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!
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
@spud lordI 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
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
They do, Civvie might run a parody channel that goofs on "epic gamer" nonsense but he's also a legit respected authority when it comes to communicating and appreciating what makes games great.
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.
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.
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.
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.
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.
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)
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.
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.
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.
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! ; )
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.
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.
@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 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.
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
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
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.
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.
@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.
@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
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.
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.
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 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.
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.
@@alfiehicks1 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...
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.
@@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"
@@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.
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.
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.
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 TH-cam worth checking out - look up James Gorringe (CorrosionAudio) and Heinrich55.
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).
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.
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.
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.
_"...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.
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.
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.
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.
@@matternicuss Yup pretty much. The main noticeable thing are the different engines. I think Unreal came out it started and then once Quake 3 did it really pushed the LAN and competitive arena community. Love Unreal but the Quake engine I definitely prefer.
@@metroidxme6470 I tried to like Unreal when it came out, but I just never cared for the gameplay. It was as unforgiving as it was pretty. But Unreal Tournament...that was my jam. Even though Q3 had a more robust engine, I just didn't like twitchy-hitscan precision needed to play well. UT had more projectile weapons, which I was somehow far better at using effectively. Plus the huge maps and bazillion custom mods...so much fun.
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.
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'd say that Quake II is more of a sequel to Quake's gameplay and engine rather than its story. Quake 1+2's polygonal engines, art styles, and gameplay are what I'd argue to be distinctively Quake-like. Quake II is also a sequel to Doom II's gameplay and experience, since Quake II has the super shotgun and the BFG. In a way, Quake II's weapon and enemy variety remind me of System Shock, though System Shock's rail gun is not as cool as Quake II's. Having the laser pistol with unlimited ammo was a good move. Hexen II came out the same year as Quake II, and even though both games use different Quake engines, they kind of complement each other in terms of the hub levels and the moments of interactivity. Quake II did a lot of things right, but as you pointed out, its level design doesn't stand out as much as Quake's did, and it could've done more. Quake II still blew my mind back when I first played it, and I was impressed with how id pushed Quake's gameplay and experience the way they did. Along with Jedi Knight, it helped pave the way for games like Half-Life and numerous others. Unreal certainly did surpass Quake II in ways I couldn't imagine, but it took many years for me to properly play Unreal just to see how it did. I still wish someone would create an expansion or mod for Quake II where you got to revisit in Quake 1's world, enemies, and weapons, but with the enhancement of Quake II's gameplay and interactivity. It is kind of weird how Quake II got a direct sequel in Quake IV, but Quake 1 hasn't got a direct sequel yet. It's also weird how id Software just did different themes and stories for each Quake game. I used to think that because the Quake games were different from each other, that therefore every Quake sequel after Quake II and III would just be a different story and experience each time. Even so, it was surprising that Quake IV was developed as a sequel to Quake II and didn't do its own thing. I'm hoping the Lovecraftian horror of Quake will revived for Quake V, if it will ever be developed. You should check out Blendo Games' Citizen Abel levels for Quake II, Civvie: they provide a few interesting additions to Quake II's gameplay, including a few Thief-inspired stealth moments. You even ride a train and visit a bowling alley in one of those levels.
I was suprised to learn that the game was rushed, many enemies have a lot of unused animations and partially programmed behaviour. I think Ground Zero enhances AI a bit.
I think there's even a cut enemy monster in the files called the Medic. It does what you think it does and runs around reviving dead enemies if their corpses are left intact. Some mods restore him to full functionality. It also explains why you can gib the corpses, which serves no purpose in the vanilla game other than because you can.
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.
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...
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 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.
I still feel like this game gets hated on too much, it’s a great time and I feel a lot of it’s DNA went on to inspire the recent Doom games like the Blaster, the way the BFG functions, destructible parts on enemies, even some of the mission objectives. Deathmatch and modding scene were pretty damn good as well.
It is a decent game. The main problems are that 1) it came after a much better game, 2) base, base and more base tends to be tiresome after a while and 3) fans were expecting a game called Quake 2 to be, you know, an actual Quake game.
Copied from my last reply: The worst thing about Quake 2 by far (and I don't give a shit what Civvie says, he's flat out wrong) is the awful weapon damage. A few weapons like the Minigun are fine (even though it chews through so much damn ammo and has a slow start-up) but they are few and far between. I actually made a mod that buffs the weapons, although I tried to be conservative. And after some time, after pulling the mod out and playing Q2 again, it's STILL not quite enough. I don't know if they just balanced these weapons for MP or what the hell they did, but regardless, even though the weapons FEEL satisfying (visuals and sounds), they aren't at all and are by far the most ineffectual weapons I've seen in an id campaign. I mean, look at this! 11:17 And this! 14:09 Thankfully, I've never had this issue with an id game before or since.
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.
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.
