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Quake II

From Wikipedia, the free encyclopedia
1997 video game

1997 video game
Quake II
Developer(s)id Software[a]
Publisher(s)Activision[b]
Designer(s)
Programmer(s)
Artist(s)
Composer(s)Sonic Mayhem
SeriesQuake
EngineQuake II engine[12][c]
Platform(s)
Release
December 9, 1997
Genre(s)First-person shooter
Mode(s)Single-player,multiplayer

Quake II is a 1997first-person shooter game developed byid Software and published byActivision. It is the second installment of theQuake series, followingQuake.[13]

Developed over the course of a year,Quake II was released on December 9, 1997. In contrast to the first game, which featured a combination ofscience fiction andfantasy elements,Quake II entirely drops the latter elements and is set during humankind's war against a rogue alien race known as the Strogg, half-mutant half-machine creatures whose homeplanet, Stroggos, is the target of the humans' invasion force. The player takes the role of a space marine (referred to as Bitterman) as he crash-lands on the planet and, being the last survivor of his squad, is tasked with completing a series of missions to cripple the Strogg and end their plans to conquer Earth. The game's storyline is continued in its expansions, including one tying inQuake II and the first game, andQuake 4. The game's heavy metal soundtrack was provided bySascha Dikiciyan.

Besides its single player component,Quake II also uses a client/server network system similar to that ofQuake for multiplayer. UnlikeQuake, wherehardware acceleration was only implemented through later patches,Quake II was released with nativeOpenGL support.Quake II was also the first id Software game not to be released for the then-deprecatedMS-DOS operating system, rather running natively onWindows 95, with several ports to other systems following afterwards. The source code forQuake II was released by id Software under theGPL license on December 21, 2001.[14]

Quake II received critical acclaim on its release, and similarly to its predecessor is generally considered to be one of thebest video games ever made.[15][16][17] An "enhanced" version ofQuake II developed byNightdive Studios was released forNintendo Switch,PlayStation 4,PlayStation 5,Microsoft Windows,Xbox One,Xbox Series X/S on August 10, 2023. It includes the original game and its two expansion packs, an episode consisting of the levels from theNintendo 64 version of the game, and a brand new episode designed byMachineGames.[18]

Gameplay

[edit]
The single-player mode inQuake II involves gun-battles often with multiple enemies in large, outdoor areas.

Quake II is afirst-person shooter, in which the player shoots enemies from the perspective of the main character. The gameplay is very similar to that featured inQuake, in terms of movement and controls, although the player's movement speed has been slowed down, and the player now has the ability to crouch. The game retains four of the eight weapons fromQuake (the Shotgun, Super Shotgun, Grenade Launcher, and Rocket Launcher), although they have been redesigned visually and made to function in slightly different ways. The remainder ofQuake's eight weapons (the Axe, Nailgun, Super Nailgun, and Thunderbolt) are not present inQuake II. The six new weapons are the Blaster, Machine Gun, Chain Gun, Hyperblaster, Railgun, andBFG10K. The Quad Damage power up fromQuake is present inQuake II, and new power-ups include the Ammo Pack, Invulnerability, Bandolier, Enviro-Suit, Rebreather, and Silencer.

Single-player

[edit]

The single-player game features a number of changes fromQuake. First, the player is given mission-based objectives that correspond to the storyline, including stealing a Tank Commander's head to open a door and calling down an air-strike on a bunker. CGIcutscenes are used to illustrate the player's progress through the main objectives, although they are all essentially the same short piece of video, showing a computerized image of the player character as he moves through game's levels. Another addition is the inclusion of a non-hostile character type: the player character's captured comrades. It is not possible to interact with these characters, however, as they have all been driven insane by their Strogg captors.

The game features much larger levels thanQuake, with many more wide open areas. A hub system allows the player to travel back and forth between levels, which is necessary to complete certain objectives. Some of the textures and symbols that appear in the game are similar to some of those found inQuake. Enemies demonstrate visible wounds after they have taken damage.

