Is that too many :'s in the title?
Anyway, I've been quiet of late with a lot on my plate and a sinus infection thrown in for "flavor" but Gamefly was nice enough to send me Quake Wars to fill my time after the daily exhaustion was over... and the baby was asleep or otherwise distracted.
I have mixed feelings about Enemy Territory: Quake Wars.
For starters, I am not a Quake fan. Not to say that I don't like the series, I have just never gotten into it. Hell, I've never played a single game. In that regard, have no clue whatsoever as to the story of what is going on in the Quake universe. There is a small intro cinematic of Strogg ships slipping into orbit around Earth and generally laying siege to the planet, so it is at least clear they they are the bad guys to be defeated.
Go Team Earth... or something.
As with all of my impressions/reviews, I went to go check out the GS review. I should stop that, since it just makes me want to put three or four nails through a stout board and beat various members of the GS staff for their absurdity and general lack of professionalism. Let's start with the opener...
"Although the objective-based action is still feverish in this console port of Quake Wars, the lack of any upgrades makes this multiplayer-only shooter feel slim and dated."
Okay, the Xbox 360 (and PS3) version(s) of the game are ports from the earlier PC release. The key word there is port. That means it is fundamentally the same game translated over to a different medium. I cannot figure out why anyone, let alone a supposed professional, would think that a port should have to be upgraded or somehow more than the original. It's ridiculous to think less of the game because it didn't do anything differently than it did on an earlier release. Plus, it isn't multiplayer-only. You can play it single-player. What he means there is that there is no single-player story to play through. I know that is a small nitpick, but we ARE talking about supposed professionals here, so be accurate.
"If you're not familiar with Quake, you're not going to learn anything in Quake Wars. From screenshots you may deduce that humans are fighting alien-type creatures on a planet that may or may not be Earth. Evil aliens known as the Strogg have invaded, and our last defense is, naturally, the Global Defense Force. We're told that the year is 2065 and that the events in Quake Wars serve as a prequel to Quake II. Sadly, this paragraph features more story elements than you'll find in the actual game. If you want to learn more, you'll have plenty of time to type "Quake" into your favorite search engine during the frustratingly long load screens."
The first sentance is okay, though you DO pick up a little bit if you are paying attention to the game you are playing. While the second sentance is technically true... they're screenshots... of course they're potentially vague. I don't see you whining about the screenshots from COD4 elluding that that game taking place in a region that 'may or may not be' the Middle East. The remainder of the paragraph just continues the irreverent tone without being accurate enough. Again, if you were paying attention to the game you were playing, you would have picked up more.
To be accurate here, Quake Wars doesn't tell you enough about what is going on and that IS a negative mark against the game. It just isn't the total failure that Jon Miller is making it out to be here.
The next couple paragraphs are alright and not worth complaining about. Some of things Miller says (or leaves out) combined with his previous claims that the game features no story elements (when, in fact, it does have an admittedly scant offering) lead me to wondering just how much attention he was paying while playing this game.
I'm not that good at straightforward, go pick up weapons and kill people FPS play, so the role-oriented nature of Quake Wars is very appealing and appreciated by me. Each role feels distinct in its impact on play and there is something for everyone to do.
The Soldier/Aggressor gets access to an array of guns to fit any occasion and will satisfy the need to get stuck in with enemy. A standard assault rifle is bread and butter, a shotgun for that added flavor, a machinegun for when you want to lay down some fire, and a rocket launcher for when enemy armor looks your way. They are also responsible for planting explosives on objectives as necessary. They hurt or break things, pure and simple.
The Covert Ops/Infiltrator gives a nice range of options for us sneaky bastards to gather intel, harass the enemy, assassinate them up close, or bring death from far away. They start with access to the scoped assault rifle, which just gives a bit of ranged accuracy to the Soldier's primary weapon, and can also select a formal sniper rifle if that is to taste. Their sidearm, whether it is the initial pistol or later SMG upgrade, is silenced. Also, their grenades, rather than standard frag, are EMP and temporarily disable vehicles or turrets they damage for a nice touch. For gear, they can call in a radar unit that displays enemy positions on the minimap, deploy a remote camera/explosive which is static for the GDF but flying for the Strogg, and either a deployable smoke cover for the GDF or a teleport beacon for the Strogg. They handle all of the hacking objectives.
The Engineer/Constructor is all about selecting the right turret for the right spot and denying the enemy easy access to part of the battlefield. They begin with access to the assault rifle and shotgun, later getting an auxilliary-mounted grenade launcher for the assault rifle that can come in handy. For gear, they can place two general purpose mines at a time and any one turret from a selection of anti-personnel, anti-vehicle, and either anti-air for the GDF or anti-artillery for the Strogg. They are responsible for building or repairing objectives (as well as vehicles or turrets) as well as disarming any explosives planted by the enemy.
