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** As for the UsefulNotes/PlayStation version, it cuts the logistics-related objectives and goes straight to the "heavy" objectives. If we assume that Stepchild is the protagonist of this version (judging by the use of the ''Ground Zero'' intro and ending cinematics), it's clear and makes a lot of sense why: Bitterman is already taking care of the Strogg logistics, Stepchild only has to complete objectives related to the area he's just dropped.

to:

** As for the UsefulNotes/PlayStation Platform/PlayStation version, it cuts the logistics-related objectives and goes straight to the "heavy" objectives. If we assume that Stepchild is the protagonist of this version (judging by the use of the ''Ground Zero'' intro and ending cinematics), it's clear and makes a lot of sense why: Bitterman is already taking care of the Strogg logistics, Stepchild only has to complete objectives related to the area he's just dropped.



* The Makron is taken down ''thrice'': the main game, ''The Reckoning'' and the Playstation version. The manual mentions that the destruction of the Makron may send the Strogg into disarray, with every commander fighting for the right to lead the Strogg. Two possibilities may happen here, both of which are quite chilling:
** Either the Makron noticed that there was a chance that Stroggos may be taken down for good and [[ActuallyADoombot created copies of itself]] (something that even falls in line with ''Call of the Machine'' and its multiple Makron encounters). Or...
** All the Makron fought at the end of each game are said Strogg commanders being assigned different areas of Stroggos and the real Makron is TheUnfought until ''IV'' at least.

to:

* The Makron is taken down ''thrice'': multiple times: the main game, ''The Reckoning'' and Reckoning'', the Playstation version.version, and all the instances in ''Call of the Machine''. The manual mentions that the destruction of the Makron may send the Strogg into disarray, with every commander fighting for the right to lead the Strogg. Two possibilities may happen here, both of which are quite chilling:
** Either the Makron noticed that there was a chance that Stroggos may be taken down for good and [[ActuallyADoombot created copies of itself]] (something that even falls in line with ''Call of the Machine'' and its multiple Makron encounters).itself]]. Or...
** All the Makron fought at the end of each game are said Strogg commanders being assigned different areas of Stroggos and the real Makron is TheUnfought until (until ''IV'' at least.least).

Changed: 567

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* In the {{Mission Pack Sequel}}s, the Enforcer shoots first and reloads later. While on a meta-level this could be considered a bug, it does make sense InUniverse, considering how easily they were dispatched, that they would be willing to learn from their mistakes to extend their survivability and dangerousness.
* The overall increase of difficulty in ''Ground Zero''. The Strogg already had to suffer the destruction of the Makron (thrice!), their interplanetary defence systems, their production lines ''and their moon''. So now their {{Elite Mook}}s and [[BossInMookClothing top tier mooks]] had to receive upgrades[[note]]the Medic now being able to recall units as the Medic Commander, the Tank Commander now shooting surprise rockets, the top Icaruses being upgraded with a Power Screen as the Daedalus, ''all the units'' now being able to jump over obstacles, the bosses being {{mook maker}}s, etc...[[/note]], while their last lines of defence were improved to the point they can absorb and deal much more damage than before. In other words, they're now privileging quality over quantity. This even goes in line with ''VideoGame/QuakeIV'' and the many times Kane is accompanied by fellow marines and vehicle usage.
** It's also easy to assume that the reason their ''The Reckoning'' upgraded and exclusive units aren't anywhere to be found in ''Ground Zero'' is because, well, they've proven to be quite ineffective: the upgraded Gladiator going back to the more precise Railgun rather than the slow but damaging Phalanx; the Ripper, Hyperblaster and Laser Guards not being damaging enough; the homing Iron Maiden being more prone to damaging herself than the enemies, and the upgraded Brains and the Gekk being just useless and ineffective overall. This is also why there are no Brains and Iron Maiden had to wait until [[VideoGame/QuakeIV being upgraded with teleportation and screaming attacks in addition to their rockets]].

to:

