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  ET: Quake Wars Review
This Page has been viewed 456 times since March 2004!





ENEMY TERRITORY: QUAKE WARS (PC)
Review by Matt “The D.O.G.” Mefford


Long in the making, Quake Wars is the game that all Enemy Territory fans have been waiting for.


Serving as the prologue to id Software’s Quake 2 and Quake IV, ET:Quake Wars is equal parts shooter and team-based strategy. Despite the sci-fi setting, Quake Wars is an impressive and surprisingly realistic team-based shooter. Fans of the ET franchise will feel instantly at home, while long-time players of other FPS games will be surprised at the depth and level of detail put into the game.

Minimum System Requirements:
Video Card: 128 MB NVIDIA Geforce 5700 or ATI Radeon 9700
OS: Microsoft Windows XP / Vista (Windows 95/98/ME/2000 are not supported)
DirectX: Microsoft DirectX 9.0c (included with installer)
CPU: Intel Pentium 4 2.8 GHz or AMD Athlon XP 2800+ processor (3 GHz or higher for Windows Vista)
Memory (RAM): 512 MB RAM (768 MB RAM for Windows Vista)
Storage: 5 GB of free hard drive space, plus 700 MB for Windows swap file
Sound Card: 100% DirectX 9.0c compatible sound card
Network: Broadband connection and service required for full gameplay and downloads.

Note to gamers on dial-up connections: This game requires Broadband speeds in order to be played online (mainly due to the fact that patches are downloaded via in-game browser). If you choose to buy ET:QW you will more than likely play with bots offline or on LAN with friends.



Creating a quality FPS is like serving two masters: on one hand, you must strive for the realism that hardcore players of the Counter-Strike and Battlefield franchises demand. On the other, you must create an experience that is fun and accessible enough for casual players to pick up. The development process is further complicated if you are making the follow-up to one of the most successful online games ever: Wolfenstein: Enemy Territory. It is no wonder, then, that Splash Damage took as long as it did to release their first-ever commercial release: Enemy Territory: Quake Wars. Considering that Wolf: ET is one of the most highly-played shooters online (often beating out CS:S and Battlefield 2), Splash Damage had to live up to and exceed all expectations…and in many respects they did. At its core, ET: QW is true to its Wolfenstein roots. However, it has been expanded upon to include even more depth of play and an entirely new setting: the epic universe of id Software’s Quake 2 and 4.

Taken as a whole, Quake Wars feels like a compromise between two dynamics: intense realism and elements which keep the game generally fun (and also balanced). Knowing that they had a tough mountain to climb (luring over the hardcore players from other franchises), developer Splash Damage did their utmost to create a realistic, team-based shooter. At the same time, they knew they had to please the thralls of Quake and Wolfenstein: ET fans. Not an easy task to accomplish by any stretch of the imagination. Some of the more fantastic elements of the Quake universe had to be sacrificed (i.e. no Makron, no battles on Stroggos, etc.) in order to keep the game accessible to the newly initiated and hardcore gamers alike. By the same token, however, much of the Quake universe remains – even down to sounds which are updated versions of their Quake 2 predecessors (the Strogg Blaster and Icarus). Had Splash Damage strayed too much in one direction or the other, the end result would have either alienated hardcore gamers, or upset the large Quake and Enemy Territory communities. In the end, Quake Wars is a compromise between the two competing dynamics…but what a compromise it is!

As a team-based shooter, ET: QW is a stand-out from the rest. Just like Wolf: ET did before it, Quake Wars sets the bar for online team combat. With 12 maps on release (vs. the 6 for Wolf: ET) it is a game with vast replay value. The same care and attention to detail in level design for Wolfenstein is back in this game. In many respects, the maps feel as though the Strogg have invaded the maps of games you know and love…Battlefield 2 for instance. And that’s not a bad thing. By choosing locations familiar to the average gamer, Quake Wars makes itself accessible while also leaving room for the Enemy Territory style of gameplay. Each map has multiple objectives, often carrying the players over large chunks of terrain. As a return to the Quake universe, I must say that it is rather intriguing deploying alien technology and armaments over familiar multiplayer environments. For long-time fans of the Quake franchise, you will find that Quake Wars is a similar, yet refreshing direction for the multiplayer experience. Consider it to be Quake with a much larger weapon selection and a depth of tactics and strategy not seen before in the franchise.

