Good game In its own right

User Rating: 7.5 | Quake 4 X360
Gameplay

In Quake 4 (Q4), you play as Corporal Matthew Kane, the kick butt space marine who destroyed the Strogg leader, the Makron, in Quake 2. Well, the Strogg are not defeated, and are in fact turning the tide in the ongoing war between the humans and the Strogg. Earth, and humanity for that matter, are in grave danger. As part of one of the elite space marine groups, Rhino Squad, you're tasked with infiltrating and disrupting Strogg operations on the planet Stroggos. True, the story does sound very typical, and honestly, it is. However, it's the execution of the story that makes Quake 4 standout; more on that later. And the squad style of play had me, and probably a great many other Quake gamers, worried. I really didn't think squad based combat was the way to go with the new Quake, but after having played the game, and seeing how well Raven executed this new gameplay element, I can honestly say the squad based factor in this game really adds a great deal to the total package.

One reason the squad based element to Q4 works so well is because of how well it is balanced. I would say that about 65-70% of the game is spent fighting by yourself, and the other part of the game is spent with at least one other space marine fighting along with you. The times when you are teamed up with a squad--be it the Rhino Squad or Viper Squad or one of the handful of others--are brought about very seamlessly. Sometimes you will begin a mission with a couple of squad mates, other times you will have to rescue or locate a fellow marine, and other times you will just bump into some marines as you traverse the dangerous planet of Stroggos. Whichever way you encounter some friendlies, you can count on it being a positive thing. For one, having another gun running around with you is a plus, but you will also encounter techs and medics, you who repair your armor and restore your health, respectively. Technical marines will also, at a few points during the game, upgrade some of your weaponry. For example, when you first get the nailgun, it fire's relatively slowly from what you might remember from the original Quake. At a certain point in the game, you will encounter a Tech will upgrade your nailgun for you to increase its firing rate. There's another upgrade you get for the nailgun later on, but I won't spoil that. Other weapons, including the infamous Hyperblaster, are upgraded as well. Besides being helpful in that way, techs and medics are also pretty capable of handling themselves. This goes especially for your standard combat marines, be it a Private you haven't encountered before, or one of the primary NPCs of the game. These guys can hold their own and aren't afraid to shoot first and ask questions later--exactly the kind of attitude you need in this game. That said, there aren't any squad controls, that is, you can't give them orders. I think this was a good idea because, trust me; you'll have enough to worry about in Q4 besides trying to manage your team. I was very pleased to see how independent these friendly AI were, they never got lost, always packed a punch, and it was extremely rare that they ever got in my way for more than a second.





Speaking of AI, your fellow marines aren't the only ones with some wit. The enemies in Q4 are, for the most part, crafty. Some Strogg are built for brute strength and neither move very quickly nor duck for cover--so they will often take an extended beating, but they can dish it out just as well. The Nexus Protectors, Gunners, and Grunts are good examples of these. The majority of the enemies, on the other hand, are a lot more agile and will not only strafe, jump, duck, teleport, and roll out of the way, but will also seek cover behind various objects in the environment. This is especially true of my favorite kind of enemy in the game, the Tacticals. You will also see at least one of these behaviors in the other enemies in the game, including the Gladiators, Heavy Tanks, Sentries, Iron Maidens, to name a few. Enemies will often attack in groups, from above, by surprise, etc., to really keep you on your toes. The variety of the enemies, their behaviors, their approaches, the weaponry they possess--each of these elements makes for a very respectable challenge.