Multiplayer

[edit]

The multiplayer portion is similar to that ofQuake. It can be played as a free-for-all deathmatch game mode, a cooperative version of the single-player game, or as a 1 vs 1 match that is used in official tournaments, like theCyberathlete Professional League. It can also be played inCapture the Flag mode (CTF). The deathmatch game benefited from the release of eight specifically designed levels 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 inQuake, it is possible to customize the way in which the player appears to other people in multiplayer games. However, whereas inQuake, 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, skin color, camouflage style, and application of facepaint.

Plot

[edit]

Quake II takes place in ascience fiction environment set against the backdrop of a war between humanity and analien race known as theStrogg, who capture and convert organic creatures into horrific cyborgs for their war machine. 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 end the war by launching a counter-offensive on alien home planet of Stroggos. Most of the other soldiers are captured or killed as soon as they approach the planned landing zone. Bitterman survives because another Marine's personal capsule collided with his upon launch, causing him to crash far short of the landing zone. Bitterman fights his way through the highly industrial Strogg city, destroying strategic objectives along the way, and finally kills the Strogg leader, the Makron, in his orbital asteroid base.

Development

[edit]

Design

[edit]
Unlike its predecessor,Quake II's engine allows colored lighting effects andskyboxes.

Originally,Quake II was supposed to be a new game andintellectual property; titles like "Strogg", "Lock and Load", and just "Load" were toyed with in the early days of development. But after numerous failed attempts, the team at id decided to stick withQuake II and forgo the GothicLovecraftian horror theme from the original in favor of a more sci-fi aesthetic.[19]

It was a conscious decision [to changeQuake II's direction] and controversial inside the company. We weren't happy with the [original]Quake story. [John] Romero was gone, so there was no one left to defend it. Kevin Cloud headed upQuake II and he wanted to make it story-driven.

— Todd Hollenshead[19]

The game was developed with a 13-person team.[20] Activision obtained the worldwide distribution rights to the game in May 1997.[21] Artist and co-owner Adrian Carmack had said thatQuake II is his favorite game in the series because "it was different and a cohesive project".[19] This is the last id Software game to featureAmerican McGee as he was fired shortly after its release.[22][23]

Technology

[edit]

UnlikeQuake, where hardware-acceleratedgraphics controllers were supported only with laterpatches,Quake II came withOpenGL support out of the box. Later downloads from id Software added support for AMD's3DNow! instruction set for improved performance on theirK6-2 processors, andRendition released a native renderer for their V1000 graphics chip. The latest version is 3.21. This update includes numerous bug fixes and new levels designed for multiplayerdeathmatch. Version 3.21, available as source code on id Software'sFTP server, has no improved functionality over version 3.20 and is simply a slight modification to make compiling forLinux easier.

Quake II uses an improvedclient–server model introduced inQuake. The game code ofQuake II, which defines all the functionality for weapons, entities, and game mechanics, can be changed in any way because id Software published thesource code of their own implementation that shipped with the game.Quake II uses theshared library functionality of theoperating 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 toQuake II version 3.19 was released under the terms of theGNU GPL-2.0-or-later on December 22, 2001. Version 3.21 followed later. AnLCC-friendly version was released on January 1, 2002, by amodder going by the name of Major Bitch.[24]

Quake II's game engine was a popular license and formed the basis for several commercial and free games, such asCodeRED: Alien Arena,War§ow,SiN,Anachronox,Heretic II,Daikatana,Soldier of Fortune,Kingpin: Life of Crime, andUFO: Alien Invasion.Valve's 1998 video gameHalf-Life used theQuake II engine during early development stages.[25] However, the final version runs on a heavily modified version of theQuake engine,GoldSrc, with a small amount of theQuake II code.

