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Quake II

 
Games: Quake II
  • Platform: IBM PC Compatible
  • Release Date: November 30, 1997
  • Genre: Shooter
  • Style: First-Person Shooter
  • Similar Games: Duke Nukem 3D (IBM PC Compatible), Quake (IBM PC Compatible), GoldenEye 007 (Nintendo 64), Final Doom (IBM PC Compatible), Doom II (IBM PC Compatible)

Game Description

After successfully completing a mission in space, your ship was hit by a stray laser blast. You crash landed on an alien world, filled with countless buildings and cities. As you look around, you realize that the only way you're going to escape is to fight your way through it all, crumble this alien empire and ultimately destroy their hopes for advancement throughout the galaxy. The world is depending on your skills as a space marine to save all of mankind. Are you up to the task?

Quake II is the sequel to the smash hit Quake. The sequel features a brand new adventure that will have you swimming through the dark, murky cesspools of the alien world, entering and conquering various military-like bases and eliminating any resistance. You'll need a powerful arsenal of weapons, and luckily, you're supplied generously. Railguns, hyperblasters, grenade launchers and even a BFG (we all know what that means, don't we?) are all waiting to be found as are various items and armors to help you along the way. And of course, there is a multiplayer feature which adds so much life to this game, that people will be playing it for years to come.
~ Michael L. House, All Game Guide

Review: Overall

id Software has followed up Quake with Quake II, a game that should have been called "Doom III." The company known for its revolutionary 3D corridor shooters (Wolfenstein 3D, Doom) has replaced the murky crypts and dark cathedrals of Quake with sci-fi inspired base levels and a bad "story." Well, it's about as much of a story as we can expect from id: you're a marine who has crash-landed on the Stroggos alien base. Surprise, surprise, it is now your job to escape and crumble the alien empire at the same time. Sure it's lame, but we all know that the gameplay is the important aspect of 3D corridor shooters!

Quake II is mission-oriented and features military base levels. Unlike Quake, you must complete missions in order to advance through them. These range in complexity from gaining energy cubes for powering-up a factory to setting up comlinks. Not a bad idea, in this reviewer's opinion. However, the levels are often very uninspired. The base theme of the game gets old, leaving you desperately wanting a crypt from Quake. Also replaced are the mutated monsters from hell. In Quake II, you are fighting alien machines or half-humans. The enemy AI is very good, and the characters fit in with the sci-fi theme.

They have also taken out the rather harsh and brutal weapons of Quake (Nail Gun, Axe) and replaced them with a more military efficient arsenal. New weapons include a Chaingun, Railgun, BFG (an enhanced version from the Doom games), and a Hyperblaster. They have brought back new versions of the Super Shotgun, the Rocket Launcher and Grenade Launcher. You can also throw hand grenades, which is kind of spiffy. All in all, the new weapons aren't too clever, but they get the job done.

The game "feels" nothing like Quake. Surprisingly, it feels like the Doom games. The new, enhanced version of the Quake engine is superb. Navigating the world of Quake II is very easy thanks to tight controls.

Yet the beauty of Quake II is not in the single-player game, it's in the multi-player feature. Whereas Quake was a better single-player game because of its "laggy" multi-playing, Quake II features bulletproof gameplay and relatively no lag while duking it out on the Internet. You can download multi-player modes such as Capture the Flag and the new Jailbreak. There are literally thousands of servers that allow you to play Quake II, so the possibilities are quite endless.

