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‘Quake II’ Still Remains Bigger and Badder Than its Predecessor 25 Years Later

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Much like Doom 2 was to Doom, how do you follow up the mega success that was Quake? The obvious answer was Quake II, but there’s a little more to it than that. Long-time id Software member John Romero had departed the company, along with many of the staff who had worked on the first game. As such, you could say that the team was given the opportunity to try something new. That opportunity resulted in Quake II being Aliens when compared to the original Alien: bigger, more fun, and just as memorable as the original after 25 years.

The story for Quake II is separate from the previous game’s story. In Quake II, Earth is in a battle against an alien race known as the Strogg. You are a Marine named Bitterman taking part in a mission known as “Operation Alien Overlord”. The mission is to prevent a Strogg invasion of Earth by launching a pre-emptive attack against their home planet, Stroggos. Previous attempts to send Marines to the planet resulted in them being captured or killed as soon as they reached the planned landing zone. Fortunately, you survive the entry to Stroggos due to another Marine’s personal capsule collided with yours, causing you to crash outside of the landing zone. Exiting your capsule, you head into the Strogg city, blaster in hand.

Looking back, Quake‘s development was a bit of a mess. Having to salvage the idea of a dark fantasy RPG and turning it into a first-person shooter led to frictions within id, and resulting in Romero’s departure. Quake II had sort of followed in its footsteps, having started out as something else, but eventually having the “Quake” name attached to it. Aside form that, the development was far smoother. That was just the start of one of the differences between Quake II and its predecessor.

With Quake II, gone was the hub world and episodic nature of the levels, and in their place was a much more mission-driven story and less linear level structure. No longer were you searching for keys to open doors to progress. You had objectives like destroying the Strogg security grid, realigning satellite dishes, and so on. And while it’s not comparable to something as engrossing as other video game stories of the day (it’s still a first-person shooter, after all), you did have something that was far better than than what the original game offered. The Gothic horror and Lovecraftian overtones of the original have been left behind for a more sci-fi action horror epic, and really, that’s still very much okay. The Strogg are a concoction of biomechanical monstrosities that harvest human soldiers to add to their own ranks, which is just as chilling as any cosmic horror.

Alongside their formidable appearance, it was the smaller touches added to the Strogg that gave Quake II much more appeal. Along with providing each enemy type with different AI tendencies and patterns, you also had some Strogg be able to duck under your shots or run and hide to regroup, requiring you to have some strategy while making your way through levels. They also had idling animations that provided more personality. Overall, you also had far more variety in enemy types than in Quake II, which displayed the fusion of flesh and machine in rather gruesome details. For example, the Parasite would attach a “tongue” to you and start draining your energy, and wouldn’t let go until you killed it. Or the Berserker that always seemed to be positioned behind doors to surprise you, yelling “Trespasser!” before running after you relentlessly to attempt to stab and hammer you to death.

To add even more of an aesthetic touch to the Strogg, you now had damage states depending on the amount of damage you had dealt, resulting in them looking progressively more bloodied. You also had enemies that would have a “last ditch” death animation, such as a Guard firing off a few rounds at you before collapsing. You could solve that easily by turning enemies into bloody chunks before they got the chance, which was satisfying for the hell you were put though.

Obviously, much of these enhancements found in the engine were thanks to John Carmack, who once again proved himself a genius in the programming department. The Quake II engine not only had the ability to push more polygons, but also render far more colours than its grimly dark predecessor. Though to be fair, years before Gears of War hit the scene, Quake II provided ample shades of brown throughout its palette, which looking back now, looks washed out. Still, we were in awe, and fancy new things like coloured lighting helped to spice things up. And much like what PlayStation fans experienced with 3d games, Quake II had its own graphical “warbling” effect, which was something of an endearing feature for the engine.

It was a foregone conclusion that with the additions to the engine, Quake II‘s gameplay would also see a boost. You still had the fast-paced action of the original, but it was combined with the previously-mentioned AI enhancements, as well as some hefty new hardware for you to combat the Strogg. You still had beefy holdovers like the Shotgun, Super Shotgun, Grenade and Rocket Launcher, but you also now had things like the Chaingun (hello, Doom!), the Hyperblaster that could be considered the laser version of the Chaingun, and what was considered the first appearance in a 3d shooter (and a fan favourite), the Rail Gun . What made the Rail Gun so beloved (aside from dealing so much damage) was the fact that it could penetrate multiple enemies, requiring you to line up multiple Strogg in a line before letting it rip. It also made multiplayer a lot of fun for that fact. The aiming and firing rate took a bit of time to get used to, but once you nailed it, you had what many consider the best weapon in the game.

And seeing as we already had a Chaingun, why not have a BFG? The BFG 10k is pretty much the ultimate weapon as its predecessor was in Doom, but like the BFG 9000, you had to be aware of the slow reload times and brief moment of vulnerability after firing it in order for you to not be put down yourself. Oh, and Quake II‘s final boss in Makron? He also sports a BFG, only his version has no charge up time, and can fire multiple blasts within seconds of each shot.

Wrapping it all up was the game’s soundtrack, which did not have Trent Reznor handling things. That’s quite alright, since Sonic Mayhem were more than up for the task at hand. Rather than the original’s ambient industrial sound that evoked feelings of dread, Quake II‘s soundtrack is just straight up metal, giving you a similar psyched-up feeling that you got with Doom‘s soundtrack, perfectly matching up with the gameplay.