Music

[edit]

The soundtrack forQuake II was mainly provided bySonic Mayhem, with some additional tracks byBill Brown; the main theme was also composed by Bill Brown andRob Zombie, and one track by Jer Sypult. The soundtrack for theNintendo 64 version of the game was composed byAubrey Hodges, credited as Ken "Razor" Richmond.[26]

Source ports

[edit]

Since the release of theQuake II engine'ssource code, several updates fromthird-party projects to thegame engine have been created; the most prominent of these are projects focused on graphical enhancements to the game such as most notable Yamagi Quake II, Quake2maX, EGL, Quake II Evolved, and KMQuake II. The source release also revealed numerous security flaws[27] which can result in remote compromise of both theQuake II client and server. As id Software no longer maintainsQuake II, most third-party engines include fixes for these bugs. Theunofficial patch 3.24 that fixes bugs and adds only meager tweaks is recommended forQuake II purists, as it is not intended to add new features or be an engine mod in its own right.[28] The most popular server-side engine modification for multiplayer,R1Q2, is generally recommended as a replacement for the 3.20 release for both clients and servers.

In July 2003, Vertigo Software released a source port ofQuake II for the Microsoft.NET platform, usingManaged C++, called Quake II .NET.[29] 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 theVisual C++ website. In May 2004, Bytonic Software released a source port ofQuake II (calledJake2) written inJava usingJOGL. In 2010 Google ported Jake2 toHTML5, running inSafari andChrome.[30]

vkQuake2

[edit]

In December 2018, Polish programmer Krzysztof Kondrak released the originalQuake II v3.21 source code withVulkan support added. The port, called vkQuake2, is available under theGPLv2.[31][32]

Quake II RTX

[edit]

A new source port of the game, titled Quake II RTX, was announced byNvidia in March 2019[33] and was released on June 6 for Windows andLinux onSteam. This source port requires either a NvidiaRTX or anAMDRadeon RX 6000 seriesGPU or higher to utilize these cards' hardwareray tracing functionality, but a software fallback is available for graphics cards that are fast enough.[34][35]The source port, provided free of charge, includes the three levels present in the originalQuake II demo,[d] but can be used to play the full game if its data files are available.[36] Unlike in most games, ray tracing is used extensively here for lighting, reflections, etc. This is only possible because of the otherwise low hardware demands ofQuake II.

Release

[edit]

Quake II released on December 9, 1997, in the United States and on December 12 in Europe.[1] Despite the title,Quake II is a sequel to the originalQuake in name only. The scenario, enemies, and theme are separate and do not fall into the same continuity asQuake. id initially wanted to set it separately fromQuake, but for legal reasons (most of their suggested names were already taken), they decided to use the working title.[37]Quake II was adopted as a name to leverage the popularity ofQuake according toJennell Jaquays.[38]Quake II has been released onSteam, but this version does not include the soundtrack. The game was released on a bonus disc included withQuake 4 Special Edition for the PC, along with both expansion packs. This version lacks the soundtrack.Quake II is available on a bonus disc with the Xbox 360 version ofQuake 4. This version is a direct port featuring the original soundtrack and multiplayer maps.

In 2015,Quake II: Quad Damage, a bundle containing the original game with the mission packs has been released at GOG.com, but unlike the previous releases, this one contains a new customizable launcher and the official soundtrack in OGG format which was made possible to play in-game, making it the only digital release at the time to include music.

The game has been included in the following official compilations:

  • Quake II: Quad Damage – containsQuake II and all three official expansion packs.[39]
  • Quake II: Colossus – a compilation for Linux that containsQuake II and both mission packs.[40]
  • Ultimate Quake – a compilation including the originalQuake trilogy.[41]

Ports

[edit]

Ports ofQuake II were released in 1999 on theNintendo 64 (ported by Raster Productions) andPlayStation (ported byHammerHead) video game consoles.[42][43] In both cases, the core gameplay was largely identical; however, changes were made to the game sequence andsplit-screen multiplayer replaced network or Internet play. A Macintosh port was developed by Logicware and released in July 1999.Quake II: Colossus (Quake II with both official add-ons) was ported toLinux by id Software and published byMacmillan Digital Publishing in 1999.[citation needed]Be Inc. portedQuake II: Colossus toBeOS 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 add-ons being optional.

