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REVIEW ENEMY TERRITORY: QUAKE WARS |
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PUBLISHER
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ACTIVISION
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DEVELOPER
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Z-AXIS
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GENRE
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FIRST-PERSON SHOOTER
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PLAYERS
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1-16
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PRICE
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£49.99
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RELEASE DATE
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OUT NOW
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Ugly, dated and very user-unfriendly. That
it arrived in the office the same week as
Battlefield: Bad Company only emphasised
its inferiority. Bad Company may not be
great value, but it
is high quality and
well tailored to the
PS3. This is neither.
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SCORE
25/JUN/08 |
60% |
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Enemy Territory: Quake Wars is
an eight-month-old PC game
that looks and plays like a five-year-old
PC game. It’s pretty
difficult to pick out particular faults in it,
as it has no specific flaws. But it is, across
the board, oh so horribly dated. Looking
at the screenshots on this page, you can
probably see the jagged, angular modelling,
blurry, fuzzy textures, and absence of any
decent lighting or
particle effects
for yourself. Well,
in this case, the
shots certainly
don’t lie. The animation is on a par with the
cosmetics – not bad as such, just really,
really old-fashioned. We’re getting used
to seeing characters that look like they
have weight and momentum, and it’s a
bit of a blast from the past to see space
marines and alien invaders looking like
they’re floating slightly, never making any
convincing contact with each other or the
environment around them.
It all sounds and feels similarly flimsy
and sparse, too. We were left with the
distinct impression that Nerve kept the
technical demands of the game to a
minimal level in order to ensure that the
game would run as smoothly as possible
when being played by a large number of
players with varying PC setups, and that
it’s just been left that way for the console
versions. Not good enough. And we say
a ‘large’ number of players, but Enemy
Territory: Quake Wars only accommodates
a maximum of 16 players per game, which
is actually a very small number for a game
that’s supposed to be about large-scale
warfare. Not good enough again.
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We’d also attribute a couple more of its
shortcomings to its PC roots. It has a habit
of overcomplicating matters with stats
and data and information and text and
numbers, most of which are as necessary
as three of the four ‘ands’ in the first part
of this sentence. But at the same time, it
often neglects to explain or contextualise
things, and fails to signpost and highlight
important stuff with sufficient clarity. On
one of the Campaign levels we were thrown
into total confusion when our entire team
went through a transporter to a completely
different map while we were somewhere else
entirely. We didn’t see anyone else use the
teleporter, and it wasn’t marked as our next
objective, so we had no idea where anyone
else was or how we were supposed to get
there. To confuse matters more there was
an objective marker at the edge of the map
that made it look like we could get to the
objective by travelling in that direction, but
when we got near the edge, we were warned
to go back to the battle. By the time we
figured out what we were actually supposed
to do the battle was all but over. Presumably
we had been given the information we
needed at some point, but it was buried,
disguised and camouflaged among all the
totally unnecessary stuff.
You can get away with this kind of stuff on
a PC title, especially one that has essentially
evolved from a mod, because PC gamers
are accustomed to putting in time to learn a
game, and a title like Quake Wars will always
have a strong online community on the PC,
which can be a big help when learning the
ropes. But on a console the game itself has
a very clear duty and obligation to show the
ropes. Enemy Territory: Quake Wars just
doesn’t do this.
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And the really annoying thing is that once
you do get the hang of it, you begin to realise
that so much of what you thought might be
depth is just a load of smoke and mirrors.
Eventually it begins to become clear that
your objective always boils down to one of
two things. Either go up to the big flashing
thing and hold Square, or stop the other team
from going up to the big flashing thing and
holding Square. Where Battlefield: Bad Company
presents a very simple premise, which is
cleverly designed to allow complexity and
sophistication to emerge naturally within
it, Enemy Territory: Quake Wars does the
opposite. It presents a sophisticated front in
an effort to belie its basic, dated nature.
The best thing we can say about
Enemy Territory: Quake Wars is that it’s
fundamentally a functional, competent
game, and that if you managed to get
together both an organised team to play
with and some similarly organised teams to
play against, then you probably would get a
decent amount of enjoyment out of it. But
we just don’t fancy your chances given that
Quake Wars is so obviously a backwards
step for the genre and is unlikely to attract
a decent sized crowd of players prepared
to stick with it. The only alternative is a
single-player campaign with AI so bad that
we were killed by allies almost as frequently
as by enemies. You really, really don’t want
to go there.
Gavin Mackenzie
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