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Developer : id Software Publisher : Activision Released : Dec 1997 Demo available : Yes Other Platforms : - G r a p h i c s 95% E n g i n e 95% S o u n d F x 85% M u s i c 80% P l a y a b i l i t y 96% L a s t i n g 98% O v e r a l l 90%
Quake II Screenshots THE INTRODUCTION
My first experience with first person
non-textbased games was DungeonMaster
(released in 1987). It may be the first
game of this type ever to appear, even
though it counts as a RPG.
But it would take until the early 90's, May 1992 to be more precise,
before the first 360(long-s) freemoving maze shooter appeared, namely Wolfenstein3D, developed by a previously unknown company called idSoftware.
Wolfenstein3D won 8 RETAIL industry awards in 1992.
The first time I played Wolfenstein3D at a friend's, I was amazed.
The fact that I could move freely in any direction I wanted felt awesome.
Doom was the game that brought the first person shooter-genre to where it is today with its amazing graphic, action and Netplay.
It took years before a sequel came out. Many first person shooters
both came and disappeared in the 90's.
The first real sequel with the same gory atmosphere was idSoftware's
Quake (Jun 1996), which uses more realistic 3d, allowing more planes,
dynamic lighting, 3d objects and entities using textured polygons.
And then, in December 97, it was time for ID's next hit Quake2.
well... actually there is a story to that game too.
"Long shadows claw desperately away from your dusty combat boots, fueled by the relentless sun of a late Texas afternoon. Shading your eyes against the glare, you squint for the thousandth time at the line of soldiers ahead of you. It stretches on endlessly across the rubble, disappearing at last into the cool shadows of a troop carrier. Soon you'll walk up the ramp into the ship, climb into your one-man cocoon, tear through the interplanetary gateway, and smash down light-years away from the blowing sand and blasted ruins that surround the Dallas-Metro crater.
"What the hell is taking so long?!" you snarl, slamming the battered barrel of your side arm, the blaster, against your scarred palm. "I've waited long enough. Time to kick some Strogg ass!"
Slightly rocking back and forth under the sweltering August sun, you spit out of the side of your mouth, rub your eyes, and think back to the day when the wretched creatures first attacked. Like flaming meteors, their crafts pounded into the Earth and unbelievably, these bio-mechanical aliens; these hideous cyborgs; swarmed out while their ships still sizzled with reentry heat. They killed or captured anything that lived. We figured that the Strogg were after our planet's resources minerals, metals, and water things like that. But their onboard storage facilities did little to disguise what they considered to be resources fleshy limbs and organs for new cyborgs, and of course, food.
The line moves. And moves again. Into the cool shadows at last. The assembled armies branch off into new lines divided by corps and unit.
"I can't deal with this shit. What's the friggin' hold-up?"
"Cool your jets, marine," Tokay mutters and smiles over his shoulder. "We'll all get a few Strogg heads to take home as souvenirs. I promise you that."
"Yo, soldier, 3585." The medtech's voice startles you. "You in or out?" Competent hands guide you into the coffin-like opening of your Mark 9A drop pod sleek, dark, and invisible to the Stroggos defense systems. One of the techs begins to drop the reinforced pod door. "Sleep tight, soldier. You'll see sunlight in less than six and a half hours. Not our sun, mind you!"
Pitch black except for the mild glow of your video readout system in front of you. You've done this a dozen times in the sim classes. No sweat. Just a few short hours to sleep, recharge, and then; the moment of glory. But this time it's for real.
It's also time to think. You recall your first official day of training, your unit commander discussing how these damn parasites made it to Earth and other nearby colonies in the first place. By employing our best satellites and long-range scanners, we learned how they traveled light years so quickly & the Strogg used these black hole-like gateways as their highway to heaven. We still don't know if they created these rips in the fabric of space and time, or if they simply discovered them by accident. Either way, it's just like opening the door to an all-you-can-eat restaurant for these bastards. In about two hours, we'll be entering the same interstellar portals, to hit 'em where it hurts, on their own turf.
You close your eyes and relish this thought. Eventually, you nod off to the low hypnotic hum of the troop carrier.
*Crackle* ... *fzzzz* ... "Greetings to the people of the Coalition. This is Flag Admiral Crockett, speaking to you from the bridge deck of Phobos. We are entering the outer orbits of Stroggos, the alien's home system. As we had postulated, Stroggos' atmosphere is harsh but breathable. We expect to make planetfall soon. Now is the time to switch on your debriefing panel if ya need it."