Quake II on the PlayStation

The PlayStation version contains abridged versions of Units 1, 3, 6, 7, 8, and 10 of the PC version, redesigned to meet the console's technical limitations.[44][45] For example, many shortairlock-like corridors were added to maps to provide loading pauses inside what were contiguous areas in the PC version. In addition, part of the first mission of the N64 port is used as a prologue. Some enemy types were removed and two new enemies was added: the Arachnid, a human-spider cyborg with twinrailgun arms, and the Guardian, a bipedal boss enemy. Saving the game is only possible between levels and at mid-level checkpoints where the game loads, while in the PC version the game could be saved and loaded at any time. The game supports thePlayStation Mouse peripheral to provide a greater parity with the PC version's gameplay. The music used in this port is a combination of theQuake II original music score and tracks from the PC version's mission packs, while the opening and closing cut-scenes are taken from the Ground Zero expansion pack.

The PlayStation version uses an engine developed byHammerHead for their future PlayStation projects[45] and runs at a 512x240 resolution at 30 frames per second.[44] The developer was keen to retain a visual parity with the PC version and avoid tricks such as the use of environmental fog. Colored lights for levels and enemies, and yellow highlights for gunfire and explosions, are carried across from the PC version, with the addition oflens flare effects located around the light sources on the original lightmaps. There is noskybox; instead, a flatGouraud-textured purple "sky" is drawn across the ceiling. The game usesparticles to render blood, debris, and rail gun beams analogously to the PC version.

There is a split-screenmultiplayer mode for two to four players (a four player game is possible using the PlayStation's Multi-tap). 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 customize the color of their avatar's armor and change their name. The twelve multiplayer levels featured are unique to the PlayStation version, with none of the PC multiplayer maps being carried over.

The Nintendo 64 version has different single-player levels and multiplayer maps, and features multiplayer support for up to four players. This version has new lighting effects, mostly seen in gunfire, and uses theExpansion Pak for extra graphical detail. This port features a new soundtrack, consisting mostly ofdark ambient pieces, composed byAubrey Hodges.[46]

A port ofQuake II was included withQuake 4 for theXbox 360 on a bonus disc. This is a direct port of the original game, with some graphical improvements.[47] The port allows for System Link play for up to sixteen players, split-screen for four players, and cooperative play in single-player for up to sixteen players or four players with split-screen alone.

Enhanced version

[edit]

An "enhanced" version ofQuake II developed byNightdive Studios was released forNintendo Switch,PlayStation 4,PlayStation 5,Microsoft Windows,Xbox One,Xbox Series X/S on August 10, 2023, duringQuakeCon. It collects the full single-player campaign alongside all previously released official expansions and multiplayer maps. It is the first console version of the game to be presented in native widescreen at a resolution of 1080p and 60 frames-per-second performance on the eighth-generation platforms, while the PlayStation 5, Xbox One X, Xbox Series X/S and Windows releases are able to support native 4K (3840x2160) resolution and up to 120FPS with compatible displays. The Xbox Series X/S and Windows releases also support 8-player splitscreen. This version of the game also introduces a new single-player expansion,Call of the Machine, which was designed exclusively for the enhanced version by Bethesda studioMachineGames, comprising 28 additional levels and a newDeathmatch map. TheNintendo 64 version ofQuake II is also bundled with the enhanced version as a bonus.[48][49]

Additional content

[edit]

Official expansions

[edit]

Mission Pack: The Reckoning

[edit]

