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** QuadDamage: quadruples your damage output.

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** QuadDamage: quadruples Increases your damage output.output by a factor of four.



** Dualfire Damage (''The Reckoning'' and 2023 remaster): doubles your rate of fire.
** Double Damage (''Ground Zero'' and 2023 remaster): doubles your rate of fire.

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** Dualfire Damage (''The Reckoning'' and 2023 remaster): doubles Doubles your rate of fire.
** Double Damage (''Ground Zero'' and 2023 remaster): doubles Increases your rate damage output by a factor of fire.two.
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* CanonName: The units in the Nintendo 64 version didn't had names. When they were added to the remaster, however, they were given names for the multiplayer menu.



** Like in the PSX version, the first level is still "Strogg Outpost", though it ends with an elevator going down reminiscent of the PC/PSX version's "Outer Base". The fourth level "Command Center" is set in a reduced version of the PC and PSX versions' "Comm Center" level. The "Processing Center" area, meanwhile, has some rooms taken from the levels "The Warehouse" (the crate mover room) and "Drilling Area" (the ending with the drill opening a huge floor below).
** There are some strokes to the PC ExpansionPack ''The Reckoning'' as well: "Strogg Freighter" is a crippled out version of the namesake original, "Zaxite Mines" has some recognizable areas from [[BossBattle "The Reactor"]], "Organic Storage" is a reduced version of "Lower Hangars", and "Bio-Waste Treatment" has parts from "Sewers" and "Waste Sieve".

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** Like in the PSX version, the The first level is still a reworked version of [[Recap/QuakeIIBaseUnit "Strogg Outpost", though it ends with an elevator going down reminiscent of the PC/PSX version's "Outer Base". The fourth level Outpost"]].
**
"Command Center" is set in a reduced version of the PC and PSX versions' [[Recap/QuakeIIBaseUnit "Comm Center" level. Center"]].
**
The "Processing Center" area, meanwhile, area has some rooms taken from the levels [[Recap/QuakeIIWarehouseUnit "The Warehouse" Warehouse"]] (the crate mover room) and [[Recap/QuakeIIMineUnit "Drilling Area" Area"]] (the ending with the drill opening a huge floor below).
** There are some strokes to the PC ExpansionPack ''The Reckoning'' as well: "Strogg Freighter" is a crippled out version of [[Recap/QuakeIITheReckoningHangarsUnit the namesake original, original]].
**
"Zaxite Mines" has some recognizable areas from [[BossBattle [[Recap/QuakeIITheReckoningMoonUnit "The Reactor"]], Reactor"]].
**
"Organic Storage" is a reduced version of [[Recap/QuakeIITheReckoningHangarsUnit "Lower Hangars", and Hangars"]].
**
"Bio-Waste Treatment" has parts from [[Recap/QuakeIIWildernessUnit "Sewers" and "Waste Sieve".Sieve"]].

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** The Chainfist may be your ChainsawGood melee weapon, but the mission pack throws you into much more threatening encounters than the vanilla campaign and the omnipresent wall turrets can not usually be struck by your chainsaw (not that you'd want to fight those in melee). If you're already in a short-range fight, the Super Shotgun is the superior weapon to the Chainfist and shells are very abundant.

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** The Chainfist may be your ChainsawGood melee weapon, but the mission pack throws you into much more threatening encounters than the vanilla campaign and the omnipresent wall turrets can not are usually be struck by your chainsaw placed on walls/ceilings well outside of melee range (not that you'd want to fight those in melee). If you're already fighting in a short-range fight, close quarters, the Super Shotgun is the superior weapon to the Chainfist and shells are very abundant.abundant.
** The TESLA Mine. While it deals good damage and its ability to target multiple enemies makes it a decent crowd-control weapon, it's held back by an extremely slow deployment speed and the fact that it's vulnerable to damage. Not enough that a stray high-damage shot/explosive from either yourself or an enemy is enough to instantly destroy one, enemies struck by a TESLA Mine will immediately begin targeting it directly, further degrading its life expectancy.



* GrenadeLauncher: Aside from hand grenades and the Grenade Launcher, this expansion introduces the Prox Launcher, which places proxy mines that blow up on contact with other players [[HoistByHisOwnPetard or even yourself]].

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** The Proximity Launcher is this to the two grenade launcher variants featured in each of the ''VideoGame/QuakeI'' mission packs; it shares the same name and overall functionality of ''Scourge of Armagon''[='=]s own Proximity Launcher, while it's yellow/black hazard markings visually evoke ''Dissolution of Eternity''[='=]s Multi-Grenade Launcher.
* GrenadeLauncher: Aside from hand grenades and the Grenade Launcher, this expansion introduces the Prox Proximity Launcher, which places proxy mines that blow up on contact with other players [[HoistByHisOwnPetard or even yourself]].



* NailEm: The Flechette Gun, the game's take on [[VideoGame/QuakeI the Nailgun]].

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* NailEm: The Flechette Gun, ETF Rifle the game's take on [[VideoGame/QuakeI the Nailgun]].



* AdaptedOut: The Phalanx Cannon, Ion Ripper, ETF Rifle and Prox Launcher weapons, the Iron Maiden enemy class (and its Beta Class/Heat-Seeking counterpart) and the IR Goggles and the different spheres are absent from the campaign as a whole.

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* AdaptedOut: The Phalanx Cannon, Ion Ripper, ETF Rifle and Prox Launcher weapons, both the Iron Maiden enemy class (and its standard & Beta Class/Heat-Seeking counterpart) and Iron Maidens, the IR Goggles and the different spheres are absent from the campaign as a whole.



* BittersweetEnding: [[spoiler: The Masters of the Machine are destroyed, and Shub-Niggurath's connection to the Strogg is severed in what is assumed to be a massive blow. However it comes at the cost of the lives of several marines, including the station operator, who ends up permanently trapped in a dark void.]]

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* BittersweetEnding: [[spoiler: The Masters of the Machine are destroyed, and Shub-Niggurath's connection to the Strogg is severed in what is assumed to be a massive blow. However However, it comes at the cost of the lives of several marines, including the station operator, who ends up permanently trapped in a dark void.]]



* MenAreTheExpendableGender: The Iron Maiden and their Beta Class counterpart are notably absent from ''Call of the Machine'', likely for the [[MaleGaze same reason]] the Elite Guard was the only major enemy that Machine Games didn't carry over from ''VideoGame/ReturnToCastleWolfenstein'' to ''VideoGame/WolfensteinTheNewOrder''.
* MiniMook: One mini-boss called The Janitor is a tiny supertank the size of a remote-control toy car.

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* MenAreTheExpendableGender: The Iron Maiden and their Beta Class Class/Heat-Seeking counterpart are notably absent from ''Call of the Machine'', likely for the [[MaleGaze same reason]] the Elite Guard was the only major enemy that Machine Games didn't carry over from ''VideoGame/ReturnToCastleWolfenstein'' to ''VideoGame/WolfensteinTheNewOrder''.
* MiniMook: One mini-boss called The Janitor mini-boss, named "The Janitor", is a tiny supertank Super Tank the size of a remote-control toy car.

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* AdaptedOut: The Phalanx Cannon, Ion Ripper, ETF Rifle and Prox Launcher weapons and the IR Goggles and the different spheres are absent from the campaign as a whole. Curiously, one of the missions features the previously cut Disruptor weapon.

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* AdaptedOut: The Phalanx Cannon, Ion Ripper, ETF Rifle and Prox Launcher weapons weapons, the Iron Maiden enemy class (and its Beta Class/Heat-Seeking counterpart) and the IR Goggles and the different spheres are absent from the campaign as a whole. Curiously, one of the missions features the previously cut Disruptor weapon.whole.



* BittersweetEnding: [[spoiler: The Masters of the Machine are destroyed, Shub Niggurath's connection to the Strogg is severed in what is assumed to be a massive blow. However it comes at the cost of the lives of several marines, including the station operator, who ends up permanently trapped in a dark void.]]