If not for the multi-player aspect, Quake II would just be another ho-hum corridor shooter. The game itself is good but lacks the inspiration needed to carry it above all other 3D corridor shooters released prior to 1997.
~ Michael L. House, All Game Guide

Review: Enjoyment

The single-player aspect of Quake II is sort of dull, but the multi-player aspect saves it. Nothing can replace the enjoyment of walking into a room of ten people, anihillating them all with a furious BFG blast and then making fun of them because you are awesome!!
~ Michael L. House, All Game Guide

Review: Graphics

Stunning 3D graphics (especially with 3dfx card) with little bells and whistles, such as flies buzzing around dead corpses, really stand out from other 3D corridor shooters.
~ Michael L. House, All Game Guide

Review: Sound

The sound is superb. From weapon blasts to a heavy soundtrack from White Zombie's own Rob Zombie, the sound is a treat for the ears.
~ Michael L. House, All Game Guide

Review: Replay Value

The replay value is infinite thanks to the fabulous multi-player modes.
~ Michael L. House, All Game Guide

Review: Documentation

The instruction manual is handy in telling you about the Stroggos and some of the weapons that are found in the world of {*Quake II}.
~ Michael L. House, All Game Guide

Production Credits

Producer: Marty Stratton; Marketing Product Manager: Henk Hartong; Quality Assurance Project Leads: Tim Canlaw, John Tam, Doug Jacobs; Quality Assurance Tester: Steve Rosenthal, Mike Spann, Winnie Lee, Steve Elwell, Derek Johnstone, Igor Krinitskly, Ian Stevens, David Baker, Chad Bordwell; Manual Written by: Marc Saltzman; Thanks: Mitch Lasky, Sandi Isaacs, Michael Rivera; Manual Design: Jackhammer, Dallas, Texas; Programming: John Carmack, John Cash, Brian Hook; Art: Adrian Carmack, Kevin Cloud, Paul Steed; Level Design: Tim Willits, American Mcgee, Christian Antkow, Paul Jaquays, Brandon James; Business: Todd Hollenshead, Barrett (Bear) Alexander, Donna Jackson; Ending Cinematic: Blur Studio -- Venice, California; Environment Models for Introduction Cinematic: Karl Dolgener; Assistance with Environment Design: Cliff Iwai; Sound Design: Soundelux Media labs; Music Composed and Produced by: Soundelux Media Labs; Level Music by: Sonic Mayhem; Theme Song by: Rob Zombie; Voice of Computers by: Carl Staehelin-Taylor
~ Ron Ellerson, All Game Guide
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Wikipedia: Quake II
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Quake II
Quake2box.jpg
North American box art, PC version
Developer(s) id Software
Raster Productions L.L.C. (Nintendo 64)
Hammerhead Ltd. (Playstation)
Logicware (Macintosh)
Publisher(s) Activision (Windows, PlayStation, Macintosh, Nintendo 64)
Hyperion Entertainment (Amiga)
Macmillan Digital Publishing (Linux)
Activision/Valve Corporation (Steam)
Engine Quake II
Version 3.20 (3.21 as source code)
Platform(s) Amiga (68k), AmigaOS 4 (PowerPC), Nintendo 64, Macintosh, BeOS, Linux, Windows, PlayStation, Xbox 360 (free with Quake 4), Zeebo
Release date(s) December 9, 1997 (NA) 1999, 2001, 2002
Genre(s) FPS
Mode(s) Single-player, multiplayer
Rating(s) ESRB: M (Mature)
OFLC: MA 15+
USK: 18
ELSPA: 15+
Media CD (1)
System requirements 90 MHz processor, 16 MB RAM
Input methods Keyboard, mouse, joysticks

Quake II, released on December 9, 1997, is a first-person shooter computer game developed by id Software and distributed by Activision. It is not a sequel to Quake; it merely uses the name of the former game due to id's difficulties in acquiring a trademark for alternative titles.[1] The soundtrack for Quake II was mainly provided by Sonic Mayhem, with some additional tracks by Bill Brown.

The next game released by id with the title Quake, Quake III Arena, is also not considered to be related to Quake and Quake II as it is multiplayer focused, and has a dissimilar storyline. A direct sequel, titled Quake 4, was released in October 2005 for the PC (Microsoft Windows and GNU/Linux), and later for the Xbox 360 and the Apple Macintosh. A prequel to Quake II, Enemy Territory: Quake Wars, has been produced by Splash Damage.