In contrast to games like CS: Source and Battlefield 2, ET: QW is a game where beginners can immediately feel like they are contributing to the team. Unlike most shooters on the market, QW does not require beginners to have the same level of killing proficiency as more experienced players. Rather, they can choose a supporting role and gain a large amount of XP by achieving class-specific objectives. A player who is starting for the first time can choose to be an engineer and deploy defensive turrets, mines, and repair vehicles. This will boost their XP right off the bat. If they are given map winning objectives (like building a bridge so a Mobile Command Post can advance) they become the keystone for their team. As such, they can gain quite a lot of XP, help their team, and do so without even firing a shot. QW can be quite a rewarding experience, especially for those who have been turned off by the ultra-competitive and brutal nature of other franchises.

Graphics:
From a graphical standpoint, much has already been stated about the overall look of Quake Wars. A visit to any given forum will reflect a strong difference of opinion: some believe this game is visually fantastic…others will describe it in derogatory, four letter words. Although Quake Wars will not surpass games like Crysis or Unreal Tournament 3 in the looks department, it is my opinion that this game looks fantastic (especially considering that it looks BETTER than Quake 4 and is a multiplayer-ONLY game). To those who do not like the graphics, I would argue that they are missing the point: the graphics are secondary to the gameplay and teamwork. Had Splash Damage focused on the visuals first (rather than the core gaming experience) the end result would have looked and felt more like Crysis; and even then you would have players complaining. If they didn’t complain about the visuals, they would most definitely gripe about the stripped-down gameplay (which would have been sacrificed for the sake of visuals first). What Splash Damage has done is stayed true to the principles and experience of Enemy Territory without sacrificing anything for the sake of visuals. That being said, it is still a very impressive looking game. Character models are highly detailed and well-animated, weapons look impressive and feel realistic (a difficult task considering half of them are alien), and the terrain itself is a notch up from previous games like CS or BF2. To those that would complain about the graphics in Quake Wars, let it be stated that the Enemy Territory franchise gained its popularity and massive legion of fans by being reasonable on system specs. Unlike other FPS games this Holiday season, Quake Wars will not ram a PC upgrade down your throat. Granted, it won’t have the same visual fidelity on lower system specs, it will still be playable on most DirectX 9.0 video cards on the market.

Tactics and Teamwork:
From a tactical standpoint, Quake Wars is arguably the deepest shooter on the marketplace. Anyone who has played the demo will tell you that this game has a steep learning curve, but this is no less true for any ET: Quake Wars other team-based shooter. From the standpoint of one who has played everything from Counter-Strike to Battlefield 2, all team-based games require a certain level of dedication, time, and commitment. The same is true for Quake Wars. If you desire to be an asset to your team, you will have to put the time and effort into learning the game. What sets ET: QW apart from the competition is the rewards (and replayability) for learning to play (commonly referred to as “L2P”). Those that learn to play within their given class are generally the ones who fair best in terms of XP and ranks. What’s more, the higher you climb within your given class, the greater the benefits. Although this is true of other games like BF2, what sets QW apart is the fact is that you will find yourself switching classes based upon the objectives, which can change based upon the map or terrain. The best will always find themselves in a position where they must adapt to the situation and play accordingly. By doing so, they adhere (whether they are conscious of the decision or not) to the rigorous team-based nature of the game. Herein lies Quake Wars success: it blends teamwork with the natural desire to “fly solo” effectively, often without the player realizing it. If you were a good sniper in Battlefield 2, you will be a good sniper in Quake Wars. You will however, find yourself at a disadvantage when it comes to XP, as team players who help their team win pass by you in rank and prestige.