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* BittersweetEnding: [[spoiler: The Masters of the Machine are destroyed, Shub Niggurath's and Shub-Niggurath's connection to the Strogg is severed in what is assumed to be a massive blow. However it comes at the cost of the lives of several marines, including the station operator, who ends up permanently trapped in a dark void.]]



** [[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]] eventually has the unnamed marine reach what appears to be [[spoiler:an ancient writing on a wall where a pair of Shamblers and something resembling Shub-Niggurath appear]]. Furthermore, near the end of "Too Greedy" in the same episode, [[spoiler:the unnamed marine travels to [[Recap/QuakeEpisode1DimensionOfTheDoomed "E1M2: Castle of the Damned"]], if only for a moment, where he gets a glimpse of another Shambler. And "Fatalism" is "[=E1M7=]: Chthon's House" in all but name and boss]].

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** [[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]] eventually has the features more than one CallBack to ''VideoGame/QuakeI'':
*** The
unnamed marine reach eventually reaches what appears to be [[spoiler:an ancient writing on a wall where [[VideoGame/QuakeIV a pair of Shamblers and something resembling Shub-Niggurath appear]]. Furthermore, near Shub-Niggurath]] appear]].
*** Near
the end of "Too Greedy" in the same episode, [[spoiler:the unnamed marine Greedy", [[spoiler:he travels to [[Recap/QuakeEpisode1DimensionOfTheDoomed "E1M2: Castle of the Damned"]], Damned"]] via a portal whose texture is outright extracted from ''I'', if only for a moment, where he gets a glimpse of another Shambler. And Shambler]].
*** Lastly, the layout of
"Fatalism" is "[=E1M7=]: [[spoiler:"[=E1M7=]: Chthon's House" in all but name and boss]].boss]].
*** A minor one, but "Too Deep" and "Too Greedy" are also the joint name of one of the levels introduced in ''Dimension of the Machine''.



** [[spoiler: In addition to the WhamShot listed below, Shamblers also briefly appear a couple of times throughout the campaign, at one point the unnamed marine in [[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]] gets a glimpse of [[Recap/QuakeEpisode1DimensionOfTheDoomed "E1M2: Castle of the Damned"]], the boss of said is a giant Shambler who acts as an {{Expy}} of Chthon, the arena where it's fought is similar to "[=E1M7=]: Chthon's House" (With a similar killing mechanism!) and the FinalBoss of the entire episode is a pair of Shamblers known as the Masters of the Machine]].

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** [[spoiler: In addition to the WhamShot listed below, Shamblers also briefly appear are fought a couple of times throughout the campaign, expansion, at one point the unnamed marine in [[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]] gets a glimpse of [[Recap/QuakeEpisode1DimensionOfTheDoomed "E1M2: Castle of the Damned"]], the boss of said operation is a giant Shambler who acts as an {{Expy}} of Chthon, the arena where it's fought is similar to "[=E1M7=]: Chthon's House" (With a similar killing mechanism!) and the FinalBoss of the entire episode is [[DualBoss a pair of Shamblers Shamblers]] known as the Masters of the Machine]].



** [[spoiler:Operation: Darkest Depths involves finding a mural the Strogg had dug up and investigating when the player's character arrives. A mural dedicated to ''The Black Goat and her children.'' from the first ''Quake''.]]

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** [[spoiler:Operation: [[spoiler:''Operation: Darkest Depths Depths'' involves finding a mural the Strogg had dug up and investigating when the player's character arrives. A mural dedicated to ''The Black Goat and her children.'' from the first ''Quake''.]]
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* BittersweetEnding: [[spoiler: The Masters of the Machine are destroyed, Shub Niggurath's connection to the Strogg is severed in what is assumed to be a massive blow. However it comes at the cost of the lives of several marines, including the station operator, who ends up permanently trapped in a dark void.]]
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* BrokeYourArmPunchingOutCthulhu: [[spoiler: Upon taking out the Masters of the Machine the protagonist is rewarded with... [[AndIMustScream being eternally trapped in a black void of nothingness.]]]]

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** Colored/shaped keys (Blue, Green, Red, Pyramid) and the Security Pass only serve to unlock certain doors and devices. The Commander's Head may or may not require the death of a Tank Commander to be obtained.

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** Colored/shaped keys (Blue, Green, Red, Pyramid) Pyramid and Yellow), the Security Pass and the Commander's Head only serve to unlock certain doors and devices. The Commander's Head may or may not even require the death of a Tank Commander to be obtained.


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** Explosive Charges in the Nintendo 64 version are {{Satchel Charge}}s that need to be deployed somewhere that needs to be blown up.
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* MiniMooks: One mini-boss called The Janitor is a tiny supertank the size of a remote-control toy car.

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* MiniMooks: MiniMook: One mini-boss called The Janitor is a tiny supertank the size of a remote-control toy car.
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* MiniMooks: One mini-boss called The Janitor is a tiny supertank the size of a remote-control toy car.

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* AntiArmor: The 2023 Remaster enhances energy damage (done by Blaster and weapons that use cells), doubling cells drain by Power Shield and Power Screen hit by them. If the enemy has fancy green barrier in front of them, it's time to switch to those weapons to kill them faster. The 2023 Remaster's TutorialLevel includes a section demonstrating this unique effect.



* ArmorPiercingAttack:
** Energy weapons such as the Blaster, Hyperblaster and [=BFG10K=] completely ignore light armor and have improved penetration against medium and heavy armor.
** The Hyperblaster can completely bypass green barriers utilised by the Brains enemy and several expansion-exclusive foes. The 2023 Remaster's TutorialLevel includes a section demonstrating this unique effect.

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* ArmorPiercingAttack:
**
ArmorPiercingAttack: Energy weapons such as the Blaster, Hyperblaster and [=BFG10K=] completely ignore light armor and have improved penetration against medium and heavy armor.
** The Hyperblaster can completely bypass green barriers utilised by the Brains enemy and several expansion-exclusive foes. The 2023 Remaster's TutorialLevel includes a section demonstrating this unique effect.
armor.



* BackStab: A variant: the Railgun (and only the Railgun) inflicts double damage if you shoot an enemy who hasn't been [[DrawAggro agroed]] yet. In the 2023 remaster, this applies to all weapons.

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* BackStab: A variant: the Railgun (and only the Railgun) inflicts double damage if you shoot an enemy who hasn't been [[DrawAggro agroed]] yet. In the 2023 remaster, this applies to all weapons.weapons, provided enemy didn't notice you fire them (which requires either hitscan or a Silencer).



* EmergencyWeapon: The blaster pistol, which has [[BottomlessMagazines infinite ammo]], but is only really of any use against early human-based Stroggs.

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* EmergencyWeapon: The blaster pistol, which has [[BottomlessMagazines infinite ammo]], but is only really of any use against early human-based Stroggs. Still comes in handy as a flashlight and a button presser. Interestingly, it shares AntiArmor properties with much more potent Hyper Blaster and BFG.



** Power Shield: Same as the Power Screen, but covering the entire body.

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** Power Shield: Same as the Power Screen, but covering the entire body.body and protecting from more damage.
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''Quake II'', the follow-up to ''[[VideoGame/QuakeI Quake]]'', is a FirstPersonShooter and the second entry in the ''VideoGame/{{Quake}}'' series. It was developed by Creator/IdSoftware and published by Creator/{{Activision}} in December 9, 1997. It runs on Id's own [[UsefulNotes/GameEngine IdTech 2]] engine.

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''Quake II'', the follow-up to ''[[VideoGame/QuakeI Quake]]'', is a FirstPersonShooter and the second entry in the ''VideoGame/{{Quake}}'' series. It was developed by Creator/IdSoftware and published by Creator/{{Activision}} in on December 9, 1997. It runs on Id's own [[UsefulNotes/GameEngine IdTech 2]] engine.



