Tag Archives: bethesda

Quake Champions Early Access and Linux?

quake champions early access and linux windows games on steam

id Software’s incredible multiplayer fragfest, Quake Champions enters Early Access. Since the games only supporting Windows on Steam, the Linux demand is high. Hence the Steam Discussions requesting Linux support. Since the games brings a host of new content, including new map and features. Along with a special new Champion, the mighty DOOM Slayer from DOOM. While Doom 2016 is playable via Wine with Vulkan support. A similar demand is expected for the current Early Access release.

So players who want to jump in and frag fest should know a couple of things. Doom 2016 development uses id Tech 6 while Quake Champions uses a hybrid engine. Which seems to use part of id Tech 6 but not the full engine as Doom 2016 does. Not that I can get into any serious detail. Yet this means that a native Linux port could be more of a task. Meaning id Software would have their hands full porting the game. Since there are no developer comments at the time of writing.

id Software Talks Early Access for Quake Champions

Quake Champions Features

  • The Next Great Quake Multiplayer Game
    Quake’s signature rocket jumping, skill-based competition, and incredible speed remains intact, providing veterans with a welcome return and new players a fresh way to showcase their multiplayer skills.
  • Incredible, Diverse Champions
    Quake Champions introduces a roster of elite Champions, each equipped with unique attributes and abilities that are additive to Quake’s established gameplay. Champion skills offer a great variety to fit your play style.
  • Uncompromising Weapons, Ready for Battle
    Quake’s devastating arsenal of flesh-chewing weaponry, including fan-favorites like the thunderous Rocket Launcher, electrifying Lightning Gun, and snipe-tastic Railgun are back alongside new additions for you to master.
  • Intense Game Modes
    Established and beloved game modes return, including the gib-filled fragfests of Deathmatch and Team Deathmatch and the competitive fury of 1v1 Duel mode, while a new team-based mode, Sacrifice, joins the fray.

Quake Champions’ free-to-play version will launch at a later date. However, players who previously redeemed a Closed Beta key will be able to continue playing. Since Quake Champions will be in free-to-play mode, only via Bethesda.net. These players will play on the same servers as Champions Pack owners. And have the option of upgrading to the Champions Pack. Or buying additional Champions at any time. Players new to Quake Champions will need to either buy the Champions Pack. Or wait until free-to-play mode launches out of Early Access, at a later date.

Quake Champions players to gain global dominance will be able to buy the Champions Pack via Steam. Which will unlock all of the games current and future Champions. As well as other exclusive in-game bonuses for ‎$29.99 USD. discounted from the final retail price of £29.99.

Doom 2016 Alpha already working on WINE in Linux


The WINE #developers and #community have typically been hard at work to fix issues, particularly with big AAA #games. Usually with a bit of a wait before we see enough supported libraries for the title to function properly. Now it appears a Linux has user already managed to get the latest Doom Alpha running on WINE.

Doom currently has a closed alpha version available a Reddit user has it running on Linux, making it easier than expected. To the point there nothing really particular was done to get the game working, including excellent framerate on an Nvidia GTX 970. With the only things missing is the lack of Vsync. Not too shabby.

I obtained an Alpha copy of Doom with the intent of seeing how well it runs on WINE. I was a little concerned with performance & stability considering that it’s a 64-bit-only game (installed to the 32-bit folder, though), but this has proved to be a non issue. Since I’m too pleased with how well this worked, here are the major points:

  • Installed flawlessly using WINE Staging 1.9.1, but this should work with any version of WINE currently shipping with popular distros, seeing as DirectX crapware is not in the picture
  • Ran without any configuration (no DLL overrides, etc…)
  • Buttery smooth
  • Worked at Ultra settings with my GTX 970
  • Only issue was the lack of a VSYNC setting

So essentially, to use Doom 2016 on Linux with native performance, you will need to do the following:

  1. Set up a clean 64-Bit WINE prefix.
  2. Run the installer
  3. Install steam
  4. (Not always needed) fix DirectWrite issues with Steam (lol)
  5. Play Doom
  • i7-4790k
  • GTX970 4GB
  • 16GB DDR3-2400
  • 4.4.0-pf5turbokoopa #5 SMP PREEMPT Tue Feb 23 00:02:03 CST 2016 (linux-pf)
  • WINE 1.9.1

So as it stands, the new engine has been optimized rather nicely, seeing more advanced hardware requirements are expected for Linux. This if not a guarantee that the final version of the new Doom will just as easily, but it does give the community hope.

Doom will be released on May 13, 2016 for Windows PC, Xbox One, and PlayStation 4.


Quake Live Standalone Client Launches


+Bethesda updated its blog on Friday with news that Quake Live now has its own standalone client. This free-to-play variant of the classic #Quake3Arena shooter originally launched as a browser-only game in August 2010. But with the #browser makers keen on nuking plugins from here on out, the #game needed to return to its desktop-based roots.

