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X-Men: Ravages of Apocalypse is an unofficial commercial modification for Quake (Game), developed by Zero Gravity Entertainment under license from Marvel Entertainment Group, and published by WizardWorks who, at the time, had established themselves as the premier publisher of unofficial expansion packs to popular games. The game cast the player as an android created by Magneto to defeat Apocalypse's army of X-Men clones and upset his plan for world domination.
In the years following its commercial release, Zero Gravity Entertainment has gone to release the expansion pack as freeware along with the original source code. The game is notable for its surprisingly large number of coding errors resulting in broken QuakeC scripting and unreliable end of level statistics.
At the beginning of the game, the player finds themselves at the base of the stairs in the entrance of the X-Men's mansion. The hallways and rooms of the mansion are available for exploration, but eventually the player is required to find the shafts to select the desired difficulty level, exit out through the basement, and begin the first episode. This is made difficult by the somewhat confusing placement of the shafts, end of level exit, and random distribution of arbitrary teleporters suggesting that the level is more optimized for deathmatch play.
The remainder of the game is divided into two episodes. Throughout the course of each, the player is required to not only find the exit to the levels but to also find the hidden super weapon component. The game will not allow the player to exit without the component and the bosses must first be worn down by the super weapon before they will take damage from standard weapons.
With the exception of the two end-of-episode bosses, all enemies in the game are clones of X-Men characters. Each has one or two of their signature moves and are often repeated multiple times throughout levels. Some characters have increased resistance to common weapon choices, encouraging the player to alternate their active weapon selection throughout levels.
As a cyborg of Magneto's design, you are fully capable of morphing your metallic hands into any of the possible weapons at any time with the sole exception being the special super weapon that must be pieced together throughout the episodes. The only limitation to weapon usage is ammunition availability. Power Fist* Shotgun - Fires two rapid shots before pausing to reload.
A majority of the new items introduced in the expansion pack function identically to their counterparts in the original Quake game, the only differences being purely cosmetic. The one truly new item allows the player to fire at a higher rate of fire for a short period of time.
The soundtrack was composed of music by techno/industrial group "Method of the W.O.R.M." and was not made available in the freeware distribution of the expansion pack.
Ravages of Apocalypse was met mostly lukewarm reviews. Gamespot reviewer Jeff Swearingen levied harsh criticism against weapon design decisions and game difficulty (link). Adrenaline Vault reviewer Brian Pipa concluded that, "It's not bad...it just didn't hold my interest" (link) while Computer Games Magazine stated, "At once a repetitive shoot-em-up and a surreal, dramatic assault on the senses, X-Men is exactly what you'd expect from Quake - and therein lies its problem".
The most positive review came from Eidolon Gamer's Society, who praised the graphics as "very impressive", the level design for it's "comic book feel", and the various weapon effects that can occur depending on the enemy. They concluded their review with, "Simply put, X-Men The Ravages of Apocalypse is an excellent Total Conversion of Quake. It may not appeal to the hardcore Quake player as much as the Malice TC or Activision's two expansion packs, but it does a splendid job of using the Marvel license in creating a very fun and enjoyable game" (link).
Due to the large number of QuakeC bugs in the original game, it was not compatible modern Quake engines. Upon release of the official source code, LordHavok created a patch solving these issues, making it playable in his engine, "Darkplaces" and most likely other engines as well.