"Boomer?" the voice crackles through every soldier's headset. "Drop X-ray squad in 30 on my mark. You copy?"
"Roger that!" In another pod, your sergeant snaps back. "OK boys and girls, you see the clock on your heads-up. Two demerits for anyone who up-chucks during bounce and roll!"
*Shthunk!!* Your drop pod is shot from the side of the carrier and hurtles downward. *Wheee-oooooo!* Incendiary atmosphere howls past the pod's rapidly heating shell. *Ka-WHUMP! * The pod wall suddenly buckles to your right, but stays intact. Another pod must have clipped yours on its way in. ECM didn't indicate enemy fire. Shit. Thrusters and stabilizing gyros are fading. Based on the pings, the other pods are pulling away. Below you, the large alien city roars into focus on the screen. But where are the other pods? They were there a minute ago.
Suddenly, distorted radio chatter lights up, "Mayday! Mayday! Lost all power... shielding failed... missed dz... some kind of EMP is... kzzzt... us out. We're dropping like fli... zzzzkkkzzzt". Silence. Damn! If the Strogg have electromagnetic pulse defenses and we failed to detect them, all of us are in the shitter.
That HUGE blip has to be the Big Gun. You do a slow dogleg left as your navcomp finds a place to land when all of a sudden retros kick in and propel you south.
"What the...?" Before you know it you skip across the lip of a crater and slam into a structure, a good distance away from your target. Dazed and bleeding from a head cut you toggle open the labeled arsenal bins and reach for where your gear ought to be stowed. Damn. Nothing but your sidearm. Damn again.
You leap out the crushed pod door, alone, with blaster in hand, and tear off into the room with the bittersweet stench of vengeance coursing through your veins."
The first thing I did after the installation was to configure the controls,
assigning the actions to the same buttons as I'm used to in Quake.
Now it's time for the intro that takes place in the last part of the story
above.
Then it's time to rock. The first thing you notice are the graphics, which seem to be very polished.
Looking glass, you whisper to yourself, and at the same time fire a shot at the first transparent window you see 10 feet from your starting point.
When I turned around I
noticed my crashed pod and the hole it created on its way through the roof.
Well... time to face some enemies.
The enemy movements are much smoother than in the first game. More like the impressive movements in Turok.
The feeling I got after about 4 hours of blood-spraying and joint cracking
masturbation of fun was that Quake 2 is a mix between Doom and Quake.
Weapons are very important in these types of games (oh really?, ed.).
I found the weapons in Q2 more realistic in their behaviour than in Quake.
And whether that's good or bad is a very personal thing to decide. I think
I like it this way. And for those of you who dislike it, you'll get used to them.
Here is a list of the weapons bundled with the original version.
Blaster
Shotgun
Super Shotgun
Machine Gun
Chain Gun
Hand Grenade
Grenade Launcher
Rocket Launcher
Hyper Blaster
Rail Gun
BFG
Q2 is divided in 9 sectors that contain from 2 up to 7 levels each. You can travel forwards and backwards through a unit's levels whenever you like to. Here you got missions to complete instead of just finding the key to the next door. You sometimes have a very helpful head up
display that tells you how many goals there are on the level, plus primary and secondary objectives.
For instance, your primary objective in the first unit is to establish
communication link to command ship and your secondary objective is to
locate base installation elevator.
If you (like me) feel that the levels are not innovative enough, you can
always create your own levels in programs like worldcraft or
qoole. And don't forget to check out rust for tutorials and examples on how the editing works. Why not model your own house and make it a decent deathmatch level for you and your friends?
Creating your own levels is great fun, even though
it can be very frustrating when things don't work the way you want them to.
In my humble opinion, the layout of the different levels could have been more varied.
This is the really fun part of this game in which you're given three general options to define. First we have the multiplayer setup. Here you can choose name, character model, skin and handedness.
Name speaks for itself. Input your name to have other players recognize you on the net for rankings etc.
Model. This is a very cool feature in quake II which enables you to change the actual model of your character.
Download new finished models here.
Or why not make your own model, if you are handy enough with 3d modelling applications and programs.
Find tutorials on how to make your own model here.
The difference between model and skin (for those of you who don't know) is that the model is the form etc. (e.g. if you want a more alien-shaped head than a humanoid) of the player, and the skin is the graphical texture
(eg. if you want the player to have a red jacket or a blue vest etc.)