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 always felt like a rampage even without the powerups. So much armor even on Nigtmare. When I did find a quad damage i'd pop the old one and rush everything. I remember the processing plant the most for the gore and showing how they process the bodies. Same as I remember the cyborg conversion scene and the abandoned specimen sewers in Quake 4. What I hated when I have grown up is that they show and talk about the Big Gun but you never see it fired and all you really is go to a flat open room, kill a bug you kill multiple times, push a button and run to a train. That's it. I expected it to take several parts and later you walk through levels of the base crushed and completely decimated from the Big Gun falling down and pieces crashing everywhere. But I hate even more how people say the RTX graphics looks great. They look like 3D baldis basics. It's just flat empty bright textures that doesn't have the drawn on dark yet colorful appeal of the original. Old games look great still for a reason, same as cell shaded. It's HAND DRAWN same as Rayman 2. It doesn't look like good lighting effect it's like playing through a 3D painting with the illusion of depth that you believe and it fools you into checking if it's actually a 3D mesh but it's actually just a completely flat plane with a picture on it.
So, would RTX work on Quake 2 at all? Or does it not work on that specific port you played? I'm legitimately wondering how would they make RTX look good on low-poly games, cuz personally I think Minecraft looks good with it on from what I've seen, but Quake 2 however suffers from bad lighting effects and broken textures as Civvie stated.
@@Brunoki22 You'd have to completely redo the game from scratch. Old games are flat simple shapes with painted on shaders and colors. You've seen many modern remakes where the gun suddenly has tons of small details. That's because a texture is a texture, it's a single flat color where the depth and shadow is handled purely by the engine, where as older games, again like Rayman 2 there is no shadow or lighting engine. It simply has invisible fields either making you bright or darker and everything else is light beam models and painted on. To make Quake 2 look good in RTX you'd have to change the light setting to exaggerate more through post processing and change the ambient occlusion mask by hand for each model, which is how shaders look and are handled on a model. In Blender you can paint more shadows in a crack or more on a tip. It's the same as regular painting only with darkness. But most importantly, few and low lights, lots of color and over the top unrealistic shadows. These games aren't realistic, they're artistic. Meaning the mood sets the setting. Like a dark comic where you can't see half their face. Unrealistic but would Batman be as badass or intimidating if his black silhouette to the dark city was completely visible and blue to a bright bland skyscraper? Anyone could see him and it completely ruins the mood, it just makes him look silly.
@@Brunoki22 First is less lighting. Good games restrict light sources and their effect so you get more exaggerated shadows. Second TL;DR Pre rendered post processing. Make highly detailed textures and lighting pre rendered that is impossible to change. And add many small details to the textures, let nothing be clean and clear. Second is textures, it's what's drawn on the planes. It needs more detail. Mud, rush, imperfections. Compare some old games. Their cgi/hand drawn still backgrounds vs the low poly 3D models/moving characters. Perfect example is Thief and Warcraft. Thief's graphics are rather dull and simple, while the cutscenes have so many details you can practically see the goosbumps on their wrinkles and the shining in their eyes. And just compare Warcraft 3's cutscenes to the in game models. No competition. It's the kind of level of detail you can only get through post processing in static pre rendered effects.
"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.
You've referenced Unreal a few times on this show, Civvie. I'll agree it's a great game, has lots of atmosphere and it's a fun adventure. Pro Unreal when Civvie.
I literally said "Hooray!" when I saw that this was up. Used to play this with my dad when I was a kid. Well. He'd play, I'd watch in wonderment as he turned the Strogg into tiny chunklets.
About the story: The manual had a pretty extensive written introduction for the time. You can find a copy of it here: steamcommunity.com/sharedfiles/filedetails/?id=588947632 Also: Have you considered deactivating binaural filtering in games of that time? While back then every way of hiding pixels was understandable. Nowadays though we can be a little bit more generous towards good pixel art by not blurring it.
It is possible to turn off texture filtering through the console (with Yamagi at least, I don't know about the original engine,) but it doesn't make the game look decidedly better, unlike Quake 1, because the textures were actually made with texture filtering in mind. Incidentally, the fact that it was made with texture filtering in mind is a good analogy for how this game turned out.
@@mysteriousstranger2287 This moron haven't played it before so obviously he has no nostalgic feels to it whatsoever. That's why he plays some ugly port with smudged overfiltered textures. Like man, you can run steam version with 3.24 fan patch and play it in all its glory. The difficulty level is also there after the patch
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.
Yeah, I've never cared much for Quake 2, and honestly kinda resent id for continuing in that direction rather than going back to the ambient Lovecraftian origins of OG Quake. I kinda hope that with the recent revival and massive success of Doom will lead to id bringing back Quake.
That death animation where the Enforcer gets his head blown off and keeps firing his chaingun arm as he falls will always be my favorite. Also, part of me thinks that you should have used the episode subtitle for when you eventually do Rage, then you could make a Rage Against the Machine joke.
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.
This was baby's first old pc game for me, so it holds a special place in my heart. If I never played this game, I wouldn't have had the endurance to suffer through amazing games like AvP, Fallout 2, Deus Ex, System Shock, and Hexen. I still love this game.
