End of an Era 2: Return to Form

 The weapons aren't the only way that Quake 2 shifts to a more Doom style after Quake 1. I'm sure I'll miss some, so this list might get updated later, but off the top of my head:

 1. Return of the "basic weapon" zombies. Doom's pistol, shotgun, and chaingun zombies were a great source of filler enemies. Quake has only a single grunt zombie, but Quake 2 returns the pistol, shotgun, and chaingun varieties.

 2. Likewise, exploding barrels are back. The delayed cook-off in the remaster is pretty sweet.

 3. Real bosses: Every episode of Doom ended with a proper boss fight. The bruiser brothers, Cyberdemon, and Mastermind (twice). Doom 2 doesn't really have episodes, but sort of does it with Gotcha! before going to a pseudo-puzzle-boss for the Icon of Sin

Quake has the (excellent) Chthon for Ep 1, then sort of uses Vores in the other episodes, before doing another puzzle fight for the closer. (You'd think they'd use Shamblers at least once.)

Quake 2 takes a Doom-like approach, with three bosses (Hornet, Super Tank, and the Makron). The first two appear multiple times, while the third caps off the final level. It definitely helps the individual "units" cap off with a bigger feel.

I can also think of a few things that Quake 2 pulls all the way from the old Doom Bible.

Items like the Tank Commander Head harken back to the Commander's Hand (instead of just different colored keys).

The semi-continuous level structure, with levels connecting to (sometimes) multiple others and letting you go back and forth.

Sneak attacks dealing extra damage. 

It only took them an extra 5 years. (I'm pretty sure some stuff goes back as far as Wolf 3d's initial plans.)

 Working on the expansion packs now. Not quite as impressed. 

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