Another point of balance in this game is that, for all the variety and balance you will see from your enemies, you have as much variety and balance with your weapons. To begin with, you have your trusty Blaster, just a simple pistol like from Quake 2. No more radiosity lighting effect though, as some of you will fondly remember from those days long past with Quake 2 and OpenGL. Anyhow, you also have a machine gun, a single barrel shotgun, the Hyperblaster, a grenade launcher, rocket launcher, nailgun, railgun, lightning gun, and dark matter gun. Admittedly, you won't use the Blaster much after the start of the game, except for maybe triggering explosive barrels or for its attached light. The machine gun is the only other weapon that has a light on it, and there is generally plenty of ammo for it, so it tends to be what you carry for the most part. This works out well though, because the machine is really sweet. Initially, before you get an upgrade, you can only hold forty bullets per clip; after the upgrade, that doubles and then you're really talking. Not to mention your machine gun has a sweet scope; it reminded me a lot of the Precision Rifle in Red Faction. The other weapons are pretty self explanatory, except for the dark matter gun. The dark matter gun is basically your BFG10K, in a way. This phenomenal weapon is obviously extremely powerful and it totally rocks for shooting down a hallway or tight space. The reason being is that it launches a large circular black hole of sorts that basically gibs anything except tough enemies. So it obviously has its purposes, but what I'm really getting at is that all of the weapons are extremely useful throughout the game. During most of my firefights, I found myself often switching between at least three, if not as many as seven or eight, weapons. The reason behind this was rarely due to ammo problems, but instead was due to the changing needs of the firefight. I can honestly say that I have rarely played a first person game that balanced ten weapons so incredibly well. I basically found equal use from all ten of the weapons (except for the Blaster), and that's something not many first person games can say. It's really a testament to the variety of enemies, level design, and attention to balance that made this possible.

On more general terms, Quake 4 is very much a reflex shooters game. There aren't really any puzzles to solve and there is very little environment interaction except for pressing a few control switches and calling elevators. Other than that it's all about the action. The game feels, and looks, an awful lot like Doom 3--you will spend most of the game starring down your machine gun's flashlight, which you will either like, hate, or be indifferent too. Personally, I found this to be much more tolerable than in Doom 3 thanks to the light being attached to the very capable machine gun, but also largely due to the fact that there are a fair bit of well lit and outdoor battles. The game, while certainly heavy on the reflexes and light on the thinking, is also very much a door to door shooter--from the very outset of the game you will essentially go from one unlocked door to another, with a decent amount of back tracking involved. This very linear style of play is often exemplified by the level design itself; you will often encounter an alternate path, but it either dead ends very quickly via a wall of fire or another locked door. The good thing about this style of play I guess is that it really helps keep the action moving along and keeps the pace of the war and story moving along pretty realistically. I can appreciate that, but you can't help but wonder how much more immersive the game could have been if you could have went 'off course' or just found another route. So, in many ways, Q4 plays a lot like Doom 3, but I think the biggest exceptions to that are the squad battles, the speed the game progresses, and the vehicular combat.

The sequences in the game where you pilot a vehicle, or are at least on one shooting, are fairly few and brief, but very much welcomed. It really adds a great change of pace and atmosphere to the game. Instead of sneaking or running around with your flashlight on your machine gun, you hope into a hover tank or mech and roam around almost totally impervious to damage while destroying all kinds of Strogg. The most fun and best executed example of this element of the game was with the hover tank. By now most of you have seen the movie from E3 with the huge red spider Strogg; battling that sucker in a hover tank was a real treat, as well as the other enemies you fight along the way. It would have been nice to have a little more hover tank action, because it was a great deal of fun and helped you relax a bit after the tense indoor battles. There are also a couple of other parts in the game where you aren't piloting a vehicle, but instead are manning a machine gun with infinite ammo. This isn't as fun as piloting your hover tank or mech and shooting, but these parts are fun and welcomed when you do come across them.




I would have to say that those few parts in the game where you're in a vehicle are about as easy as the game gets. I actually played this game through on Hard, and it was a respectable challenge. Some areas in the game are quite tough and you never know when you'll encounter a new enemy or a boss fight. Despite the challenges, a seasoned shooter, as I consider myself, will have what I would call a 'fun level of difficulty.' Meaning that, for the most part, you will be able to play through a most of the game's areas without dying, but not without some stressful, exciting moments. Additionally, boss fights are engaging, challenging, and fun, but not the kind of challenging that is frustrating. That said, there is still a fair share of very tough spots throughout the game. So while the game is probably too easy on Normal for a lot of shooter fans, I found the Hard mode to be impressively balanced and highly entertaining.