The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside ''VideoGame/{{Unreal}}'', [[KillerApp spurred the widespread adoption]] of early [[UsefulNotes/GraphicsProcessingUnit hardware 3D accelerators]]. Much like other games of its time, the engine of the game powered up other games of its time, including ''VideoGame/SiN1998'', ''VideoGame/{{Anachronox}}'', ''VideoGame/{{Heretic}} II'', ''VideoGame/SoldierOfFortune'', ''VideoGame/KingpinLifeOfCrime'', ''VideoGame/UFOAlienInvasion'' and, most infamously, ''VideoGame/{{Daikatana}}''. Even Creator/ValveSoftware used the engine during the early days of ''VideoGame/HalfLife1'' until they ditched in for an in-house replacement called [=GoldSrc=]... which is a SuspiciouslySimilarSubstitute of this engine and the engine that ran ''VideoGame/QuakeI''.

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The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside ''VideoGame/{{Unreal}}'', [[KillerApp spurred the widespread adoption]] of early [[UsefulNotes/GraphicsProcessingUnit hardware 3D accelerators]]. Much like other games of its time, the engine of the game powered up other games of its time, including ''VideoGame/SiN1998'', ''VideoGame/{{Anachronox}}'', ''VideoGame/{{Heretic}} II'', ''VideoGame/SoldierOfFortune'', ''VideoGame/KingpinLifeOfCrime'', ''VideoGame/UFOAlienInvasion'' and, most infamously, ''VideoGame/{{Daikatana}}''. Even Creator/ValveSoftware used the engine during the early days of ''VideoGame/HalfLife1'' until they ditched in it for an in-house replacement called [=GoldSrc=]... which is a SuspiciouslySimilarSubstitute of this engine and the engine that ran ''VideoGame/QuakeI''.



* Later updates to the game introduced eight Deathmatch-exclusive maps and the multiplayer-oriented ''[[CaptureTheFlag Threewave CTF II]]'' mod. It works as you expect: two teams have a base, and each base has a flag. Both teams compete to capture the enemy's flag while avoiding theirs to be captured. The mod also features the Tech Powerups[[note]]formerly Runes in the original ''Threewave CTF'' mod for ''VideoGame/QuakeI''[[/note]], powerful artifacts that grant a semi-permanent bonus to their carrier which lasts until they die or drop the Tech.

Two console versions were developed, both of them by Id Software themselves, with the UsefulNotes/Nintendo64, released on July 7, 1999, and the UsefulNotes/{{Playstation}} version co-developed with Creator/{{Hammerhead}} and published by Creator/{{Activision}} in October 5, 1999. Both versions feature different story modes and make heavy use of CutAndPasteEnvironments from the PC version's levels due to their hardware's limitations. The Nintendo 64 version, in addition, contains [[CaptureTheFlag FlagWars]] and a Tag-based game called "[=DeathTag=]" as alternate multiplayer modes to the classic Deathmatch (called "Fragmatch" due to Nintendo's "NeverSayDie" policy) and Team Deathmatch modes.

On December 22th, 2001, the game went [[UsefulNotes/FreeLibreOpenSourceSoftware FOSS]] with the release of [[https://github.com/id-Software/Quake-2 the entire source code]] for the main game and the CTF addon under [[https://www.gnu.org/licenses/old-licenses/gpl-2.0.html the GNU GPL v2.0-or-later (v2.0+) license]]. This led to the game being improved in many ways, with some of the most notorious source ports being [[http://www.markshan.com/knightmare/ kmquake2]], [[https://moddb.com/mods/quake-2-xp Quake 2 XP]], [[http://yamagi.org/quake2 Yamagi Quake II]] and [[https://skuller.net/q2pro/ q2pro]]. It also led to several games being developed using the engine as a basis such as ''VideoGame/AlienArena'', ''VideoGame/{{Warsow}}'' and ''VideoGame/{{Quetoo}}''.

to:

* Later updates to the game introduced eight Deathmatch-exclusive maps and the multiplayer-oriented ''[[CaptureTheFlag Threewave CTF II]]'' mod. It works as you expect: two teams have a base, and each base has a flag. Both teams compete to capture the enemy's flag while avoiding theirs to be being captured. The mod also features the Tech Powerups[[note]]formerly Runes in the original ''Threewave CTF'' mod for ''VideoGame/QuakeI''[[/note]], powerful artifacts that grant a semi-permanent bonus to their carrier which lasts until they die or drop the Tech.

Two console versions were developed, both of them by Id Software themselves, with the UsefulNotes/Nintendo64, released on July 7, 1999, and the UsefulNotes/{{Playstation}} version co-developed with Creator/{{Hammerhead}} and published by Creator/{{Activision}} in on October 5, 1999. Both versions feature different story modes and make heavy use of CutAndPasteEnvironments from the PC version's levels due to their hardware's limitations. The Nintendo 64 version, in addition, contains [[CaptureTheFlag FlagWars]] and a Tag-based game called "[=DeathTag=]" as alternate multiplayer modes to the classic Deathmatch (called "Fragmatch" due to Nintendo's "NeverSayDie" policy) and Team Deathmatch modes.

On December 22th, 22nd, 2001, the game went [[UsefulNotes/FreeLibreOpenSourceSoftware FOSS]] with the release of [[https://github.com/id-Software/Quake-2 the entire source code]] for the main game and the CTF addon under [[https://www.gnu.org/licenses/old-licenses/gpl-2.0.html the GNU GPL v2.0-or-later (v2.0+) license]]. This led to the game being improved in many ways, with some of the most notorious source ports being [[http://www.markshan.com/knightmare/ kmquake2]], [[https://moddb.com/mods/quake-2-xp Quake 2 XP]], [[http://yamagi.org/quake2 Yamagi Quake II]] and [[https://skuller.net/q2pro/ q2pro]]. It also led to several games being developed using the engine as a basis such as ''VideoGame/AlienArena'', ''VideoGame/{{Warsow}}'' and ''VideoGame/{{Quetoo}}''.



* AdaptationNameChange: The 2023 Remaster renames Hard+ difficulty to Nightmare, bringing it in line with most of Id Softwares other games.

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* AdaptationNameChange: The 2023 Remaster renames Hard+ difficulty to Nightmare, bringing it in line with most of Id Softwares Software's other games.



** Strafing Railgun shots may need a bit of tweaking of your mouse/device's own sensitivity. And '''a lot''' of practice. Once you hit the sweet spot, you can make mince meat not only of AI enemies, but also even human players in multiplayer. It's considered an essential skill alongside trickjumping mastery at the higher levels.
** EnemyCivilWar exploiting. Not every enemy reacts badly to enemy friendly fire. For starters, monsters of the same class will focus their fire on you rather than their attacker. They'll also focus their fire on you if they're ground-based and the friendly fire came from an AirborneMook and viceversa. And in the 2023 remaster, bosses and Tanks are immune to this. Used on the correct enemy pairings, however, this exploit helps the players to save ammo, allowing them to clear areas easily.

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** Strafing Railgun shots may need a bit of tweaking of your mouse/device's own sensitivity. And '''a lot''' of practice. Once you hit the sweet spot, you can make mince meat not only of AI enemies, enemies but also even human players in multiplayer. It's considered an essential skill alongside trickjumping trick jumping mastery at the higher levels.
** EnemyCivilWar exploiting. Not every enemy reacts badly to enemy friendly fire. For starters, monsters of the same class will focus their fire on you rather than their attacker. They'll also focus their fire on you if they're ground-based and the friendly fire came from an AirborneMook and viceversa.vice-versa. And in the 2023 remaster, bosses and Tanks are immune to this. Used on the correct enemy pairings, however, this exploit helps the players to save ammo, allowing them to clear areas easily.



