplays, often referred to as 'rulesets', the out-of-the-box ''Quake III Arena'' game, also known as [[Vanilla software|vanilla]] ''Quake 3'' (VQ3), and the CPM ruleset of the ''[[Challenge Pro Mode Arena]]'' mod. On July 26, 2006, ''Challenge Pro Mode Arena'' with VQ3 gameplay was chosen by [[Cyberathlete Professional League]] as the mod of choice for their tournament, making it the standard competitive mod for ''Quake III Arena''. Previously, ''Orange Smoothie Productions'' was the most widely used tournament mod.<ref>{{cite web |url=http://www.ggl.com/news.php?NewsId=3666 |title=CPL Chooses CPMA Mod, VQ3 Ruleset |access-date=2007-05-16 |date=2006-07-06 |archive-url = https://web.archive.org/web/20071212031732/http://www.ggl.com/news.php?NewsId=3666 |archive-date=December 12, 2007}}</ref> | ||
The following competitions have held ''Quake III'' events: | The following competitions have held ''Quake III'' events: | ||
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[[Category:Split-screen multiplayer games]] | [[Category:Split-screen multiplayer games]] | ||
[[Category:Square (video game company) games]] | [[Category:Square (video game company) games]] | ||
[[Category: | [[Category:Sequel video games]] | ||
[[Category:Video games about death games]] | [[Category:Video games about death games]] | ||
[[Category:Video games developed in the United States]] | [[Category:Video games developed in the United States]] | ||
Latest revision as of 11:26, 19 October 2025
Template:Short description Template:Main otherScript error: No such module "infobox".Template:Main otherScript error: No such module "Check for unknown parameters".Template:Main other
Quake III Arena is a 1999 first-person shooter game developed by id Software. The third installment of the Quake series, Arena differs from previous games by excluding a story-based single-player mode and focusing primarily on multiplayer gameplay. The single-player mode is played against computer-controlled bots. It features music composed by Sonic Mayhem and Front Line Assembly founder Bill Leeb.
Notable features of Quake III Arena include a minimalist design, very extensively customizable settings such as field of view, texture detail and enemy model; and advanced movement features such as strafe-jumping and rocket-jumping.
The game was praised by reviewers who, for the most part, described the gameplay as fun and engaging. Many liked the crisp graphics and focus on multiplayer. Quake III Arena, often being considered one of the greatest video games ever made, has also been used extensively in professional electronic sports tournaments such as QuakeCon, Cyberathlete Professional League, DreamHack, and the Electronic Sports World Cup.
Gameplay
Unlike its predecessors, Quake III Arena does not have a single-player campaign. Instead, it simulates the multiplayer experience with computer-controlled players.[1] The game's story is brief: "the greatest warriors of all time fight for the amusement of a race called the Vadrigar in the Arena Eternal." The introduction video shows the abduction of such a warrior, Sarge, while making a last stand. Continuity with prior games in the Quake series and even Doom is maintained by the inclusion of player models and biographical information.[2] A familiar mixture of gothic and technological map architecture as well as specific equipment is included, such as the Quad Damage power-up, the rocket launcher, and the BFG.
In Quake III Arena, the player progresses through tiers of maps, combating different bot characters that increase in difficulty, from Crash (at Tier 0) to Xaero (at Tier 7).[1] As the game progresses, the fights take place in more complex arenas and against tougher opponents.[3] While deathmatch maps are designed for up to 16 players, tournament maps are designed for duels between 2 players and in the single-player game could be considered 'boss battles'.
The weapons are balanced by role, with each weapon having advantages in certain situations, such as the railgun at long-range and the lightning gun at close quarters. The BFG super-weapon is an exception to this; compared to other similarly named weapons in the Doom/Quake series, Quake III Arena's incarnation of this weapon is basically a fast-firing rocket launcher and it is found in hard-to-reach locations. Weapons appear as level items, spawning at regular intervals in set locations on the map. If a player dies, all of their weapons are lost and they receive the spawn weapons for the current map, usually the gauntlet and machine gun. Players also drop the weapon they were using when killed, which other players can then pick up.
Quake III Arena comes with several gameplay modes: Free for All (FFA), a classic deathmatch, where each player competes against the rest for the highest score, Team Deathmatch (TDM), where usually two teams of four compete for the highest team frag (kill) total, Tournament (1v1), a deathmatch between two players, usually ending after a set time and Capture the Flag, which is played on symmetrical maps where teams have to recover the enemy flag from the opponents' base while retaining their own.