Yeah back then nobody cared about the backstory of the protagonist, only run and gun. I loved the simplicity of the old days. Realism is good, but too much of it takes the fun out of a game
I played the sp, the multiplayer for 10 years, I made the second most played duel map after the edge, I modded it, I made a game based on the engine... I just found out the main character had a name.
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.
Well this few under the radar
One of my all time favorite game sound tracks, Decent into Cerberon still gives me chills \m/
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!
The man himself! Still listen to your soundtrack, thank you for your work. Also, this needs more likes and/or be pinned.
I'll be dipped in shit. The soundtrack is pretty much the only reason I revisit Quake II. Stellar work.
The idea that John Carmack knows even a little bit of jiu jitsu only makes him scarier
"using only half of my max power, I could turn you into space dust"
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.
I still assert that John Carmack is the Liquid Terminator and we're "lucky" to be in this timeline, maybe.
Imagine if Charles Darwin took it upon himself to enforce "survival of the fittest" on earth.
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
Carmack almost killed the guy who made Blood.
That's really terrifying.
could you elaborate on that?
@spud lordI 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
@@journeytosilius1 Blood came out before Quake II.
@@Morningstar91939 oh shit! I didn't realize. I thought quake 2 was 1997 and blood was 1998. My bad.
PS this is my youtube account on my phone lol.
I guess you could say, he was out for blood.
Civvie 11: "The Beserkers are like kittens, they're harmless."
Quake 2 Remaster: "Um yeah, about that..."
The only thing harmless about them is that they don't have any ranged attacks.
Quake 2: Enhanced Edition turned them into monsters lmfao
The extra episode also links quake 1 and 2 lore. So it's no longer having nothing to do with each other
The entirety of Call of The Machine feels like one big "Um yeah, about that" to this video.
Berserker in Enhanced: *Mario jump noise*
Seeing how the remaster added muzzle flash, and made the berzerkers a real threat, makes me think Nightdive watched this video.
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*
One of the reasons that I fucking love Nightdive.
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
To be fair a lot of the things in the remaster already were in the game files or were planned but not integrated into th3 final release
They do, Civvie might run a parody channel that goofs on "epic gamer" nonsense but he's also a legit respected authority when it comes to communicating and appreciating what makes games great.
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.
Where?
Happy, mate! 🥰
Lousy? Be proud of it, the community loved it
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.
This is an absolutely useless fact, that I was very happy to learn for some reason.
I guess that's why it seems so familiar
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.
Maybe the Cross Punisher or Metal Storm from TheCraftyTitan's doom hack are faster
Fuller auto confirmed!!
John Carmack, the alien supercomputer pretending to be human, knows jiujitsu.
That is really scary.
to nyou maybe
to me its a releif
@@Ribbons0121R121 pardon?
You mean Allied Master Computer and Reality Bender John Carmack knows jiujitsu?
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.
Interestingly enough, Donna Jackson is still at id. I remember seeing her at Quake-con last year. Didn't meet her, but looks like a great lady.
id Mom would never leave her children.
Id mom always looks over her children.
Yea and there is another guy , from the tech team still there , i forgot his name.
@@Kobalt_Rax_the_one I think I know who you're talking about.
you mean Momma iD? everybody called her that LOL
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.
Romeo made some great maps for Doom and doom2,Quake 1 maybe also?
@@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”
Someone needs to make a compilation of them 😂
@@benjaminharles664 Definitely. A supercut is needed here!
@@timidhobgoblin207 Mine is "Earth-stranded Nihilanth and our only hope against an overwhelming alien incursion."
@@recnepsrc Mine has to be (and im paraphrasing) "Engineering elemental and bane of ludites John Carmack"
civvie said "why does it have recoil? cut that shit out." and they actually did for the remaster, incredible, simply incredible
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.
Oh shit thats really cool.
I wouldn't call that useless info.
@@theophilusthistler5885 he did say it was semi-useless
That actually took me by surprise. That, and the Mick Gordon Live remains to be the best part of The Game Awards easily lol
Sex
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!
OMFGawd, I remember dial-up. That screaming sound, those pings and then static will never stop haunting me.
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.
Same here. Also my first PC game. I went to buy Quake with my grandfather but they only had Quake 2 so I was like ehh... sure.
I assume a deathmatch was like a game of chess, you'd input a command and go somewhere else do something else.
@@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.
Trent Rezner: I can't compose this soundtrack without my buddy Superfly.
Speaking of soundtracks what's that song that plays at 20:00?
@@scoreboredgaming according to a guy named Brick Wall in a comment below, it's
The 126ers | A Call Is Upon Us
Reznor?
Cocaine
*Reznor
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.
Haha. Try this: www.moddb.com/mods/rampage-mod/downloads
Wait, quake 2 can do that? That's cool as hell and I wanna try it
@@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)
"It's alright to be little Stroggy..."
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.
The Quake 1 expansions have their own stories too
Quake Champions reinforces the connection between Strogg and Shub's spawn in Strogg's lore.