* GuideDangIt: There's two weapons that deal extra damage from a surprise attack on an unaware foe: the Railgun, which makes sense as a sniping, instant-hitting weapon, and the ''[[ViolationOfCommonSense Rocket Launcher]]''. Use one of your [[HollywoodSilencer Silencers]] to prevent the target from hearing the rocket shot so they don't pre-emptively dodge it or cost you the damage bonus, and you can one-shot Gunners or Iron Maidens with a single rocket. Nothing in the game even hints at a stealth damage mechanic like this, much less it being exclusive to two specific weapons and one of them being unintuitive to figure. The 2023 remaster at least offers a brief bit of text explaining the ambushing benefits of the Silencer if you find the very first one.

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* GuideDangIt: There's two Two weapons that deal extra damage from a surprise attack on an unaware foe: the Railgun, which makes sense as a sniping, instant-hitting weapon, and the ''[[ViolationOfCommonSense Rocket Launcher]]''. Use one of your [[HollywoodSilencer Silencers]] to prevent the target from hearing the rocket shot so they don't pre-emptively dodge it or cost you the damage bonus, and you can one-shot Gunners or Iron Maidens with a single rocket. Nothing in the game even hints at a stealth damage mechanic like this, much less it being exclusive to two specific weapons and one of them being unintuitive to figure. The 2023 remaster at least offers greatly expands on this concept by allowing ''all'' weapons to deal bonus damage on surprise attacks, while also offering a brief bit of text explaining the ambushing benefits of the Silencer if you find the very first one.



* TimedPowerup: Of the UseItem variety in that you can use them anytime you want but can carry only one at a time in single-player. In multiplayer, however, the moment you pick them their effect is immediately activated. In all cases, with the exception of the IR Goggles which last 60 seconds, the rest of the items last 30 seconds.

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* TimedPowerup: Of the UseItem variety in that you can use them anytime you want but can carry only one at a time in single-player. In multiplayer, however, the moment you pick them their effect is immediately activated. In all cases, with the exception of except the IR Goggles which last 60 seconds, the rest of the items last 30 seconds.



** Invulnerability: Prevents ''all'' non-void/death pit based hazard damage.

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** Invulnerability: Prevents ''all'' non-void/death pit based pit-based hazard damage.



* TookALevelInBadass: Enemies in the 2023 remaster receive modest A.I. improvements; enemies in general can now jump down to reach you from a higher level, and individual enemies have new combat moves, such as the Enforcer now being able to shoot while walking forward and no longer needing to recock their ArmCannon if they've already cocked it, and the Berserker now being able to leap at you from a couple dozen meters away.

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* TookALevelInBadass: Enemies in the 2023 remaster receive modest A.I. improvements; enemies enemies, in general general, can now jump down to reach you from a higher level, and individual enemies have new combat moves, such as the Enforcer now being able to shoot while walking forward and no longer needing to recock their ArmCannon if they've already cocked it, and the Berserker now being able to leap at you from a couple of dozen meters away.



* UseItem: In the PC version and the 2023 remaster, there's an inventory system, and some powerups could be saved for later use. The number of powerups a player can carry depends on the difficulty level: only one of each type can be carried on Hard and Hard+/Nightmare, two on Medium, and infinite on Easy. The 2023 remaster even has an item wheel dedicated to these items. In addition to the TimedPowerups, there are the following:

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* UseItem: In the PC version and the 2023 remaster, there's an inventory system, and some powerups could be saved for later use. The number of powerups a player can carry depends on the difficulty level: only one of each type can be carried on Hard and Hard+/Nightmare, two on Medium, and infinite on Easy. The 2023 remaster even has an item wheel dedicated to these items. In addition to the TimedPowerups, {{Timed Powerup}}s, there are the following:



* AdaptedOut: The Phalanx Cannon, Ion Ripper, ETF Rifle and Prox Launcher weapons and the IR Goggles and the different spheres are absent from the campaign as a whole. Curiously, one of the missions feature the previously cut Disruptor weapon.

to:

* AdaptedOut: The Phalanx Cannon, Ion Ripper, ETF Rifle and Prox Launcher weapons and the IR Goggles and the different spheres are absent from the campaign as a whole. Curiously, one of the missions feature features the previously cut Disruptor weapon.



* CallForward: The HubLevel is clearly inspired by the Fortress of Doom from ''VideoGame/DoomEternal''.

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* CallForward: The HubLevel is clearly inspired by the Fortress of Doom from ''VideoGame/DoomEternal''.



** In a meta level, the level pack combines the arsenal, items and bestiary of the main game, ''The Reckoning'' and ''Ground Zero''. It also restores the previously DummiedOut player-usable Disruptor from the latter.
** [[spoiler: In addition to the WhamShot listed below, Shamblers also briefly appear a couple times throughout the campaign, at one point the unnamed marine in [[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]] gets a glimpse of [[Recap/QuakeEpisode1DimensionOfTheDoomed "E1M2: Castle of the Damned"]], the boss of said is a giant Shambler who acts as an {{Expy}} of Chthon, the arena where it's fought is similar to "[=E1M7=]: Chthon's House" (With a similar killing mechanism!) and the FinalBoss of the entire episode is a pair of Shamblers known as the Masters of the Machine]].

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** In a meta level, meta-level, the level pack combines the arsenal, items and bestiary of the main game, ''The Reckoning'' and ''Ground Zero''. It also restores the previously DummiedOut player-usable Disruptor from the latter.
** [[spoiler: In addition to the WhamShot listed below, Shamblers also briefly appear a couple of times throughout the campaign, at one point the unnamed marine in [[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]] gets a glimpse of [[Recap/QuakeEpisode1DimensionOfTheDoomed "E1M2: Castle of the Damned"]], the boss of said is a giant Shambler who acts as an {{Expy}} of Chthon, the arena where it's fought is similar to "[=E1M7=]: Chthon's House" (With a similar killing mechanism!) and the FinalBoss of the entire episode is a pair of Shamblers known as the Masters of the Machine]].



** "[=xdm1=]: Munitions Dump" has a portion from [[Recap/QuakeIITheReckoningSpaceportUnit "The Hangars"]], more specifically the dual-leveled room with the oddly-shaped button-triggered platform, only this time it isn't button-triggered and hides a secret passage behind it.

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** "[=xdm1=]: Munitions Dump" has a portion from [[Recap/QuakeIITheReckoningSpaceportUnit "The Hangars"]], more specifically the dual-leveled dual-levelled room with the oddly-shaped button-triggered platform, only this time it isn't button-triggered and hides a secret passage behind it.



** "[=Q2DM3=]: The Frag Pipe"'s main gimmick is a chamber in the center of the map officiating as the only passage between two rooms. This chamber has three buttons nearby that close it and fill it with lava for some seconds, forcing the players to die. There're also lava pits in every room sans one which has a slime pool with two moving platforms over it.

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** "[=Q2DM3=]: The Frag Pipe"'s main gimmick is a chamber in the center centre of the map officiating as the only passage between two rooms. This chamber has three buttons nearby that close it and fill it with lava for some seconds, forcing the players to die. There're also lava pits in every room sans one which has a slime pool with two moving platforms over it.



*** "[=q2ctf3=]: The Smelter" features a lava pit in the center of the map.

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*** "[=q2ctf3=]: The Smelter" features a lava pit in the center centre of the map.



** ''Threewave CTF II'' has the Tech Powerups: [=AutoDoc=][[note]]Gradually regenerates health until the 150 cap[[/note]], Power Amplifier[[note]]Boosts the damage of your weapons and their rate of fire, not to be confused with the similarly named item (qhich is QuadDamage in all but name) from the Nintendo 64 version of the game[[/note]], Time Accel[[note]]Increases your movement speed[[/note]] and Disruptor Shield[[note]]Increases your defence[[/note]].

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** ''Threewave CTF II'' has the Tech Powerups: [=AutoDoc=][[note]]Gradually regenerates health until the 150 cap[[/note]], a cap of 150[[/note]], Power Amplifier[[note]]Boosts the damage of your weapons and their rate of fire, not to be confused with the similarly named item (qhich (which is QuadDamage in all but name) from the Nintendo 64 version of the game[[/note]], Time Accel[[note]]Increases your movement speed[[/note]] and Disruptor Shield[[note]]Increases your defence[[/note]].