Player Class and Game Balance:
A strongpoint of Quake Wars is the fact that players from other franchises can pick it up without it feeling unfamiliar. For instance, Engineers effectively repair like they do in BF2 (with the added bonus of being able to call in deployable turrets – a must for counter-balancing the strengths of the enemy). Medics revive much like they do in BF2, unless you are Strogg, in which case they revive at a slower rate but have the tactical advantage of dropping Stroyent (which is effectively health AND ammo at the same time). Even though the learning curve is high, it is nice to know that (on the GDF side at least) veteran gamers can pick up their class of choice without too much of a hiccup. Although the Strogg side plays each class a bit differently, once you pick up the dynamics of how the GDF classes play, you will have a starting point for learning the Strogg. That being said, the Strogg are not totally alien to their GDF-based counterparts. Strogg Aggressors work very much like GDF Soldiers (heavy weaponry and explosive charges used for key mission objectives). Strogg Oppressors are like GDF Field Ops (they can call in airstrikes, BUT Oppressors do NOT dispense ammo like the Field Ops, rather they have a tactical shield which is useful for setting up a defensive position). The Strogg Constructor is like the GDF Engineer, repairing machinery and deploying turrets, but also have a flying repair drone (which must be unlocked via XP gained). The Strogg Infiltrator is like the GDF Covert Ops, with the ability to be masquerade as the enemy, with very few differences in class. The Strogg Technician plays like the GDF Medic, reviving fallen teammates (at a much slower rate than the GDF), but can also create Spawn Hosts (allowing fallen comrades to respawn right at the front lines) as well as dropping Stroyent Cells (which serves to not only restock HP, but ammo as well!). The GDF Medic counterbalances the Stroyent with the ability to airdrop Supply Crates (which heal and restock ammo).

Teamwork, Teamwork, Teamwork:
The level of refinement in teamplay is impressive. A match between opposing forces of equal skill can feel like a game of chess: Engineers/Constructors must place turrets to defend or counter-attack, Soldiers/Aggressors must choose their weapons and targets based on the strengths of the other side, etc. ET: Quake Wars With the strongpoints and tactical advantages of combat divided between the 5 classes, any team that does not have all of them filled will find themselves on the losing side quickly. Each player class almost always directly complements the opposing side. At first, it would appear that the Strogg have a clear tactical advantage – especially in terms of the Technician and Oppressors, however the GDF can effectively counter them. For instance, the GDF Medic has the ability to destroy Strogg Spawn Hosts with their Defibrillators. No other player class can do this, meaning that if the Strogg side has a Medic, the GDF side better have one too. Otherwise, the Strogg will have the advantage of creating spawn hosts from fallen GDF soldiers right next to the objective they are defending. This sort of measure/counter-measure thinking pervades all levels of QW, making the game not only balanced, but consciously encouraging players to select a class they normally wouldn’t use in BF2 (and consequently bringing teamwork front and center).

Unlimited Sprint:
Players coming over from Battlefield 2 might be surprised to see unlimited sprint in QW. Although not entirely realistic, this was a design element chosen to keep the action fast-paced and fun. Despite the fact that you can sprint as long as you desire, there are still tactical consequences in doing so. As with other games, sprinting while firing will drastically affect your aim (automatically pushing your aim a few degrees off center). Also, you will begin to breath heavily after several seconds of sprinting, potentially giving your position away to the enemy. While playing as Covert Ops or Infiltrator, sprinting is a costly choice to make. If disguised as the enemy, it is strongly recommended that you do not to sprint for more than a few seconds to do so will make you breath heavily, automatically giving you away as a spy (assuming your opponents have an ear for such things). For instance, the Strogg Infiltrator can be disguised as a fallen GDF player, but if they sprint long enough their guttural grunting and breathing will automatically give them away. Even though they retain their disguise, it sounds a bit suspicious when a teammate runs by you and breathes in a non-human manner.

Maps:
In keeping with Enemy Territory tradition, Quake Wars is broken down into multiple campaigns. Whereas Wolfenstein: ET came with six stock maps, QW comes with a whopping 12. Fans of the original ET can rest easy – the quality you came to expect and love is back (and with twice the maps!). In Quake Wars, the campaigns are based on geographical region: Africa, North America, North Europe, and the Pacific. Each campaign consists of three maps total. As with Wolf: ET the winning side is determined by most maps won. The variety of geography found in these maps is very impressive. In some instances you will find yourself fighting in totally different parts of the world, all on the same map! For instance on the map “Slipgate” you find yourself battling for control over a portal in North Africa. If secured, your forces will travel thru to Antarctica in order to destroy a Strogg Nexus Tower. It feels like two large-scale maps bundled into one. Adding a nice touch to the variety of maps is GDF camouflage: on winter maps (“Ark” and “Salvage”), the GDF vehicles have a different paint scheme than on other maps. The same is not true for the Strogg however. They have no camouflage, which is consistent with their aggressive nature, but would have added variety to certain maps.

