Appreciate you mentioning my work. However Trent didn't decline because he didn't liked it. He was too busy. When I started talking to id they had no idea what or who they wanted at first. Only after submitting our demo, they wanted to go the metal route.
Thanks for your work on the Q2 soundtrack. I still listen to it to this day, often when playing other games too. It's very fitting for many shooting games!
Of course they did, their marketing for the Rise of The Triad one literally has Civvie in it. I shouldn't even have to mention that RWS also put him in Postal 4. Pretty much the entire boomer shooter genre is looking up to him now. *Lol*
Dark Forces 1 is their first FPS remaster to look a little shitty. The gun viewmodels look AI upscaled, with weird, very AI looking artifacts on the edges of the guns. Plus they smeared the cutscenes with AI, ruining the pixel art. Plus the world warps when you look up, unlike the Force Engine sourceport... only the re-rendered 3D cutscenes seem like an upgrade over The Force Engine.@pa1
@@ascendedchairmanofthelemur9711I feel like Blood was probably the best 90's FPS. Maybe the combat wasn't the best, compared to games like Quake, but it had such amazing atmosphere! It still holds up to this day! It's like a work of art, the whole design of the levels and textures. Definitely where the Build engine peaked. I didn't know who the director of Monolith was, but I'm glad Carmack didn't kill him here! We'd have missed out on Blood ;o
To quote Civvie, "There is a much darker timeline where he kills us all." Someone in the comments said this in another video because he's engaging in AI development, but at this point, it's going to be because we underestimated his martial arts.
It could get worse. I practice at a Gracie BJJ School and I can say that in a self-defense situation, wrestling takedowns work much better then Judo throws. With a wrestling shot you can wall and deflect punches. The clinch works to restrain. A single leg keeps you out of punching distance and a double leg can end the fight immediately. Combine that with boxing strikes and you would have yourself a perfect self-defense trio. Boxer’s jab. Wrestler’s takedown. Jiu-Jitsu’s ground game
Wow. 17 years later and some of those lousy HD retextures I made as a kid are still floating around. Memory lane for sure. Not sure if I should be happy or horrified.
When you say things like this, it really becomes obvious how much youre overattributing lol. It's like people think he made mediocre-bad decisions after Quake on purpose. John Carmack was one of the best programmers in the 90s. Dude sucked at everything else in game dev though, hence why his company fell apart after Romero and the others left.
The fact they made damaged versions of ALL enemies and the aforementioned flies that buzz around the corpses after a while is still impressive considering it's time.
@@Shenaldrac But gameplay is subjective, whereas fly quality can be and has been measured by scientists, and they concluded that Unreal has the best corpse flies. I was part of the team, we had an erlenmeyer flask to make it really objective
@@chaircheck2424 That sounds reasonable... except can you prove objectively whether you exist? You can't. You might just be a visual hallucination on my part. We can't possibly know if you're real or if I just *think* I'm typing this reply to someone on the internet. For all I know, flies aren't really real either. They might only be fake real, and that's the worst kind of real.
Humorously, for a while, the Quake II Chaingun was the fastest-firing weapon in an FPS at 1800 RPM (as fast as Doom 2016's Chaingun in turret mode). With the Dual Fire powerup from the first Mission Pack, you can get 3600 rounds per minute out of it, which has made it one of of the fastest firing weapons in an FPS game up to this day.
Holy shit for real?! That’s perfect, of course it was an id game doing a first. Legends. That little fact really boosted my spirits for some reason lol.
That dopefish bit actually unnerves me. The sad music, the gory imagery, and the cold, emotionless statement of "design is law" gets under my skin. Reminds me of Silent Hill a bit. Good one Civvie.
@@Doofus_Dingus So it's a royalty free song from youtube after all, how disappointing XD.. I flipped through a few songs, but couldn't find the name of the song. Thanks.
