Quake II Remaster: Call of the Machine (Part 2 / Finale)

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Published on ● Video Link: https://www.youtube.com/watch?v=LPfHwJBKPos



Quake II
Game:
Quake II (1997)
Duration: 3:35:04
70 views
0


Original stream date: 08/12/2023

Yeah so, as I said at multiple points in this part and the previous, that berserker attack is dumb, and while I don't hate the idea of the leap attack, the way it is implemented at the moment makes me hate it immensely. I'm not entirely sure which part of the leap I hate more, the distance it goes, the fact there doesn't seem to be a good sound indicator that it's about to do it, or the range of the AoE, but I'm leaning more toward the AoE, as that just makes it completely undodgeable.

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Anyway, some notes in regard to the expansion:

~While I can maybe appreciate that some of these episodes appear to be direct nods to Quake 1 or possibly attempts to connect the two game worlds, I feel like it is maybe a bit too disjointed in terms of themes due to that.

~The "surprise" Quake 1 monster (see below for the reason I used quotations there) that makes an appearance is a bit underwhelming, especially in the finale. Feel like if you were going to port over one monster, why not just port the rest in and turn the final level into a Quake 1 map (or potentially a whole unit) with a mix of the Strogg and ported monsters, alongside Quake 2 weapons/pickups, y'know?

~There were many instances in various levels of this expansion where I could very easily cheese encounters, some of these are very minor things, other ones are very glaring like being able to trigger a boss start from outside of its own arena which allowed me to rain grenades from cover, being able to trigger a boss and then subsequently rocket jump onto a platform that I just came down so that it can't get to me, or even one as simple as being able to trigger a boss at the top of a lift so I can jump onto an elevated spot and make it so the boss can't get anywhere near me.

~I don't really know what the point of the flashlight was in various levels. Most of the levels that featured the new flashlight were bright enough to where you literally didn't even need the thing, and I think I played maybe one level where it was used in a good and effective way.

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Some extra notes:

~I find it extremely odd that the enemies and the weapons have fully detailed descriptions in the id vault, but the inventory items have no info about them or what they do.

~In the main menu you can get completely spoiled by the "surprise" Quake 1 monster, because the entire enemy roster can be viewed in the id Vault thing before even starting any of the campaigns. Feel like it would be infinitely better if those were hidden and it revealed the monsters as the player killed them, similar to how some games do this exact thing with a bestiary.

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Timestamps:
0:00 - Strogg Gateway [hub / start]
2:49 - Operation: Firewall
1:06:57 - Return to Hub [1]
1:07:43 - Operation: Darkest Depths
1:56:58 - Return to Hub [2]
1:57:44 - Operation: Laser Eyes
2:52:44 - Return to Hub [3]
2:53:09 - Temple of the Creator
3:07:24 - Credits







Tags:
Quake
Quake II
Quake 2
Remaster
Expansion
Call of the Machine
Part 2
Finale
Strogg Gateway
Operation: Firewall
Operation: Darkest Depths
Operation: Laser Eyes
Temple of the Creator
Shamblers
for some reason
Gameplay
Stream VOD
Commentary
ZetaByt



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