Contents

Plot

Quake II takes place in a science fiction environment. In the single-player game, the player assumes the role of a Marine named Bitterman taking part in "Operation Alien Overlord", a desperate attempt to protect Earth from alien invasion by launching a counter-attack on the home planet of the hostile cybernetic Strogg civilization. Most of the other soldiers are captured or killed almost as soon as they enter the planet's atmosphere, so it falls upon the player to penetrate the Strogg capital city alone and ultimately to assassinate the Strogg leader, the Makron.

Gameplay

The game is played in general first-person shooter paradigms, in which the player shoots enemies from the perspective of the main character. The gameplay is very similar to that featured in Quake, in terms of movement and controls, although the player has been slowed down, and now has the ability to crouch. The game retained four of the original Quake's weapons (shotgun, super-shotgun, grenade-launcher and rocket launcher), although they were all completely redesigned and made to function in slightly different ways. The remainder of Quake's eight weapons (axe, nail-gun, super-nailgun and Thunderbolt) are gone. Newly introduced weapons are the blaster, machinegun, chaingun, hyperblaster, railgun and BFG10K. Some power-ups from Quake are still present, including quad damage.

Single-player game

The single-player game in Quake II often involves gun-battles with multiple enemies in large, outdoor areas.

The single-player game features a number of improvements over that of Quake. First, evident from the opening CGI introduction sequence, the game's plot is much more integrated into the action. The player is given mission-based objectives that correspond to the storyline. For example, the player carries out a wide range of activities, including stealing a tank commander's head to open a door, or calling down an air-strike on a bunker. CGI cut scenes are used to illustrate the player's progress through the various main objectives, although they are all essentially the same short piece of video, that shows a computerised image of the player as he/ she moves through game's levels.

Another addition is the inclusion of a non-hostile character type: the player's character's captured comrades. However, it is impossible to interact with such characters, because they have all been driven insane by their Strogg captors.

The game features much larger levels than Quake, with many more wide-open areas. There is also a hub system that allows the player to travel back and forth between levels. Indeed, this is sometimes necessary to complete certain objectives. There are some similarities to Quake in that some of the textures and symbols that appear in the game are very similar to some of those found in the original. The levels are now populated by a new set of enemies, including more recurring types than previously. Enemies now demonstrate visible wounds after they have taken damage.

Multiplayer game

The multiplayer game is similar to that in Quake. It can be played as a free-for-all deathmatch game, a cooperative version of the single-player game, or as a 1 vs 1 match that is used in official tournaments, like the Cyberathlete Professional League. It can also be played in Capture the Flag Mode (CTF). The deathmatch game benefited from the release of eight specifically-designed maps that id Software added after the game's initial release. They were introduced to the game via one of the early patches, that were released free of charge. Prior to the release of these maps, players were limited to playing multiplayer games on the single-player levels, which, while functional as multiplayer levels, were not designed with deathmatch gameplay specifically in mind.

As in Quake, it is possible to customize the way in which the player appears to other people in multiplayer games. However, whereas in Quake, the only option was to change the color of the player's uniform unless third party modifications were used, now the game comes with a selection of three different player models: a male marine, a female marine, and a male cyborg; choice of player model also affects the speech effects the player's character will make, such as exhaling in effort while jumping or groaning when injured. Each model can be customized from in the in-game menu via the selection of pre-drawn skins, which differ in many ways; for example, camouflage style, skin color and application of facepaint.

Reception

Quake II was extremely well-received, by reviewers and gamers alike. It sold over one million copies.[2] Quake II was the most popular online game for all of 1998.[3]

Custom content

As with Quake, the game was designed to allow players to easily create custom content. A large number of mods, maps, player models, skins and sound effects were created and distributed to others free of charge via the Internet. Popular sites such as PlanetQuake or Telefragged allowed players to gain access to this custom content.

Another improvement over Quake is that it is now much easier to select custom player models, skins and sound effects because they can be selected from the in-game menu.

Technical

Unlike its predecessor, Quake II's engine allows for sky-boxes and colored lighting effects.