Patches and Dev Support:
Under normal circumstances, a developer’s track record for supporting a game after release isn’t considered in the final review. However, after the last few years (with many a lackluster FPS coming out for the PC), I feel the dev’s track record bears consideration. In this respect, Id Software and Splash Damage have proven that they are willing to support their work far beyond the initial release, and then some. With titles like Quake 1 thru 4 from id, and Wolfenstein: ET from Splash Damage, we can see a strong track record of post-release support. Expect to see patches, game enhancements, and plenty of resources for community-based modifications. In terms of Quake Wars support, it will auto-update itself to v1.1 as soon as installation is complete. As of this writing, version 1.2 is officially released and available online. You can easily download it via the in-game browser (Quake Wars will tell you the moment a new patch is available, and prompt you to download). Patch downloads are generally fast and very easy to do, with minimal work required by the end-user. Upon completion of download, the patch will automatically shut down QW in order to update. Once done, all you have to do is run Quake Wars again, at which point you will be told that your game is up to date. As if that weren’t enough, Splash Damage has already confirmed that a 1.3 patch is already in development. The game was already rock-solid on release, what they are doing now is tailoring the game to the requests and desires of the community.

The Quake Wars Community:
Since Quake War’s release in early October, the community has expanded to several thousand players. Among the pub servers is an equal amount of clan servers, often populated by regulars. As of now, the community is mild-mannered and (generally) easy to get along with. Unlike games like Counter-Strike: Source, you will find the Quake Wars community to be more mature and far less petty. Although QW shares many team-based elements with Battlefield 2, you will find that in QW players generally forgive for accidental teamkills. This may be attributed to the fact that working as a team is a MUST, whereas in BF2, many are still able to play strictly for high scores alone. The in-game server browser also includes a fully functional friends list. It will always tell you when a friend goes online (even when you are in the middle of a game) as well as giving you the option to join whatever server they are on. This handy feature also includes a clan function. A friend (once added) can invite you into the clan. Once done, you will see when all the ET: Quake Wars members of your clan are online, even if they were not directly added by you to the friends list. The 1.2 patch further enhances the ability to chat and connect with friends. It includes a chat history, enabling you to see what you spoke about in your last conversation. The 1.2 patch also includes in game voice chat, a request that many in the community asked for. This allows you to speak with others, whether they be teammates, members of your fireteam, or on the opposing side. Given the aforementioned civil and mature nature of the Quake Wars community, the voice chat option may allow a great many players to meet and start a friendship. Speaking from a personal standpoint, this is the first FPS I have played in several years where the community is less cutthroat and more receptive to making friends. You may find yourself waiting on a server to rank up (six players are needed to officially end warm-up and start the match), and start speaking to those on the server until the match begins. On several occasions, I have found this time to be a welcome experience in terms of making acquaintances with others.

