YMMV / Quake II

Quake I - Quake III: Arena - Quake IV - Enemy Territory: Quake Wars - Quake Champions

See also:
  • Anti-Climax Boss: The Makron. Even more than Super Tank and Hornet. Becomes painfully so if you had the foresight to save a Quad Damage and Invulnerability for the final battle, as two quad-powered BFG shots per form (while at this point you can get enough ammo for 6 shots) are usually enough to take it down. It's also a reason why the Quad has no effect with the Black Widow Guardian in Ground Zero.
  • Ending Fatigue: The second unit of the original game, which drags on long after you have completed the main objective (destroy the Strogg train).
  • Game-Breaker:
    • The BFG10K, which is a cousin to the BFG9000 from Doom. To elaborate, if you fire it into a room full of players in deathmatch, you can take out most or all of the room in a suicide rush. If you have quad damage too, it's slices through everyone like lava. In single player, it's extremely lethal too and you can save a Quad Damage in your inventory to make a group of enemies (and even the bosses) a joke. It is telling of the difficulty of Ground Zero that you're given the weapon as a secret in the second level of the second unit.
    • The Railgun is Quake 2's version of a Sniper Rifle. Its base damage is 150, enough to kill most enemies, including unarmored players in MP, in one shot. The Railgun also has a ridiculously high ammo limit, works as a substitute to the Super Shotgun at close range, and is perfectly accurate fired from the hip.
  • Goddamned Bats: Flyers and Technicians.
  • Good Bad Bugs:
    • Prior to version 3.18, "water surfing", which allowed players to swim quickly while underwater.
    • Chain jumping, by taking advantage of box position.
    • Ramp jumping, a bug in the physics which propells players after they reach the top of a ramp.
  • Harsher in Hindsight:
    • By way of an Easter Egg in the first level, players will find that the Player Character in this game is called Bitterman, despite him not having any selectable multiplayer skin. Quake III: Arena revealed in the manual that this is his nickname, and also reveals that the Strogg experimented on him, leaving him more alien than human. All of this becomes even more disturbing when another later game shows this Stroggification scene in full detail with another Player Character.
      • Furthermore, also related to IV, Ground Zero's level "Ammo Depot" has a secret where you get a Strogg disguise, allowing you to pass undetected throughout enemy lines back to the Munitions Plant level as long as you don't fire. To defeat them, you must become one of them, indeed.
    • There's an Easter Egg in the "Security Complex" level where one of the crashed pods (more specifically, the one before the entrance to the "Guard House" level) says "Willits", referencing Id developer Tim Willits. By the time of Quake Champions, Willits is the only original developer of II left in Id.
  • Hilarious in Hindsight:
  • Polished Port: The PlayStation version. Some features (such as the inventory system and only being able to save at checkpoints, contrary to the PC version where you could save at anytime), enemies (Mutant and Technician), and many levels are missing due to the limitations of the console, yet at the same time it had its fair share of unique content to make up for this (mainly visual effects such as lens flares, shadows, and enemies glowing red when hit by the Hyperblaster). Also in particular there are more Strogg types: the twin-railgun Arachnid and the giant 'Guardian', a foe physically bigger than Makron's Jorg Suit, which holds the Anti-Matter Bomb you need to destroy the Gravity Booster).
  • Porting Disaster: The N64 port. Due to the technical limitations of the system, the game had to be redesigned from the ground up on the Quake 1 engine. The war against the Strogg is presented in an entirely new story spread across several moons and space stations, instead of the homeworld shown in the original game. The 9 units and 39 levels story is reduced to 5 units and 20 levels; with each level being shorter than the PC counterparts (the entire Jail Area and City units are combined into one; while the Comm Center appears as its second half only.) The animations take a dip in quality and crouching was removed.
  • Scrappy Mechanic: From the PC version:
    • The Machinegun going upwards. Mouselook makes it slightly less frustrating, but you'll still miss several hits.
    • The Chaingun eating a lot of ammo just on the first shots.
    • The Hand Grenade's lack of accuracy and chance of self-harm in case of holding it too much time.
    • Xatrix's dislike of the Rocket Jumping (as evidenced by the Easter Egg "No prize for you, rocket jumper") made the Rocket Launcher as one in The Reckoning, as the previously useful (for Sequence Breaking, at least) technique gains a higher knockdown and damage than before.
  • That One Boss:
    • The Reckoning has the Beta Class Super Tank, who now sports Power Armor, fires rockets faster than the vanilla version, and does even more damage then before.
    • Ground Zero has the Widow Guardian and the Black Widow, Final Bosses, who can summon Stalkers to piss you off and shoot Plasma Beams everywhere. Oh, and if you attempt to use Invulnerability, Quad Damage and/or Double Damage, they automatically use an Invulnerability to reject all your attacks under until your powerup's effects run out.