** For whatever reason, the developers behind the N64 version had to work with the engine of [[VideoGame/QuakeI the previous game]], and lacked the means to properly recreate ''Quake II'' on a cartridge. As a result, the devs took level chunks and most [[AdaptedOut but not all]] of the enemies and assets, and effectively built a new game trying to recreate its feel from the bones of ''Quake 64''. The result is a mostly new campaign with some [[CutAndPasteEnvironments reused level design from the PC version]].
** Likewise, the Playstation 1 version had to be rebuilt from the ground up as it would have been impossible to run the original ''Quake 2'' on the [=PSX=]'s much more limited hardware compared to a contemporary PC. The Playstation version sticks more closely to the original game than the N64 version, though the campaign is overall abridged with smaller chopped down levels. Notably, it uses the opening cutscene and main mission objective of ''Ground Zero'' (shut down the Strogg gravity generator rather than the Big Gun), and the middle section of the game has a few new unique levels and a new unique boss enemy in the form of the Guardian (which is a Tank Commander torso attached to a pair of ChickenWalker legs).

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** For whatever reason, the developers behind the N64 version had to work with the engine of [[VideoGame/QuakeI the previous game]], game]] and lacked the means to properly recreate ''Quake II'' on a cartridge. As a result, the devs took level chunks and most [[AdaptedOut but not all]] of the enemies and assets, and effectively built a new game trying to recreate its feel from the bones of ''Quake 64''. The result is a mostly new campaign with some [[CutAndPasteEnvironments reused level design from the PC version]].
** Likewise, the Playstation 1 version had to be rebuilt from the ground up as it would have been impossible to run the original ''Quake 2'' on the [=PSX=]'s much more limited hardware compared to a contemporary PC. The Playstation UsefulNotes/PlayStation version sticks more closely to the original game than the N64 version, though the campaign is overall abridged with smaller chopped down chopped-down levels. Notably, it uses the opening cutscene and main mission objective of ''Ground Zero'' (shut down the Strogg gravity generator rather than the Big Gun), and the middle section of the game has a few new unique levels and a new unique boss enemy in the form of the Guardian (which is a Tank Commander torso attached to a pair of ChickenWalker legs).

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* UseItem: In the PC version and the 2023 remaster, there's an inventory system, and some powerups[[note]]QuadDamage, Environment Suit, Silencer, Invulnerability, Rebreather, and in the 2023 version also Adrenaline[[/note]] could be saved for later use. The number of powerups a player can carry depends on the difficulty level: only one of each type can be carried on Hard and Hard+/Nightmare, two on Medium, and infinite on Easy. The 2023 remaster even has an item wheel dedicated to these items.

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* UseItem: In the PC version and the 2023 remaster, there's an inventory system, and some powerups[[note]]QuadDamage, Environment Suit, Silencer, Invulnerability, Rebreather, and in the 2023 version also Adrenaline[[/note]] powerups could be saved for later use. The number of powerups a player can carry depends on the difficulty level: only one of each type can be carried on Hard and Hard+/Nightmare, two on Medium, and infinite on Easy. The 2023 remaster even has an item wheel dedicated to these items. In addition to the TimedPowerups, there are the following:
** Adrenaline: Originally an instant-effect item, in the 2023 remastered version it becomes one. Restores all health and adds a point of health, allowing its user to last longer.
** Power Screen: Generates a curved frontal shield that protects its user from all kinds of attacks. Can be triggered on/off and consumes cells.
** Power Shield: Same as the Power Screen, but covering the entire body.
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* TimedPowerup: Of the UseItem variety in that you can use them anytime you want but can carry only one at a time in single-player. In multiplayer, however, the moment you pick them their effect is immediately activated.

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* TimedPowerup: Of the UseItem variety in that you can use them anytime you want but can carry only one at a time in single-player. In multiplayer, however, the moment you pick them their effect is immediately activated. In all cases, with the exception of the IR Goggles which last 60 seconds, the rest of the items last 30 seconds.
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* DifficultButAwesome:
** Strafing Railgun shots may need a bit of tweaking of your mouse/device's own sensitivity. And '''a lot''' of practice. Once you hit the sweet spot, you can make mince meat not only of AI enemies, but also even human players in multiplayer. It's considered an essential skill alongside trickjumping mastery at the higher levels.
** EnemyCivilWar exploiting. Not every enemy reacts badly to enemy friendly fire. For starters, monsters of the same class will focus their fire on you rather than their attacker. They'll also focus their fire on you if they're ground-based and the friendly fire came from an AirborneMook and viceversa. And in the 2023 remaster, bosses and Tanks are immune to this. Used on the correct enemy pairings, however, this exploit helps the players to save ammo, allowing them to clear areas easily.

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* TimedPowerup: Of the UseItem variety in that you can use them anytime you want.

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* TimedPowerup: Of the UseItem variety in that you can use them anytime you want.want but can carry only one at a time in single-player. In multiplayer, however, the moment you pick them their effect is immediately activated.



**

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** Doppelganger (''Ground Zero'' and 2023 remaster): a multiplayer-only item that leaves a static decoy with your likeness.
** Hunter Sphere (''Ground Zero'' and 2023 remaster): a multiplayer-only floating turret that attacks those who attack you.
** Defender Sphere (''Ground Zero'' and 2023 remaster): a floating turret that attacks any enemy around you.
** Vengeance Sphere (''Ground Zero'' and 2023 remaster): a multiplayer-only floating turret that attacks the enemy who fragged you.

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* ''Quake II Mission Pack: The Reckoning'', developed by Xatrix Entertainment, a MissionPackSequel following Joker, another marine from the same squad as Bitterman, as he investigates and discovers everything about the Strogg Counterfleet.
* ''Quake II Mission Pack: Ground Zero'', developed by Rogue Entertainment, a MissionPackSequel following Stepchild, yet another marine from the same squad as Bitterman. This time he investigates the strange gravitational forces that are jeopardizing the TCM's operations on Stroggos.

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* ''Quake II Mission Pack: The Reckoning'', developed by Xatrix Entertainment, a MissionPackSequel following Joker, another marine from the same squad as Bitterman, as he investigates and discovers everything about the Strogg Counterfleet.
Counterfleet. It introduces the Ion Ripper, Phalanx Cannon and Trap to the player's arsenal, as well as the Dualfire Damage timed powerup, 7 Deathmatch-exclusive maps, and 7 new enemy classes in the Gekk, Repair Bot, three new Guards (Hyperblaster, Ripper and Laser) and Beta Class versions of regular enemies such as the Iron Maiden, Brains and Gladiator.
* ''Quake II Mission Pack: Ground Zero'', developed by Rogue Entertainment, a MissionPackSequel following Stepchild, yet another marine from the same squad as Bitterman. This time he investigates the strange gravitational forces that are jeopardizing the TCM's operations on Stroggos. It introduces the Chainfist, ETF Rifle, Plasma Beam, Prox Launcher and Tesla Mines to the player's arsenal, as well as the Double Damage, IR Goggles, A-M Bomb and spheres (Defender, Hunter and Vengeance) timed powerups (alongside a multiplayer-only powerup, the Doppelganger), 14 new maps for Deathmatch and four new enemy classes: Stalkers, Turrets, Daedalus (improved version of the Icarus) and Medic Commander.


