"Thanks to PAKK , for not abandoning the entire Kwak community so far, for holding tournaments, for doing something really real and useful, for not falling into the bare making of money, and simply for the fact that they are cool guys !!! :) PACK rules! And we - in general Rulezzz!!!"
"It's done. Or how sarcastically :) one of us noted, 'not even half a year has passed.' A server of this kind would sooner or later appear in the Crimea anyway. Why not be the first?"
"A game for all platforms? Tomb Raider epitomizes game development in the fall of 1996. It's fast, brash, violent, beautiful — and not available on the Mac. And now, thanks to Core Design, it's possible to be an explorer without even leaving your seat. Thanks to Tomb Raider."
"Imagine uma rede gigante, com muitos micros, muitos jogos e a possibilidade de ficar 24hs/dia conectado diretamente com seus amigos lado a lado. Melhor ainda, veja esta rede: Foram 3 dias ininterruptos, 150 quakers, centenas de partidas e uma QUAKENET/2 inesquecível para todos aqueles que compareceram ao maior evento de Quake já realizado até hoje!"
For Jason Bergman, sounds make the game. The 45 minutes to six hours spent in aural alchemy are well worth it because, at least in games, sound dictates reality. Asked about the sound he is working on, Bergman casually replies, "I'd tell you, but I'd have to kill you," quietly adding, "and record you in doing so."