* In the {{Mission Pack Sequel}}s, the Enforcer shoots first and reloads later. While on a meta-level this could be considered a bug, it does make sense InUniverse, considering how easily they were dispatched, that they would be willing to learn from their mistakes to extend their survivability and dangerousness.
dangerousness. Stops being the case in the 2023 remaster, where the Enforcer became streamlined in all products, even if it gained new attack patterns.
* The overall increase of difficulty in ''Ground Zero''. The Strogg already had to suffer the destruction of the Makron (thrice!), their interplanetary defence systems, their production lines ''and their moon''. So now their {{Elite Mook}}s and [[BossInMookClothing top tier mooks]] had to receive upgrades[[note]]the Medic now being able to recall units as the Medic Commander, the Tank Commander now shooting surprise rockets, the top Icaruses being upgraded with a Power Screen as the Daedalus, ''all the units'' now being able to jump over obstacles, the bosses being {{mook maker}}s, etc...[[/note]], while their last lines of defence were improved to the point they can absorb and deal much more damage than before. In other words, they're now privileging quality over quantity. This even goes in line with ''VideoGame/QuakeIV'' and the many times Kane is accompanied by fellow marines and vehicle usage.
usage. Still is the case in the 2023 remastered edition, even if the Turrets were nerfed.
** It's also easy to assume that the reason their ''The Reckoning'' upgraded and exclusive units aren't anywhere to be found in ''Ground Zero'' is because, well, they've proven to be quite ineffective: the upgraded Gladiator going back to the more precise Railgun rather than the slow but damaging Phalanx; the Ripper, Hyperblaster and Laser Guards not being damaging enough; the homing Iron Maiden being more prone to damaging herself than the enemies, and the upgraded Brains and the Gekk being just useless and ineffective overall. This is also why there are no Brains and Iron Maiden had to wait until [[VideoGame/QuakeIV being upgraded with teleportation and screaming attacks in addition to their rockets]]. In the 2023 edition, Beta Class Brains replace all old instances of the regular Brains.




to:

** Finally, Viper's mission chains are separated from the rest. At best, he's visiting places with similar areas to the rest of the team.



** Either the Makron noticed that there was a chance that Stroggos may be taken down for good and [[ActuallyADoombot created copies of itself]]. Or...
** All the Makron fought at the end of each game are said Strogg commanders being assigned different areas of Stroggos and the real Makron is TheUnfought.

to:

** Either the Makron noticed that there was a chance that Stroggos may be taken down for good and [[ActuallyADoombot created copies of itself]].itself]] (something that even falls in line with ''Call of the Machine'' and its multiple Makron encounters). Or...
** All the Makron fought at the end of each game are said Strogg commanders being assigned different areas of Stroggos and the real Makron is TheUnfought.TheUnfought until ''IV'' at least.
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* The Silencer is the only powerup which doesn't make any activation or wear off sound and even the GUI lacks the icon for it. How fitting...
* In the {{Mission Pack Sequel}}s, the Enforcer shoots first and reloads later. While on a meta-level this could be considered a bug, it does make sense InUniverse, considering how easy they were dispatched, that they would be willing to learn from their mistakes in order to extend their own survivability and dangerousness.
* The overall increase of difficulty in ''Ground Zero''. The Strogg already had to suffer the destruction of the Makron (thrice!), their interplanetary defense systems, their production lines ''and their moon''. So now their {{Elite Mook}}s and [[BossInMookClothing top tier mooks]] had to receive upgrades[[note]]the Medic now being able to recall units as the Medic Commander, the Tank Commander now shooting surprise rockets, the top Icaruses being upgraded with a Power Screen as the Daedalus, ''all the units'' now being able to jump over obstacles, the bosses being {{mook maker}}s, etc...[[/note]], while their last lines of defense were improved to the point they can absorb and deal much more damage than before. In other words, they're now privileging quality over quantity. This even goes in line with ''VideoGame/QuakeIV'' and the many times Kane is accompanied by fellow marines and vehicle usage.

to:

* The Silencer is the only powerup which that doesn't make any activation or wear off wear-off sound and even the GUI lacks the icon for it. How fitting...
* In the {{Mission Pack Sequel}}s, the Enforcer shoots first and reloads later. While on a meta-level this could be considered a bug, it does make sense InUniverse, considering how easy easily they were dispatched, that they would be willing to learn from their mistakes in order to extend their own survivability and dangerousness.
* The overall increase of difficulty in ''Ground Zero''. The Strogg already had to suffer the destruction of the Makron (thrice!), their interplanetary defense defence systems, their production lines ''and their moon''. So now their {{Elite Mook}}s and [[BossInMookClothing top tier mooks]] had to receive upgrades[[note]]the Medic now being able to recall units as the Medic Commander, the Tank Commander now shooting surprise rockets, the top Icaruses being upgraded with a Power Screen as the Daedalus, ''all the units'' now being able to jump over obstacles, the bosses being {{mook maker}}s, etc...[[/note]], while their last lines of defense defence were improved to the point they can absorb and deal much more damage than before. In other words, they're now privileging quality over quantity. This even goes in line with ''VideoGame/QuakeIV'' and the many times Kane is accompanied by fellow marines and vehicle usage.