The company stated on Friday that the standalone client will make updating in-game features much easier, as the team will not be worried about how ever-evolving web browsers will affect gameplay and performance. Bethesda suggests that players who have experienced browser compatibility issues or installing the plugin should give the new standalone client a try.

“Quake Live remains free to play and offers extended access and features to members with Premium and Pro accounts,” the blog states. “And to celebrate the New Year, Pro subscribers may now host matches for standard users on all seven Premium game modes, including Freeze Tag and Domination!”

According to Bethesda, player profiles, match stats, clan rosters, and other commonly accessed pages are now located in the standalone client and can be accessed directly in-game without the need of a web-browser. Only the official forum and external links will open in the default web-browser, the blog states.

As for the website, “certain functions” will remain even after the update is released. Players will be able to manage clans, view profiles, manage certain account settings and even launch Pro matches from the browser. Bethesda notes that messaging and chatting with friends, viewing the match browser and joining games will require Quake Live to be open.

Unfortunately, the move to a standalone client has left Mac and Linux gamers out in the cold.

“We will be unable to support Mac and Linux clients with this transition,” reads the blog. “While we have reports from our testers that the game works through emulation or virtualization software, we are unable to support native Mac and Linux versions. If you’re using Mac and Linux and have a paid subscription, you will only be able to access the game using emulation or virtualization software.”

For more details about the new Quake Live client, read the FAQ here.



Iconic Shooter Game 'Wolfenstein 3D' Celebrates 20 Years With Free Web Version

A classic shooter in a web browser

20 years after revolutionizing gaming and kicking off the first-person shooter genre, iconic game title “Wolfenstein 3D” is back … for free!!!

In celebration of its 20th anniversary, id Software and its parent company Bethesda Softworks have released a free-to-play web version of the game that runs right in your web browser (play it here).

The game began development in late 2011 by by design legends John Carmack, John Romero and Tom Hall. By 1992, they had finished “Wolfenstein 3D,” releasing it as free shareware, which allowed it to be copied widely. The initial release contained one episode, consisting of 10 missions (levels), while the commercial release consists of three episodes, which includes the shareware episode and its two subsequent episodes, bringing the game to a total of 60 missions.

It was originally released on the PC and subsequently ported to a wide range of computer systems and consoles.

In the game, the player assumes the role of an American soldier named William “B.J.” Blazkowicz, who was trapped in a Nazi stronghold called Castle Wolfenstein and has to fight his way out to escape. Along the way, he had to overpower SS guards, Doberman Pincers and, ultimately, Adolf Hitler who packs a robotic suit and four chainguns.

“Wolfenstein” is credited for laying the groundwork for all shooters that followed it, and paved the way for gaming’s most popular titles to day — from id’s own followups, “Doom” and “Quake,” up to today’s blockbusters like “Halo” and “Call of Duty.”

In addition to the web-based version, the developer will also offer “Wolfenstein 3D Classic Platinum” for free to iPhone, iPad, and iPod Touch owners for a limited time. Play it on the web at Wolfenstein.Bethsoft.com.

Below is a video podcast released by Bethesda, in which John Carmack shares insight about the game’s development.

[youtube https://www.youtube.com/watch?v=amDtAPHH-zE&w=480&h=274]


Prey 2 Studio Stopped Development Since November

Author: Zak Islam

Prey 2 fans recently rejoiced at the news that the open world first-person shooter wasn’t cancelled, contrary to popular rumors. However, the sequel was delayed from its intended 2012 release due to “quality” issues but it seems there’s more to the story than just that. According to an inside source, developer Human Head hasn’t worked on the title since November, 2011.

Shack News’ anonymous source has stated that the studio was apparently unhappy regarding the term of its contract with ZeniMax, which is Bethesda’s parent company. They intentionally ceased development on Prey 2 last year during November, in order to strike a more positive deal.

The decision to halt work on the shooter didn’t go down so well with ZeniMax, though. A considerable portion of the development team were consequently laid off, but the former staff members hoped that they’d be brought back by ZeniMax if the contract issues were sorted out.

Positive momentum towards a renegotiated contract was seemingly the outcome up until January, 2012 where ZeniMax decided to channel out any communication with Human Head. That said, progress was made during the latter stages of February but matters were “soured” on March 2nd, which is the last date where the source would provide first-hand information.

When Shack News contacted ZeniMax for a response, they stated that the firm “aren’t commenting on the game’s development beyond what was said in the statement that was released this morning.” Said statement, meanwhile, claimed that Prey 2 was delayed due to the fact that “development has not progressed satisfactorily this past year, and the game does not currently meet our quality standards.”

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