Yet another point I want to make about playing through Q4 is the story and the characters. Most gamers wouldn't even give the story or characters in previous Quake games much of a second thought. I think a big reason for that is that the story and characters in those previous games, like many shooter games both then and now, are underdeveloped --so the player never really gets into either of them. I figured Quake 4 would be much the same, despite having fellow marines alongside me. I'm happy to say my expectations were wrong on both counts. For one, the story in Q4, while having your typical doomsday backdrop, is executed and told very well. It actually seems like the places your going on Stroggos and the objectives you're completing carry significant importance and value. You know, a lot of times in shooter games you just go through the motions and boom, game over. Q4 was quite different for a few reasons, chief amongst them being the characters in the story. The characters in Q4--Cortez, Strauss, Bidwell, Voss, Morris, to name a few--all fellow marines that you will see many times over throughout the game--really add a great deal of weight to the game's story. When you and Cortez are fighting to get to the Tram Control Center, or when you are protecting Strauss inside the Tetranode or meeting up with Sgt. Morris--you really feel the impact of these characters and what they say and do carries along a significant weight to the game. You start to recognize and remember locations in the Strogg base and you remember the voice and appearance of Cortez and company. The characters in Q4 add considerable significance to the already respectable story of Q4, and that greatly enhances the experience.

Graphics

The 360 version of Quake 4 is on par with a high end PC. The biggest problem I noticed in parts of the game were actually framerate issues, which was surprising. Surely the 360 has the power to run Quake 4 smoothly, so I think there was a lack in optimization for the 360 version. Perhaps to get it prepped and released in good time for the 360 launch. Otherwise, visually, Quake 4 is a very impressive game. Obviously the Doom 3 engine is quite a looker, and Raven uses it well in Q4. The texture detail on the characters and world objects is outstanding, as you would expect. Lighting effects in the world are very atmospheric; most areas in the game are pretty dark, so you'll use your flashlight a lot, but there are definitely a good amount of well lit, no-flashlight-needed areas, too. One of the biggest graphical achievements in Q4 is the environment itself; great textures and lighting are two important elements for a good looking world, but the actual scenery you see in Q4 adds tremendously to the level of immersion experienced. There are areas in the Strogg facilities, like the Medical Facility and the Putrification Plant that are absolutely grisly. The presentation of these traumatic scenes is quite good and definitely not for the squeamish. For fear of really spoiling any of the juicy details, I'll leave it at that. What you will see a lot more of in Q4 is the technology behind the Strogg--huge arrays of moving power nodes, and towering marvels inside the Tetranode and Data facilities to name a couple. There is a lot of fine usage of lighting in Q4, and the same goes for the colors used. Most of the game is rendered in steel gray and brown, but there are a significant number of colorful things in the game, too.

A great looking environment wouldn't be complete without some great look characters. Your squad looks and moves very nicely, and I found the enemy's movements to be at least as fluid, with few problems. Some of the weaker Strogg will hop around dodging your fire and one particular type of Strogg will duck and roll right to your face. Other Strogg give you a bit of much appreciated lead time when attacking with certain weapons like the railgun; you can see it charge up for about a second before it blows right through (or by) you.

Further detail was given to the weapons, which all look extremely good. This is definitely one of the best looking machine guns I've ever seen in a game. The Hyperblaster has gotten a facelift since Quake 2, and the nailgun looks a lot bulkier and tougher than what we saw in the original Quake. The rocket launcher in Q4 is top notch, and the grenade launcher looks good, but it isn't the best looking one I've seen. I have to say the railgun doesn't look as good as the one in Quake 3, but it's ok. The best looking, or at least the coolest looking weapon in the game, has to be the dark matter gun. Take a look for yourself; it is easily one of the coolest looking weapons in first person shooter history.

Audio

Quake 2 had a superb soundtrack jamming throughout the entire game. There aren't many musical pieces in Q4, but there is this one piece that is really sweet when it plays. You'll hear it a time or two in the game and it's a perfect track for the type of intensity of the moment; much like that one particularly great track some gamers might remember from Shogo MAD, the classic shooter. Other than that, their really isn't much of a soundtrack, but that is fitting for the mood this game is trying to get across.

