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Trinity... just hearing that word would make any informed gamer shake with ecstasy.
by Edward Umheiser
(2/24/98)
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Trinity… just hearing that word would make any informed gamer shake with ecstasy. To be released sometime during the
year 2000, Trinity would bring 3D gaming into the next century. Forget about Unreal, it was to be the most earth
shattering 3D engine ever created. But notice how I say, "was to be". Yep… Trinity was cancelled by id software back in
1998. Their main reason was that it would take too long to create such a technological marvel and still have time to
create the content for a whole single player game. Quake II was released back in 1997, and they didn't want to wait 3
years to release another game. So they sat down and thought long and hard and decided to take another path traveled by
few... they would focus totally on multiplayer.
The Goods
Quick Peek:
Combine great graphics, great gameplay, and the best online performance anywhere, and you know that id has made another
winner.
Release Date:
Quarter 2 1999
Developer:
id Software
Publisher:
Activision
Homepage:
Quake 3: Arena
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Now why would id, the master of the FPS genre, do such a thing? After all, only about half of the people who bought
Quake2 play deathmatch, so why leave everyone else out. The answer is really quite easy. First, the Internet has grown a
substantial amount over the past 2 years, with literally millions more people around the world getting wired, and this is
a trend that will continue for a long time. So there is no shortage of people out there willing to buy an online game.
And next, if you really think about it, what do 90% of all deathmatchers play? It's not Sin, and it's certainly not
Unreal. Yep, it's Quake2. id knows that what really keeps their games alive is the multiplayer aspect. So they
just cut out the fat and improved on what gamers are yearning for… a more complete DM experience. It's quite a risky
ordeal, but everyone out there knows… Quake 3: Arena is gonna kick some ass!
Believe it or not, gamers are still playing Quake. But it's not for its single player. As for DOOM, there was no real
story to speak of. The same for Quake (unless you consider the 2 paragraphs in a .txt file a story). id tried hard when
developing Quake II, even making some cinematics. But the heart of Quake/Quake II lies in its multiplayer abilities.
There is nothing like fragging a hapless newbie and watching their innards splatter around the room. So id thought to
themselves, "why change what works?" Instead, they plan on building on the idea to make the perfect DM game. And this is
what id hopes will bring on the buyers. Not for its colorful graphics or its new player models, but for hardcore
deathmatching. And in the end, isn't all we really want to do just shove a railgun down our friends' throats?
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