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 Enemy Territory: Quake Wars

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god of destiny
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PostSubject: Enemy Territory: Quake Wars   Sun Apr 20, 2008 3:21 am

Metachronos overall score = 8.4 / 10

Positive
- Slick, mission-based gameplay makes for intense, focused pockets of action
- Constantly updated objectives make sure you are never at a loss of where to go and what to do
- Interesting classes are balanced well and are equally enjoyable to play
- Strong shooting model makes it fun to mow down the opposition

Negative
- No voice chat functionality, even for fire teams
- Vehicle and aircraft key bindings aren't completely separate from infantry keys

The year is 2065. The Strogg race has attacked Earth in order to process its raw materials into a fuel called stroyent. If you've played any other Quake titles, you'll know some of the history here, but it's mostly irrelevant in the context of Enemy Territory's multiplayer action, so let's cut to the chase: You join either the human Global Defense Force or the alien Strogg team, and then shoot your enemies in the face. Obviously, it's a tad more complex than this. First, you need to choose one of five classes before each match. The GDF classes will be familiar to any RTCW: Enemy Territory player; the Strogg classes have different names than the human ones, but they all boil down to the same roles. GDF soldiers and Strogg aggressors are your typical frontline troops; medics and technicians heal in the field; and so on. Don't assume that correlating classes are all exactly the same, though. GDF field ops can drop ammo packs, for example. The similar Strogg oppressor doesn't need to drop ammo, since the alien weaponry doesn't require any. Instead, oppressors can set up a tactical shield to protect infantry or vehicles.



Yet prior Quake games captured the aura of futuristic warfare better than Quake Wars does. That is partially due to the open-environment design--and the very nature of the setting. However, there is no real eye candy to set your sights on here, so while the maps look very good, nothing really paints a detailed picture of a war-torn world. Indoor areas in particular are mostly bland and functional, but even terrain lacks detail, thanks to flat textures. Even explosions and fire effects lack pizzazz. Lighting is often spectacular, however, especially in the foliage-rich areas, and vehicles and turrets are richly detailed. The draw distance is also incredible, without any noticeable fog or polygon pop-in. Character models are good too, but the animations are a bit awkward. Luckily, the game runs reasonably well. The din of battle sounds good, and the weapons are obnoxiously loud, in a good way. The voice-over commands that you can play are grating, though, and the tone of some of the lines (like the GDF's snotty "You're Welcome!") seems out of place. If you're an Enemy Territory veteran, this is the logical next step for you. And if you've been turned off by team shooters in the past, this one may change your mind. The accessible, objective-focused gameplay won't be for everyone, especially those into the chaotic, freeform warfare of other team shooters. But all told, Quake Wars is great fun and should provide FPS fans with a lot to sink their teeth into.




COVER = http://www.tothegame.com/boxshot.asp?picnum=uk&id=4365

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PostSubject: Re: Enemy Territory: Quake Wars   Sun Apr 20, 2008 12:35 pm

no comment
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PostSubject: Re: Enemy Territory: Quake Wars   Sun Apr 20, 2008 1:47 pm

gamemaniac wrote:
no comment

lmao

a good game ;D

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PostSubject: Re: Enemy Territory: Quake Wars   Mon Apr 21, 2008 7:48 am

really good
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PostSubject: Re: Enemy Territory: Quake Wars   Mon Apr 21, 2008 10:45 am

no awesome

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PostSubject: Re: Enemy Territory: Quake Wars   Mon Apr 21, 2008 12:59 pm

indeed
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