![]() ![]() Unlike the PlayStation port, there are not only five presets for controls, but you can fully remap the controls to your liking. The Expansion Pak is supported optionally for "enhanced effects", but does nothing to help the performance. ![]() It's smooth enough in small areas, but in combat and larger areas it becomes noticeably sluggish, even at the native 320x240 resolution of the console. However, getting in the way of this is something that's never been an issue with any prior version - the framerate. Rather than being a compilation of maps from the base game and expansions, the majority of maps in the N64 port are new and exclusive, with only a few original maps. (Worth noting: The Nintendo 64 port of the game lacks grenades as a stand-alone weapon, as they are now only ammo for the Grenade Launcher.) The industrial-rock soundtrack by Sonic Mayhem that was present in the PC and PSX versions of the game has been replaced with a new ambient OST. But on the other, textures are lower-quality and model animations are much choppier, especially the weapon animations and the players in multiplayer. On the one hand, lighting and particle effects are much improved and, dare I say, better than the PC version. This port is a very mixed bag, but let's start with the graphics. Okay, so the PSX port fares fairly well, but how does it stack up against the Nintendo 64 release? At its core, it's still definitely Quake II, and, controls aside, there's really nothing outright wrong with this port. Once you get past the controls, you could do a lot worse than this. (Note: Quake II for PSX does support the PlayStation Mouse, but I don't own one so I couldn't test out how it works.) I'm sure given time, you can get used to it, but the developers could have at least given the option to customize the controls. You're either stuck with wonky movement and aiming, or wonky firing and action buttons. The Right-Stick Only preset, which uses the D-Pad for moving and the right-stick for looking, almost works ideally, except that this also doubles as the left-handed preset. I understand that it's 1999, and my ideal design that will hopefully become industry standard six or seven years in the future of using the left stick for all movement and right stick for all looking, isn't quite here yet, but 14 years from now people are really not going to think that this has aged well. If you do have a DualShock controller, there's three presets switching the sticks up. The digital-only controls are kinda standard, so if you're used to those clunky move/turn controls, that'll be your best bet. You can't remap anything, although there are three presets you can choose from. (Yes, if you're one of those people who has to have it a certain way, you can change the split orientation as well.) One thing worth noting as well is that, no matter how hectic the gameplay gets, the framerate keeps a steady 30FPS at all times.Īll in all, not a bad port at all. ![]() Players can change their name and color, and you can change falling damage and gravity in the menu beforehand. It's pretty barebones with gametypes, but so was Quake II before Capture-The-Flag released. The multiplayer is still here, with deathmatch, team deathmatch, and a one-life versus mode with up to four players on 12 maps. Some of the soundtrack pieces are shortened as well. The maps in this port aren't just the main Quake II maps, but rather a combination of maps from the base game and the expansions, with some changes made to accommodate the limits of the hardware (more loading areas, less secrets). From the outset, the PSX port combines the high-resolution textures of the software-rendered PC game with some special lighting-effects that, while decent enough, aren't as stunning as the OpenGL lighting on the original. The PlayStation port of Quake II runs at the console's native resolution of 320x240. ![]()
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