** As for the Playstation version, it cuts the logistics-related objectives and goes straight to the "heavy" objectives. If we assume that Stepchild is the protagonist of this version (judging by the use of the ''Ground Zero'' intro and ending cinematics), it's clear and makes a lot of sense why: Bitterman is already taking care of the Strogg logistics, Stepchild only has to complete objectives related to the area he's just dropped.

to:

** As for the Playstation UsefulNotes/PlayStation version, it cuts the logistics-related objectives and goes straight to the "heavy" objectives. If we assume that Stepchild is the protagonist of this version (judging by the use of the ''Ground Zero'' intro and ending cinematics), it's clear and makes a lot of sense why: Bitterman is already taking care of the Strogg logistics, Stepchild only has to complete objectives related to the area he's just dropped.

Added: 642

Changed: 168

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* An interesting thing to note is the mission order: after establishing the communication to your base (thus turning the whole Base Unit area into an actual forward base), the first mission you're given (in the PC version) is to disable the Strogg logistical train and Stroyent processing plant[[note]]Ok, the name wasn't given in this game, [[VideoGame/QuakeIV but a posterior, canonical game did]][[/note]], the latter of which requires you to disable the security grid and navigate through the mines. Then you move out to taking down actual objectives. In other words, "amateurs talk about strategy and tactics, but professionals study logistics".
** It's also easy to assume, if ''The Reckoning'' and ''Ground Zero'' ''do'' take place after the main game, that the reason why you aren't given missions to cut the logistics chain and go straight to the "heavy" objectives is because ''there's no logistics chain to destroy'', it was all done in the main game.

to:

* An interesting thing to note is the mission order: after establishing the communication to your base (thus turning the whole Base Unit area into an actual forward base), the first mission you're given (in the PC version) is to disable the Strogg logistical train and Stroyent processing plant[[note]]Ok, the name wasn't given in this game, [[VideoGame/QuakeIV but a posterior, canonical game did]][[/note]], the latter of which requires you to disable the security grid and navigate through the mines. Then you move out to taking down actual objectives. By the time you reach the capitol of Stroggos, you're well armed and the Strogg forces are easier to take down. In other words, "amateurs talk about strategy and tactics, but professionals study logistics".
** It's also easy to assume, if ''The Reckoning'' and ''Ground Zero'' ''do'' take place after the main game, that the reason why you aren't given missions to cut the logistics chain any logistics-related mission and go straight to the "heavy" objectives is because ''there's there's no logistics chain to destroy'', it destroy, everything was all already done in the main game.


Added DiffLines:


!! FridgeHorror
* The Makron is taken down ''thrice'': the main game, ''The Reckoning'' and the Playstation version. The manual mentions that the destruction of the Makron may send the Strogg into disarray, with every commander fighting for the right to lead the Strogg. Two possibilities may happen here, both of which are quite chilling:
** Either the Makron noticed that there was a chance that Stroggos may be taken down for good and [[ActuallyADoombot created copies of itself]]. Or...
** All the Makron fought at the end of each game are said Strogg commanders being assigned different areas of Stroggos and the real Makron is TheUnfought.
Is there an issue? Send a MessageReason:
None


** It's also easy to assume that the reason their ''The Reckoning'' upgraded and exclusive units aren't anywhere to be found in these games is because, well, they've proven to be quite ineffective: the upgraded Gladiator going back to the more precise Railgun rather than the slow but damaging Phalanx; the Ripper, Hyperblaster and Laser Guards not being damaging enough; the homing Iron Maiden being more prone to damaging herself than the enemies, and the upgraded Brains and the Gekk being just useless and ineffective overall. This is also why there are no Brains and Iron Maiden had to wait until [[VideoGame/QuakeIV being upgraded with teleportation and screaming attacks in addition to their rockets]].

to:

** It's also easy to assume that the reason their ''The Reckoning'' upgraded and exclusive units aren't anywhere to be found in these games ''Ground Zero'' is because, well, they've proven to be quite ineffective: the upgraded Gladiator going back to the more precise Railgun rather than the slow but damaging Phalanx; the Ripper, Hyperblaster and Laser Guards not being damaging enough; the homing Iron Maiden being more prone to damaging herself than the enemies, and the upgraded Brains and the Gekk being just useless and ineffective overall. This is also why there are no Brains and Iron Maiden had to wait until [[VideoGame/QuakeIV being upgraded with teleportation and screaming attacks in addition to their rockets]].
Is there an issue? Send a MessageReason:
None