Quake III Arena was specifically designed for multiplayer. The game allows players whose computers are connected by a network or to the internet to play against each other in real time, and incorporates a handicap system. It employs a client–server model, requiring all players' clients to connect to a server. Quake III Arena's focus on multiplayer gameplay spawned a lively community, similar to QuakeWorld, that is still active as of 2021.
Characters
Quake III Arena features several characters from previous entries in the Quake series including "Bitterman" from Quake II, the "Ranger" character from Quake as well as Doomguy from id Software's sister franchise Doom.
Development
During early March 1999, ATI leaked the internal hardware vendor (IHV) copy of the game, which unveiled to the public in Macworld Conference & Expo at Moscone Center in January and Makuhari Messe in February by Steve Jobs (CEO of Apple Inc. at the time when it unveiled).[4] This was a functional version of the engine with a textured level and working guns. The IHV contained most of the weapons (excepting the Gauntlet) that would make it into the final game although most were not fully modeled; a chainsaw and grappling hook were also in the IHV but did not make it into the final release. Many of the sounds that would make it into the final release were also included. The game was developed by nine people in 18 months.[5]
After the IHV leak, id Software released a beta of the game called Quake III Arena Test on April 24, 1999, initially only for Mac OS[6] before expanding to Windows at a later date. The Q3Test started with version 1.05 and included three levels that would be included in the final release: dm7, dm17, and q3tourney2. Id Software continued to update Q3Test up until version 1.09.[7]
id co-founder and former technical director John Carmack has stated that Quake III Arena is his favorite game he has worked on.[8]
Quake III Arena was shipped to retailers on December 2, 1999; the official street date for the game was December 5, although id Software chief executive officer Todd Hollenshead expected the game to be available as early as December 3 from retailers like Babbage's and EB Games.[9] The game supported the A3D 2.0 HRTF technology by Aureal Semiconductor out of the box.[10]
Game engine
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The id Tech 3 engine is the name given to the engine that was developed for Quake III Arena. Unlike most other games released at the time, Quake III Arena requires an OpenGL-compliant graphics accelerator to run. The game does not include a software or Direct3D renderer.
The graphic technology of the game is based tightly around a "shader" system where the appearance of many surfaces can be defined in text files referred to as "shader scripts". Quake 3 also introduced spline-based curved surfaces in addition to planar volumes, which are responsible for many of the surfaces present within the game.[11] Quake 3 also provided support for models animated using vertex animation with attachment tags (known as the .md3 format), allowing models to maintain separate torso and leg animations and hold weapons. Quake 3 is one of the first games where the third-person model is able to look up and down and around as the head, torso and legs are separate. Other visual features include volumetric fog, mirrors, portals, decals, and wave-form vertex distortion.
For networking, id Tech 3 uses a "snapshot" system to relay information about game "frames" to the client over UDP. The server attempts to omit as much information as possible about each frame, relaying only differences from the last frame the client confirmed as received (Delta encoding).[12] id Tech 3 uses a virtual machine to control object behavior on the server, effects and prediction on the client and the user interface. This presents many advantages as mod authors do not need to worry about crashing the entire game with bad code, clients could show more advanced effects and game menus than was possible in Quake II and the user interface for mods was entirely customizable. Unless operations which require a specific endianness are used, a QVM file will run the same on any platform supported by Quake III Arena. The engine also contains bytecode compilers for the x86 and PowerPC architectures, executing QVM instructions via an interpreter.
Quake III Arena features an advanced AI with five difficulty levels which can accommodate both a beginner and an advanced player, though they usually do not pose a challenge to high-tier or competitive players. Each bot has its own, often humorous, 'personality', expressed as scripted lines that are triggered to simulate real player chat. If the player types certain phrases, the bots may respond: for example, typing "You bore me" might cause a bot to reply "You should have been here 3 hours ago!". Each bot has a number of alternative lines to reduce the repetition of bot chatter. The Gladiator bots from Quake II were ported to Quake III Arena and incorporated into the game by their creator - Jan Paul van Waveren, aka Mr. Elusive.[13][14] Bot chat lines were written by R. A. Salvatore, Seven Swords and Steve Winter.[15] Xaero, the hardest opponent in the game, was based on the Gladiator bot Zero. The bot Hunter appears on magazine covers in the later id game Doom 3.
On August 19, 2005, id Software released the complete source code for Quake III Arena under the GNU General Public License v2.0 or later,[16] as they have for most of their prior engines. As before, the engine, but not the content such as textures and models, was released, so that anyone who wishes to build the game from source will still need an original copy of the game to play it as intended.
