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: id Software – Quake II

"Our Chaos Theory: fire a BFG in 1997 and you get CHAOS in 2021… The reason Quake and Quake II get more coverage than other games is simply because of the way in which gamers embrace playing them. No other games have been mutated in so many ways as Quake and Quake II have. So if you're sick of hearing the word Quake — bad luck. You'll be hearing a lot more of it in the future."

French computer magazine: Joystick — Quake II Preview

"Surtout que John Carmack, le genial designer-programmeur d'id Software, a annonce que le coeur multijoueur de Quake accepterait sans encombres des parties a 200 joueurs simultanement. Vous imaginez ca ? C'est plus du DeathMatch, mais de ventables batailles rangees. Reste a trouver les grosses becanes et les gens prets a les mettre en place pour offrir de telles parties. A suivre..."