Quake II AI Demo: The Worst Way to Play a Classic FPS
The Nostalgic Return of a Classic, With an AI Twist
When veteran FPS fans hear the echoes of Quake II, they recall heart-pounding firefights, maze-like level design, and the adrenaline rush of classic ’90s shooter gameplay. Re-released with modern updates, Quake II Remastered lets new generations experience the game with upgraded visuals and smoother performance. But one demo has taken an unusual detour from the intended experience — and it’s all thanks to generative AI.
Nvidia recently showcased a concept using its generative AI model to autonomously play through Quake II. The result? An amusing, sluggish, and thoroughly disastrous example of how not to experience a fast-paced FPS.
What Is the Quake II Generative AI Demo?
In a recent tech demo, Nvidia unveiled something unexpected: a large language model powering a generative AI agent tasked with playing through Quake II.
Unlike traditional AI agents that are trained specifically to optimize gameplay, Nvidia’s AI interprets the game screen as images and makes decisions based on what it “sees”, much in the way a human might navigate unfamiliar terrain.
Sounds cool, right? Here’s how it actually plays out.
The Reality: AI Stuck in the Past
Instead of responding with speed and skill – like any seasoned Quake II player – the AI demo leaves viewers with:
- Painfully slow camera movements, lacking urgency entirely
- Dead-end loops where the AI gets stuck revisiting the same hallways
- Inability to detect enemies in real time, resulting in anti-climactic firefights
- Missed pickups and inefficient health/resource management
- Lack of interaction with the game’s fast-paced mechanics
Instead of showcasing how intelligent AI could elevate the experience, Nvidia’s concept falls flat — looking more like an impatient uncle trying to play Quake II for the first time than an advanced neural net.
Why Generative AI Is a Bad Fit for Classic Shooters
The AI used in Nvidia’s demo wasn’t trained or optimized for action-reaction gameplay loops. Instead, it relies on interpretation through visuals, paired with basic reinforcement instructions. That’s problematic — especially when:
- Shooters rely on twitch reflexes – lightning-fast movement and split-second decisions
- Level design is maze-like – requiring knowledge of spatial flow and key mechanics
- Combat intensity is crucial – delaying a single attack can lead to instant failure
While this type of AI might be intriguing for simple turn-based games or static puzzles, throwing it into one of the most celebrated twitch shooters in history just doesn’t work.
FPS Mechanics and AI Limitations
Quake II was a pioneer in level complexity, verticality, and real-time decision-making. For an AI to effectively play an FPS like Quake II, it would need:
- Spatial mapping – to understand level layouts with doors, switches, and objectives
- Target prioritization – recognizing enemy placement, threat levels, and engagements
- Predictive movement – anticipating incoming fire or tracking enemy patterns
Unfortunately, none of that is visible in the AI’s performance. Watching it stumble through rooms, turn in slow 90-degree arcs, and occasionally fire a weapon feels less like a step into the future and more like a regression of gameplay sophistication.
Not All AI in Gaming Is Bad – But This Is
There is an important distinction to make: not all AI in gaming is created equal. In many titles, AI is used to:
- Enhance enemy behavior – with smarter tactics and adapted difficulty
- Drive NPC dialogue – offering branching narratives and more lifelike characters
- Optimize performance testing – helping developers balance progression and player engagement
However, in this case, generative AI was used in an experimental way that feels completely at odds with the spirit of Quake II. Fast, fluid combat was replaced with robotic hesitation. The relentless pace of frag-filled battles was reduced to what can best be described as a confused walk through a history museum.
The Spectator Experience Is a Letdown
Imagine introducing someone to Quake II through a Let’s Play powered entirely by this AI. They wouldn’t see the game as it was meant to be: a chaotic, thrilling, pulse-pounding journey. Instead, they’d watch:
- An AI take damage passively without understanding where it’s coming from
- Wandering around with zero urgency while key objectives go ignored
- Failing to interact with core mechanics like jumping or strafing
In short: it’s the absolute worst way to showcase a classic FPS.
Why This Matters for the Future of AI and Games
While the demo was meant to push the envelope on what generative AI can achieve, it also acts as a cautionary tale. Just because AI can do something doesn’t always mean it should — especially when the result undermines the core of what makes a game great.
Lessons Developers Should Learn
Developers looking to experiment with AI need to stay grounded in player-first design. When considering where and how to apply AI, keep in mind:
- Genre compatibility – certain game types are better suited for AI-led exploration
- Gameplay integrity – don’t let tech demos ruin nostalgic experiences
- Player immersion – AI should guide engagement, not create disconnection
If used wisely, generative AI can absolutely improve gaming — but not like this.
Conclusion: A Demo Better Left in the Lab
The Quake II generative AI demo is an interesting tech milestone, but also an important reminder that technical capability doesn’t equate to quality gameplay. Classic shooters thrive on reaction, aggression, and momentum – not visual analysis and passive reasoning.
As we look to the future of how AI is used in gaming, it’s critical we don’t lose sight of what makes games fun, dynamic, and engaging. In the case of Quake II, it’s safe to say:
This AI demo isn’t just unimpressive — it’s the worst way to play a classic FPS.
Let the bots play chess. Leave the shotguns and Strogg for the humans.