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* TimedPowerup: Of the UseItem variety in that you can use them anytime you want.
** QuadDamage: quadruples your damage output.
** Environment Suit: Prevents you from being corroded by acid.
** Invulnerability: Prevents ''all'' non-void/death pit based hazard damage.
** Rebreather: Prevents you from being drowned.
** Silencer: Prevents your weapons from causing noise when fired.
** Dualfire Damage (''The Reckoning'' and 2023 remaster): doubles your rate of fire.
** Double Damage (''Ground Zero'' and 2023 remaster): doubles your rate of fire.
** IR Goggles (''Ground Zero'' and 2023 remaster): allows you to highlight enemies and corpses.
**


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* AdaptedOut: The Phalanx Cannon, Ion Ripper, ETF Rifle and Prox Launcher weapons and the IR Goggles and the different spheres are absent from the campaign as a whole. Curiously, one of the missions feature the previously cut Disruptor weapon.
* TheBusCameBack: The Arachnid makes an appearance in [[Recap/QuakeIICallOfTheMachineOperationFirewall Operation: Firewall]].

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* CallForward: The HubLevel is clearly inspired by the Fortress of Doom from ''VideoGame/DoomEternal''.
* ContinuityNod:
** [[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]] eventually has the unnamed marine reach what appears to be [[spoiler:an ancient writing on a wall where a pair of Shamblers and something resembling Shub-Niggurath appear]]. Furthermore, near the end of "Too Greedy" in the same episode, [[spoiler:the unnamed marine travels to [[Recap/QuakeEpisode1DimensionOfTheDoomed "E1M2: Castle of the Damned"]], if only for a moment, where he gets a glimpse of another Shambler. And "Fatalism" is "[=E1M7=]: Chthon's House" in all but name and boss]].
** [[spoiler:The portal used to travel to the Temple of the Creator is similar to the round portals used in ''VideoGame/QuakeI'']].



** [[spoiler: In addition to the WhamShot listed below, Shamblers also briefly appear a couple times throughout the campaign (but don't stay long enough to be fought), the boss of the sixth level is Modir, a giant Shambler who acts as an {{Expy}} of Chthon, and the FinalBoss is a pair of KingMook Shamblers known as the Masters of the Machine]].
* DualBoss: Many of the boss fights involve fighting two boss enemies at the same time.

to:

** [[spoiler: In addition to the WhamShot listed below, Shamblers also briefly appear a couple times throughout the campaign (but don't stay long enough to be fought), campaign, at one point the unnamed marine in [[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]] gets a glimpse of [[Recap/QuakeEpisode1DimensionOfTheDoomed "E1M2: Castle of the Damned"]], the boss of the sixth level said is Modir, a giant Shambler who acts as an {{Expy}} of Chthon, the arena where it's fought is similar to "[=E1M7=]: Chthon's House" (With a similar killing mechanism!) and the FinalBoss of the entire episode is a pair of KingMook Shamblers known as the Masters of the Machine]].
* DualBoss: Many Some of the boss fights involve fighting two boss enemies at the same time.



* LifeMeter: This campaign adds a boss health bar for all the bosses, most of which are tougher than those from the original game.
* MenAreTheExpendableGender: The Iron Maidens are notably absent from ''Call of the Machine'', likely for the [[MaleGaze same reason]] the Elite Guard was the only major enemy that Machine Games didn't carry over from ''VideoGame/ReturnToCastleWolfenstein'' to ''VideoGame/WolfensteinTheNewOrder''.
* MythologyGag: The HubLevel is clearly inspired by the Fortress of Doom from ''VideoGame/DoomEternal''.

to:

* LifeMeter: This campaign (and ONLY this campaign) adds a boss health bar for all the bosses, most of which are tougher than those from the original game.
* MenAreTheExpendableGender: The Iron Maidens Maiden and their Beta Class counterpart are notably absent from ''Call of the Machine'', likely for the [[MaleGaze same reason]] the Elite Guard was the only major enemy that Machine Games didn't carry over from ''VideoGame/ReturnToCastleWolfenstein'' to ''VideoGame/WolfensteinTheNewOrder''.
* MythologyGag: The HubLevel is clearly inspired by the Fortress of Doom from ''VideoGame/DoomEternal''.
''VideoGame/WolfensteinTheNewOrder''.



** [[spoiler: The sixth level involves finding a mural the Strogg had dug up and investigating when the player's character arrives. A mural dedicated to ''The Black Goat and her children.'' from the first ''Quake''.]]
** After defeating the boss of the sixth level, you're confronted with [[spoiler:your marine in front of a mural of the Black Goat, having gone mad, and the words MISSION FAILED.]]

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** [[spoiler: The sixth level [[spoiler:Operation: Darkest Depths involves finding a mural the Strogg had dug up and investigating when the player's character arrives. A mural dedicated to ''The Black Goat and her children.'' from the first ''Quake''.]]
** After defeating the boss of the sixth level, Operation: Darkest Depths, you're confronted with [[spoiler:your marine in front of a mural of the Black Goat, having gone mad, and the words MISSION FAILED.]]
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* MonsterCloset: Some of the enemies are located in enclosed areas that open up when the player is near.
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The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside ''VideoGame/{{Unreal}}'', spurred the widespread adoption of early [[UsefulNotes/GraphicsProcessingUnit hardware 3D accelerators]]. Much like other games of its time, the engine of the game powered up other games of its time, including ''VideoGame/SiN1998'', ''VideoGame/{{Anachronox}}'', ''VideoGame/{{Heretic}} II'', ''VideoGame/SoldierOfFortune'', ''VideoGame/KingpinLifeOfCrime'', ''VideoGame/UFOAlienInvasion'' and, most infamously, ''VideoGame/{{Daikatana}}''. Even Creator/ValveSoftware used the engine during the early days of ''VideoGame/HalfLife1'' until they ditched in for an in-house replacement called [=GoldSrc=]... which is a SuspiciouslySimilarSubstitute of this engine and the engine that ran ''VideoGame/QuakeI''.

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The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside ''VideoGame/{{Unreal}}'', [[KillerApp spurred the widespread adoption adoption]] of early [[UsefulNotes/GraphicsProcessingUnit hardware 3D accelerators]]. Much like other games of its time, the engine of the game powered up other games of its time, including ''VideoGame/SiN1998'', ''VideoGame/{{Anachronox}}'', ''VideoGame/{{Heretic}} II'', ''VideoGame/SoldierOfFortune'', ''VideoGame/KingpinLifeOfCrime'', ''VideoGame/UFOAlienInvasion'' and, most infamously, ''VideoGame/{{Daikatana}}''. Even Creator/ValveSoftware used the engine during the early days of ''VideoGame/HalfLife1'' until they ditched in for an in-house replacement called [=GoldSrc=]... which is a SuspiciouslySimilarSubstitute of this engine and the engine that ran ''VideoGame/QuakeI''.
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The game is a sequel InNameOnly towards ''videoGame/QuakeI'', originally developed as an all-new original IP called "WOR" before having the ''Quake'' name attached to it due to the similar gameplay and gunplay. It's Id's first FPS with a real story, following Bitterman, a {{featureless|Protagonist}} marine from Earth's Terran Coalition of Man (TCM), who's participating in "[[WorldWarII/WarInEuropeAndAfrica Operation Alien Overlord]]," a counter-attack on the homeworld of the vicious Strogg, who were kidnapping humans for meat and body parts. Bitterman must go across several cities and areas of the Strogg planet to cause the most harm possible.

to:

The game is a sequel InNameOnly towards ''videoGame/QuakeI'', ''VideoGame/QuakeI'', originally developed as an all-new original IP called "WOR" before having the ''Quake'' name attached to it due to the similar gameplay and gunplay. It's Id's first FPS with a real story, following Bitterman, a {{featureless|Protagonist}} marine from Earth's Terran Coalition of Man (TCM), who's participating in "[[WorldWarII/WarInEuropeAndAfrica Operation Alien Overlord]]," a counter-attack on the homeworld of the vicious Strogg, who were kidnapping humans for meat and body parts. Bitterman must go across several cities and areas of the Strogg planet to cause the most harm possible.
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The game is a sequel InNameOnly, originally developed as an all-new original IP before having the ''Quake'' name attached to it due to the similar gameplay and gunplay. It's Id's first FPS with a real story, following Bitterman, a {{featureless|Protagonist}} marine from Earth's Terran Coalition of Man (TCM), who's participating in "[[WorldWarII/WarInEuropeAndAfrica Operation Alien Overlord]]," a counter-attack on the homeworld of the vicious Strogg, who were kidnapping humans for meat and body parts. Bitterman must go across several cities and areas of the Strogg planet to cause the most harm possible.

to:

The game is a sequel InNameOnly, InNameOnly towards ''videoGame/QuakeI'', originally developed as an all-new original IP called "WOR" before having the ''Quake'' name attached to it due to the similar gameplay and gunplay. It's Id's first FPS with a real story, following Bitterman, a {{featureless|Protagonist}} marine from Earth's Terran Coalition of Man (TCM), who's participating in "[[WorldWarII/WarInEuropeAndAfrica Operation Alien Overlord]]," a counter-attack on the homeworld of the vicious Strogg, who were kidnapping humans for meat and body parts. Bitterman must go across several cities and areas of the Strogg planet to cause the most harm possible.