Daikatana shows how much Romero needed the Carmacks. Quake II shows how much John Carmack needed Romero and Hall. One of these games is infamously terrible and often analysed for just how many things can go wrong even when a superstar developer is involved. The other game is mostly remembered for it's colored lighting, when it's remembered at all.
The biggest problem with Daikatana was that Romero used a green crew to make it. He thought he could train them to make the game. They were straight out of college and had zero experience. Then his marketing team painted him into a corner with the "Romero will make you his bitch" shit. The whole thing would have worked if he given himself more time to train his staff and put a muzzle on the marketing team. He was really trying to help out a new generation of programmers and got in way over his head, which sounds normal for Romero.
@@davidmiller9485 my favorite bit from masters of doom is when this marketing guy showed Romero the "Romero will make you his bitch" ad, and romero thought it wasn't right, but the marketing guy said something along the lines of "Do it or no balls." and Romero had to comply.
I think what makes the story of Ion Storm and Daikatana particularly sad was that in my opinion it was probably Romeros attempt to have a company like the early days of ID again, a company that did things to their own schedule and had fun doing it. Sure he was gonna have way bigger cheques and more staff working on different projects but I think he just wanted his workplace to be fun again. The earlier days of ID was a group of misfits that would smash keyboards off the walls, listen to metal, play DnD and death match one another all day and generally work by their own rules. During the insanely difficult development of Quake however the mood definitely shifted from a frat boy mentality to a company that had to work tirelessly round the clock to get the product out. Combine that with the massive success going to his head that made Romero not want to grind in the workplace anymore and you can probably see why he felt the company he co-founded just didn’t feel the same as it did. That being said I don’t blame Carmack at all for coming down on him, back in the day it would always be him and Romero that would work the longest and hardest out of everyone and he just wasn’t pulling his weight at all at that point. When one of the star players of your team effectively decides to live it up like a rockstar and enjoy the fruits of their success at the cost of productivity and results I think it would probably piss anyone off.
@@adam1984pl True, but Romero also contributed at least one other vital thing he doesn't get enough credit for: Romero was the tools guy. Carmack made the engines the game ran on, so all the consumers could see his work. But Romero made the tools that allowed the team to make the content of the games so that those engines wouldn't just be tech demos. And that is precisely why Quake 2 feels so much like a tech demo. It's not just the lack of Romero's input on the design of the game, it's the lack of Romero's input on the design of the tools behind the scenes. The reason why Romero rarely gets credit for this now is because at the time nobody cared about map editors that wouldn't run on the same machines the games ran on. Because consumers and journalists could see Carmack's obvious contributions and couldn't see Romero's less obvious contributions, he often didn't get the credit he deserved. He was held up as a vague "rock star developer" instead of the humbler but far more accurate and useful title of "the tools guy".
Honestly, those Carmack jokes just don't seem to get old, like every time Id gets brought up it's like a Pavlovian response triggers and I can't wait to hear your utterly insane string of descriptors for the man come out.
The different descriptions of Carmack is probably my favourite running joke in all of Civvies videos. My favourite one to date is “the vessel that houses energy based fourth dimensional being John Carmack”
Speaking of the Quake 2 soundtrack here's some semi useless info for the day. The guy on keyboards etc who played with Mick Gordon at the video game awards 2016 was Sonic Mayhem. That little jam in the middle of the Doom songs was Descent into Cerberon.
When I was a kid, we owned two particular games on CDs. Quake 2 and Warcraft 2. One day I booted up Quake 2 with the Warcraft 2 CD still in the drive, and the game played Warcraft's music in the background. I gotta say, Warcraft 2's music REALLY changed Quake 2's overall experience. It felt more serious and urgent. The next day I tried it again, not realizing that there was a country music CD in the drive. Quake 2 and Alan Jackson do NOT mix.