@@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.
Nice connection there, i'd buy it.
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.
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.
Need to check
@@HoboKa_AlexShtokalko They probably don't all zero in on you from the get-go and still need to be aggroed.
Can't wait to install it then and actually struggle with the game for literal once
“Oh, damn it. Trent Reznor left us.”
“Are we gonna keep his jump sound?”
“What are you, an idiot? Of course!”
And people complained when they tried to do a similar jump sound in Eternal
@@Ammoniumbicarbonat
Thats because DOOM isnt QUAKE - no time for *_HUHP_*
“If we will remove it speedruns won’t be the same”
I prefer soundtracks that have music anyways.
Kevin Meisenbacher same. Quake 1’s soundtrack just sounded like a bunch of ambient noise.
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.
What is the music in that scene I was hoping he’d put it in the description or credits but couldn’t find nothing
@@bigpenny8223 I was wondering as well...
The 126ers
@@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.
@@Beany2007FTW That's the one. Thanks.
Civvie's got so many Patreon supporters now, "How'd I Do" has to loop to cover 'em all! I love it.
And every time I pause the video to see my name and smile lol
@@shpeter1019 Same here. Civvie is awesome.
this is a great thing
I dont have money guys sorry
Danya Prosto, ‘tis fine man, those of us who are able, pay for everyone to enjoy. So enjoy and don’t feel sorry for anything.
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.
That sounds like a good mod.
Wow you basically dreamed quake 4 before it was out lol
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.
Are you John Romero at any chance? Because that sounds like Daikatana
@@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! ; )
the absolutely best thing about quake 2: flies around corpses
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.
Unreal had better flies!
I think as a player I'd rather the best thing about a game be like, the gameplay. That's just me though.
@@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.
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
Bulalo?
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.
@@greatloverofliver Yeah that's me
That developer's room is just straight up depressing...
I don't really understand why though... Could you please help me understand this?
@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 used to think Berserkers said
*"Just add Saw!"*
when they said actually said "Trespasser!"
I mean hey, that would make sense for them to yell that.
Intruder detected? Just add saw!
I thought it was "disperse, son!".
What does the chain gunner say?
If saw doesn't work...
Add more saw
When you heard trespasser you knew the pain was coming.
A lot of the "sequel in name only" issue can be chalked up to "all the other names they can think of were copyrighted"
How about Quadra, or Moonquake? Or some cool nonsense word like Golsoga or Kahiaki?
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.
Railguns of Navarone?
@@recnepsrc that's what wolfenstein is now
I guess they couldn't even used Smashing Pumpkins Into Small Piles Of Putrid Debris. 😜
Wait till Civvie learns that MachineGames turned those kittens into fucking jaguars.
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
Unofficial expansion packs?
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
August 14:Hybernation
August 16:Hybernation
August 18:Hybernation
August 19:Hybernation
August 20:Hybernation
*In an alternate universe, in 1997*
@@Vindicator12Music: Quake 2, sweet!
Fred's friends: you gonna buy it?
Fred: nah, I'll wait til it's free
Fred's friends: o... kay?
*23 years later*
Fred: yas
@@Vindicator12Music i believe it was free for a limited time in bethesda launcher
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
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
I actually like quake 2 soundtrack much more than quake 1.
@@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.
Eh, I agree with Trent, I just can't get myself invested in Q2. However, the soundtrack is pretty awesome and I'm glad it exists.
Too bad Steam sells the game without music and you have to resort to external shit.
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.
He’s like the supercomputer from I have no mouth
Lol i always picture the galaxy brain meme when talkin about carjack however it actually kindof applies. Legends.
@@mcbrodz1663 I, AM, CARMACK
When you realize that even quake 2 isn't sure how to pronounce strogg.
I always pronounced it like strong without an N
How can we be sure of anything when even the people behind it aren’t sure
It's pronounced strog
quake 4 was more consistent about it
strong but remove the n
13:57 Glad to see CV-18's still working on that cooking show, hope it's doing well for him.
Quake 2 is one of the greatest reminders on how heavy metal is essential on making a kickass old-school FPS.
@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)
stop with the 'boomer' shit. let people enjoy whatever they want.
Q2 is industrial, not heavy metal
@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.
Quake 1, next
I'm actually impressed with how much *better* the game is now, thanks to Nightdive. The Berserkers are pure evil.
Oh the Berserkers are NUTS in the remaster
Trivia: The normal shotgun firing sound effect is based on the same sound effect as Ash's double barrel in Army of Darkness.
The sound of a shotgun firing and reloading in Quake is so iconic, I could suffer from complete memory loss and still identify it.
Oh yeah, prove it
I never knew Quake 2 had such a tragic development history. A literal "death of innocence" story.
@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
@anton_ss Except Romero didn't write the book... ?
The ONE scene that still stands out to me today is the scene where you come across the imprisoned soldiers and they've all lost their minds.
...and the game clearly encourages you to mercy-kill them by rewarding you with supplies when you do.
