
The Strogg are your typically violent alien species that survive by stealing biological samples from other races then wielding on cybernetic implants, and have targeted humankind as their next supply stop.

Like Doom 3, the opening section of the game is filled with other humans, but in this case, instead of chilling out on the Mars space station and doing nothing more threatening than routine maintenance, they're preparing for WAR! Unlike Doom 3, the other humans rushing about the place actually serve a purpose. Then Quake 4 came along, and right away you can tell it was the kind of game that Doom 3 should have been. I won’t lie some people perhaps unfamiliar with the game of old loved the new veneer of pizzazz the rest of us walked through a game seven shades too easy and shed the hypothetical tears that we're all far too manly to actually offer. There was just you, a senseless flashlight gimmick, too many health and/or ammo pick-ups, and perhaps a gathering of five targets at a time. There were no desperate firefights, no clinging to your life by a single thread and no realms of secrets. Swarms of hell-spawns, mutants and zombies that once patrolled the areas in waves were replaced by singular shit-brown imps that sprang from closets attempting to give the player a cheap scare (spoiler: they fail). iD’s maniacal level design had been thrown to the wayside to make room for flat, linear maps. It was not an enhancement, a step forward or even a particularly good game in its own right. It was not an improvement on the two games before it.

But then, iD decided to get with the times. iD used to have a pretty good handle on this back in the day Doom 2 was significantly better than the original, for instance, and even the early Quakes showed nothing but marketed improvement with each chapter released. There's these things in video games called legacies, and they can work for or against you.