@@pmchadyeah, it reads the tracks for the game from the cd like a music disk, playing them live, with one track on the disc dedicated specifically to storing game data for installation. Since the music is on different cd tracks and stored similarly to music disc's putting a real music disc inside can let you hear the music in-game based on the track number set for the level and quake 2 itself can be played as a music cd (don't listen to the data track tho if you wanna save your ears)
Something about the phrase "Design is law" as well as the partially rotting dopefish feels so eerie. Something akin to feeling the embrace of a bygone era. Something that the period of after Quake is.
My thoughts exactly. IT brought a shiver down my spine because I never invested enough time in Q2 Single Player to find that; even though I remembered the Dope Fish to be a big part of ID and it's easter eggs for fans. It was like a secret way of telling the diehard fans that shit was flinging in the ID office during the development of this game. :(
@@gozinta82 yea and you can tell that many of the people who worked at ID during that time don't like remembering it. carmack just talks about doom when asked about ID these days and he rarely touches on that time period of quake 2's development. romero made an entire mod for doom's 25th anniversary but seemed to do nothing for quake's 20th if im right probably because he doesn't like what happened during that time
I find it fairly unnerving as well, but I think for different reasons than you and the other guy. It gives me the sense of; for lack of a concise way of putting it; desecrating your own history and past work for the sake of getting one over your former friend and co-worker. It's obviously not quite that serious since Commander Keen can still be bought in its original form, but it still feels spiteful in a way that disrespects not just Romero but what he and the other big-name id guys had worked on as well, that being a game that's very important to the history of their company (EDIT: and of PC gaming in general) too. I guess you could read into the Keen cameo in DOOM II this way as well, but idk, that one somehow comes off as a lot more lighthearted. I guess it's the more realistic rendering of the Dopefish and the colder atmosphere. EDIT: I was trying to think of a hypothetical to better explain the feeling I get here, but the best/most relatable for this audience I can come up with would be if; after Carmack left; id's next game had a similar Easter Egg but with a dead Doomguy and the message "story in a game is like story in a porn movie" or something.
After the death of Shub Niggurath the hordes of the underworld slowly perish without her influence and without the sustaining magic of the runes. The only survivors were the cybernetic drones who were once human. They took refuge on a commandeered star cruiser and conquered a distant outpost planet after assimilating the fallen masses of the outpost they renamed themselves the strogg. THERE. Quake 2 is a direct sequel.
@@FancyPocketWatch so there are "lore scrolls" in the game related to characters, which you eventually unlock. The scroll 8 for Strogg and Peeker is a string of phrases - a log of requests this Infiltrator have sent to Makron while following Bitterman. One of them is: "Makron, I do not understand "runes" or "magic" : Clarify :::". That's basically it, but makes a clear official link between Q1 and Q2 universes.
You fool. You absolute buffoon. Doom 3 is the direct sequel to quake 1. After the Ranger kills Shub niggurath, her spawn have no way to get through to earth- Which they were not intentionally invading, but using as a place to go while trying to escape the forces of Hell. With no way out, their dimension was consumed by the demons, leading to doom 3's darker, more elderitch-looking hell, and the doom 3 pinkies, which- upon inspection- look remarkably similar to the Fiends.
The fact that John Carmack has his ridiculous brain along with Jiu Jitsu skills has me convinced he's just graciously choosing to let all of us live freely. It wouldn't be fair otherwise.
@unfa Sure thing! So, from what we’ve gathered, each portrait has an animation that represents the developers personality (at least in Tim Willits' mind), right? Tim himself spins around like a hyperactive, happy-go-lucky dude who he thought he was. Brandon James spurts out random garbage out of his mouth. Probably indicating Tim didn’t appreciate much of what he had to say. Moreover, his portrait is red, probably meaning Tim didn’t see him in a good light. American McGee straight up just explodes! I’m assuming he had a short temper. John Carmack just vanishes down the floor. He might’ve been a reclusive person, staying at his own corner, away from others. He also had his own room, with NPCs moaning and begging to be let out and to “make it stop”. That might’ve been an indication of the mistreatment the developers went through while making Quake 2 and John Carmack being the head of the development and the one to blame.That’s the cherry on the cake for me and what makes it all truly depressing. This is my view from it. I haven’t read Masters of Doom yet, so what I interpreted might not be what was on Willits' mind, but nonetheless it just looks sad. And that’s not to mention the missing images! What’s up with those, huh?