One of the scenes that makes it my favorite Quake title, sad to see not many people know about it
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.
I loved that map in multi-player. Hide in the suffering chambers and wait for someone to fight me 😅
To me it was the processing plant. The whole "we are their food" thing was chilling, especially combined with the tortures and shit.
The sewer count is like your brand you can’t escape it now
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.
Atmos Dwagon it was fuse boxes if I’m remembering correctly
@@atmosdwagon4656
Spooney who?
@@BioGamer12 yeah it was fuse boxes
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
Thank you kindly for identifying the music, good sir.
thank you, i like it, i will search for it
Thank ya kindly stranger
You've done well today! Here take this, its dangerous to go outside alone 🗡️
Thank you. There's this other company I think trying to rip off the music, as Shazam identifies it as some Vietnamese band/song.
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?
Man, I'd love to see your illustrations ;). Also, I totally agree on how Quake 2 is a great game. I liked it more than Quake 1.
Weirdly enough, I always thought that Quake II had more atmosphere than the first one.
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 really do agree that quake 2 has more atmosphere than the first.
@Baron o Markers Thanks for bringing this up, looks quite interesting.
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.
Have Makron turn out to be a Mi-Go a technologically enhanced fungus that worships Nyarlathotep... and Shub-Niggurath. Easy fix.
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.
@@alfiehicks1 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.
the soundtrack makes great line-cooking music.
It's also great for sewing.
And fantastic when you need to reorganize a pillows and duvets storage, headbanging as you pass them to the colleagues.
Also strip clubs.
You guys are joking, but it actually was my lawnmoving soundtrack back then in the parents house. No idea why.
The real warzone.
I remember one time I left my Quake 2 CD in the disc drive while playing Half Life so I got really confused when Quake 2 music started playing.
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.
Sounds like a fun time! I should really get some more CDs and experiment with them
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
Lol I remember a girl made me a CD and I played half life. Was confused when Gordon's suit started playing house music when he picked up his HEV suit
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...
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.
In the remaster, Berserkers are ANYTHING but harmless
"Runs crappy and ruins the atmosphere that trent reznor said it doesn't have"
10/10
I almost get 60 FPS at 1080p with an RTX 2060! (PS: Please turn off the blue sky if you play Quake II RTX)
@@HoboKa_AlexShtokalko just download the music and dont tell papa Trent
@@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"
TRESPASSAH! Also, man, does this game has rocking music. Also, expansions are worth checking out, they're great and tough.
Ground Zero is literally the worst fucking shit I have ever played (well, at least it felt like that)
@@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.
Hey, check this out also: www.moddb.com/mods/rampage-mod/downloads
I'll always love the Strogg as villains. And while the blurry textures of Quake 2 don't do their body horror service, they look great in Quake 4.
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 loved Q4. Particularly some of the enemy reactions, like turning their chest to avoid incoming rockets, stuff like that
The only criticism i have with Q4 is its crappy shotgun. Everything else was pretty good
@@Yominication Wtf are you on? Q4's shotgun kicks ass, certainly an step up from Doom 3's glorified melee weapon wearing a shotgun's skin
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.
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.
fyi, scrolling through, he made a comment like right above your comment, so you can let him know, if you care
Dude, same here.
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 TH-cam worth checking out - look up James Gorringe (CorrosionAudio) and Heinrich55.
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).
For me, it was hearing their ambient idle noises before you even saw them. Sounds like they're screaming then hitting something.
@@shushir2672 I could hear that exact noise as I read your comment haha
Same for me! It was kinda startling to me as a kid. Maybe thats why I have so much anxiety even to this day.
I love how the damaged enemy models would eventually inspire the "destructible demons" system in Doom Eternal.
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.
They were just as excited as you.
Rewatching this ... I like how the automatic subtitles use Stokes in Stroggs.
> Planet of the strokes
> Battling the stoke
Ahhhhhh, more civvie, time to put off all responsibilities.
agreed
Fuck, man, you read my mind.
Li-fuckin-terally
Maybe another marathon will fill the rest of the day
res- respons- responsibil... oh yeah, I remember those! Yeah, I gave up on those months ago. Kudos to you.
Anyone else remember when Toy's R Us used to sell the Duke Nukem and Quake toys?? I still have some
Were the Quake toys made out of jagged rusted iron, and have a button that produces the jump sound?
Funny thing is, Athena in Quake Champions is based on the toy.
Its weird to think that some people don't even remember toys R us
@@Shadowrunner523 All those times spent riding around in the mini Jeeps and dump trucks 😭
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.
Hey, try this guys: www.moddb.com/mods/rampage-mod/downloads
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.
Reminds me of how I used to pronounce Skaarj with the J at the end when I was a kid.
@@CaveyMoth same, though. Like "Sarge" with a K. Lol
_"...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.
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.
Felt like a mixture of Borderlands and Fallout and a bad one at that
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 2 was my childhood, I didn't have a PC growing up, but I played this on PS1 sooooo much
Before Goldeneye 007 on N64 I played this Quake 2 on my crappy Compaq PC so this is my first FPS game I ever played and own it back in 1997.
