
After disabling the green laser and triggering the button, three Machinegun Guards will come from a wall in the middle level.Using the intended passage to reach the bottom level, halfway, there's a triggered pipe explosion from where two Technicians come from. From the same beginning area, the corridor at the left ends in a two-levelled area.Upon entering and opening the door, two wall explosions are triggered and two Enforcers, one at each side, will appear. Once emptied you need to use an elevator to reach the upper level. On the maintenance area where you need to toggle the hatches, the corridor on the right contains a pool with a toxic substance which needs to be emptied first and filtered later."The Swamps": Triggering the computer near the end opens a small room revealing a Technician above it.


Some of those attacks are very frustrating, enemies in Quake II already had inhuman reflexes, it was almost aimbot-like how quickly they some react to your presence, but now we have several enemies with laser weapons capable of zeroing in zapping away health from miles away without much warning or tanky enemies practically doubling their health pools with shields, and some of the latter levels consist primarily of these enemies making things pretty sluggish to wade through. To be honest I don't think this would have been an issue for me if it wasn't for the new enemies themselves, most are just reskins of existing monsters with altered attacks.

You might say Quake II did that, but the slight difference was there was less chance of an enemy being behind a door or crate, you had to pay attention to sound cues more, there was more apprehension, whereas here you can almost bet there's an enemy in every nook and cranny. It doesn't hurt it too much, and it's entirely subjective, but I'm of the opinion that less is more, it's not how many enemies you have it's how you use them, and in a lot of cases there's no real nuance to their placements, behind crates, doorways whatever. It's not a huge issue, but when you consider the combat one of the weaker elements of Quake II (weapons not feeling useful etc.) all this does is change the atmosphere and pace of the game. The one thing I'm not entirely keen on is the idea that "more = better", the philosophy for a lot of expansions, not just content with added new levels, weapons and enemies they have to bloat things beyond standard proportions, we see here enemy numbers range into the high 70's to the high 90's on most maps whereas in Quake II they rarely surpassed 50.

#Quake ii the reckoning full#
They still exist, like ladders / elevators into a room full of enemies but not as bad as before. Even though The Reckoning is made by Xatrix they've done a pretty good job of emulating the kind of level design we saw from vanilla Quake II, I'd even say in most cases it's slightly improved, fewer instances of exiting into a bad situation like a narrow hallway into the railgun of a Gladiator. 70% PCPretty much more of the same Quake II, I say this with a lot of expansions and dlc but there's really not much else to say about them, they are released to provide more gameplay and that's simply what they do.
