Quake II

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Скачать Quake II RTX Quake II RTX полностью поддерживает трассировку лучей и включает в себя три уровня из оригинального условно-бесплатного дистрибутива. Описание игры Вскоре после приземления на чужую поверхность вы узнаете, что сотни ваших людей сократились до нескольких человек. Теперь вам предстоит пробиться через сильно укрепленные военные объекты, ослабить оборону города и остановить военную машину врага.

Только тогда станет известна судьба человечества. О Quake II RTX Quake II RTX основан на работе Кристофа Шида и команды из Технологического института Карлсруэ, которые добавили трассировку лучей в Quake II для создания Q2VKPT (в свою очередь, опираясь на кодовую базу Q2PRO). NVIDIA представила новые визуальные эффекты с отслеживанием пути, улучшила текстурирование и внесла десятки других изменений и улучшений, в результате чего впечатления могут конкурировать с играми, созданными сегодня, и доводят ваше оборудование RTX до предела. Купить Квейк II Купите игру, чтобы получить доступ ко всем уровням, а также поддержку многопользовательской игры.

Экшены

Системные требования

Минимальные

  • Minimum:
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7 64-bit
  • Processor: Intel i3-3220 or AMD Equivalent
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce RTX 2060, or higher
  • Storage: 2 GB available space
  • Additional Notes: Vulkan

Рекомендуемые

  • Recommended:
  • Requires a 64-bit processor and operating system

Отзывы

Steam · Very Positive

Все отзывы в Steam

4 163 положительных из 4 787 отзывов

95

Игрок 6295Рекомендует

Просто Легенда! Ещё и в RTX - повод пройти ещё раз с улучшенной графой! Любимая часть серии (в коробке по прежнему лежит CD с 97-98 года). До сих пор жду продолжения саги про Строггов (Quake 4 увы, в своё время не очень зацепила, и разрабы даже другие были). Как кстати поставить родную музыку, из этого руководства помогло: https://steamcommunity.com/sharedfiles/filedetails/?id=2988359632

75

Игрок 6275Рекомендует1 ч в игре

Spoko, fajnie, ale optymalizacja to jest fatalna. Daje okejkę, ale dałbym chętnie coś pomiędzy

71

Игрок 2671Рекомендует3 ч в игре

Fun game, I like setting in game sky to earth and time of the day to real time of the day.

60

Игрок 5960Не рекомендует1 ч в игре

Я-то думал, наивный, что это полная версия игры, а оказалось, что это всего лишь технодемка: тут только первые 3 уровня, закрыт доступ в мультиплеер, и даже музыки нет, легендарной музыки Sonic Mayhem! Чтобы открыть доступ к фул контенту, надо купить полную версию Quake 2 в Стиме, чего в России сейчас сделать невозможно без смены региона. Поэтому дизлайк. Прошел на харде за час, стабильные 62 fps.

11

Игрок 8511Не рекомендует1 ч в игре

Play the remaster by Nightdive Studios instead. The RTX version feels like a downgrade in many aspects

