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Quake II

 
Games: Quake II

Game Description

Arriving almost two years after the massively successful PC version, Quake II for PlayStation features 19 levels of non-stop carnage. Taking place throughout six different areas located on the alien Strogg planet, players must infiltrate large warehouses, military complexes, and research facilities while disarming security doors, destroying research information, and taking transmission satellites out of commission. Players will be met with heavy resistance along the way ranging from Light Guards and the muscle-bound Enforcer to massive Tanks that wield laser-blasters, rockets, and machine guns.

While players begin with a dinky Blaster, there are a variety of attack weapons scattered throughout the planet including the Super Shotgun, Rocket Launcher, Grenade Launcher, and the end-all BFG10K. There is also some helpful items including health kits, three different types of armor (Flak Jacket, Combo Suit, Body Armor), armor shards, a bandoleer for storing more ammunition, and the destructive Quad Damage (increases your weapon's damage by four).

Quake II features three different skill levels, and options include as the ability to increase or decrease the music and sound effects volume. The PlayStation version features a variety of multiplayer games including Deathmatch, Team Deathmatch, and the Versus mode.

Deathmatch is an every-man-for-himself battle to the finish, while Team Deathmatch involves a two-on-two, two-on-one, or three-on-one team-play option. Versus mode is a round-based competition with no health or item pick-ups -- once a player is killed in action, they'll have to sit out until the other players are finished fragging each other.

Quake II comes with Multi-Tap compatibility (for up to four-player deathmatch) and works with the PlayStation's Mouse. Additionally, it supports the Dual Shock Analog Controller and utilizes the various vibration functions.
~ Mark Kanarick, All Game Guide

Roots & Influences

Quake II made its debut on the PC and became an instant classic. A few fans of the original Quake were a bit disappointed with id Software's decision to take the sequel in a more mechanical, futuristic direction rather than sticking to the medieval and drab locations of the original.

This PlayStation version features most of the levels found within the original version of Quake II with a few modifications -- some of the levels had to be modified to work well with the console.
~ Mark Kanarick, All Game Guide

Review: Overall

Quake II for the PC was and still is (as of 1999) critically acclaimed -- it features solid, fast-paced action with great graphics and a diehard online community. Though it was able to hold its own for two years, it has become outdated in terms of graphics, (though still good) and of technical aspects (better lighting, smarter enemies). While it may be turning stale in some gamers' eyes, I was still excited to play this title as I was never able to get it for my computer.

The premise is cool enough -- you're a Special Operations Marine marooned on the evil Strogg planet. Upon making contact with the alien race, you begin to realize their plans of destroying Earth and everything on it is far from kosher -- it's up to you to destroy them and their devious ideas. Sure the storyline may be simple, to the point, and unoriginal, but it's not bad for a game of this magnitude.

Though there is a lot of fun to be had with Quake II, we've seen this kind of game before. While it's fun to run around from room to room mindlessly blasting the Strogg forces, I never had a sense of anticipation like I did with Duke Nukem 3D. Never was there a moment when I was afraid to see what was lurking around the corner -- perhaps because I've seen it all before.

Hammerhead did a pretty good job porting the game over to the PlayStation, but some sacrifices were made. In this console version, ducking is not an option. While you may think it's not a big deal, the developers were forced to change a lot of the level design, and at the same time, sacrificing many secret areas. This means the secrets are much easier to find and the gamer is given a sense of inadequacy, like there's just something missing. Fortunately, many levels retain their original design with a few neat customized/new areas.

The downfall of other first-person shooter conversions for the PlayStation has been the controls; on the contrary, Quake II shines. Because this is one of the most important aspects to any game, Hammerhead made sure the player was in complete, comfortable control. There are three different methods of play -- the standard Digital Controller, Dual Shock Analog Controller and the PlayStation's under-utilized Mouse. I had little to no problems using a standard controller and could strafe and shoot like no one's business.

The Dual Shock Analog Controller offers players an even better sense of movement by using the left analog stick to look around, shoulder buttons to shoot, jump and switch weapons, and the standard buttons for movement. Additionally, the use of a Mouse gives players a sensation of playing it on the computer -- it and a controller is used simultaneously. Needless to say, Hammerhead covered all their bases and created some great control options.

Where Quake II really shines is the various Deathmatch options -- now gamers won't have to hook up a modem to experience the excitement of multi-player. After rounding up a few friends, you can have an all-night fragfest in your basement or living room. Up to four people can play via Multi-Tap and goes a long way to push Quake II above the average PlayStation shooter.

While this console version of Quake II isn't a bad game, it isn't the most exciting shooter to date. The problem is that it has come out in a time when first-person shooters are trying to find their niche again -- this one is too old-fashioned for most gamers. It's just too late.
~ Mark Kanarick, All Game Guide

Review: Enjoyment

It's a lot of fun to kill those aliens.
~ Mark Kanarick, All Game Guide

Review: Graphics

There's not much more than what is needed. What is there does look pretty good.
~ Mark Kanarick, All Game Guide

Review: Sound

The music (heavy metal) definitely sets the mood for the game.
~ Mark Kanarick, All Game Guide

Review: Replay Value

You are definitely not going to want to go through this whole thing a second time by yourself. You will want to keep playing the Deathmatch modes, however.
~ Mark Kanarick, All Game Guide

Review: Documentation

The manual is helpful, and it even shows you profiles on your different {%Strogg} enemies.
~ Mark Kanarick, All Game Guide

Production Credits

HAMMERHEAD LTD. ; Game Team: Chris Alizon, Jason Allen, Neil Barnes, Raoul Barnett, Martin Blevini, Ste Cork, Jo Daly, Nicola Daly, Ray Donnelly, Darren Fahy, Mike Follin, Paul Hesketh, Darren Holt, Paul Hunter, Andy Ingram, Simon James, Paul Johnson, Mark Jones, Charles McNair, Phil Merricks, Karim Mezeli, Chris Stanforth, Fiona Stanforth, Allan Wales, Craig Whittle; ID SOFTWARE Programming: John Carmack, John Cash; Art: Adrian Carmack, Kevin Cloud, Paul Steed, Kenneth Scott; Level Design: Tim Willits, Christian Antkow, Paul Jaquays; Design: Graeme Devine; Business: Todd Hollenshead, Katherine Anna Kang, Donna Jackson; Level Music by: Sonic Mayhem; ACTIVISION, INC; Additional Programming: Gary Jesdanun; Producer: Marty Stratton; Associate Producer: Steve Elwell; Director of Global Brand Management: Dusty Welch; Associate Brand Manager: Kevin Kraff; Senior Publicist: Julia Roether; Production Testing: Steven Rosenthal; Manager of COnsole Testing: Marilena Morini; QA Senior Project Lead: Joseph Favazza; QA Project Lead: Eric Koch; QA Testers: Damien Fischer, Ed Puccio, Nelson Prince, Joe Shackelford, Jef Sedivy, Bryan Anderson, Jeff McLean, Mike Denny, Jeremy Luyties, Andy Mitchell, Kirk M. Kosinski, Frank So, Jason Potter, Shawn Johnson, Eric Zimmerman, Christian Bierman; Documentation Manager: Mike Rivera; Manual Layout: Sylvia Orzel; Special Thanks: Mitch Lasky, Derek McLeish, Jim Summers, Marc Bennett, David Grijns, Tanya Langston
~ Mark Kanarick, All Game Guide
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