The Field Ops/Oppressor is very similar to the Engineer/Constructor but rather than being more defense, their artillery options allow for impressive counter to the Engineer/Constructor's control. They start with only the assault rifle but later open the scoped option. Gear is where it is at for this role. They receive supportive ability to toss out ammo crates, a smoke grenade to call in an impressive airstrike, and a target designator which can place strikes from one of three support pieces that they can bring in. The artillery fires a salvo of indirect fire that isn't terribly accurate but does create a swath of destruction while the rocket launcher locks-on to enemy vehicles to ruin their day and the Hammer Missle/Dark Matter Cannon turns a very large radius of the map into instant death for any and everything not on your side.
The Medic/Technician is all about supporting the team, as should be expected. I have to admit to not enjoying the Medic role so I didn't ever level one up to see what they get via upgrades. I can tell you that they start with the assault rifle and shotgun. For gear, they get the prerequisite medkits and can "rez" dead teammates as well as the GDF getting to call in supply crates that the team can rearm from and the Strogg being able to place some spawning thingamajig on dead foes whose purpose I never did figure out.
For the most part, the GDF and Strogg are symmetrical with little difference between them. The same kinds of weapons and effects, the same kinds of turrets and artillery, and the same general abilities. The differences are few and, really, inconsequential. The biggest item of note is that the Strogg enjoy one large ammunition pool for their weapons and do not need to reload but suffer from overheating if they fire too much. Vehicles are little different. Everyone gets a tank, a jeep, and a flying gunship with the GDF getting an ATV and another flying vehicle that I never ran across while the Strogg get an interesting jump-pack and the heavily armed mech.
Following that, the next two paragraphs of the GS review (five and six, if you're keeping track), surprisingly at this point, are spot on. The only problem I have is the end of the sixth...
"You're better off playing on a PC with a USB controller."
This echoes my first complaints, that expecting improvements over the original from a later released port is entirely stupid. Furthermore, I think the graphics looked fine on the X360 and I have no complaints. Of course things will look different on the consoles, but so will two PCs running different hardware. It also falls into a growing trend of saying that a game looks worse than it really does if every little visual bell and whistle isn't present. It must have really stuck with Miller, though, because he basically repeats this paragraph again just a moment later.
"During each battle, you'll earn experience points from secondary objectives such as capturing spawn points or blowing up enemy radar stations. When you accumulate enough XP, you'll unlock extra weapons and proficiencies such as faster sprint and smaller weapon spread. Unlike in Call of Duty 4, these upgrades are not persistent and are reset after each campaign, which lasts for only three maps. This is unfortunate because the two development teams missed an opportunity to add some kind of character customization, a standard feature in any good FPS these days."
Again, the complaint of these ports not being changed from the original. We get it, Jon, you expected the consoles to get Quake Wars 2 and that didn't happen. To quote my favorite internet/MMO douches, QQ.
To say that persistant bonuses is a standard feature of "good" FPS games is ignorant. I, for one, like the lack of persistency since it means that I will start a game on the same level as the people who have far more time to play than I do rather than them getting an immediate advantage. Their familiarity is already an advantage, they don't need to start with upgrades and better equipment, as they will earn experience faster than I will anyway.
The rest of the review is pointless to read, as Miller just repeats himself for two more paragraphs, as I mentioned above.
As bothersome as I find what the review says, what it doesn't say is just as bad. Aside from the rather asinine judgements, very little is said about specifics of the game. I always prefer a review to talk about what a game IS more than what it ISN'T. This one just doesn't do that.
Some things that were left out or barely mentioned:
While the objectives do keep the battle lines moving, vehicle junkies will find their tanks and gunships only available away from the front which helps to balance out the impact that such things can have on a fight and offer a choice as to whether getting such a toy is worth the trip. On some maps, I would even say most, this dynamic has the added feature of granting handicap to a side that is getting rolled over... as your bigger vehicles are more readily available than those of your enemy, who has to travel over more of the map to get to the fighting.
Reinforcements (ie respawns) happen every 15 seconds and there is a readily visible timer to show you when that will be. This is very handy when deciding if now is the right time to switch roles, so as not to waste valuable seconds watching a timer tick away without you doing anything. This ability to change roles as needed in the middle of a match is nice and it allows you to adapt to a situation.
While Miller claims that the single-player campaign lacks any function in training you how to play, I disagree. The length of the campaign being three linked maps means that you will have longer to earn experience in a given role and play with those upgrades. In a single maps are by no means short affairs, it can still be difficult to see which weapons or pieces of equipment you like the most or excel with and it can even be difficult to figure out just what activities for each role net you the best experience to upgrade. The campaign helps.
I've seen some complaining about how hard it is to find a match or how often people were kicked from them. I can't say that I saw any of that. Everything worked acceptably for me.
All-in-all, Miller touched upon the flaws... and then molested them. The problems are there and they are obvious and they certainly hold Quake Wars back. But they aren't so bad as to ruin the game. I had fun playing it and if I catch it in a bargain bin or find out a few of my friends are playing regularly, I'll go buy it.
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