Fast inverse square root
Script error: No such module "Labelled list hatnote". Fast inverse square root, sometimes referred to as Fast InvSqrt() or by the hexadecimal constant 0x5F3759DF, is an algorithm that estimates , the reciprocal (or multiplicative inverse) of the square root of a 32-bit floating-point number in IEEE 754 floating-point format. The algorithm is best known for its implementation in the source code of Quake III Arena.
At the time, it was generally computationally expensive to compute the reciprocal of a floating-point number, especially on a large scale. However, the fast inverse square root bypassed this step.
Around 2002, initial speculation pointed to John Carmack as the probable author of the code, but he demurred and suggested it was written by Terje Mathisen, an accomplished assembly programmer who had previously helped id Software with Quake optimization. Mathisen had written an implementation of a similar bit of code in the late 1990s, but the original authors proved to be much further back in the history of 3D computer graphics with Gary Tarolli's implementation for the SGI Indigo as a possible earliest known use.
Source ports
Quake III Arena has been unofficially ported to several consoles, including the PlayStation Portable handheld and Xbox console. These versions require a modified console or handheld and the assets to the original game to go along with the source port.
Carmack has said that Quake Trilogy (including Arena) will be ported on the iPhone/iPod Touch/iPad. An unofficial version for iOS was released through Cydia for jailbroken iOS devices in April 2008; it is a demo version similar to the original except that it integrates the iPhone and iPod Touch's accelerometer and touch controls to make gameplay possible.[17] A high-definition version for iPad was released in November 2010, featuring re-created controls, sharper graphics, better gameplay, and better framerate;[18][19] this improved version was also integrated into the iPhone and iPod touch version of the port.
A Moorestown prototype version was demonstrated on a reference design that demonstrated performance of up to 90 frames per second.[20] An unofficial port of Quake III for Symbian mobile devices was made. It requires PAK files from original game to run. An unofficial port of the game to Android was created based on the released source code.[21][22] This means the game can be run on several Android powered devices, most notably the Motorola Milestone,[23] Motorola Droid,[24] and the Nexus One, as well as other high-end devices.[25]
In August 2011, the ARM-based Raspberry Pi credit card-sized computer was shown running a specially-compiled ARM version of Quake III on Debian.[26]
In February 2019, an unofficial port of Quake III called ioQuake3DS was released for the Nintendo 3DS by masterfeizz. The console must be homebrewed in order to be run.[27]
In May 2022, an unofficial VR port was released for Meta Quest and Pico virtual reality headsets by a group of modders around Team Beef. To run the port, players must use sideloading. The port is based on the IoQuake3 source port.[28]
Release
As a result of the disappointing sales of Blue Stinger, Activision was discouraged from publishing further titles for the Dreamcast and relinquished the distribution of the Dreamcast version of Quake III Arena (ported by Raster Productions) to Sega. First announced on January 29, 2000.[29] and released on October 23, 2000,[30] the Dreamcast version of Quake III featured 4 player cross-platform play between Dreamcast and PC players. It is often considered one of the best PC-to-console ports of its time thanks to its smooth frame rate and online play.[31] There are still communities that play this version online on the remaining dedicated servers running patch version 1.16n and the required map pack.[32] The Dreamcast version of Quake III also included VMU Maze mini-games.[30]
Quake III Revolution (ported by Bullfrog Productions, published by Electronic Arts in North America and Electronic Arts Square in Japan) was released for the PlayStation 2 in March 2001,[33] featuring several elements adopted from Team Arena, along with a more mission-based single-player mode. It features split-screen multiplayer for up to 4 players with the PS2 Multitap. As the game was an early PS2 title, it lacked online play - Sony would not launch their network functionality in North America until August 2002. GameRankings rated the release at 83%.[34] Quake III Revolution was widely criticized for having long loading times compared to the Dreamcast and PC versions, poor game balance, and for not including USB mouse and keyboard support out of the box (unlike the PlayStation 2's version of Unreal Tournament).[35][36]
Quake Arena Arcade for the Xbox 360 was officially announced by id at QuakeCon 2007.[37] The title, jointly developed by id and Pi Studios, was released on Xbox Live Arcade on December 15, 2010. The retail price of the game was set at 1200 Microsoft Points, or $15 USD.[38] Quake Arena DS for the Nintendo DS was announced at QuakeCon on August 4, 2007. John Carmack stated touch screen controls would not be implemented, as he preferred the game be played with the D-pad instead.[39] This version was silently cancelled. Quake Zero was announced at QuakeCon on August 3, 2007, and was an updated version of Quake 3 Arena, distributed by free download, run in a browser window and supported by built-in advertising content.[40] Quake Zero was launched as Quake Live,[41] released in 2010.
