Well, after playing the amazing “Scourge Of Armagon” official expansion for “Quake”, I thought that I’d check out the other one. I am, of course, talking about Rogue Software’s “Dissolution Of Eternity” expansion from 1997.
Before I go any further, I should point out that I played “Dissolution Of Eternity” using the Darkplaces source port rather than the GL Quake source port supplied with the version of the game available on GOG. Not only was this because, after working perfectly exactly once, GL Quake then started crashing my computer every time I tried to play the game – but also because using Darkplaces allowed me to save hard drive space. Seriously, the download of “Quake” on GOG is a bloated 1.1 gigabytes in size!
Likewise, due to some problems with Darkplaces and/or my computer, I had to lower the texture quality to “16 bit” during the last couple of levels of “Dissolution Of Eternity” in order to maintain a playable framerate. So, if the textures in a couple of the screenshots in this review look slightly posterised, that’s why.
Anyway, let’s take a look at “Dissolution Of Eternity”:
“Dissolution Of Eternity” contains 15 new levels (split into two episodes), new monsters, new textures, alternate ammo types and apparently new music too (but, again, I couldn’t get the music to work).
One of the very first things that I will say about “Dissolution Of Eternity” is that you shouldn’t judge it by the first episode. In fact, it’s probably best to skip the first episode altogether (and, yes, this expansion actually has a proper episode selection area) and just play the second one – because it is way better. But, more on that later.
The first episode, “Hell’s Fortress”, contains seven reasonably well-designed non-linear levels that contain challenging, fast-paced gameplay. However, this episode just lacks personality. It is drab, dull and dreary.
Yes, the actual gameplay may contain a few really cool moments and E1M5 looks vaguely cool (in a gothic Lovecraftian kind of way) but, for the most part, this episode really isn’t anything that memorable – even down to the relatively weak boss fight at the end.
On the other hand, the second episode (“The Corridors Of Time”), is amazing!
Seriously, it contains all of the creativity and personality that the first episode lacks… and then some more. Not only are the levels in this episode longer, even more complex and slightly more challenging – but there’s loads more variety and creativity too. If you only play one episode, play the second one!
There are too many standout moments in episode two to mention. But, the best ones are probably the ancient ruined streets in part of E2M1, the amazing gothic ancient Egyptian setting of E2M4, the awesome Aztec-style settings in E2M6 and the epic boss battle (against a dragon!) in E2M8.
Thanks to the more complex level design and increased variety of interesting settings, this episode is an absolute joy to play 🙂
E2M4 is probably the best level in the episode, and it includes things like a giant temple to Osiris, Egyptian mummies, sarcophagi, complex mazes, smaller sphinx statues, smaller pyramids and even an excellent mini-boss segment. If you love classic Ancient Egypt-themed FPS games like “Exhumed“, “Killing Time” and “Serious Sam: The First Encounter“, then episode two is worth playing for this level alone 🙂
Another cool thing about the second episode is that, every level or two, you will have to fight several small mini-bosses. Near the end of many levels, a powerful ancient Greek/Babylonian/Egyptian-style giant (called a “Guardian”) will rise from the ground and attack you.
Not only is this guy a formidable foe, but if you retreat or hang around too long, he’ll start spawning weaker copies of himself too. Often, the portal at the end of the episode will only open when the “original” Guardian is killed. Not only does this add extra challenge to the game, but it also makes finishing each level feel like even more of an accomplishment:
The other new monsters in “Dissolution Of Eternity” are all reasonably good too. In addition to an ogre that fires a different type of grenade, there are also floating wraith creatures, electric eels, stone knights, lava mini bosses, stronger “Egyptian Mummy” versions of the zombies, a mini-boss version of the episode one boss and “invisible” swordsmen (fortunately, they aren’t completely invisible – there’s a floating sword and a light on the ground).
These new monsters help to add some extra challenge and variety to the gameplay. However, they don’t really seem to have the same level of uniqueness or “personality” as, say, the gremlin monsters from the “Scourge Of Armagon” expansion.
Instead of new weapons, “Dissolution Of Eternity” includes three new ammo types (“Lava nails”, “Multi-rockets” and “Plasma”). These basically serve as an “alternate fire” mode for many of the game’s weapons (and you can toggle between “standard” and “improved” ammo by pressing the weapon’s number key). Plus, there’s actually enough of this extra ammo scattered around the expansion for it to actually be useful in many of the game’s combat encounters.
The lava nails allow both nailguns to not only be more powerful, but also to carry extra ammo too. The multi-rockets allow the grenade launcher to fire cluster grenades (which look cool, but aren’t that useful practically) and the rocket launcher to launch a powerful barrage of four rockets (which is a lot more useful).
The plasma ammo for the lightning gun… didn’t work properly (on my computer, at least) and did nothing more than place a floating blob of plasma in front of the player.
All in all, about half of “Dissolution Of Eternity” is really brilliant (and the other half is fun, but a bit drab). Although this expansion contains lots of cool extra stuff and a decent number of challenging and enjoyable levels, it often doesn’t quite reach the level of personality and fun found in “Scourge Of Armagon”. Even so, the fourth and sixth levels of episode two are well worth playing though.
If I had to give it a rating out of five, it would just about get a four.