Quake II Magazine Archive: August 1997

"As predicted by industry insiders (as in 'inside various important people's colons'), Activision have signed worldwide rights to Quake II. This completes their royal flush of Quake-powered 3D shooters which started with both official id mission packs, then Hexen II, and Sin, the new title from Scourge of Armagon designers, Hipnotic. Few new details about the game were forthcoming, bar a reiteration that Quake II is a complete redesign with nothing carried over from the original game concept except for the Quake Unified Engine (a new version which integrates 3D accelerator support, Windows 95/NT and Internet gameplay all in one bite-sized EXE). So total is the redesign, in fact, that the name 'Quake' may even be dropped. According to the rather flowery press blurb: 'Gamers encounter an entirely new breed of intelligent and aggressive enemies which inhabit a complex matrix of interrelated, non-linear worlds, as players seek to avoid becoming a fine mist of blood and bone.' PC Zone spies, however, report that Quake II levels will be two to three times bigger than the original's maps, and that more diverse weapons will be on hand for less rocket-launcher oriented gameplay. Also, coloured lighting and real-time shadows will only be available in the 3D accelerated version."

Quake II Magazine Archive: July 1997

"Enhanced graphics. Hexen-style hub levels. New lighting FX. And things to blow up! Sketched in for release in December 1997, Quake II looks like it may yet steal the thunder of this year's flotilla of 3D action games, including Jedi Knight, Daikaitana, Unreal, and Hexen II. Featuring a raft of new graphical enhancements, new monsters, new weapons and new environments, id Software are claiming, somewhat confusingly, that Quake II 'will be more of a sequel to Quake than Doom II was to Doom.' Despite losing several core members such as John 'Doom' Romero, Michael 'Network Code' Abrash, and Jay 'Biz Guy' Wilbur, id have been beavering away for over seven months on the game. As a policy, id have claimed that 'nothing' from Quake will be carried over to its sequel — bar the engine. CodeSmith John Carmack has substantially souped it up, adding real-time shadows and exotic lighting effects which are said to rival Unreal's PUV (Pulsating-Undulating-Vomiting) technology."

Quake II Magazine Archive: June 1997

"How do you top the awesome 3D action of QUAKE? All the gaming heavyyweights — including LucasArts, 3D Realms, id Software, and Raven — are working on that very question with the next generation of first-person shooters, which promises to take the genre even further. This month, we grab our rocket launchers and hunt down the most promising QUAKE killers of 1997."

Quake II Magazine Archive: May 1997

"The other newcomer in this pack is the Gremlin, whilst bearing no resemblance to the creatures from the Steven Spielberg film, are an excellent addition... Midway through an intense conflict a message appears: 'Gremlin stole your rocket launcher'. Suddenly you are rudely disarmed to the shotgun, as you see the Gremlin in question hobbling away with a distinctive Quake soldier's gun in it's wiry little arms. Taking offense, you charge out of the fray, pinning the munchkin angrily with the feeble spray from your recreational bird shooter. The Gremlin whips about, and you gasp in horror as a hail of rockets blows you and the surrounding monsters into cyber-chunks."