On November 15, 2021, Microsoft made the x86-64-based Xbox One/Series X/S consoles backward compatible with Quake Arena Arcade, one of 76 titles published in celebration of the 20th anniversary of the original Xbox console's launch.[42]
Additional content
Official expansion
An expansion pack titled Quake III: Team Arena was released on December 15, 2000, in North America, January 15, 2001, in Japan and January 26, in Europe. It was developed by id Software and published by Activision. The expansion focused on team-based gameplay through new game modes, as well as the addition of three new weapons (the Chaingun, Nailgun, and Prox Launcher), and new items and player models. Quake III: Team Arena was criticized, as its additions were long overdue and had already been implemented by fan modifications. Quake III: Gold was later released on September 26, 2001, in North America, March 29, 2002, in Japan and August 9 in Europe. Quake III: Gold included the full version of Quake III Arena and the Quake III: Team Arena expansion pack bundled together in a Hybrid Disc CD-ROM.[43] Canadian electro-industrial band Front Line Assembly made the soundtrack for the expansion,[44] the counterpart to Sonic Mayhem's Quake III Arena: Noize.
Mods
Like its predecessors, Quake and Quake II, Quake III Arena can be heavily modified, allowing the engine to be used for many different games. Mods range from small gameplay adjustments like Rocket Arena 3 and Orange Smoothie Productions to total conversions such as Smokin' Guns, DeFRaG, and Loki's Revenge. The source code's release has allowed total conversion mods such as Tremulous, World of Padman, OpenArena, and Urban Terror to evolve into free standalone games. Other mods like Weapons Factory Arena have moved to more modern commercial engines. Challenge ProMode Arena became the primary competitive mod for Quake III Arena since the Cyberathlete Professional League announced CPMA as its basis for competition. CPMA includes alternative gameplays, including air-control, rebalanced weapons, instant weapon switching, and additional jumping techniques. Another mod that underwent several open beta versions and was very popular in 1999–2001 was Quake 3 Fortress (Q3F). The initial version of this game was an indirect port of the Quakeworld Team Fortress mod with many clans and leagues competing in both games simultaneously. Q3F was eventually ported to another Quake 3 mod Enemy Territory Fortress which had limited success. The developers of Q3F eventually abandoned the mod but used it to create the standalone 2003 game Wolfenstein: Enemy Territory, which uses the Quake III engine and is still popular with approximately 9,400 active players in 2018.
Reception
Critical reception
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"If you’re looking to buy Quake III Arena for an awesome single-player experience, this game isn’t for you. If you’re yearning for silky-smooth online deathmatches, and crave to push your top-of-the-line PC to the threshold of its performance, then perhaps Quake III Arena is the only game you'll ever need…".
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Metacritic, which assigns a normalised rating in the 0–100 range, calculated an average score of 93 out of 100 ("Universal acclaim/Must-Play") for the Dreamcast version,[46] 84 out of 100 ("Generally favorable reviews") for the PlayStation 2 version's Revolution edition.[47] while the Xbox Live Arcade version's Arena Arcade edition received a lowest score with the average score of 69 out of 100 ("Mixed or Average").[48]
Reviews for the game were very positive, with many describing the game as fast and addictive.[49] Curved surfaces were a welcome addition to the series. Most reviewers felt the game was best when played with others online. A Diehard GameFan review by Robert Howarth described the game as the best "pure deathmatch" experience around, but criticised the game's frame rate, which didn't run very well on low-end systems and required either a RIVA TNT2 or GeForce 256 GPU to run the game at an acceptable frame rate.[45] GameSpot reviewer Jeff Gerstmann described the game as outstanding. He noted the fun level designs, great-looking textures, impressive special effects and weapons sounds.[1] Gerstmann however criticised the narrator's voice and thought that some levels could become too crowded when playing multiplayer.[1] An IGN review felt the game lacked originality but enjoyed the detailed wall textures and outer space jump levels. The high number of character skins and the artificial intelligence of opponent bots were praised but the weapons were said to be "bland and predictable".[50] A Eurogamer review described the game as "polished" and "stunning" and thought that it "was extremely well balanced and plays very well". The reviewer was especially pleased with the customisable 3D engine and looked forward to new maps and mods.[51]
Blake Fischer reviewed the PC version of the game for Next Generation, rating it five stars out of five, describing it as "the best deathmatch yet. Period. End of story. If you want single-player or a storyline, buy Half-Life. If you want great DM and near-infinite expandability, Quake III is the best in the business".[52]
Frank O'Connor reviewed the Dreamcast version of the game for Next Generation, rating it four stars out of five, and stated that it was "a brilliant, if flawed, conversion of arguably the best online game ever made – it's sure a hell of a lot more interesting use of the Dreamcast modem than Chu Chu Rocket".[53] The Dreamcast version won GameSpot's annual "Best Multiplayer Game" award among console games, and was a runner-up in the "Best Shooting Game" category, which went to Perfect Dark.[54]
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""Quake III: Revolution" proves that the PS2 can certainly do great first-person action, and while the single-player game gets monotonous after a while, the split-screen multiplayer action makes this a must-have for fans of group gaming. Great graphics, intelligent control, and fast-paced gameplay add up to a topnotch piece of action and one of the best games on the system".