@@Brunoki22 Man John Carmack's giving ne some mixed feelings On one hand, he's a really smart and hard working guy who just won't stop looking for something to break through looking at his overall resume On the other hand, he seems to look down on others who don't share his inhuman work ethic (which is impressive but really, what sane mind shares that?)
@@ArcturusOTE The thing is, John Carmack does the cool engine stuff and give orders. The others do the busywork and obey. It's only natural that Carmack has more motivation. McGee worked 16 hours a day and got in trouble for speaking positively of Half-Life. It's very telling of the unbearable atmosphere that took hold of id in its post-Quake age. The fact that spess mehreen Quake II was released with the Dopefish eviscerated with a Romero quote on it shows how little of old id was left. Willits is an scheming, annoying douchebag.
Indeed, imagine working your heart out only to be humiliated in secret room in your game by your boss, who apparently invented multiplayer-only maps...
I remember Quake II for two things: 1) Convincing me to switch to mouse and keyboard instead of just keyboard. 2) My first online game. Over a dial-up connection using GameSpy as a server browser. Now THAT was lag!
This was the first PC game I ever played. For some reason, my grandma had it sitting on the shelf when I was 14, totally out of place. So I figured "why not" and tossed it into her Pentium 4. It took me three days to get a comfortable and consistent control layout. To this day I hate keyboards for gaming and to this day I still think ESDF is better than WASD. For some games I would accept ZXC+arrow keys over WASD. And I built my own gaming PC with power tools and a soldering iron, so I'd say I have more claim to the silly title of "master race" than most. The original version of this thing had Xbox parts in it. I plan to use car parts in my next one.
@@JeanMarceaux Dialup was usually adequate for games at the time. You'd be surprised how little data needs to be exchanged for the game to function. I would think it was GameSpy that was slowing things down. I played Ragnarok Online on dialup. Took me a literal week to download it, but once I got it installed, it worked just fine.
the level where the strogg are killing the shell shocked marine NPCs scared me so much as a kid that i once dreamed that you could make the marines follow you to walk over dead enemies or weapon powerups, then they'd pick up the guns and run around killing stroggs while yelling duke nukem lines.
We might someday do this in Rampage: www.moddb.com/mods/rampage-mod/downloads I remember doing noclip to them, giving them weapons and was disappointed they didn't pick them up. Well the story says they were experimented on too much. But still you should probably encounter someone alive and operational.
@@FEVfallout your commander does say in the first level that the invasion force is at 5% operational status...so you should unless they only sent 20 guys! ; )
Might have been more impactful if there was a little bit more of a focus on narrative and setting. Actually Quake II itself probably would have been more impactful if Half-Life didn't come out a year later.
Quake 2 was my first video game of all time, and the excitement i felt throwing the cd in my cd player and it played the sound track. This will probably always be my favorite shooter simply from the nostalgia.
There is a mod called "Stroggs Gone Mad" which makes this game a lot harder. It adds community made waypoints for enemies so they can reach you almost anywhere on the map, makes them faster and adds additional attacks for some (eg enforcer gets a bfg). Totally unbalanced but fun in it's own way.
@anton_ss uh i think you are being a bit overly dramatic there The fact that he was spending more time playing then working shows that he wasnt interested on the id projects anymore He already wanted to make his own studio him id putting pressure on him just made things faster
My dad was a computer network guy all about new tech. He loved quake games and id software. But when quake 2 came out he found his game. This game will forever be immortalized in my memory as the game my dad loved.
quake 2's sound design is absolutely incredible, to be honest i could not count on both hands and feet the number of doom mods i've played that use sounds from quake 2, they're absolutely fantastic
When this first came out I remember loading it on my mothers computer at her work and playing this game with full volume. Her bosses had no problems with me there and with me playing the game with all of the guns going off.