The effects then, are what you have left and frankly, they're excellent. One thing I have to say right off the bat is the sound of the machine gun--I've never heard of a better sounding machine gun in any game I have ever played. It has what I would call that perfect kind of tight, punchy, quick fire kind of sound to it. The other weapons, like the shotgun and rocket launcher sound very impressive too. The only real lull in the sound effects package I can gripe a bit about is the sound of your railgun; it just doesn't sound like it packs the punch it used to with Quake 2. However, the gun neither looks as good and tough nor is as powerful as it is in previous Quakes, so that might be what they're going for. The voiceovers, sounds of the Strogg, the machinery and anguish all around are just very well done. I loved hearing the Tacticals communicate, it reminded me a little of the Rangers in Half-Life. They speak in Strogg but it sounds just darn cool. And each NPC has a unique voice too, especially the primary characters which is very important because they're a big part of the game and a lot of time you only hear them via your communicator, and not actually see them. Strauss has sort of a subdued, cautious, accented sound to his voice, while Morris sounds like a very mission based, tough sounding kind of marine, for example. One really cool thing I noticed during a boss fight was a particular FX sound I hadn't heard since Quake 1. There is a part during this boss fight where you can enter a room and there is this really distinct sound of liquid dripping into a puddle--I believe it was the second level of Quake that players first heard this unmistakable sound and it was really neat that they included it here again in Quake 4.

Depth

I wish I kept better track of how long it took me to play through Quake 4. I know for a couple of nights I dropped in about 6 hours straight, because it was that darn fun. All in all I probably spent about 15-17 hours playing through the game on Hard (technically called Lieutenant). That isn't too bad for a straight forward shooter like this one, and the best part about that is that the story and pace are great throughout. The story is good, and I can see playing through this game again without it really losing a lot of its luster. Sometimes you get a game with such a great story that it doesn't play well the second time through because there were so many scripted events or plot twists that aren't as engaging the second time through. Not that those games are bad, but Q4 does an exceptional job of not only giving you a fine, memorable story, but one that still plays well a second time through.

Quake 4 on the 360 offers 8 player System Link and Live multiplayer. From my limited experience thus far with it, the game runs pretty well and it's fun, although not as much as on the PC. I don't know that Q4 will have as much of an impact in today's market, but the multiplayer should provide a solid experience and really bolster the depth of this game dramatically. I really don't see it being something I'll play a lot on Live, however.

The 360 version also sports the full version of Quake 2.

Fun Factor

It isn't good enough to have a game that is technically great as well has deep. It's wonderful to have a good story, too, but the fun is where it's at. Not surprisingly, Q4 is a ton of fun. It plays a lot like Quake 2 as far as the intense firefights, but there are also some good moments where you're sneaking around a bit, even if just for a minute or two here and there. The weapons, the story, the squad, the enemies, everything really comes together impressively well in Q4 and that makes for a terrifically fun time for the gamer. It is a delicate balance achieved by Raven here yet again, as Q4 flows along at an exciting pace, provides plenty of challenge, and remains totally fun the whole way through. Q4 is game that I can see playing through again a second and third time, and it still being a lot of fun. Additionally, there are a lot of great moments in Q4 that will provide you with some great gaming moment memories. My favorite moment in the game was actually just a firefight I had with a bunch of Tacticals. I could hear them communicating as I crept closer...I turned off my flashlight and just played it by ear and wit. It's hard to describe the moment with out going on and on about it, but it was totally awesome; it wasn't even a scripted event, either.

Overall

If you enjoy Quake and have a high end PC, I do suggest playing it on PC instead of making the $60 purchase for the 360. Regardless of your decision, Quake 4 is a great success. If you're looking for a true sequel to Quake 2, this is it, and as a fan of all the Quake games, Quake 4 is a superb addition to the series. Packed with superb graphics and sound, a really nice execution of a good story, great monsters and nice AI, and all the action you could expect, Quake 4 is an excellent game. It might not have all of the clever puzzle solving things you see in Half-Life 2 or the physics it has, for that matter. Its story might not be as thrilling as FEAR's or be quite as technically astounding, but Quake 4 earned a spot on my gaming shelf and it'll be on my hard drive for a long time to come.