Quake II Mission Pack: The Reckoning is the firstexpansion pack, released on May 27, 1998.[50] It was developed byXatrix Entertainment.[51] First announced in January 1998,[52][51] it features eighteen single player levels, six deathmatch levels, three weapons (the Ion Ripper, Phalanx Particle Cannon, and Trap), a power-up, two enemies, seven modified versions of existing enemies, and five music tracks. The storyline follows Joker, a member of an elite squad of marines on a mission to infiltrate a Strogg base on one of Stroggos' moons and destroy the Strogg fleet, which is preparing to attack. Joker crash lands in the swamps outside of the compound where his squad is waiting. He travels through the swamps and bypasses the compounds outer defenses and enters through the main gate, finding his squad just in time to watch them get executed by Strogg forces. Next, Joker escapes on his own to the fuel refinery where he helps the Air Force destroy all fuel production, then infiltrates the Strogg spaceport, boards a cargo ship and reaches the Moon Base, destroying it and the Strogg fleet. The section of the game that takes place on the Moon Base has low gravity, something that was previously used on one secret level of the originalQuake.

The Reckoning received mixed reviews. It holds 69.50% fromGamerankings andGameSpot given a score of 7.4/10.[53][54]

Mission Pack: Ground Zero

[edit]

Quake II Mission Pack: Ground Zero is the second expansion pack, released on September 11, 1998.[55] It was developed byRogue Entertainment.[56] It comes with fourteen single-player levels, ten multiplayer maps, five additional music tracks, five enemies, seven power-ups, and five weapons.[57][58][59] In the expansion's story the Gravity Well has trapped the Earth Fleet in orbit above the planet Stroggos. One of the marines who managed to land, Stepchild, must now make his way to the Gravity Well to destroy it and free the fleet above and disable the entire defenses of the planet.

Ground Zero received average to mixed reviews. It holds 65.40% fromGamerankings.[60][61] Patrick Baggatta ofIGN gave the expansion 7.5/10, describing it as similar to the original, but noting occasionally confusing map design.[57] Elliott Chin ofGameSpot gave the game 7.9/10, citing it as decent for an expansion and praising the monsters and enhanced AI.[58] Johnny B. ofGame Revolution rated the expansion D+, citing bad level design and few additions to the original game, and noted the multiplayer power-up gameplay as the only fun feature.[59]

Netpack I: Extremities

[edit]

Quake II Netpack I: Extremities contains, among other features, 11 game mods and 12 deathmatch maps.[62]

Call of the Machine

[edit]

The fourth mission pack,Call of the Machine, was released as part of the enhanced version ofQuake II released on August 10, 2023.

Unofficial expansions

[edit]

Two unofficial expansions were released on CDs in 1998:Zaero, developed by Team Evolve and published by Macmillan Digital Publishing,[63] andJuggernaut: The New Story, developed by Canopy Games and published by HeadGames Publishing.[64]

Community content

[edit]

As with the originalQuake,Quake II was designed to allow players to easily create custom content. A large number of mods, maps, graphics such as player models and skins, and sound effects were created and distributed to others free of charge via the Internet.[65] Popular websites such asPlanetQuake and Telefragged allowed players to gain access to custom content. Another improvement overQuake was that it was easier to select custom player models, skins, and sound effects because they could be selected from an in-game menu.[citation needed]

Mods for the game includeAction Quake from 1999.PC Gaming World's Simon Quirk wrote of the game, "TheAction Quake team fancied a multiplayer-only total conversion ofQuake II where strategy, accuracy, and cool-looking fights would dominate."[66]

Reception

[edit]

Critical reception

[edit]
Reception
Aggregate score
AggregatorScore
GameRankings87% (PC)[67]
81% (N64)[68]
80% (PS)[69]
Review scores
PublicationScore
AllGame (PC)[70]
Computer and Video Games (PC)[71]
GameFan248/300 (N64)[72]
GameSpot9.0/10 (PC)[73]
Next Generation (PC, N64)[74][75]
PC PowerPlay94%[78]
Macworld[76]
The Sydney Morning Herald4.5/5[77]

Quake II received very positive reviews across all platforms.