The soundtrack by Sonic Mayhem is, IMHO, the best part of the game. Haven't played the game in at least five years, but the soundtrack has been in regular rotation (first as a disc, which I still have, then as MP3s) for almost 20 years now.
Considering that (IMO) Q2 is an excellent game, that's saying something. Descent and Crashed up Again are among my top 5 songs of all time. There's several great covers on RU-vid worth checking out - look up James Gorringe (CorrosionAudio) and Heinrich55.
@Amadeus Eisenberg If Rammstein's Deutschland started playing during a WW2 shooter where you play as a freedom fighter I'd be so fucking happy (it's easy to understand why I mentioned Deutschland if you understand it's lyrics)
@Zoomer Waffen I haven't played Quake, but I have played Doom 64 which also tried to be atmospheric, and it just made the game worse than if it would have had fun music instead; the music doesn't really make the game scarier (nor does it being much darker in Doom 64's case), the scary parts are pretty much "oh, I didn't expect that monster to be there, now I'm probably going to die". I don't think it has to be metal but I feel like atmospheric music is often just worse off than good music, though it is possible to have both at the same time.
August 13: Quake II goes free August 15: Downloads Quake II August 17: Finishes Quake II August 19: Downloading unoffcial expansion packs for Quake II August 21: Wonders why Civvie hasn't done an episode...episode uploaded
Quake 2 is free now? man.... I've bought this game soooooooooooooo many times over the years because i just love it that much. and now it's free? cool lol
Sascha had by far the best id soundtrack up until Doom 2016 released imo. My personal fav would be Cerberon but I'll always remember Quad Machine, it has the melody I'll never forget until I DIE.
I remember a Tim Willits interview where he basically admitted that the Quake name had much more selling power than Wor and that was the reason for the name change.
The mind bending brutality of the Strogg would have meshed well with some lovecraftian elements sprinkled in, it wouldn't have been too hard to make this an actual sequel to Quake. Lovecraft's work was full of bizarre, horrid aliens who turned out to worship the old ones.
Yeah, if they ever do a Quake reboot, I'd like to see Strogg _and_ monsters. Or have the extradimensional creatures take influence from the Strogg in their technologies and treatment of humans. And I want it to be its own thing, like it always was. I don't want Quake to be in an id Software Universe alongside Doom, because everything does crossovers now and it's honestly become more boring than things being self-contained.
@@alfo2804 Or have the Strogg having barely fended off an incursion by Shub-Niggurath in their past and responding to it by cyborging their entire populace so that they can't be tempted to worship the Outer Gods due to the neurocytes in their heads.
@@culturalrebel i think i had read something like this somewhere and i take it as my canon story ,so with quake 1 slipgates tech ( big teleporters of all size) colonies far away ( on the future planet called stroggos ) were under attack by Quake army's and legions , the colonies in this planet have big trouble figthing the cursed army of Quake ( shub-niggurath) and were losing , up until the scientist minds of the colony decided to take there dead and wounded into half machinne and man to figth off the enemy of mankind! but alas after winning, the price to pay was no more human on stroggos to order them around or tell them to stop there evolution and lust for war. and so was born , along with there new leader ( The Makron) The Cyborg race known as the Strogg.
Tbh, why tho? Quake 2 has it own thing going, and potential for a story if they ever do an actual reboot, which 4 wasn’t. Introducing lovecraftian stuff would just diminish the Strogg as a threat, while adding nothing but making it Quake 1 sequel for no reason.
I used to love it when games played music off whatever CD was in the drive at the time. My brother and I were huge Queen fans growing up and I got used to playing Quake 1 to the soundtrack of Queens - the miracle to the point that it embedded in my subconscious and practically became the default soundtrack for the game for me. I still think of Quake every single time I hear Breakthru or Invisible Man to this day.
