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Microsoft Releases AI-Generated Quake II Demo, But It Comes With Limitations

Microsoft Releases AI-Generated Quake II Demo,

Microsoft has launched a browser-based, playable demo of the classic video game Quake II. The demo is part of a tech showcase highlighting the gaming potential of Microsoft’s Copilot AI platform. However, even Microsoft admits that the experience doesn’t quite match up to a fully developed, polished game.

Try It Yourself—Short But Playable

Players can explore a single Quake II level using keyboard controls, directly in their browser. However, gameplay is limited to a few minutes before the session times out.

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Muse AI Models Bring Games to Life

In a blog post, Microsoft researchers explained how their Muse family of AI models powers the experience. These models allow users to interact with the game environment via keyboard or controller, offering real-time feedback—essentially allowing users to “play inside the model.”

Training the Model on Quake II

To show off Muse’s capabilities, Microsoft trained the AI model on a level from Quake II, which the company owns through its acquisition of ZeniMax Media.

“Much to our initial delight, we were able to play inside the world that the model was simulating,” the researchers shared. “We could wander around, move the camera, jump, crouch, shoot, and even blow up barrels, similar to the original game.”

More of a Research Exploration Than a Game

Microsoft emphasized that the demo should be viewed as a “research exploration,” not a traditional gaming experience. The aim is to showcase how models can simulate gameplay, not replicate it entirely. In their own words, users are “playing the model” rather than truly “playing the game.”

Known Limitations of the AI Demo

The researchers acknowledged several limitations:

  • Blurry or unclear enemies

  • Inaccurate damage and health counters

  • A significant flaw: weak object permanence. The model forgets things that go out of view for more than 0.9 seconds

Despite this, they suggested the quirks can be fun. For instance, players might “defeat or spawn enemies by looking at the floor for a second,” or “teleport across the map by glancing at the sky and then back down.”

Criticism from the Gaming Community

Not everyone found the demo impressive. Writer and game designer Austin Walker posted a video showing himself stuck in a dark room for most of the demo, an issue echoed by the blog post author.

Walker also criticized recent remarks by Microsoft Gaming CEO Phil Spencer, who claimed that AI could help preserve classic games by making them easier to port across platforms.

Why AI May Miss the Essence of Gaming

According to Walker, this approach reflects “a fundamental misunderstanding of not only this tech but how games WORK.”

He explained that the magic of games like Quake comes from their internal mechanics—code, level design, 3D models, and audio—all working together to produce rich, sometimes unpredictable gameplay.

“If you aren’t able to rebuild the key inner workings,” Walker argued, “then you lose access to those unpredictable edge cases.”

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Written by Hajra Naz

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