PLATFORM ADVENTURE
Quake II (PC, 1997/Multi)
Subgenre: FPS, Online MP, 4-player Co-op mode
Movement Mechanics: Can crouch (SS1) and crouch jump, Rocket jump
Other: The reactor level connects to three other levels (toxic waste dump, big gun, cooling facility) but the progression there is linear, Your weapons and other items carry over between episodes here
Partially non-linear structure (can go to either the torture chambers or the guard house after the security complex during episode 3 - security complex connects to both of these)
Partially continuous and sometimes interconnected world (can generally go back to the previous level within the same episode after entering the next and sometimes you're required to go back after hitting a switch/getting a key or activating something to proceed in a previous level, sometimes an episode loops back around so you re-enter the a previous level later on from a different entry point (episode 1), later used more extensively in Half-Life though SS1 and Strife already had fully connected worlds)Save/load anywhere (14 slots, shows the level you're at and the date+time you saved at only)
Item inventory (can drop items) - means you can choose when to use temporary power ups (rebreather (breathe underwater), enviro-suit, invulnerability, quad damage)Some secret levels via alternate exits
No ability gatingThree secret levels via alternate exits (lost station - entered via the comm center level's underwater tunnel, sudden death - via receiving center, comm satellite via outer hangar) - Q1 had a few more
Some shortcuts and some alternate paths through levels
New enemies tend to appear as you're backtracking through part of a level (not enough at times though)
Some minor puzzles (can use some switches to make objects fall on enemies to kill them, some spatial awareness puzzles, ride triggered moving platforms to reach new places, explosive barrels used as platforms)
Some innovate or interesting level design (some scripted scenes such as enemies blowing up barrels or bridges+blowing up walls for surprise attacks+one airstrike, powering down or up some rooms to progress - developed a bit further in HL1, enemies that trigger alarm switches to call for backup, drilling machine hazard, lowering liquid levels - Strife, one large scale environmental change - reactor core flooding and destruction, escape sequence in the big gun level)