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.
@@Jerry4050 goldeneye sucked
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.
I had that game, throughouly enjoyed it despite there only being like... no fun maps.
we dont speak of Quake Wars....we call it reskinned battlefield 2142
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.
@@brosephnoonan223 It was fun despite there being like... no players.
So, Civvie knows about Unreal... I hope he makes an episode on it cuz it's kind of underrated.
He's done Unreal 2
I don't think Unreal is unrated. Just often overlooked. Can't wait for Quake 3, that defined arena shooters for me.
@@metroidxme6470 Wouldn't that amount to the same thing? Kinda like Quake 2, Unreal was overshadowed by a sequel that emphasized multiplayer.
@@matternicuss Yup pretty much. The main noticeable thing are the different engines. I think Unreal came out it started and then once Quake 3 did it really pushed the LAN and competitive arena community. Love Unreal but the Quake engine I definitely prefer.
@@metroidxme6470 I tried to like Unreal when it came out, but I just never cared for the gameplay. It was as unforgiving as it was pretty. But Unreal Tournament...that was my jam. Even though Q3 had a more robust engine, I just didn't like twitchy-hitscan precision needed to play well. UT had more projectile weapons, which I was somehow far better at using effectively. Plus the huge maps and bazillion custom mods...so much fun.
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.
on the other hand, these keyframe animation make the monsters look more alive and organic. early skeletal animations didn't have many bones.
@@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.
Sonic Mayhem did such a good job writing music to this. Pantera'esque riffs. SO BUENO. QUAD MACHINE! best song, change my mind.
thanks :)
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.
@@sonicmayhemofficial oh man oh man. You gonna get me all star struck. I’m Howlin’
Quad Machine is awesome, but Descent into Cerberon is godlike
@@deemster4249 only thing that beats Descent is Crashed Up Again
Just lost my dog, so seeing this made a dark day just a little bit brighter, Thanks Civvie. ^^
Mine is in the vet after a cluster seizure, I can relate, sorry for your loss pal.
Sorry about your dog.
I'm sorry for your loss. I shall buy my doggos an extra treat today in honor of your pup.
Get well soon man :( Don't be sad, just remember the good times.
All dogs go to Heaven
I'd say that Quake II is more of a sequel to Quake's gameplay and engine rather than its story. Quake 1+2's polygonal engines, art styles, and gameplay are what I'd argue to be distinctively Quake-like. Quake II is also a sequel to Doom II's gameplay and experience, since Quake II has the super shotgun and the BFG. In a way, Quake II's weapon and enemy variety remind me of System Shock, though System Shock's rail gun is not as cool as Quake II's. Having the laser pistol with unlimited ammo was a good move. Hexen II came out the same year as Quake II, and even though both games use different Quake engines, they kind of complement each other in terms of the hub levels and the moments of interactivity.
Quake II did a lot of things right, but as you pointed out, its level design doesn't stand out as much as Quake's did, and it could've done more. Quake II still blew my mind back when I first played it, and I was impressed with how id pushed Quake's gameplay and experience the way they did. Along with Jedi Knight, it helped pave the way for games like Half-Life and numerous others. Unreal certainly did surpass Quake II in ways I couldn't imagine, but it took many years for me to properly play Unreal just to see how it did.
I still wish someone would create an expansion or mod for Quake II where you got to revisit in Quake 1's world, enemies, and weapons, but with the enhancement of Quake II's gameplay and interactivity. It is kind of weird how Quake II got a direct sequel in Quake IV, but Quake 1 hasn't got a direct sequel yet. It's also weird how id Software just did different themes and stories for each Quake game. I used to think that because the Quake games were different from each other, that therefore every Quake sequel after Quake II and III would just be a different story and experience each time. Even so, it was surprising that Quake IV was developed as a sequel to Quake II and didn't do its own thing. I'm hoping the Lovecraftian horror of Quake will revived for Quake V, if it will ever be developed.
You should check out Blendo Games' Citizen Abel levels for Quake II, Civvie: they provide a few interesting additions to Quake II's gameplay, including a few Thief-inspired stealth moments. You even ride a train and visit a bowling alley in one of those levels.
Hey, try mb this: www.moddb.com/mods/rampage-mod/downloads
I was suprised to learn that the game was rushed, many enemies have a lot of unused animations and partially programmed behaviour. I think Ground Zero enhances AI a bit.
I think there's even a cut enemy monster in the files called the Medic. It does what you think it does and runs around reviving dead enemies if their corpses are left intact. Some mods restore him to full functionality. It also explains why you can gib the corpses, which serves no purpose in the vanilla game other than because you can.
@@Anomaly188 medic was always in the game, but he rarely revived enemies unless you leave him alone forever.
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.
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...
> video starts with Descent Into Cerberon
As if I didn't have reason to thumb up Civvie before watching.
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 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.
