Quake 2, however, shows what iD would do without John Romero's input. And by innovative I mean really really dumb. The result was this memorable mess of half-baked wild ideas, a psychedelic mish-mash of colors, poor map design, and innovative weapons.
Daikatana showed what John Romero would do if he didn't have iD keeping him in check. Daikatana showed what John Romero would do if he di. The comparisons are going to be drawn to Daikatana (in fact, they're going to be drawn in the first video), so let's get them out of the way early. Why? Because there's not much of this game to remember. What do you remember of it? Probably not much. Think back to single-player (if you even played it). You're probably thinking back to Quake 2 and have fond memories of the game. Launched on December 9th, 1997, Quake 2 was the supposedly hugely improved sequel to the original, with large wide open areas, 3D hardware rendering, a fleshed-out story, and COLORED FUCKING LIGHTING GOD DAMN! So how do you fuck up a game with all of these improvements? It's not easy, but iD managed to do it. Quake was a huge phenomenon, and while you obviously can't say it put iD Software on the map, one can fairly safely say that it put them back on the map.