** It's also easy to assume that the reason their ''The Reckoning'' upgraded and exclusive units aren't anywhere to be found in these games is because, well, they've proven to be quite ineffective: the upgraded Gladiator going back to the more precise Railgun rather than the slow but damaging Phalanx; the Ripper, Hyperblaster and Laser Guards not being damaging enough; the homing Iron Maiden being more prone to damaging herself than the enemies (hence her absence from ''Ground Zero''), and the upgraded Brains and the Gekk being just useless and ineffective overall (to the point there are no Brains to be found in ''Ground Zero'').

to:

** It's also easy to assume that the reason their ''The Reckoning'' upgraded and exclusive units aren't anywhere to be found in these games is because, well, they've proven to be quite ineffective: the upgraded Gladiator going back to the more precise Railgun rather than the slow but damaging Phalanx; the Ripper, Hyperblaster and Laser Guards not being damaging enough; the homing Iron Maiden being more prone to damaging herself than the enemies (hence her absence from ''Ground Zero''), enemies, and the upgraded Brains and the Gekk being just useless and ineffective overall (to the point overall. This is also why there are no Brains and Iron Maiden had to be found wait until [[VideoGame/QuakeIV being upgraded with teleportation and screaming attacks in ''Ground Zero'').addition to their rockets]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** It's also easy to assume that the reason their ''The Reckoning'' upgraded and exclusive units aren't anywhere to be found in these games is because, well, they've proven to be quite ineffective: the upgraded Gladiator going back to the more precise Railgun rather than the slow but damaging Phalanx; the Ripper, Hyperblaster and Laser Guards not being damaging enough; the homing Iron Maiden being more prone to damaging herself than the enemies (hence her absence from ''Ground Zero''), and the upgraded Brains and the Gekk being just useless and ineffective overall (to the point there are no Brains to be found in ''Ground Zero'').
Is there an issue? Send a MessageReason:
None


* The overall increase of difficulty in ''Ground Zero''. The Strogg already had to suffer the destruction of the Makron (twice!), their interplanetary defense systems, their production lines ''and their moon''. So now their {{Elite Mook}}s and [[BossInMookClothing top tier mooks]] had to receive upgrades[[note]]the Medic now being able to recall units as the Medic Commander, the Tank Commander now shooting surprise rockets, the top Icaruses being upgraded with a Power Screen as the Daedalus, ''all the units'' now being able to jump over obstacles, the bosses being {{mook maker}}s, etc...[[/note]], while their last lines of defense were improved to the point they can absorb and deal much more damage than before. In other words, they're now privileging quality over quantity. This even goes in line with ''VideoGame/QuakeIV'' and the many times Kane is accompanied by fellow marines and vehicle usage.

to:

* The overall increase of difficulty in ''Ground Zero''. The Strogg already had to suffer the destruction of the Makron (twice!), (thrice!), their interplanetary defense systems, their production lines ''and their moon''. So now their {{Elite Mook}}s and [[BossInMookClothing top tier mooks]] had to receive upgrades[[note]]the Medic now being able to recall units as the Medic Commander, the Tank Commander now shooting surprise rockets, the top Icaruses being upgraded with a Power Screen as the Daedalus, ''all the units'' now being able to jump over obstacles, the bosses being {{mook maker}}s, etc...[[/note]], while their last lines of defense were improved to the point they can absorb and deal much more damage than before. In other words, they're now privileging quality over quantity. This even goes in line with ''VideoGame/QuakeIV'' and the many times Kane is accompanied by fellow marines and vehicle usage.
Is there an issue? Send a MessageReason:
None


** As for the Playstation version, it cuts the logistics-related objectives and goes straight to the "heavy" objectives. If we assume that Stepchild is the protagonist of this version, it's clear and makes a lot of sense why: Bitterman is already taking care of the Strogg logistics, Stepchild only has to complete objectives related to the area he's just dropped.

to:

** As for the Playstation version, it cuts the logistics-related objectives and goes straight to the "heavy" objectives. If we assume that Stepchild is the protagonist of this version, version (judging by the use of the ''Ground Zero'' intro and ending cinematics), it's clear and makes a lot of sense why: Bitterman is already taking care of the Strogg logistics, Stepchild only has to complete objectives related to the area he's just dropped.
Is there an issue? Send a MessageReason:
None


* The overall increase of difficulty in ''Ground Zero''. The Strogg already had to suffer the destruction of the Makron (twice!), their interplanetary defense systems, their production lines ''and their moon''. So now their {{Elite Mook}}s and [[BossInMookClothing top tier mooks]] had to receive upgrades (the Medic now being able to recall units as the Medic Commander, the Tank Commander now shooting surprise rockets, the top Icaruses being upgraded with a Power Screen as the Daedalus, ''all the units'' now being able to jump over obstacles, etc...), while their last lines of defense were improved to the point they can absorb and deal much more damage than before. This even goes in line with ''VideoGame/QuakeIV'' and the many times Kane is accompanied by fellow marines.