Unlike Quake, where hardware accelerated graphics controllers were supported only with later patches, Quake II came with OpenGL support out of the box.

The latest version is 3.21. This update includes numerous bug fixes and new maps designed for multiple players deathmatch. Version 3.21, available as source code on id Software's FTP server, has no improved functionality over version 3.20 and is simply a slight modification to make compiling for Linux easier.

Quake II uses an improved client server network model introduced in Quake. The game code of Quake II, which defines all the functionality for weapons, entities and game mechanics, can be changed in any way because id Software published the source code of their own implementation that shipped with the game. Quake II uses the shared library functionality of the operating system to load the game library at run-time—this is how mod authors are able to alter the game and provide different gameplay mechanics, new weapons and much more.

The full source code to Quake II version 3.19 was released under the terms of the GPL on December 21, 2001. Version 3.21 followed later.

Since the release of the Quake II source code, several third-party update projects to the game engine have been created; the most prominent of these are projects focused on graphical enhancements to the game such as Quake2maX, EGL and Quake II Evolved. The source release also revealed numerous critical security flaws which can result in remote compromise of both the Quake II client and server. As id Software no longer maintains Quake II, most 3rd party engines include fixes for these bugs. The most popular server-side engine modification, R1Q2, is generally recommended as a replacement for the 3.20 release for both clients and servers. The most widely used engine modifications as of 2006 appear to be R1Q2, AprQ2 and EGL, with a large majority of users still using the original 3.20 release.

In July 2003, Vertigo Software released a port of Quake II for the Microsoft .NET platform, using Managed C++.[4] It became a poster application for the language, showcasing the powerful interoperability between .NET and standard C++ code. It remains one of the top downloads on the Visual C++ website.

In May 2004, Bytonic Software released a port of Quake II (called Jake 2) written in Java using JOGL.

Quake II engine

The following games use modified versions of the Quake II engine:

Releases

Despite the title, Quake II is a sequel to the original Quake in name only. The scenario, enemies and theme are entirely separate and do not fall into the same continuity as Quake. id initially wanted to set it separately from Quake, but due to legal reasons (most of their suggested names were already taken), they decided to use the working title.[citation needed] Quake II was also adopted as a name to leverage the popularity of Quake.[5]

Quake II has been released on Steam, but this version does not include the soundtrack. It was also released on the bonus disc included with Quake 4 Special Edition for the PC, with both expansion packs. This version also lacks the soundtrack.

Ports

Ports of Quake II were released in 1999 on the Nintendo 64 (ported by Raster Productions L.L.C.) and PlayStation (ported by HammerHead Ltd.) video game consoles. In both cases, the core gameplay was largely identical; however, changes were made to the game sequence and split-screen multiplayer replaced network or internet play.

A Macintosh port was developed by Logicware and released in 1999. The same year, the game was also ported to SGI workstations by Philip Nemec.

Quake II: Colossus (Quake II with both official addons) was ported to Linux by id Software and published by Macmillan Digital Publishing in 1999. Be Inc. officially ported Quake II: Colossus to the BeOS to test their OpenGL acceleration in 1999, and provided the game files for free download at a later date—a Windows, Macintosh or Linux install CD was required to install the game, with the official addons being optional.

An unofficial binary port was made for OS/2 in 1998 using the win32os2 project. The translator program converts both the executable format and system calls from win32 to OS/2-native format without access to original source code. The translated binaries run as native code. The resulting port could run in a window with a slight performance hit, or full-screen with either software or OpenGL rendering (for those with 3DFX Voodoo cards) at the same speed as on NT, with full sound and networking support. The Quake II conversion was one of the first major applications that could be fully translated as it used fewer win32 system calls than most desktop applications.

In 2002, Hyperion Entertainment used the GPL sources to port the game to the Amiga 68k and PowerPC platforms. There was also an unofficial port for the Sega Dreamcast, another port to Xbox, named Quake2X, and an unfinished port to PlayStation 2 via homebrew coders.