Next Generation reviewed the PC version of the game and stated that "all in all, id should be commended for the advancement of its technology and improvement in its single-player level design, but it's going to be up to mod designers to provide the necessary additions to the multiplayer game in order to make it stand out fromQuake."[74]GamePro said the game "lives up to its impossibly high hype." Praising its interconnected levels, new weapons, enemy design, soundtrack, and the ability to play as a female character in multiplayer mode (which they called "an overdue nod to the growing number ofQuakeGrrls"), they gave it a perfect 5.0 out of 5 in all four categories (graphics, sound, control, and funfactor).[79]

On aggregating review websiteGameRankings, the PC version held 87%,[67] the Nintendo 64 version 81%,[68] and the PlayStation version 80%.[69]AllGame editor Michael L. House stated, "the beauty of Quake II is not in the single-player game, it's in the multi-player feature."[70]GameSpot editor Vince Broady describedQuake II as "the only first-person shooter to render the original Quake entirely obsolete."[73]

Daniel Erickson reviewed the N64 version of the game forNext Generation, and stated that "a good first-person shooter with a great multiplayer mode;GoldenEye is no longer the only game in town."[75]

At theAcademy of Interactive Arts & Sciences'inaugural Interactive Achievement Awards,Quake II was awarded "PC Action Game of the Year"; it also received nominations for "Computer Entertainment Title of the Year" and "Interactive Title of the Year".[80][81]Quake II wonMacworld's 1999 "Best Shoot-'Em-Up" award, and the magazine's Christopher Breen wrote: "In either single-player or multiplayer mode, for careening-through-corridor-carnage satisfaction,Quake II is a must-have."[76] It also wonComputer Gaming World's 1997 "Action Game of the Year" award. The editors wrote that "for pure adrenaline-pumping, visceral, instantly gratifying action,Quake II is the hands-down winner. No game gave us the rush thatQuake II did".[82]

In 1998,PC Gamer declared it the 3rd-best computer game ever released, and the editors called it "id's gun-happy masterpiece is the most sensational and subtle shooter ever, and one of the best games of any type ever created."[83]

In 1999,Next Generation listedQuake 2 as number 5 on their "Top 50 Games of All Time", commenting that, "Quake 2 is the standard for multiplayer shooting, and we've yet to see a "Quake killer" that can keep us from returning to multiplayerQuake for longer than a month or so."[84]

Sales

[edit]

Quake II enteredPC Data's monthly computer game sales rankings at #2 for December 1997, behindRiven.[85] The game's sales in the United States alone reached 240,913 copies by the end of 1997,[86] after its release on December 9.[87] According to PC Data, it was the country's 22nd-best-selling computer game of 1997.[86] The following year,Quake II secured fifth place on PC Data's charts for January and February 1998,[88][89] then dropped to #8 in March and #9 in April.[89][90] It remained in PC Data's top 20 for another two months,[91] before exiting in July 1998.[92]Quake II surpassed 850,000 units shipped to retailers by April 1998,[93] and 900,000 by June.[94]

According to PC Data,Quake II was the United States' 14th-best-selling computer game during the January–November 1998 period.[95] It ultimately secured 15th place for the full year, with sales of 279,536 copies and revenues of $12.6 million.[96]GameDaily reported in January 1999 thatQuake II's sales in the United States had reached 550,000 units;[97] this number rose to 610,000 units by December of that year.[98] Worldwide,Quake II sold over 1 million copies by 2002.[99]

Notes

[edit]
  1. ^The enhanced version of the game was developed byNightdive Studios.
  2. ^Bethesda Softworks published the enhanced version of the game.
  3. ^The enhanced version uses the Kex Engine.
  4. ^Nvidia calls itshareware but Quake II was the first id Software game that did not have a shareware release.

References

[edit]
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  26. ^"What Is Quake 2 64?".
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  32. ^"vkQuake2 on GitHub".GitHub. December 5, 2019.
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