Lmao similar thing happened to me, i was replaying half life but forgotten i had the Kino Acoustic concert CD in so as soon as i started the game i was so confused as to why there was russian singing in-game
I played Quake with The Phantom of the Opera movie soundtrack. It was some of the most hilarious stuff ever. There's even a track that plays the audio of a dramatic sword fight..which made fighting monsters so ridiculously funny...
This is MY Quake, it was the game that introduced me to the series, yeah it may not be as memorable to many as 1 &/or 3 but it's still my personal favourite
Quake II was a blast. The hype would it mean would never, could never, live up to peoples expectations. But I played it in software mode on a vanilla Pentium 200Mhz, with no 3D acceleration and in 320x200 with around 15-25fps. Loved every minute. Throwing a VooDoo card in there a few months later and the game opened up into something incredible. It had some bad sections (the mines) but the more merrier. And deathmatch on Edge was something else. Most of the Godfathers of Quake III OSP came from Quake II pedigree.
I really like how this series is retelling the story of this company and its people in a comedic & entertaining fashion, and look forward to the Quake III Arena episode. I particularly appreciate the jokes about four-dimensional overmind John Carmack; it's an old formula but very well-executed in this case.
I'd say The Spoony One would like a word with you, but he's too busy being a salty asshole to his ten remaining fans to remind anyone that he ran the Sewer Counter gag for like, 5 years.
Quake 2 had the first game soundtrack that I remember going out of my way to listen to. I remember frequently playing the Quake 2 soundtrack while playing other games.
Carmack was asked about skeletal animation, and he said it was a useful "compression technique" but key frame looked better. The abstraction of skeletal animation to compression has stuck with me ever since. I'm a software weenie (official title), and abstraction opens up your way of thinking. I'd love to find the quote, because there's a 99% chance that I've remembered it incorrectly.
If that quote is true I don't think Carmack was anticipating how Key Frame animation on 3D models would end up looking super jank because of all the texture warping on the model skins. On one hand I guess Carmack can be forgiven considering it was 1997 and skeletal based animation was really only seen in Hollywood and not gaming, but skeleton animation in gaming is much smoother and more consistent.
@@Anomaly188 Well, it was in reference to OG Half Life, which is the first time I'd ever heard the term skeletal animation. I'm not sure how that fits time wise with what you're talking about. I.e. was it at a point where he was unaware of the current state of the art (unlikely) or a fortune teller. Or something in between. He's not often behind the curve. Can't find the quote, but did find a reference to huge memory savings by going to SA. Maybe I twisted it. There are a bunch of articles from ca 1999, but I just can't find it. I am olde, so there's always that.
@@tiefensucht "If you took the bones out, it wouldn't be crunchy." Seriously, you're right, but I wasn't considering absolute quality but quality/byte, and the ability to have more animations can be more immersive. It's kind of moot for me, because I think graphics is one of the least important aspects of a game. I'm an olde farte(tm) who considers the original Deus Ex the GOAT, and not just because I began gaming when Quake was the prettiest game so far. DX was ugly even in its day.
16:44 As soon as you started saying "strow-g" instead of "strogg" I was waiting for this to be mentioned somewhere in the video. lol I was not disappointed.
I always thought the animations for the POWs were freaky. Dude stands up straight then kinda shudders and grasps his head and collapses then fist smashes the ground, composes himself and then does it all again. With a weird Arnold Schwarzenegger voice he says "let me out" even when he isnt trapped. Freaky.
Hearing "Trespassa!" terrified me as a kid. I loved the Quake series so much when I was little. Playing them in VR on the Oculus Quest is a dream come true. And I still listen to the Quake 2 soundtrack at work or in the gym (not on the CD anymore tho lol).
