Quake: Dissolution of Eternity (Revisit)

1,000,000 hours in MS Paint

It’s time to play Quake’s second expansion.

It dives into the action faster than Scourge. There’s no warm-up techbase to get you started. You’re thrown straight into one of two episodes: a mainly medieval fortress, or a time travel themed episode. Episode 2 is the more interesting of the two, with a much greater diversity of levels offered by its’ theme.

Monster placement is suspect: shamblers in clear rooms, fiends in tight corridors, and ‘let’s spawn a scrag in front of that wind tunnel just as you jump in, so you fall into the lava and die’). The new weapons are minimum effort re-skins and lack oomph but they do make combat feel faster and more exciting.

The new monsters are introduced slowly. Some of the design choices strike me as baffling.

Who thought it was a good idea to make a Spawn the same colour as the wall textures?

I wish I could just click my fingers…

Dissolution is marred by designs like that. Slip ups that make some sections far more frustrating than they should be.

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