And it’d be against the law if Quake II‘s multiplayer wasn’t mentioned. Similar to the original game, you had Deathmatch, but also a cooperative version of the single-player game, a one-on-one match, and a Capture-The-Flag mode. id Software released specifically-designed multiplayer maps after Quake II‘s release, which only enhanced the fun. You also now had the ability to customize your character’s look with various models and colour schemes, providing more variety.

Quake II saw ports to the Nintendo 64 and PlayStation, with both having their own unique characteristics to meet each console’s capabilities. The console versions also had split-screen multiplayer, which still evokes nostalgia for many. And to further prove the game’s longevity, Quake II also saw an RTX-optimized version released back in 2019 that showed off Nvidia’s new raytracing technology. True, it seemed like an anachronistic approach to showing off new technology, but it gave a younger generation the ability to play Quake II, so what’s to complain about?

While obviously some of its mechanics with the AI and the graphics don’t hold up quite as well today, Quake II is still a blast to jump into after all these years. Practically everything about Quake II surpassed what fans experienced in the original Quake. And while the Gothic horror of the original game has been replaced with a more sci-fi action flavour, there’s still plenty for genre fans to gnaw on as they roam the corridors, keeping an eye out for the biomechanical horrors of the Strogg.

Writer/Artist/Gamer from the Great White North. I try not to be boring.

Editorials

Before “Monster High” There Was Rick Moranis in “Gravedale High” [TV Terrors]

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For this month’s installment of “TV Terrors” we revisit the short-lived animated series “Gravedale High” (aka “Rick Moranis in Gravedale High“), which aired on NBC in 1990.

During the era of Saturday Morning Cartoons, there was always this idea by studios to build on a big star’s name by giving them an animated vehicle. We saw it with Mr. T, Chuck Norris, Macaulay Culkin, and Gary Coleman, as well as comedians like Louie Anderson and Howie Mandel. John Candy got (the still celebrated) “Camp Candy,” while his SCTV colleague Rick Moranis headlined his own animated horror comedy series for kids: “Gravedale High.”

Rick Moranis garnered immense fame and cult status in the eighties and nineties with an iconic comedy career that carried over into big films like Ghostbusters and Honey, I Shrunk the Kids. As a means of marketing off his momentum, an animated series was developed by NBC and Hanna-Barbera to help broaden his family friendly image going into a new decade. “Gravedale High” was born, an animated series that channeled the classic Universal Monsters and teamed them up with a human out of his element; Moranis, naturally.

Rick Moranis starred as Maxwell Schneider, a well-intentioned teacher who presides over a class of young monsters; and the only human among the colorful cast of monster characters. The series provides literally no backstory to explain how he’s found himself teaching at the titular Gravedale High, mind you, but it’s a fun gimmick that the writers run with all the same.

Even though they’re rarely mentioned, we know who these students are modeled after. Among Schneider’s monster class there’s Vinnie Stoker, a Fonzie-like teen version of Dracula. Frankentyke is a shorter, grouchier version of his monstrous father who is prone to bullying others. Reggie Moonshroud is a geeky red haired werewolf very similar in nature to Ron Howard. There’s also J.P. Ghastly III, a blue skinned gnome similar in appearance to Peter Lorre. And my favorite: Gill Waterman, a Spicoli-esque creature from a lagoon who lives and breathes for surfing.

And then there’s Cleofatra, a heavier female version of the mummy who is the antithesis of normal mummies and, as per the rules of the ’90s, obsessed with food. Sid is the class clown who is based on the Invisible Man. He compensates for being invisible by telling non-stop jokes and playing pranks. Rounding out the class, there’s the Southern zombie with an obsession for shopping named Blanche, as well as Duzer, the snake haired Gorgon who is also a vain, self centered Valley Girl.

While similar to “Scooby Doo and the Ghoul School,” Hanna-Barbera developed “Gravedale High” more like a teen sitcom in the vein of “Head of the Class” or “Welcome Back, Kotter.” Schneider always had a lesson to teach his monster class, with each episode mostly serving as a self-contained comedic misadventure. Despite being hopelessly outnumbered, Schneider viewed the students as more than just monsters, and always inspired them to do the right thing. Despite the students clashing with one another and giving Max a hard time, they also had a real sincerity toward him that made their whole dynamic a lot of fun.

Equally fun was the show’s ensemble voice cast, which included the likes of Shari Belafonte, Jackie Earle Haley, Ricki Lake, Maurice LaMarche, Ruth Buzzi, Charlie Adler, Frank Welker, and so many more.

While Rick Moranis’ career continued on, sadly the series only lasted for just thirteen episodes before cancellation; that can mostly be attributed to NBC dropping all of their kids shows altogether in the mid-nineties, in favor of a more teen oriented, live action line up. “Gravedale High” did manage to re-appear in syndication on occasion, however, and spawned a small line of McDonald’s kids meal toys that are still highly coveted by fans to this day.

While Moranis sadly retired from show business in 1997 to focus on his family, I’d still love for someone to revive this series with new characters and a more modern approach. A new generation of budding horror fanatics could use a show like “Gravedale High” in their lives.

Where Can I Watch It? Criminally, the series is not available to stream and you won’t find any official physical media releases in print, but full episodes can be found on YouTube.

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