Doomverse #10 - Quake 2 N64 and PC Shotgun the Escape Pod!

There are times when a port outdoes its original in certain aspects of its gameplay. Even though it had a bit more of graphical limitations, the N64 version of Quake 2 is somehow better and more interesting. A lot of this came from the fact that the levels are a bit shorter and more linear, as terrible as that sounds. Yes, like Doom, the levels are known for being very complicated to navigate. Sometimes, though, you just want to bash some skulls. 

The N64 levels came out on the new Quake 2 update for Steam and I can't remember why one of my friends told me to give it a try. They were right, however, as I found it to be a much more gratifying experience. It was simpler and there were more Strogg to destroy as a result. Sometimes, just bringing one thing to a control panel to open a door and escape can suffice for a level challenge. Putting harder enemies around the levels with more interesting level design can always bring about a better game. 

The original Quake 2 lacked in atmosphere compared to the first game. It didn't have Nine Inch Nails on the soundtrack, although what it had was still pretty good. The controls, the weapons, the enemies, all of it just screams Quake and Doom. The problem was that they tried very hard to make the levels bigger and more confusing to up the challenge. The N64 port was a completely different game. Quake 2 is not at all a bad game, but it did lack identity in both its level design and enemy design. The Stroggs would gain more prominent and unique designs in Quake 4, though.

The multiplayer is here in all its glory, of course. Arena battling on Quake will always be worked into its DNA, so long as its made correctly. This was the game that brought Bitterman into the fold and he didn't go over quite as well as Doomguy or even Ranger from the first Quake. With the full array of weapons from its former titles, Bitterman seems to have needed some sort of upgrade, since it features weapons not even in the first Quake. While Quake 2 lacks the lightning gun that would later be brought back in Quake 3 Arena, it does have something of a plasma rifle equivalent. This was a tough decision between the two and honestly, they seem on equal grounds as far as weapons go. Who knows, maybe we should just make some Doomverses that showcase the weapons. I'll think about it.

It is obvious from the offset that Quake 2 was not meant to be a sequel, more just a standalone title. However, given their limitations in creativity thanks to Romero's exit from the company, they had to focus their energies elsewhere. This took a bit of the mystique from the title itself, as it will always be compared unfavorably in several ways. Quake 2 was a distinct difference in graphics and it was also a big difference in theme. The two are not interchangeable. It's basically a no win situation, because now the fans lose lore and the developers lose interest in their new game. 

This is why I sort of fell in love with the Nintendo 64 game. Not only does it bring about what's best about the original game, it breaks up the levels into more digestable pieces. With everything on display, it's really a testament to how the customization in ID Software's games can give birth to better games. Quake is a perfect successor to Doom, as its customized levels are also quite popular, though far more complicated to make. Quake set the standard for full 3D rendered FPS's from the start and it still holds a great place among the greatest in their ranks. It just goes to show that Quake 2 has its own greatness, it could simply use a different look with a different brain behind it. Just remember to use the chaingun only for the very big enemies, use the smaller machine gun for everything else. Stop wasting ammo!!! 

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