And considering that the Doom and Quake series have crossed over twice, this isn't as far-fetched as people think it is. The BFG10K was derived from blueprints the Strogg obtained for the original BFG 9000! The first Makron took a liking to this weapon, hence why they wield it even though the Painfully Slow Projectile gives it dubious utility against the agile Bitterman.The Nailgun was an off-shoot of this concept, having much better portability (Kane can carry it before his Stroggification!), and the optional homing feature to compensate for the slower nails. The Chaingun uses the relatively low-caliber Machine Gun bullets to help lower weight. Bitterman, being stroggified himself can easily handle it. The Chaingun is an experimental portable Strogg Minigun, not usually carried by marines in story due to its still considerable weight.They do require reloading, but for gameplay reasons, it's not a mechanic. The Quake II shotguns are presumably both drum-fed, explaining how the game shows them never needed a reload.Bitterman - Stroggified himself - wouldn't have trouble wielding a Hyperblaster's presumably high mass due to its 300-shot-cap onboard power cell. However, these models would be presumably be lighter due to the smaller batteries rather than whatever power cell the QII Hyperblaster used. This model never made it into widespread product before the Big Gun was destroyed and the original Makron was assassinated so the Tactical Strogg used the captured models that have limits like the limited magazine size. The Quake II Hyperblaster is a different design that the Strogg replicated from the model we see in Quake IV, hence the reason it has Bottom Less Magazines and looks rusty and dingy.The weapon models seen in Quake II still exist, they're just different models used by the Operation: Alien Overlord attack wave or cruder Strogg designs For plotline reasons, several areas of II and IV would be revisited, such as Outer Base/Installation (with Dark Reprises of "Descent into Cerberon" and "Quad Machine" as part of the OST), the Strogg Medical Facilities (with a possible mission to shut down permanently the whole facility).The consequence, of course, is that this would also affect Kane. A bit of Gameplay and Story Integration regarding the way the enemies vanish after being destroyed: turns out there's a Nexus-esque device/structure that must be taken down so all Strogg deaths are final.Much in the same way the Hornet went from a Mid-Boss in II to a Degraded Boss in IV, the Network Guardian would be degraded from a dragon to a more present enemy.The Final Boss would either be a HAL9000/Skynet Expy or worse: a cyborgized human with God-deliriums. A Boss fight against a rebuilt Makron.Much in the same way DOOM Eternal and The Ancient Gods 1 & 2 revealed the origin of the demons in the Doomverse, Awakening would have the origin of the Strogg as a main plot point.Some guesses as to what the possible plotlines could have been: There was a cut mission pack called Awakening in the works, which ended up being scrapped after IV failed to meet sales.
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