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The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside ''VideoGame/{{Unreal}}'', spurred the widespread adoption of early [[UsefulNotes/GraphicsProcessingUnit hardware 3D accelerators]]. However, in retrospect, ''Quake II'' is considered one of Creator/IdSoftware's more average singleplayer games, being the first game created after John Romero's departure and lacking much of the creativity that made ''VideoGame/{{Doom}}'' and ''[[VideoGame/QuakeI Quake]]'' household names, in stark contrast to Romero's own ''VideoGame/{{Daikatana}}'', a game that failed for the exact opposite reason. Nowadays, ''Quake II'' is much more fondly remembered for its technical advancements and engaging multiplayer mode than its single-player mode.

to:

The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside ''VideoGame/{{Unreal}}'', spurred the widespread adoption of early [[UsefulNotes/GraphicsProcessingUnit hardware 3D accelerators]]. However, in retrospect, ''Quake II'' is considered one Much like other games of Creator/IdSoftware's more average singleplayer games, being its time, the first game created after John Romero's departure and lacking much engine of the creativity game powered up other games of its time, including ''VideoGame/SiN1998'', ''VideoGame/{{Anachronox}}'', ''VideoGame/{{Heretic}} II'', ''VideoGame/SoldierOfFortune'', ''VideoGame/KingpinLifeOfCrime'', ''VideoGame/UFOAlienInvasion'' and, most infamously, ''VideoGame/{{Daikatana}}''. Even Creator/ValveSoftware used the engine during the early days of ''VideoGame/HalfLife1'' until they ditched in for an in-house replacement called [=GoldSrc=]... which is a SuspiciouslySimilarSubstitute of this engine and the engine that made ''VideoGame/{{Doom}}'' and ''[[VideoGame/QuakeI Quake]]'' household names, in stark contrast to Romero's own ''VideoGame/{{Daikatana}}'', a game that failed for the exact opposite reason. Nowadays, ''Quake II'' is much more fondly remembered for its technical advancements and engaging multiplayer mode than its single-player mode.
ran ''VideoGame/QuakeI''.



Much like other games of its time, the engine of the game powered up other games of its time, including ''VideoGame/SiN1998'', ''VideoGame/{{Anachronox}}'', ''VideoGame/{{Heretic}} II'', ''VideoGame/SoldierOfFortune'', ''VideoGame/KingpinLifeOfCrime'', ''VideoGame/UFOAlienInvasion'' and, most infamously, ''VideoGame/{{Daikatana}}''. Even Creator/ValveSoftware used the engine during the early days of ''VideoGame/HalfLife1'' until they ditched in for an in-house replacement called [=GoldSrc=]... which is a SuspiciouslySimilarSubstitute of this engine and the engine that ran ''VideoGame/QuakeI''.

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''Quake II'', the follow-up to ''[[VideoGame/QuakeI Quake]]'', is a FirstPersonShooter and the second entry in the ''VideoGame/{{Quake}}'' series. It was developed by Creator/IdSoftware and published by Creator/{{Activision}} in December 9, 1997.

to:

''Quake II'', the follow-up to ''[[VideoGame/QuakeI Quake]]'', is a FirstPersonShooter and the second entry in the ''VideoGame/{{Quake}}'' series. It was developed by Creator/IdSoftware and published by Creator/{{Activision}} in December 9, 1997.
1997. It runs on Id's own [[UsefulNotes/GameEngine IdTech 2]] engine.



Two console versions were developed, both of them by Id Software themselves, with the UsefulNotes/Nintendo64, released on July 7, 1999, and the UsefulNotes/{{Playstation}} version co-developed with Hammerhead Studios and published by Creator/{{Activision}} in October 5, 1999. Both versions feature different story modes and make heavy use of CutAndPasteEnvironments from the PC version's levels due to their hardware's limitations.

On December 22th, 2001, the game went [[UsefulNotes/FreeLibreOpenSourceSoftware FOSS]] with the release of [[https://github.com/id-Software/Quake-2 the entire source code]] for the main game and the CTF addon under [[https://www.gnu.org/licenses/old-licenses/gpl-2.0.html the GNU GPL v2.0-or-later (v2.0+) license]]. This led to the game being improved in many ways, with some of the most notorious source ports being [[http://www.markshan.com/knightmare/ kmquake2]], [[https://moddb.com/mods/quake-2-xp Quake 2 XP]], [[http://yamagi.org/quake2 Yamagi Quake II]] and [[https://skuller.net/q2pro/ q2pro]].

to:

Much like other games of its time, the engine of the game powered up other games of its time, including ''VideoGame/SiN1998'', ''VideoGame/{{Anachronox}}'', ''VideoGame/{{Heretic}} II'', ''VideoGame/SoldierOfFortune'', ''VideoGame/KingpinLifeOfCrime'', ''VideoGame/UFOAlienInvasion'' and, most infamously, ''VideoGame/{{Daikatana}}''. Even Creator/ValveSoftware used the engine during the early days of ''VideoGame/HalfLife1'' until they ditched in for an in-house replacement called [=GoldSrc=]... which is a SuspiciouslySimilarSubstitute of this engine and the engine that ran ''VideoGame/QuakeI''.

Two console versions were developed, both of them by Id Software themselves, with the UsefulNotes/Nintendo64, released on July 7, 1999, and the UsefulNotes/{{Playstation}} version co-developed with Hammerhead Studios Creator/{{Hammerhead}} and published by Creator/{{Activision}} in October 5, 1999. Both versions feature different story modes and make heavy use of CutAndPasteEnvironments from the PC version's levels due to their hardware's limitations.

limitations. The Nintendo 64 version, in addition, contains [[CaptureTheFlag FlagWars]] and a Tag-based game called "[=DeathTag=]" as alternate multiplayer modes to the classic Deathmatch (called "Fragmatch" due to Nintendo's "NeverSayDie" policy) and Team Deathmatch modes.

On December 22th, 2001, the game went [[UsefulNotes/FreeLibreOpenSourceSoftware FOSS]] with the release of [[https://github.com/id-Software/Quake-2 the entire source code]] for the main game and the CTF addon under [[https://www.gnu.org/licenses/old-licenses/gpl-2.0.html the GNU GPL v2.0-or-later (v2.0+) license]]. This led to the game being improved in many ways, with some of the most notorious source ports being [[http://www.markshan.com/knightmare/ kmquake2]], [[https://moddb.com/mods/quake-2-xp Quake 2 XP]], [[http://yamagi.org/quake2 Yamagi Quake II]] and [[https://skuller.net/q2pro/ q2pro]].
q2pro]]. It also led to several games being developed using the engine as a basis such as ''VideoGame/AlienArena'', ''VideoGame/{{Warsow}}'' and ''VideoGame/{{Quetoo}}''.

