After finally finding a spot, we ventured into the Hilton without our PC. We felt it would be best to scope out and understand how everything was going to work first, then return and bring our computer.
As we entered into Hilton, our perception of hotel decor rapidly turned up-side down. The Hilton Anatole is gorgeously designed with an oriental flavor, bursting with sublime beauty.
Intricate glass work hung above us, while a dragon-esque contraption fluttered above.
This lavish complex was going to be a fabulous place to spend the weekend.
We walked past numerous restaurants and stores within and were directed by signs to where QuakeCon was actually going to be held. We transversed the Hilton's personal park! Who knew some hotels actually house an internal park?
Soon the atmosphere changed and geekdom began to take shape. We turned into a long hall, which was the attendee registration. After setting ourselves up accordingly, we returned to the Odyssey and picked up our CPU. Luckily, our rig fit perfectly into our suitcase. So I dragged the suitcase, while my Uncle carried the monitor. We returned to the entrance of the convention to find other fellow Quakeconers (not a word) hauling their cherished CPU in carts, trolleys, and even by hand!
As we waited to be stamped and ticketed into the BYOC area, we took some time to revel in the computer glory that encompassed our surroundings.
There were gamers of all shapes and sizes, gaming rigs old and new, and even Black Mesa scientists! Everyone seemed genuinely excited QuakeCon. Soon, we were escorted into the BYOC to officially partake in the festivities.
It's about the size of a football pitch. Secondly, it's very dimly-lit, providing a very cool-techie aura. As we searched for our spot, we walked past all sorts of gamers playing all types of gamers. League of Legends, SC II, Minecraft, L4D2, and TF2 were the leading titles being played but they were a whole host of other games on display too. Single player experiences like Witcher 2 and Dragon Age were also part of the exciting spectacle. One mad person even had an Eyefinity display set-up!
Some of the computer set-ups blew me away:
We finally found our little space in the huge swamp of computer gadgetry. I then began the audacious process of setting our PC up. Wires and more wires.
It took the better part of 1/2 hour to properly configure everything correctly. But after that, the rig was ready to be powered for some serious gaming.
Oh, and sound speakers and BYOC are enemies! You are not allowed to bring any type of speakers; it all has to be heard through headphones. Luckily, my Mum let me borrow her slickly Bose Headphones. :)
Catalyst Control Center is sometimes not my friend:
Soon I was able to kick Steam into gear, ready to drown in an ocean of gaming.
But I had to pace myself; it was too early to sink into hours of gaming. Id Software's official introduction and John Carmack's keynote speech was coming up, so it would be important to prepare for that. Listening to Carmack speak is an adventure in itself. While you may not understand half of what he's saying, you're still in awe of his computerized brain. He's speaks on such a technologically sophisticated level that it's impossible to grasp every detail of what he's discussing. Carmack speaks about the current state of id Software, the gaming industry, while also pontificating on other random thoughts that may rattle his brain. He's very precise, which can be at times, very technical. Regardless, it's the most famous and important event at QuakeCon and essential viewing if you're remotely interested in the world of gaming.
We had a little time before the keynote, so we decided to wander into the mini-exhibition hall and see what wondrous offerings were in store.
A lot, apparently.
All sorts of tech booths were on display. Alienware were taking a large portion of space, hosting L4D2 tournaments, handing out prizes, while also showing off their own gadgetry.
At one of the booths, G4 host, Morgan Webb was having a signing session. We went over and were able to meet her. She was very energetic and friendly.
The exhibit also focused on two playable games, Tribes: Ascend and RAGE!
I drifted over to the RAGE booth and noticed they had about 15 kiosks running the game. About 10 were running off of Xbox's and PlayStation's, with another 5 running on actual CPUs. Luckily for me, there was a PC set-up free. I immediately seized the opportunity and quickly started loading up the first act of the game.
This was going to be amazing! I was finally going to get the chance to play Id's next masterpiece!
The game opened in first-person, arriving in a post-apocalyptic dystopia. The game was running flawlessly and beautifully. Id Tech 5 is without doubt, visually stunning. As I maneuvered in the opening stages and blasted through post-apocalyptic enemies, two things really stood out. Firstly, the responsiveness of the weapons is incredible! I felt I like was holding something of weight and impact. Every time I shot a bullet or bolt, a blast of adrenaline would quiver up my hand. Id had perfected the shooting mechanics; it was addictive. The other thing that took me back was the A.I. When I'd shoot at a leg or splinter an arm, the enemy would cower in pain and grab the designated wound. They would limp and hunch by the impact of my firing. These realistic reactions made the experience far more effective and impactful. I wholeheartedly felt like I was literally dismantling the foe.
