Ground Zero: Quake II Mission Pack

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Review: Ground Zero: Quake II Mission Pack


Just when you think you've made it out of the epicenter of Quake II, here comes another tremor. This time it's Ground Zero, the second Quake II mission pack. The storyline is typical: take out the Strogg's new weapon, the Gravity Well, before they use it to suck the human race right out of existence.

Ground Zero was developed by Rogue Entertainment, the force behind the second mission pack for the original Quake, so they're not newbies to this stuff. And they do a pretty good job of innovating while remaining true to the original, with 14 single-player levels and 10 well-designed deathmatch levels. The new levels, weapons, and enemies offer us faithful Quakers something unique, yet in keeping with the QII we know and love.

The ETF Rifle gives you a rapid-fire, armor-piercing mowdown. The Prox Launcher (which looks like the grenade launcher with construction paint on it) lobs out proximity mines that explode when anyone-including you-gets too close. And the Plasma Beam gives you concentrated death, kinda like holding a magnifying glass over an anthill.

The most exciting addition (at least for us Doom freaks) is easily the arm-mounted chain saw. Glorious flashbacks of limb-rending carnage ensued.

The new bad guys are nothing to email home about. Well, the new Medic Commander is a serious pain, reanimating dead comrades and being harder to kill than the Medic. The Daedalus, the upgraded version of the flying Icarus, now has a power screen to block your frontal attacks. And the Carrier is heavily loaded with armor and weapons and loves to 'port in flyers to mess you up. But they're all more annoying than deadly once you get their moves down.

The AI hasn't improved too much. Sure, you'll have more problems with grunts making clever ducks to evade your killing blow, but for the most part, it's dodge behind cover and keep popping back out until you wear 'em down.

Surprisingly, the creatures with the best attack sequence are the Stalkers, spideresque critters who can drop down on you from ceilings and then jump from floor to ceiling to avoid your attacks. You'll learn to recognize their screechings quickly-or you'll be fodder.

The sound effects aren't as good as those in Reckoning, the first QII mission-pack. And the techno soundtrack is good, but sub-par when held up against Trent Reznor's intense score for the original Quake.

But none of this matters as much once you've taken Ground Zero out on the Net. It's not the new weapons that make multiplayer so much fun (although chopping a foe with the chain saw makes for a well-earned frag). It's the extras. The first time you watch (from your sideways-on-the-floor view) your Hunter or Vengeance Sphere track down and erase the fiend that somehow managed to take you out, you'll laugh from beyond the grave, respawn, and be plenty wary of what's floating around other players' heads.

There's also the Doppelganger, which presents a decoy image of you to draw fire away while you get a bead on the enemy. The Anti-Matter Bomb is the fastest way to clear a room, and Double Damage, when used in conjunction with Quad Damage, will fulfill any megalomaniacal desires. Most of these were borrowed from Quake mods floating around the Net, but that's cool-they were damn fine ideas in the first place, and it's good to have a bunch of them in an organized and inexpensive package.-- Joel Strauch / GamePro

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Game information

Developer:Activision
Publisher:Rogue Entertainment
Release date:
Genre:Action
Esrb:R/P

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