Well, since I was still in a “Quake” kind of mood, I thought that I’d check out a set of unofficial levels from 2016 called “Dimension Of The Past” that were made by a company called Machine Games to celebrate Quake’s 20th anniversary.
As usual, I used the “Darkplaces” source port whilst playing these levels. However, due to issues with either the source port and/or my computer, I had to lower the graphics settings to 16 bits per pixel in order to get a playable framerate. So, the quality of the graphics/textures in the screenshots in this review is probably slightly lower than the ones you’ll see if you play the game on normal (32 bit) settings.
So, let’s take a look at “Dimension Of The Past”:
“Dimension Of The Past” contains eleven levels for “Quake” – including an introductory level, a secret level (that I didn’t find) and a deathmatch level. These levels are “vanilla” levels that just contain the standard textures, monsters etc.. from the original game. Since the level set presents itself as a ‘fifth episode’ for the original game, then this decision makes a lot of sense.
One of the very first things that I will say about “Dimension Of The Past” is that it quickly goes from being ‘enjoyably challenging’ to ‘borderline unfair’ very quickly – even on normal difficulty! If it wasn’t for the fact that I’ve built up an attitude of dogged determination from playing quite a few ultra-challenging modern “Doom II” WADs over the past few years, then I’d have probably abandoned this level set out of frustration fairly early on.
Seriously, even this part of the second level will give you quite a challenge… and it’s easy compared to the later levels!
Seriously, don’t let the easy first level lull you into a false sense of security! Even though this level set has been made by a modern games company, it is anything but easy!
These levels do the usual “Doom II” WAD trick of throwing lots of mid-high level monsters at you regularly. But, whilst much stronger forms of this sort of creative unfairness can work really well in “Doom II”, it doesn’t always translate that well to “Quake” for a number of reasons.
The first reason is the “Quake” contains a much gloomier aesthetic than “Doom II” – as such, it can sometimes be difficult to see where to run to when you are besieged by monsters. The second reason is that “Quake” and “Doom II” have different weapons that handle differently. The third reason is that the movement speed in “Quake” is at least slightly different to that in “Doom II”. The fourth reason is that both games have different monsters that act (and attack) differently.
For example, there isn’t a proper “Doom II” equivalent of the fast-moving Fiends in “Quake” (the closest thing is possibly the weaker and slower pink “demon” creatures).
The borderline unfair difficulty in “Dimension Of The Past” is further compounded by the fact that many of the levels are at least slightly stingy when it comes to health and ammo. Whilst there is often just enough to get through each level, there are at least a few segments of “Dimension Of The Past” that feel more like an old survival horror game than a thrilling action game. In other words, you’ll probably have to flee from monsters sometimes.
Seriously, this part of the fourth level even looks a bit like something from a “Silent Hill” game!
Again, there are some amazing modern “Doom II” WADs out there that rely on the player not being able to fight literally every monster in order to create thrillingly fast-paced gameplay that almost seems more like a type of puzzle game than anything else. But, due to the age and visual style of the game, this sort of gameplay works better in “Doom II”. The cute cartoonish graphics, ludicrous movement speed, perfect weapon progression, simple monster AI and more well-balanced gameplay mechanics in “Doom II” mean that this type of gameplay becomes an thrilling abstract puzzle.
But, in a grimly gothic game like “Quake” – with very slightly more intelligent monsters and with different weapons, then even a relatively mild example of this type of gameplay just doesn’t feel as fun.
Likewise, the fact that it’s harder to dodge projectiles in “Quake” doesn’t help either.
This also has something to do with emotional tone too – in “Doom II” WADs, completing a brightly-coloured level containing 300+ cartoon monsters makes you feel like an expert gamer. Yet, thanks to it’s bleak emotional tone (that evokes feelings of vulnerability), completing one of these 20-75 monster “Quake” levels just feels like you’ve survived some kind of grim ordeal.
If this was “Doom II”, then this scene would involve gleefully fighting Hell Knights in a cartoonish corridor. But, it’s a bit more frantic and grim in “Quake”.
But, even just running away from monsters doesn’t work all of the time in “Dimension Of The Past”. The final level contains no less than six shamblers – all of whom have to be defeated in order to complete the level (four block your path, and a barrier in front of the exit won’t lower until the final two are defeated).
This wouldn’t be too bad if it wasn’t for the fact that the level also contains death knights, yores, scrags…. and barely enough health and ammo pickups! Seriously, unless you find a hidden quad damage early in the level and use it in the most efficient way possible, then you won’t even get to the final part of the level. And, when you get there, you’ll need to play very tactically until you finally, eventually get lucky and defeat the final two shamblers with whatever scant ammunition you have left.
Seriously, even though it is possible to get them to fight each other… don’t rely on it!
Again, this sort of hilariously extreme difficulty can work really well in “Doom II” WADs, but even relatively mild examples of it just don’t translate well to “Quake”.
The fact that ammo is so scarce that you occasionally have to resort to using the axe doesn’t help either!
Although “Dimension Of The Past” begins with a couple of sci-fi style levels, the majority of the level set is taken up with gloomy, gothic medieval-style levels. This creates a grim and foreboding atmosphere that is reinforced with a few fiendishly evil set pieces throughout the game – such as a fast-paced puzzle segment where you have to stop yourself from being crushed by finding two hidden switches within about 10-20 seconds.
Seriously, I even tried rocket jumping out of here a couple of times, before I finally realised you have to shoot two hidden switches!
The actual technical design of the levels is really good. Most of the levels are the kind of creative, non-linear levels that used to be standard in FPS games. You’ll be searching for keys, backtracking, opening doors elsewhere with switches etc.. As much as I might criticise the difficulty in these levels, I cannot really criticise the level design too much.
In fact, the only major criticism I have is that a hidden platform you need to jump onto in order to get to the ending of one level is quite literally shrouded in shadows and next to impossible to find (seriously, I was stuck for at least an hour before I discovered it!). Then again, this might be a byproduct of the 16 bit graphics setting I mentioned at the beginning of the review (since it tends to make the shadows a lot more solid).
Seriously, it took me at least an hour to work out that I was supposed to jump here!
However, one minor design quibble I have is that there’s no “ending” to this game – not even a small text screen. Once you finally, eventually beat the punishingly difficult final level, then you are… just taken straight back to the introductory level. In fact, since I hadn’t seen this level for a few days, I initially mistook it for a ninth level – before noticing the difficulty selection portals.
All in all, “Dimension Of The Past” is a set of technically well-made levels whose borderline unfair difficulty will heavily challenge even the most experienced retro FPS gamers. However, I just wish that this had been a “Doom II” WAD instead. A lot of the design tactics here would work really, really well in “Doom II” – but are somewhat ill-suited to “Quake”.
If I had to give it a rating out of five, it would get three.