From the pointrelease and upwards you've got three standard "out of the box" models to choose from
1.Male
Download the latest Q2 version here. Skin. Here you choose the skin for your character. There are a handful of skins to choose from for the models already inplanted in the game, and if you think those are boring you can download new ones or learn how to make your own skins at the bodyshop. Handedness is as it says your character's handedness. Right, left or center. If you choose right you will see your weapon on the right hand of the screen. Left, on the left side. And if center, you will not see the weapon at all. Well, thats all for the player setup, now to the "Join network server" option. From here you can can choose "address book", which gives you the opportunity to input up to 9 ip's or domain-names to quake2 servers. Or "refresh server list", which updates the server info on how many players there are on a particular server, from the very time you press the button. If you find it hard to find servers on your own, you can download gamespy, a useful application that helps you find the fastest servers that are currently up and running. The last option, "Start network server", gives you a fair bit of options to start your own Quake2 server and to define your own current rules. (A hint If you got a low bandwidth connection, such as a 28800 modem, don't bring more than one more player to your server. Otherwise, your deathmatch friends will have to travel backwards in time to get a fair chance of apprehending what's going on at the same time as you do. I hope you get my point. If not, you'll understand sooner or later.) A new feature in the pointrelease is the cooperative mode, which I thought was a standard option in this type of game even though id chose to implement it as late as in version 3.12 (pointrelease). Cooperative mode enables you and up to 3 more friends to fight against cpu controlled monsters and the standard one player missions over either LAN (LocalAreaNetwork) or over the internet. Its quite fun, if you ask me. If you got the opportunity, try it, if not...well, then don't. For me the quake2 netplay part is a game in and of itself. From there it's more of a life style than a monotonous computer game. If you're a netplayer, you can join or build a quake2 clan with other netplaying friends or netmates and hold contact through irc etc. Then challenge other clans, and you'll get a wider experience of quake2 than you could ever imagine. The only way to find out what I'm talking about is to do it for yourself.
My own favourite type of Q2 net-gaming is CTF (CaptureTheFlag) which is sort of a game within the game.
THe RuLeZ There are two teams (in this case red or blue). Both teams have their own base area where the team's flag is. The general rule is simple the team that has the highest score when the time limit or the fraglimit (score limit) is the winner. You can score by either killing someone on the other team or capturing their flag. To capture the flag you need to get the enemy flag and bring it to your team's base. Your own team's flag must be in your own base to enable you to capture the flag. Otherwise, you or a teammate have to go and kill the enemy that captured your flag and it [your own flag] will automatically teleport back to your base, when you pick it up. Of course you'll get different score ratings, eg. if the enemy you kill carries your team's flag etc. A very cool CTF-specific feature is the grappling hook. The grappling hook is part of the standard issue equipment and gives you the opportunity to fire a grapple attached to a rope at any wall, roof, mountain or other concrete objects, and then move yourself rapidly to the specified target by holding the fire button.
Believe me, the grapple really enhances your playing experience.
Every day things happen on the q2 frontline. There's a great q2 page
for news, patches, links etc. at quake2.com .
For all you cheaters out there, I've got the page for you.
A page you absolutely should visit is
If you know what you want and just want to download files and stuff you
have a huge q2 ftp library to visit at cdrom.com.
By searching altavista for "quake2", you'll get 50000+ hits.
For you who are not familiar with 3DFX, it's a standard of 3Dacceleration cards which allows all games with 3dfx-support to run much smoother and look nicer.
Quake2 supports 3DFX through OpenGL API, an option you can select in the video modes option-screen. And if you ask me, its worth getting a 3dfx-card just to have Quake2 using it.
One very noticable feature when you run Q2 through a 3DFX card is that you get colored lightning. If you can read swedish and want to know more about 3DFX-specifications, I've created a 3dfx glossary which explains 3dfx features and shows pictures comparing the game with or without the card. If not, you can always visit the 3dfx homepage or my favourite page, Operation3DFX.
Check out the differences in Q2 on my own computer with and without 3DFX OpenGL enabled.
Well, this is the review's 9th unit.
The only thing that will make me put away this game is when a better
sequel arrives. It can be tomorrow or in two years.
There's alot more to be said about Quake2, but it would probably take me three decades to write all I know about the game.
For those of you with internet-access, it's a must-buy.
Quake2 - buy it, play it, enjoy it, adore it.
g r a p h i c s / e n g i n e
s o u n d - f x
m u s i c
p l a y a b i l i t y
l a s t i n g
o v e r a l l
May the stroggs be against you!
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