98

Игрок 1798Рекомендует14 ч в игре

Quake II RTX is an unusual modernization of a classic first-person shooter because it does not attempt to disguise the age of the underlying game. Instead, it preserves the recognizable combat, level layouts, enemies, weapons, and industrial science-fiction character of the original while using cutting-edge rendering techniques to completely alter its visual atmosphere. Developed by Lightspeed Studios and published by NVIDIA, the project works both as an entertaining retro shooter and as an impressive demonstration of what real-time path tracing can accomplish when applied to environments originally created under far more restrictive technological conditions. The basic premise remains straightforward and focused on action. Humanity launches an assault against the hostile Strogg civilization, only for the operation to collapse and leave the player fighting through a heavily fortified alien world. Storytelling mostly serves to provide motivation for moving from one objective to another rather than constantly interrupting the action. This restrained approach complements the old-school structure well. Players spend most of their time exploring hostile installations, eliminating enemies, locating important routes, activating machinery, and gradually working deeper into enemy territory. Combat retains the fast and uncomplicated qualities associated with classic shooters. Movement is responsive, weapons have clearly defined purposes, and enemies pressure the player through different attacks rather than complicated scripted encounters. Success depends on staying mobile, managing ammunition, choosing appropriate weapons, and learning how opponents behave. There are no extensive character builds or layers of progression systems competing for attention. The focus remains firmly on shooting, movement, exploration, and survival, giving the experience an immediacy that can still be satisfying despite its age. Level design is considerably less guided than what players may expect from many modern shooters. Industrial corridors, elevators, machinery rooms, interconnected chambers, switches, and branching passages create spaces that sometimes demand careful navigation. Objectives may require players to remember locations or revisit previously explored areas after triggering something elsewhere. This structure creates a stronger feeling of infiltrating an actual facility, although newcomers to older FPS design may occasionally become lost. The absence of constant directional assistance is simultaneously one of its charms and one of its potential frustrations. The defining attraction is its path-traced presentation. Global illumination, reflections, refractions, ambient occlusion, realistic shadows, and other advanced lighting effects dramatically change how these familiar environments appear. Illumination interacts with surrounding surfaces instead of merely making individual textures brighter. Colored lights influence nearby architecture, reflective materials respond more naturally to their surroundings, and darker areas gain considerably more depth. Light sources can transform the mood of an entire room, making the industrial setting feel more physical and atmospheric. What makes the visual experience particularly distinctive is the contrast between old assets and sophisticated lighting. Geometry and animation still reveal their classic origins, yet those elements exist inside a lighting environment that behaves in a strikingly modern fashion. Rather than producing something that looks like a conventional remake, this creates an appealing hybrid aesthetic. It feels like viewing a familiar piece of gaming history through technology from another generation. Improved textures and additional graphical refinements help bring the presentation together without erasing the fundamental visual identity of the source material. The technology also contributes meaningfully to atmosphere. Dim corridors can become genuinely ominous when shadows and indirect illumination behave naturally, while bright machinery and energy sources create dramatic contrasts. Reflections and bounced lighting give otherwise simple rooms a surprising amount of visual depth. The experience can occasionally become almost as much about observing the rendering technology as fighting enemies. Stopping to examine how a weapon or nearby light affects an environment can be unexpectedly entertaining, which demonstrates how successfully the graphical improvements become part of the experience rather than simply functioning as a superficial filter. The freely accessible portion contains three levels derived from the original shareware offering, while owners of the original Quake II can use this implementation to experience the complete campaign. This makes the standalone package particularly effective as a demonstration of the technology, but players should understand that it is not intended to provide the entire original adventure for free. Its value therefore depends partly on whether someone wants a technical showcase, a brief introduction to classic Quake II, or a new graphical approach to a game they already own. Its weaknesses largely come from what it deliberately chooses not to modernize. Enemy behavior, environmental geometry, animation, navigation, and general mission structure retain the characteristics of an older FPS. Anyone expecting an extensive remake with newly designed levels, cinematic presentation, modern AI, expanded storytelling, or completely reconstructed assets may find the experience surprisingly traditional beneath its advanced lighting. Conversely, players who appreciate classic shooters may see this preservation as a strength because the project demonstrates how dramatically presentation can evolve without fundamentally replacing the gameplay underneath. The mature tone also remains intact, including blood, gore, and animated violence. These elements fit naturally with the hostile extraterrestrial setting and aggressive combat rather than feeling like additions created specifically for this edition. Combined with the metallic environments, grotesque enemies, weapon effects, and darker illumination, the violence reinforces the oppressive atmosphere of fighting through a civilization built around warfare and machinery. Steam Deck compatibility is a notable concern. Steam currently categorizes Quake II RTX as Unsupported for Steam Deck, so it should not be considered a dependable choice for Valve's handheld. The advanced rendering technology is central to the project's identity and places demands on hardware that do not align particularly well with the Deck experience. Anyone primarily interested in playing Quake II portably would be better served by another version rather than treating this RTX edition as a handheld-focused release. Ultimately, this succeeds because it understands its purpose. It is neither a conventional remake nor merely an interactive graphics benchmark. The underlying shooter remains enjoyable, while path tracing provides a genuinely transformative reason to revisit its industrial environments. Some mechanics and assets inevitably show their age, and the limited free content and unsupported Steam Deck status reduce its accessibility in certain situations. Nevertheless, the combination of classic FPS action and remarkably sophisticated lighting makes it an absorbing technological reinterpretation that respects its origins while demonstrating how dramatically rendering technology has advanced. Rating: 8/10

