


These objects and the ambient input and comm chatter from your fellow marines makes Quake II seem much more like a movie than game. Yes, it is a plot that would do any science fiction B-movie proud, but it frames the combat in a way that few other 3D shooters do (the exception being LucasArts' Outlaws). However, what is most exciting about Quake II is that there are coherent and logical mission objectives for each level as well, and that these fit into a larger plot. GameplayĪs in most 3D shooters, the basic objectives of Quake II are to blast the bad guys, get the keys, find the doors, advance through all the levels, and finish off the Master of All Evil, thus saving the world. It is, frankly, what the original Quake should have been, and it is worth every penny you'll pay for it if you have any love for this kind of game. Quake II is about combat, and about using your brain as much as your guns. In essence what id has done with Quake II is to return to their roots, but with 1998 technology. The beauty of Quake II is immediately evident from the opening scene - this game has spectacular ambience, graphics to match (especially in 3Dfx accelerated mode), and level design so good that you'd have to go back to the original Doom to find this kind of balance between clever tricks and traps and a low frustration level.