to:

* The overall increase of difficulty in ''Ground Zero''. The Strogg already had to suffer the destruction of the Makron (twice!), their interplanetary defense systems, their production lines ''and their moon''. So now their {{Elite Mook}}s and [[BossInMookClothing top tier mooks]] had to receive upgrades (the upgrades[[note]]the Medic now being able to recall units as the Medic Commander, the Tank Commander now shooting surprise rockets, the top Icaruses being upgraded with a Power Screen as the Daedalus, ''all the units'' now being able to jump over obstacles, the bosses being {{mook maker}}s, etc...), [[/note]], while their last lines of defense were improved to the point they can absorb and deal much more damage than before. In other words, they're now privileging quality over quantity. This even goes in line with ''VideoGame/QuakeIV'' and the many times Kane is accompanied by fellow marines.marines and vehicle usage.

Added: 364

Changed: 107

Is there an issue? Send a MessageReason:
None


* An interesting thing to note is the mission order: after establishing the communication to your base (thus turning the whole Base Unit area into an actual forward base), the first mission you're given (in the PC version) is to disable the enemy's logistical train and Stroyent processing plant[[note]]Ok, the name wasn't given in this game, [[VideoGame/QuakeIV but a posterior, canonical game did]][[/note]]. Then you move out to taking down actual objectives. In other words, "amateurs talk about strategy and tactics, but professionals study logistics".

to:

* An interesting thing to note is the mission order: after establishing the communication to your base (thus turning the whole Base Unit area into an actual forward base), the first mission you're given (in the PC version) is to disable the enemy's Strogg logistical train and Stroyent processing plant[[note]]Ok, the name wasn't given in this game, [[VideoGame/QuakeIV but a posterior, canonical game did]][[/note]].did]][[/note]], the latter of which requires you to disable the security grid and navigate through the mines. Then you move out to taking down actual objectives. In other words, "amateurs talk about strategy and tactics, but professionals study logistics".


Added DiffLines:

** As for the Playstation version, it cuts the logistics-related objectives and goes straight to the "heavy" objectives. If we assume that Stepchild is the protagonist of this version, it's clear and makes a lot of sense why: Bitterman is already taking care of the Strogg logistics, Stepchild only has to complete objectives related to the area he's just dropped.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* An interesting thing to note is the mission order: after establishing the communication to your base (thus turning the whole Base Unit area into an actual forward base), the first mission you're given (in the PC version) is to disable the enemy's logistical train and Stroyent processing plant[[note]]Ok, the name wasn't given in this game, [[VideoGame/QuakeIV but a posterior, canonical game did]][[/note]]. Then you move out to taking down actual objectives. In other words, "amateurs talk about strategy and tactics, but professionals study logistics".
** It's also easy to assume, if ''The Reckoning'' and ''Ground Zero'' ''do'' take place after the main game, that the reason why you aren't given missions to cut the logistics chain and go straight to the "heavy" objectives is because ''there's no logistics chain to destroy'', it was all done in the main game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The overall increase of difficulty in ''Ground Zero''. The Strogg already had to suffer the destruction of the Makron (twice!), their interplanetary defense systems, their production lines ''and their moon''. So now their {{Elite Mook}}s and [[BossInMookClothing top tier mooks]] had to receive upgrades (the Medic now being able to recall units as the Medic Commander, the Tank Commander now shooting surprise rockets, the top Icaruses being upgraded with a Power Screen as the Daedalus, ''all the units'' now being able to jump over obstacles, etc...), while their last lines of defense were improved to the point they can absorb and deal much more damage than before. This even goes in line with ''VideoGame/QuakeIV'' and the many times Kane is accompanied by fellow marines.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

!! Fridge pages are Administrivia/SpoilersOff by default, so all spoilers are removed. Proceed with caution. Administrivia/YouHaveBeenWarned.
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Added DiffLines:

* In the {{Mission Pack Sequel}}s, the Enforcer shoots first and reloads later. While on a meta-level this could be considered a bug, it does make sense InUniverse, considering how easy they were dispatched, that they would be willing to learn from their mistakes in order to extend their own survivability and dangerousness.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

!!FridgeBrilliance
* The Silencer is the only powerup which doesn't make any activation or wear off sound and even the GUI lacks the icon for it. How fitting...
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