I still feel like this game gets hated on too much, it’s a great time and I feel a lot of it’s DNA went on to inspire the recent Doom games like the Blaster, the way the BFG functions, destructible parts on enemies, even some of the mission objectives.
Deathmatch and modding scene were pretty damn good as well.
It is a decent game. The main problems are that 1) it came after a much better game, 2) base, base and more base tends to be tiresome after a while and 3) fans were expecting a game called Quake 2 to be, you know, an actual Quake game.
Right the game came out in the 90's people need to let it be a 90's game.
I didn't know it was hated so much, I've always thought it was excellent.
@@mrvideocamera1 It already was a '90s game back in the '90s. That's not the point; see my previous comment.
Copied from my last reply: The worst thing about Quake 2 by far (and I don't give a shit what Civvie says, he's flat out wrong) is the awful weapon damage. A few weapons like the Minigun are fine (even though it chews through so much damn ammo and has a slow start-up) but they are few and far between. I actually made a mod that buffs the weapons, although I tried to be conservative. And after some time, after pulling the mod out and playing Q2 again, it's STILL not quite enough. I don't know if they just balanced these weapons for MP or what the hell they did, but regardless, even though the weapons FEEL satisfying (visuals and sounds), they aren't at all and are by far the most ineffectual weapons I've seen in an id campaign. I mean, look at this! 11:17 And this! 14:09
Thankfully, I've never had this issue with an id game before or since.
Oh Quake II... Pentium 233mx, 32MB Ram, ATI Rage Pro... Those were the day's. The sound track was friggin' epic, Sonic Mayhem rocked that shit!!!
Honestly doesn't surprise me trent didn't want to work on it. I feel like he was the most invested in the spooky stuff
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.
In the 90s, absolutely
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.
@@MaximumBooger can you give me a source for that?
@@leipzigGamer Scaries Shugashack or possibly Planetquake interviewed American back in the day. That's where it comes from.
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.
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.
yeah,i installed this game many times since 1998.
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 always felt like a rampage even without the powerups. So much armor even on Nigtmare.
When I did find a quad damage i'd pop the old one and rush everything.
I remember the processing plant the most for the gore and showing how they process the bodies. Same as I remember the cyborg conversion scene and the abandoned specimen sewers in Quake 4.
What I hated when I have grown up is that they show and talk about the Big Gun but you never see it fired and all you really is go to a flat open room, kill a bug you kill multiple times, push a button and run to a train. That's it. I expected it to take several parts and later you walk through levels of the base crushed and completely decimated from the Big Gun falling down and pieces crashing everywhere.
But I hate even more how people say the RTX graphics looks great. They look like 3D baldis basics. It's just flat empty bright textures that doesn't have the drawn on dark yet colorful appeal of the original. Old games look great still for a reason, same as cell shaded. It's HAND DRAWN same as Rayman 2. It doesn't look like good lighting effect it's like playing through a 3D painting with the illusion of depth that you believe and it fools you into checking if it's actually a 3D mesh but it's actually just a completely flat plane with a picture on it.
So, would RTX work on Quake 2 at all? Or does it not work on that specific port you played?
I'm legitimately wondering how would they make RTX look good on low-poly games, cuz personally I think Minecraft looks good with it on from what I've seen, but Quake 2 however suffers from bad lighting effects and broken textures as Civvie stated.
@@Brunoki22 You'd have to completely redo the game from scratch. Old games are flat simple shapes with painted on shaders and colors.
You've seen many modern remakes where the gun suddenly has tons of small details. That's because a texture is a texture, it's a single flat color where the depth and shadow is handled purely by the engine, where as older games, again like Rayman 2 there is no shadow or lighting engine. It simply has invisible fields either making you bright or darker and everything else is light beam models and painted on.
To make Quake 2 look good in RTX you'd have to change the light setting to exaggerate more through post processing and change the ambient occlusion mask by hand for each model, which is how shaders look and are handled on a model. In Blender you can paint more shadows in a crack or more on a tip. It's the same as regular painting only with darkness.
But most importantly, few and low lights, lots of color and over the top unrealistic shadows.
These games aren't realistic, they're artistic. Meaning the mood sets the setting. Like a dark comic where you can't see half their face. Unrealistic but would Batman be as badass or intimidating if his black silhouette to the dark city was completely visible and blue to a bright bland skyscraper? Anyone could see him and it completely ruins the mood, it just makes him look silly.
@@Brunoki22 First is less lighting. Good games restrict light sources and their effect so you get more exaggerated shadows.
Second TL;DR
Pre rendered post processing. Make highly detailed textures and lighting pre rendered that is impossible to change. And add many small details to the textures, let nothing be clean and clear.
Second is textures, it's what's drawn on the planes. It needs more detail. Mud, rush, imperfections.
Compare some old games. Their cgi/hand drawn still backgrounds vs the low poly 3D models/moving characters.
Perfect example is Thief and Warcraft. Thief's graphics are rather dull and simple, while the cutscenes have so many details you can practically see the goosbumps on their wrinkles and the shining in their eyes.