74

Игрок 5674Рекомендует10 ч в игре

Nice visuals, some of the darker areas does feel very much like Doom 3 but even more immersive. However I believe this release has some bugs, like enemies sometimes get stuck on things, sometimes they are very slow to react and the hitbox feels a bit off too. The Nightdive's remade is much more refined, but this one is free so it's ok.

02

Игрок 5802Рекомендует2 ч в игре

Quake II RTX is one of those games where I mostly wanted to see how much difference modern lighting could make to something that is almost thirty years old. It is still Quake II underneath, so I am running around industrial bases, shooting Strogg and grabbing weapons just like the original. The big change is the full path traced lighting, which completely changes the way the environments look. Lights actually bounce around rooms, reflections show up in surfaces and darker areas have a much stronger sense of depth. I think it looks especially impressive considering how old the original game is. The lighting is easily the best part for me. Quake II was never a slow or complicated shooter, and RTX does not try to change that. I am still moving quickly, switching weapons and fighting enemies with the same straightforward style. What changes is how much atmosphere I get from the environments. Bright lights spill into nearby areas, explosions light up the surroundings and reflections make water and shiny surfaces look completely different. Some of the darker corridors that originally just looked like simple grey walls now actually have a sense of space to them. I also like that the gameplay itself has been left alone for the most part. I do not have to learn a new combat system or deal with modern shooting mechanics that would completely change how Quake II feels. The weapons still have their familiar punch, the enemies still behave in the same basic way and the level design still has that old school style where I am constantly looking for keys, switches and the next route forward. That is important to me because a visual remaster works much better when I can still recognise the game underneath all the new effects. The biggest problem is the amount of content I get without owning Quake II. The free version only includes the first three levels from the original shareware release. That is enough for me to properly see what the technology does, but it is not enough to judge the full Quake II campaign through RTX unless I already own the original game. I think that is fair for a free remaster, but it still limits what I can actually do with it on its own. If I am only using the free version, I am really getting an impressive technical showcase rather than a complete game. The hardware requirements are another thing I have to consider. The whole point of Quake II RTX is the path traced lighting, but that comes with a much heavier performance cost than the original game. I need suitable ray tracing hardware to get the experience the way it is intended, and even an old game can become demanding once every light source is being calculated this way. I think that is part of the appeal for people who want to test their hardware, but it also makes the remaster much less accessible than normal Quake II. What I really appreciate is how much attention has gone into the actual presentation rather than simply adding a few shiny effects. The textures have been improved, the lighting has been rebuilt and things like shadows, reflections, refraction and ambient lighting all work together. When I switch between the original style and the RTX renderer, the difference can be ridiculous. It makes me notice things in levels that I have probably walked through dozens of times before, and I think that says a lot about how effective the lighting overhaul is. Overall, Quake II RTX is a really impressive way of seeing an old shooter in a completely different light. I love how the path tracing changes the atmosphere without ruining the original gameplay, and the weapons, enemies and level design still hold up because the core of Quake II was already strong. The limited free campaign and demanding hardware requirements keep it from being something I would rate extremely high as a complete game, but as a free showcase and a modern version of an old classic, it does exactly what I want it to do. For me, it is one of the better examples of how new technology can improve an older game without taking away what made it fun. Rating: 8.3/10

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