The soundtrack to this game is just purely amazing in every way, especially if you listened to it back in the day. There weren't many game soundtracks that had this type of face-melting metal in that time period. It amps up the atmosphere and action in this game to extreme levels. It's a perfect blend of industrial metal and synths. It's my favorite video game soundtrack of all time besides the recent DOOM soundtracks. Edit: Trent Reznor was wrong
@@DaRealKing303 Same. I also think it would be super awesome if Sonic Mayhem and Mick Gordon did a soundtrack together. Sonic Mayhem has produced a lot of music that is actually very similar to the work Mick Gordon has done. They seem like they would be a perfect match for writing kickass music together.
they are both VERY dif genres of music, one beeing industrial metal and another is dark ambient. I do preffer quake2 soundtrack aswell, but i dont think its very fair to compare them side by side like that. Still quake 1 nails in the atmosphere and does it job right.
And some time later, Nightdive and Bethesda do it again by shadow-dropping a stellar remaster of this overlooked entry and packing it with more than just prettier graphics and expansion packs.
@@brimphemus Don't worry, papa Trent himself once encouraged people to download his music: "Steal it! Steal, steal, and steal some more and give it to all your friends and keep on stealing"
I thought the human processing plant level was pretty memorable, not necessarily for it's playability but for the throwaway lore that Strogg basically consume liquified flesh and you can fall into a vat of, said, human stew.
Rage to me always felt like it was an Id FPS game that halfway through development they tried to make like Fallout 3/ Fallout New Vegas. In the end it was just a hot mess confused as to what it was.
The guy in the intro "mispronouncing" Strogg can probably be chalked down to some news reporter slipping up. Also, music around 20:06 in I just found is The 126ers | A Call Is Upon Us
I remember thinking the Berserkers were old men, because I mistook the pipes on the back of their heads for grey hair. I also remember the reckoning having those nasty Phalanx Gladiators, and while I never played Ground Zero, I hear the final boss was an endurance test!
Ground Zero is PAIN. Got done with it today. Would not recommend Ground Zero to anyone unless they enjoy being constantly sniped by turrets whose placements 90% of the time make them invisible and half the time make their attacks basically unavoidable. At least it ends off with an actually challenging final boss unlike most ID games pre-2000s.
I agree that Q4's more grounded designs will probably age better, but I lament the loss of that rough around the edges, haphazardly-thrown-together, brutish look that the Q2 designs had. You could tell that the strogg didn't give a shit what their troops looked like, because their engineers didn't even UNDERSTAND the human physiology. Quake 4's designs on the other hand, are so much more restricted and less imaginative in comparison that they almost strike me as generic. I still like 'em, but they don't hit as hard as the distorted visages of human and animal nature from Q2.
"I'll remember where the Railgun in the Edge is until I'm dead." And I'll remember fragging every doofus who thought that was a good idea while I'm running the death-circle.
I found the Dopefish easter egg in the Nightdive remaster and was pleasantly surprised to discover that, as the game put it, "The Dopefish lives again!"
@@empty2892 True that. 1st expansion was full of different types of turrets which turn the game into a crawl. Player needs to check every corner for turrets. If someone manages to disable or remove turrets, then it would be a decent expansion. 2nd expansion was all right though. I enjoyed one of the unofficial expansions the most; *Zaero*.
I was suprised you can destroy these turrets, but what the fuck dude, they have way too many health points. For me both mission pack were awful experience and waste of my time. At least spaceship level with low gravity was fun.
_"...because I would often get bored around Ammo Dump and drop the game entirely"_ Oh thank God, I thought that was just me and I had no attention span.
Quake 2 and Quake 4 are my favorites in the series because of the whole setting/story. I'd really love another game about the Strogg war. Also, Enemy Territory: Quake Wars is about the initial Strogg attack on Earth. But of course you already knew that.
For Quake II's back story, you should check *Enemy Territory: Quake Wars* which is multiplayer spin-off prequel of Quake II. It takes place on Earth during Strogg invasion.