And just compare Warcraft 3's cutscenes to the in game models. No competition.
It's the kind of level of detail you can only get through post processing in static pre rendered effects.
Speaking of id becoming a brand: they even reuse some of Quake 2 sound effects. Even Doom 3 was using a modified Quake 2 health pickup sound.
Nothing wrong with using old sound effects hell devil may cry 5 uses the same menu sounds as the first and that's nearly a 20 year old game now XD
Quake 3 reuses like half the Quake 2 sound library.
@@law5121 And they better not change it because its pretty iconic imo
The flies in this game are so god damn loud!
"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.
You've referenced Unreal a few times on this show, Civvie. I'll agree it's a great game, has lots of atmosphere and it's a fun adventure.
Pro Unreal when Civvie.
Yes yes yes
I remember how glorious this game was when played on the first voodoo...
The soundtrack, the sound effects, so many memories of hauling the entire PC to the local game store for the weekly LAN party.
I literally said "Hooray!" when I saw that this was up. Used to play this with my dad when I was a kid. Well. He'd play, I'd watch in wonderment as he turned the Strogg into tiny chunklets.
Same situation here aswell :)) And then 15 years later I finish it myself:)
Same man. Same.
“Oh boy, when we get to Rage...”
So you’re saying that you’re going to...”rage” about it???
get out
Wonder if he'll also cover Rage 2 as the big thing I keep hearing about that game is "the combat is pretty fun but the open world is just boring."
Never understood why this game was so hated, I actually loved it it was just another rythm I guess... didn’t bother me at all
Get the electro whip Hammer!
Rage 1, and especially 2, are more proof that not every game needs an open world, and some games would be way better without it.
About the story: The manual had a pretty extensive written introduction for the time. You can find a copy of it here: steamcommunity.com/sharedfiles/filedetails/?id=588947632 Also: Have you considered deactivating binaural filtering in games of that time? While back then every way of hiding pixels was understandable. Nowadays though we can be a little bit more generous towards good pixel art by not blurring it.
@Muro Media The engine isn't much different from Quake's. I'm fairly sure it's possible to set it in the config file.
*bilinear filtering
And agreed. Give us the chunky pixels, Civvie!
It is possible to turn off texture filtering through the console (with Yamagi at least, I don't know about the original engine,) but it doesn't make the game look decidedly better, unlike Quake 1, because the textures were actually made with texture filtering in mind.
Incidentally, the fact that it was made with texture filtering in mind is a good analogy for how this game turned out.
@@mysteriousstranger2287 This moron haven't played it before so obviously he has no nostalgic feels to it whatsoever. That's why he plays some ugly port with smudged overfiltered textures. Like man, you can run steam version with 3.24 fan patch and play it in all its glory. The difficulty level is also there after the patch
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!
the entirety of ground zero is an endurance test with the fucking stalkers and turrets
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.
Getting this to run on the original Nintendo DS is such an enjoyable, strange, sensation.
Yeah, I've never cared much for Quake 2, and honestly kinda resent id for continuing in that direction rather than going back to the ambient Lovecraftian origins of OG Quake. I kinda hope that with the recent revival and massive success of Doom will lead to id bringing back Quake.
Well, we got a Wolfenstein reboot that was cool, then a Doom reboot that was cool.
It just seems to be the next logical step.
Q2 was all about the Multiplayer mods
That death animation where the Enforcer gets his head blown off and keeps firing his chaingun arm as he falls will always be my favorite.
Also, part of me thinks that you should have used the episode subtitle for when you eventually do Rage, then you could make a Rage Against the Machine joke.
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.
Hey, me too. Try this: www.moddb.com/mods/rampage-mod/downloads
This was baby's first old pc game for me, so it holds a special place in my heart. If I never played this game, I wouldn't have had the endurance to suffer through amazing games like AvP, Fallout 2, Deus Ex, System Shock, and Hexen. I still love this game.
Quake 2 was one of my favourite games ever and only twenty-three years later I've realised the protagonist actually has a name.
Yeah back then nobody cared about the backstory of the protagonist, only run and gun. I loved the simplicity of the old days. Realism is good, but too much of it takes the fun out of a game
@@Kevin5279 Completely agree. Who the hell needed a story? Just get me in and get me going.
I played the sp, the multiplayer for 10 years, I made the second most played duel map after the edge, I modded it, I made a game based on the engine... I just found out the main character had a name.
Strogg are like the Borg?
Pro Star Trek Voyager Elite Force when civvie
It is pretty closely related to the id games. It's Raven, it's idTech 3 and even the tagline is "Set phasers to frag."
Wait, I'm not the only one who knows this game? HOLY SHIT YES!!!
Pro Heretic first \o/
Or Klingon Honor Guard, which is pretty but has boring weapons (save for the Bat'leth).
That was a pretty good game... I think. It has been a while.
Definitely needs the civvie treatment
Fun fact: there's a unique animation you can get from shooting the makron (last boss) with the rail gun. It basically knocks him on his back.