Quake II: The Reckoning - Playthrough Part 5 (Final, Ending + Credits)
It’s almost over. Once Joker has reached the moon base, his final objective is to overload the reactor and blow the place to all hell. As soon as he nears his goal, he meets the one calling the shots. The same Strogg leader that Bitterman has taken out. Once Joker gets rid of him, he’s gonna have to find his way off the rock and escape with his life, completing the mission.
This final part of the game isn’t so bad if you don’t suck at dodging the Beta Gladiator’s mag cannons and immediately going after the laser guards. Once you’ve reached Makron Mk. II, he isn’t any different. He’s got the same weapons and attack patterns, and if you’ve already beaten him in vanilla Quake II with little to no trouble, you’ll already know what to do. After defeating Makron, you’re gonna have to escape to one of the hangars. Just watch out for falling debris or it’s instant death.
Okay! Now that this playthrough of this mission pack has been finally completed, I will give my thoughts about it. At best, it’s pretty decent. I mean, it’s never an expansion without new complexly designed levels, cool weapons, and annoying enemies, right? It’s like this mission pack is expecting you to get used to vanilla game. If you want a bit of a challenging Quake II single player experience, then this mission pack is for you. There are times that you’re gonna have to take it slow due to how annoyingly tough most of the new enemies are in this, but overall, it isn’t all that difficult and it can be done with no trouble if you’re already good at Quake II. Stay tuned because I might get started on the last mission pack of Quake II, Ground Zero. I can’t wait to see how much of a wild ride that one could be.
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