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''Quake II'', the follow-up to ''[[VideoGame/QuakeI Quake]]'', is a FirstPersonShooter and the second entry in the ''VideoGame/{{Quake}}'' series. It was developed by Creator/IdSoftware and released in 1997.

to:

''Quake II'', the follow-up to ''[[VideoGame/QuakeI Quake]]'', is a FirstPersonShooter and the second entry in the ''VideoGame/{{Quake}}'' series. It was developed by Creator/IdSoftware and released published by Creator/{{Activision}} in December 9, 1997.


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Two console versions were developed, both of them by Id Software themselves, with the UsefulNotes/Nintendo64, released on July 7, 1999, and the UsefulNotes/{{Playstation}} version co-developed with Hammerhead Studios and published by Creator/{{Activision}} in October 5, 1999. Both versions feature different story modes and make heavy use of CutAndPasteEnvironments from the PC version's levels due to their hardware's limitations.
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* {{Invisibility}}: The eponymous item appears in the N64 version as an exclusive powerup.

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* {{Invisibility}}: The eponymous item appears in the N64 version as an exclusive powerup. It's shaped like a module in the N64 version, while the 2023 remastered version of the ''Quake II 64'' campaign features instead a recolored Bandolier as its in-game model.
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The game is a sequel InNameOnly, originally developed as an all-new original IP before having the ''Quake'' name attached to it due to the similar gameplay and gunplay. It's Id's first FPS with a real story, following Bitterman, a marine from Earth's Terran Coalition of Man (TCM), who's participating in "[[WorldWarII/WarInEuropeAndAfrica Operation Alien Overlord]]," a counter-attack on the homeworld of the vicious Strogg, who were kidnapping humans for meat and body parts. Bitterman must go across several cities and areas of the Strogg planet to cause the most harm possible.

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The game is a sequel InNameOnly, originally developed as an all-new original IP before having the ''Quake'' name attached to it due to the similar gameplay and gunplay. It's Id's first FPS with a real story, following Bitterman, a {{featureless|Protagonist}} marine from Earth's Terran Coalition of Man (TCM), who's participating in "[[WorldWarII/WarInEuropeAndAfrica Operation Alien Overlord]]," a counter-attack on the homeworld of the vicious Strogg, who were kidnapping humans for meat and body parts. Bitterman must go across several cities and areas of the Strogg planet to cause the most harm possible.

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The game was a sequel InNameOnly, originally developed as an all-new original IP before having the ''Quake'' name attached to it. It was Id's first FPS with a real story, about Earth launching "[[WorldWarII/WarInEuropeAndAfrica Operation Alien Overlord]]," a counter-attack on the homeworld of the vicious Strogg, who were kidnapping humans for meat and body parts.

The player must go across several cities and areas of the Strogg planet to cause the most harm possible. It gave the player clear tactical goals, making their way systematically through the city and shutting down the enemy's military infrastructure and its leader.

The levels in the game and the expansions are divided into several chapters, called Units. Each Unit has up to seven levels, interconnected among them, so players could go from one level to the other and vice-versa, [[PointOfNoReturn until they hit that unit's exit]].

to:

The game was is a sequel InNameOnly, originally developed as an all-new original IP before having the ''Quake'' name attached to it. It was it due to the similar gameplay and gunplay. It's Id's first FPS with a real story, about Earth launching following Bitterman, a marine from Earth's Terran Coalition of Man (TCM), who's participating in "[[WorldWarII/WarInEuropeAndAfrica Operation Alien Overlord]]," a counter-attack on the homeworld of the vicious Strogg, who were kidnapping humans for meat and body parts.

The player
parts. Bitterman must go across several cities and areas of the Strogg planet to cause the most harm possible. It gave possible.

The game gives
the player clear tactical goals, making their way systematically through the city and shutting down the enemy's military infrastructure and its leader.

leader. The levels in the game and the expansions are divided into several chapters, called Units. Each Unit has up to seven levels, interconnected among them, so players could go from one level to the other and vice-versa, [[PointOfNoReturn until they hit that unit's exit]].

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''Quake II'', the follow-up to ''[[VideoGame/QuakeI Quake]]'', was released in 1997.

The game was a sequel InNameOnly, originally developed as an all-new original IP before having the ''Quake'' name attached to it, for better or worse. It was Id's first FPS with a real story, about Earth launching "[[WorldWarII/WarInEuropeAndAfrica Operation Alien Overlord]]," a counter-attack on the homeworld of the vicious Strogg, who were kidnapping humans for meat and body parts.

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''Quake II'', the follow-up to ''[[VideoGame/QuakeI Quake]]'', is a FirstPersonShooter and the second entry in the ''VideoGame/{{Quake}}'' series. It was developed by Creator/IdSoftware and released in 1997.

The game was a sequel InNameOnly, originally developed as an all-new original IP before having the ''Quake'' name attached to it, for better or worse.it. It was Id's first FPS with a real story, about Earth launching "[[WorldWarII/WarInEuropeAndAfrica Operation Alien Overlord]]," a counter-attack on the homeworld of the vicious Strogg, who were kidnapping humans for meat and body parts.



Two Mission Packs, which followed the same storylines as the original game, were released as well: ''Quake II: Ground Zero'' by Rogue Entertainment and ''Quake II: The Reckoning'' by Xatrix Entertainment.

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Two Mission Packs, which followed the same storylines as the original game, were released as well: The game saw some post-release content, namely:

*
''Quake II: Ground Zero'' II Mission Pack: The Reckoning'', developed by Rogue Entertainment Xatrix Entertainment, a MissionPackSequel following Joker, another marine from the same squad as Bitterman, as he investigates and discovers everything about the Strogg Counterfleet.
*
''Quake II: II Mission Pack: Ground Zero'', developed by Rogue Entertainment, a MissionPackSequel following Stepchild, yet another marine from the same squad as Bitterman. This time he investigates the strange gravitational forces that are jeopardizing the TCM's operations on Stroggos.
* ''Quake II Netpack 1: Extremities'' is a collection of third-party mods selected by Id themselves, widely available on the Net.
The Reckoning'' by Xatrix Entertainment.
mods include ''Action Quake 2'', ''Capture!'', ''The C.H.A.O.S. Deathmatch'', ''Red Rover'', ''Eraser Bot'', ''Jail Break'', ''Kick'', ''Powerball 2'', ''[=QWar=] 2'', ''[=Q2CTF=]'', ''Rail Arena'' and ''Rocket Arena 2''.
* Later updates to the game introduced eight Deathmatch-exclusive maps and the multiplayer-oriented ''[[CaptureTheFlag Threewave CTF II]]'' mod. It works as you expect: two teams have a base, and each base has a flag. Both teams compete to capture the enemy's flag while avoiding theirs to be captured. The mod also features the Tech Powerups[[note]]formerly Runes in the original ''Threewave CTF'' mod for ''VideoGame/QuakeI''[[/note]], powerful artifacts that grant a semi-permanent bonus to their carrier which lasts until they die or drop the Tech.
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On December 22th, 2001, the game went [[UsefulNotes/FreeLibreOpenSourceSoftware FOSS]] with the release of [[https://github.com/id-Software/Quake-2 the entire source code]] for the main game and the CTF addon under [[https://www.gnu.org/licenses/old-licenses/gpl-2.0.html the GNU GPL v2.0-or-later (v2.0+) license]].

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On December 22th, 2001, the game went [[UsefulNotes/FreeLibreOpenSourceSoftware FOSS]] with the release of [[https://github.com/id-Software/Quake-2 the entire source code]] for the main game and the CTF addon under [[https://www.gnu.org/licenses/old-licenses/gpl-2.0.html the GNU GPL v2.0-or-later (v2.0+) license]].
license]]. This led to the game being improved in many ways, with some of the most notorious source ports being [[http://www.markshan.com/knightmare/ kmquake2]], [[https://moddb.com/mods/quake-2-xp Quake 2 XP]], [[http://yamagi.org/quake2 Yamagi Quake II]] and [[https://skuller.net/q2pro/ q2pro]].

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