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Garrett Kenyon reviewed the PlayStation 2 version of the game for Next Generation, rating it four stars out of five, and stated that "all in all, this is a fast and beautiful game – easily the best shooter available for PS2".[56] Japanese gaming magazine Shūkan Famicom Tsūshin scored the PlayStation 2 version of the game a 25 out of 40 (63 out of 100 for online version),[57] while a User Reviewer average scored at the MK2network website are scored 62 out of 100.[58] The PlayStation 2 version was a nominee for The Electric PlaygroundTemplate:'s 2001 Blister Awards for "Best Console Shooter Game", but lost to Halo: Combat Evolved for Xbox.[59]
Quake III Arena won PC Gamer USTemplate:'s 1999 "Special Achievement in Graphics" award, and wrote that it "set a new high-water mark in 3D graphics this year".[60] During the 3rd Annual Interactive Achievement Awards, the game was nominated for "Computer Action Game of the Year", which was ultimately awarded to Half-Life: Opposing Force.Template:Efn[61]
In January 2016, Red Bull labeled Q3DM17 (The Longest Yard) one of the 10 greatest FPS multiplayer levels of all time.[62]
Sales
Quake IIITemplate:'s sales surpassed 50,000 copies during its first three days of release, by which time 1 million copies had been printed.[63] It debuted at #5 on PC Data's weekly computer game sales chart for the December 5–11 period.[64] The game rose to fourth place in the weekly top 10 the following week.[65] Domestically, it sold 222,840 copies and earned revenues of $10.1 million (~$Template:Format price in Template:Inflation/year) by early 2000.[66]
In North America, Quake III sold 168,309 copies and earned $7.65 million (~$Template:Format price in Template:Inflation/year) from January through October 2000, according to PC Data.[67] Its overall sales in the region, including its launch in 1999, totaled 319,970 units by November 2000.[68] Its sales for 2000 alone ultimately reached 190,950 units and $8.4 million (~$Template:Format price in Template:Inflation/year) by the end of the year.[69] The game later received a "Silver" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[70] indicating sales of at least 100,000 copies in the United Kingdom.[71]
Competitive play
Quake III Arena's multiplayer-focused development led to it developing a large community of competitive players and like its predecessors it was used extensively in professional electronic sports tournaments. In competitive Quake III Arena there are two distinct gameplays, often referred to as 'rulesets', the out-of-the-box Quake III Arena game, also known as vanilla Quake 3 (VQ3), and the CPM ruleset of the Challenge Pro Mode Arena mod. On July 26, 2006, Challenge Pro Mode Arena with VQ3 gameplay was chosen by Cyberathlete Professional League as the mod of choice for their tournament, making it the standard competitive mod for Quake III Arena. Previously, Orange Smoothie Productions was the most widely used tournament mod.[72]
The following competitions have held Quake III events:
- Cyberathlete Amateur League
- Cyberathlete Professional League
- Electronic Sports World Cup
- QuakeCon
- World Cyber Games
- Dreamhack
These competitions have now moved on to more recent games or have transitioned to its variant successor, Quake Live.
See also
- 1999 in video games
- OpenArena – a video game clone of Quake III Arena
- Unreal Tournament
Notes
References
External links
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- ↑ Quake 3 Ported to Android; Runs Impressively Template:Webarchive Toms Guide, February 25, 2010
- ↑ Quake 3 ported to Android, shows off Droid's graphical prowess Template:Webarchive engadget, February 25, 2010
- ↑ Android: Quake 3 Arena on Motorola Milestone, controlled by a Zeemote Daily Mobile, May 14, 2010
- ↑ Play Quake III Arena on Motorola Droid Template:Webarchive GSM Dome, May 11, 2010
- ↑ Quake 3 Finally Ported To The Nexus One Phandroid, May 10, 2010.
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