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Switching between ammo types is done by pressing the appropriate weapon key twice. The Nailgun can switch to Lava Nails, the rocket launcher can fire multiple rockets while the grenade launcher can launch cluster bombs that brake up into multiple grenades. Everything above the Super Shotgun gets a secondary fire mode. Instead of adding new weapons, Dissolution of Eternity adds secondary ammo types to four out of Quake’s seven default weapons. Although uncommon, the occasional platforming element really slowed down the game at times. Scripting is fairly common while hints and onscreen warnings show up at regular intervals as well. New traps and various hazards have been devised, such as bladed pendulums that cleave through the air, collapsing bridges or electrified barriers.
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Each level adopts a different architectural motif, so there’s some variety to be had, though of course the main focus is on gibbing foes.Įven though I’ve enjoyed the second episode more, the first part of the game has its own highlights as well, like a Frankenstein-inspired lab or a deep cavern that looks pretty organic all things considering. The second episode, named ‘The Corridors of Time’, is by far the most flashy, having lots of new enemies and architectural niceties that were unseen in the first game.
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Two episodes are presented here, one covering familiar territory through dilapidated castles and dungeons while a second half has a ‘back in time’ theme to it, with ancient temples, pyramids and tombs. Rogue didn’t reinvent the wheel with this one but did manage to get numerous things right.
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