While gleefully drinking the sweet wine from Id's next elixir, I was suddenly pulled from the experience due to a certain voice, a very familiar one. I knew that voice. I turned to see John Carmack, standing right behind me, commenting on and watching me as I played his game! I flipped out! It's like Michelangelo watching you watch David, or Da Vinci commenting on your observation on the Mona Lisa. I quickly turned nervous. I returned to the game a little jittery, knowing that Carmack was watching me as I played. I had to be perfect and make sure to not to die at all! Luckily, due to my amazing gaming skill, I was able to battle my way through the bandit-plagued prison without a single death. Best moment of QuakeCon by far!
On a side note, I noticed there was a significant amount of tearing during my little playthrough, due to the lack of V-Sync. Carmack noticed this to and was also commenting on it.
I looked over at the time to find that the keynote was rapidly approaching. It was time to bid RAGE farewell, for now. I quickly returned to the BYOC and found my Uncle messing around with the basics of the PC. After letting him know of the approaching time, we headed over to the main auditorium. We found the auditorium packed out, full of attendees, developers (Howard, Willits), and press (IGN, Gamespot). We were fortunate enough to find seats near the front, enabling us to perfectly enjoy the upcoming spectacle.
Anon, the lights dimmed and suddenly a brooding cinematic was projected on the auditorium screen. The cinematic began with low beats, dark lighting, and unnerving sounds. Was this the worldwide reveal of Doom 4, the sequel to Id's pioneering horror franchise? No, no it wasn't. :(
It was the launch trailer for RAGE. Although I was disappointed that there wasn't going to be a Doom 4 reveal, I experienced a breathtaking trailer for RAGE. The footage was a sublime marriage of booming music, visceral imagery, and hyperkinetic editing. The sickly and nihilistic atmosphere of RAGE's universe was on display in every facet of this visual showcase. It stands as one of the finest game trailers of all time and an unflinching example that trailers can be as artful as anything else.
After the trailer concluded, CEO of Id Software, Todd Hollenshead, took to the stage.
He spoke about all the exciting events taking place at the convention this weekend, before introducing computer maestro, John Carmack, to the stage.
To a rounding standing ovation, Carmack began his speech. His keynote covered an array of interesting topics. It ranged from small anecdotes on the technical hiccups of creating RAGE, to bigger ideas, as the future ambitions of Id software. As Carmack pontificated on all things tech, my Uncle took the opportunity to ask a question. He asked whether RAGE has encountered any censorship trouble and also complimented Carmack on the breathtaking artistry of RAGE. Carmack mentioned that no real censorship problems have occurred yet, but also mentioned that most of the swearing is actually in Russian! He also agreed that the art design in RAGE is truly outstanding. He noted that since he's only an engineer, he's unable to come up with the actual beauty of his games. He's continuously baffled and shocked by how great the artists at Id Software really are.
I then stepped up and posed a question too. I asked if Eyefinity is going to be implemented in RAGE. He responded that initially, no. But once the game is released, he's going to go back and start messing with periphery devices that might enhance the experience. As a treat to himself, he's going to buy all the 3-D gadgetry and see what works and what doesn't. This led him on to discuss the possibilities of these devices. While much of 3-D is in its infancy, he believes that there is magic when the dimensional image is translated perfectly. He cited the 3DS as an example of how it can actually marvel if adjusted accurately. He also mentioned that motion devices, like Kinect, have a lot of potential to revolutionize interactive media. It's all a matter of polishing the potential of these devices, while also producing content that is creatively worthwhile.
The entire Q&A segment posted was posted online afterward. Jump to the 48 and 60 minute mark for question goodness!
http://www.youtube.com/watch?v=00Q9-ftiPVQ
While not all of it made sense, Carmack's speech was fascinating 90 minutes in the mind of one of gaming's most revolutionary figures. I can officially state now, I survived a John Carmack Keynote!
Concluding the event, we had some time to leisurely relax at the Starbucks located in the Antaole. The Hilton was starting to get incredibly busy, with more than one event taking place there. While QuakeCon was the majority of the business, other fairs and gatherings were happening on different levels. A weird fruit juice convention was taking place next door!
We returned to the exhibit hall for a signing session with Viktor Antonov, the conceptual artist behind Half-Life 2. Antonov is an exceptional artist who whose chiefly in-charge of the design behind City 17 in HL2. He was incredibly humble when we spoke to him.
I asked him what his inspiration behind City 17 was. He answered that he based City 17 off his childhood city of Sofia, Bulgaria. I also asked if ever thinks Half-Life 2: Episode 3 is ever going to be released. He doesn't think so. With a majority of the team behind HL2 now gone from Valve, he thinks it's unlikely they'll be able to do another Half-Life game. We'll see about that...
With Thursday's events concluded, we departed to a really fantastic Italian take-out and ordered pasta to go. We then returned to the BYOC with our Italian food in hand, ready to eat and game. The perfect combination!
The rest of the evening was filled with thrilling gaming.
We played TF2 and L4D2 with my brother in San Antonio. For the first time, I also sank my teeth into Starcraft 2 multiplayer. No easy feat, I tell you! It was a pulsating night, with everyone else around us also enjoying a smashing platter of gaming delight.
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