Man, I always wanted to try that game. When it came out I didn't have a proper computer to run it and when I managed to get a proper one, game got delisted on steam due to servers being shut down. I guess in the long run, that battlefield style multiplayer-only approach was a death blow for the whole thing.
@@kininlil9181 I tried the PS3 Demo when it first came out. I remember it being pretty solid mechanically as an objective shooter, it just lacked a certain something to give it life, it felt like a project the developers really just didn't care about.
"Do you not trust the feelings of the flesh? Our biology yearns to join with yours. We welcome you to our mass. But you puzzle us. Why do you serve our mother? How can you choose cold metal over the splendor of flesh? But you fear us. We hear your thoughts, and they rage for your brothers you believe dead. But they are not. They sing in our symphony of life. We offer another chance to join us. If you choose to lie down with the machine, we will rend you apart, and put you separate from the joy of the mass."
The Quake 2 soundtrack is absolutely epic. A++++ Used to listen to it in the CD player. Still randomly listen to it decades later. I was young enough that the game felt even a little scary and ominous playing on CRT monitor. Back before we had these gaming keyboards, mice, and all this fancy stuff.
I love Quake 2 for the setting and atmosphere. Even if the gameplay wasn't always as high octane as others, I felt really immersed in the world. It also left a huge impression on me as an illustrator, leaving me growing up drawing flesh metal abominations for years to come. Also Trent must have seen some really bland early development. The rusted industrial aesthetic of mechanized cybernetic horrors. Shame we never got to hear what he would have done. Is there any overhaul mods of Quake 2 like Quake 1.5?
Quake 2 is my favorite Quake because of the single-player campaign. I liked that there was a story and mission objectives. I was really bummed when Quake 3 just gave up on the single player campaign entirely.
I love this game so much. How I found out about it is a funny story- baby me back in 2001 would play Quake 1 and 3 almost religiously, and one good day I randomly went up to my dad asking _'hey dad how come there's 1 and 3, but not a Quake 2'._ He came home from work sometime after with an installation disk (ghetto ahh stray blank CD of course) and when the Gunner concept art came on the installation wizard I was losing my mind watching that bar slowly fill up. Easily one of the fondest memories I have of a game in my childhood years.
Same here. Quake 2 was the first PC game I owned from buying it. Was lucky enough to be given Quake 1 by a friend at school who said his mom was making him get rid of it. Quake 2 had amazing Deathmatch and the mods that came out were really good too. First introduction of the Grappling hook if I recall.
I mean, on the surface Quake 2's premise is perfect for an Industrial musician to explore, but it doesn't quite hit the visual notes it should for the most part.
Trent was never going to do Quake 2. He slacked off and bailed on Quake 1 prior to the games completion. American McGee had to complete the sound effects for Q1.
Saw you mentioned in ROTT music videos, glad I found this channel and that you give the due credit to the music in games of that era. The music was always hugely important for me, I also used to play quake2's audio tracks ... Those soundtracks stayed with me ever since playing the games. Yeah quake 2 was kind of dry but also had a touch of evil, and I loved it, especially the torture chambers level.
Loved quake 2 ever since it came out since I was 12 played it on a millennium windows computer. Then when I turned 17 went into the marines and did two combat deployments and after my first one I got the quake invulnerability tattooed on my chest and I still play it today.
The first time I played that game, it was a winter afternoon in the late 90's. Since it was Wednesday, no school in the afternoon. However, there was a snow storm, a very rare occurrence where I'm living. That meant no buses to go home, so me and my friend walked more than an hour under the snow and the wind until we reached his home. Frozen but exited, we started the game, switching seats at each levels. We enjoyed every second of it, especially after that metal af walk to get there. Good times. That what was also around that time we played Starcraft, Diablo...
Wow I have never subscribed to a channel so fast, I played all these games when I was a kid and it's an absolute joy reliving them. Thanks for the laughs man you rock!