PlayStation

Quake II on the PlayStation

For the PlayStation version, several of the original levels, including several complete sections and units were removed. Some enemy types were removed, as well as some scenery objects. A new enemy type, a human-spider cyborg with twin railgun arms, was added, and many short airlock-like corridors were added to maps to provide loading pauses inside what were contiguous areas in the PC version. Saving the game is only possible between units and at mid-level checkpoints, the majority of which lie in the aforementioned airlock-like corridors, while in the PC version the game could be saved and loaded anywhere. The game supports the Playstation Mouse, to provide a greater parity with the PC version's gameplay.

The music of this port is a combination of the Quake II original music score and some tracks from the PC version's mission packs.

The PlayStation version is limited to a far lower resolution than the PC original, giving it a grainier look. Colored lights for levels and enemies, and yellow highlights for gunfire and explosions, are carried across from the PC version, with the addition of lens flare effects located around the light sources on the original lightmaps. There is no skybox; instead a flat Gouraud-textured purple sky is drawn around the top of the level. The PC version's software renderer originally used particles to render blood, debris and rail gun beams as trails of large, opaque coloured pixels. In the PlayStation version, the particles are circular and translucent, similar to the OpenGL driver given with the PC version.

There is also a split-screen multiplayer mode for 2-4 players. The only available player avatar is a modified version of the male player avatar from the PC version, the most noticeable difference being the addition of a helmet. Players can only customise the colour of their avatar's armour, and change their name. The multiplayer levels are unique to the PlayStation version, and none of the PC multiplayer maps are carried over.

Nintendo 64

The Nintendo 64 version, unlike the PlayStation version, had completely different levels and multiplayer maps. This version also had new lighting effects, mostly seen in gunfire, and also used the Expansion Pak for extra graphical detail.

Xbox

A port of Quake II was released for the original Xbox console; however, it was built using an unlicensed version of Microsoft's XDK development kit, and as such there is no legal way to download and play it. In addition, it requires a modded Xbox to run.

Xbox 360

A ported version of Quake II was included in the box of Quake 4 for the Xbox 360, on a bonus disc. This is a direct port of the original game, and does not feature any graphical improvements. However it allows for System Link play for up to sixteen players, split-screen for four, and cooperative play in single-player for up to sixteen players or four with split-screen alone.

Zeebo

In 2009, Tectoy Digital ported Quake II to the Brazilian gaming console Zeebo. The game is available for free, but does not feature CG movies nor multiplayer support of any kind.

Expansions and modifications

There are three official expansions:

  • The Reckoning – released on May 30 1998, developed by Xatrix Entertainment and published by Activision.
  • Ground Zero – released on August 31 1998, developed by Rogue Entertainment and published by Activision.
  • Netpack I: Extremities – released on November 26, 1998 – a collection of some of the best custom maps, models, and mods developed by the online community, compiled by id Software and published by Activision.

Unofficial expansions include:

  • Juggernaut – released in 1998, developed by Canopy Games and published by HeadGames.
  • Zaero – released in 1998, developed by Team Evolve and published by Macmillan Digital Publishing.

Game mods

  • Action Quake 2
  • Rocket Arena
  • Weapons Factory
  • Vortex Quake 2 an FPS RPG mod featuring permanent characters, abilities, classes, leveling up, and many aspects of traditional RPG gaming.
  • [1]Expert Quake 2 featured an offhand grapple, accelerated speed of movement, respawn with all weapons, and regenerating ammunition.
  • [2] CleanCode Quake II, a project maintained to clean up and port the project to modern C++ while keeping backwards compatibility.

Spatial research using mice

Researchers at Princeton University, led by Dr David Tank, used a hacked version of Quake II to establish how the brain's hippocampus is used to create spatial awareness, by letting a mouse move around a virtual maze while running on a ball held aloft by air pressure, with the ball's movement read using sensors from a computer mouse.[6][7]

Modified engines

See also

References

External links


 
 
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