The Pros:
  • Extremely balanced gameplay: virtually all player classes, weapons, vehicles and tactics can be countered by the opposing side. At its best, a multiplayer match between skilled players feels like a game of chess.
  • Out of the box (the game automatically patches itself to v1.1 on install) a very polished experience:
    • Accurate hitboxes (long-time players of Battlefield 2 will require time to adjust but will be rewarded with a more responsive and realistic combat experience)
    • Easy to issue context-sensitive commands (target a deployable, vehicle, enemy, etc. and the appropriate command/request to your team is issued by hitting ‘v’ and right-mouse clicking the option).
    • Patch 1.2 further refines the server browser and search options. Players now have more features when it comes to finding servers and friends.
  • Impressive AI
    • 5 levels of difficulty. On easy, the bots play as would a complete FPS novice. On Expert, the AI show uncanny intelligence and tactics. This is some of the best AI seen in an FPS outside of the Unreal Tournament franchise. A Custom difficulty setting allows you to further tweak the AI to your level of skill and liking.
  • A robust offline experience: Due largely in part to the impressive AI, offline play is a worthwhile standout. For those on dial-up or those who do not have an internet connection at all, the “Play Computer” option is the only saving grace. Additionally, the AI is a great way to learn the dynamics and subtleties of online play. By doing offline campaigns with bots of similar skill to yourself, you can observe how it plays (not only in terms of how to play a given class, but also how to attack or defend on any given map).
  • Strong replay value: for those that enjoy team-based gameplay, this game will have a long lifetime. Whereas its predecessor, Wolfenstein: Enemy Territory, had 6 maps on release, Quake Wars has 12. These maps are just as balanced and fun to play as anything found in Wolf: ET…with the added bonus of even more variety.
  • Unlike other games, there are no lines for aircraft, which are generally abundant. Most players will opt for another vehicle if they cannot get their primary choice.
  • Objectives are clearly defined for both offense and defense, with easy to understand icons on the HUD to point them out.
  • Spawn camping / base raping can be remedied with a change in tactics (i.e. deploy anti-vehicle and anti-personnel turrets, switch out your weapons or player class, plant mines, etc.).
  • Accidental team-kills are generally forgiven. Most servers encourage players to forgive TKs (unless it is a repeat offender).
  • Voice chat: make no mistake, this is by far the best quality voice codec you have heard in a game to date. Players have the ability to speak to teammates, members of a fireteam, or globally to all on the server. The quality of voice chat puts all Source titles and Battlefield 2 to shame!
The Cons:
  • Online, this is not a game for the casual player. With a steep learning curve, Quake Wars requires many hours of dedicated gameplay in order to get the tactics and subtle forms of strategy. Casual players will most often find themselves offline playing with bots, rather than face the frustration of pub servers.
  • The precise game balance can be a double-edged sword: with the measure/counter-measure nature of the game so fine-tuned, every member of your team must be proficient in multiple classes (and be able to work cohesively as a team). The attacking side will instantly be at a disadvantage if it does not coordinate its attacks. Teammates must be able to take up a different player class if no one else is fulfilling that function. Failure to do so will result in a slow and eventual route by the defending forces.
  • It would have been nice to see a few more maps with the Strogg on the offensive, especially since they are the ones invading Earth. The GDF have the Mobile Command Post (MCP) for attacking on select maps. It would have been really cool if the Strogg had the alien-equivalent…say the Ultimate Strogg Tank from Quake 2!



The Bottom Line:
Enemy Territory: Quake Wars is a worthwhile game for fans of team-based shooters. Fans of Wolfenstein: Enemy Territory will feel right at home. It is a highly-polished game that ships with few bugs and scales well to most PCs. Although it won’t look nearly as good on lower system specs, at least it will run without requiring upgrades or buying a new PC (unlike titles like Crysis). As of now, it is a far less cut-throat and competitive shooter than what you may be used to, and that’s a good thing. The main factor in deciding if this is the right game for you is based upon what sort of gamer you are. If you the sort who likes to play online in team-based shooters, you will put the time into learning the game. If you are more of a casual player, the steep learning curve may encourage you to play offline with bots (or on LAN with friends).



Score: 9.0 (out of 10)

Average User Rating: 9.7
Number of Votes: 7


User Comments  
The following comments are owned by the user that posted them. QuakeWarsFiles is not responsible for their content.

Total comments: 3 | Last comment: 11-21-2007 at 14:02

 #1 - Great review - Posted by: Capt_Spade (Member) on 11-05-2007 at 18:19
Great review m8! I have to agree with everything you said. I got this game not to long ago and it quickly shelved my BF2 and BF2142.

 #2 - Thx mate! - Posted by: The_DOG (Member) on 11-08-2007 at 14:13
Capt_Spade,

Thank you for the compliment. A lot of work went into writing this review. As you already know, ET:QW has a LOT of depth to it. I am playing in a clan right now, and we are still learning just how deep some of the tactics and player classes can be. Scrims are a lot of fun...I haven't had this much enjoyment in clan vs. clan games in a long time. Like you, I played a lot of BF2 but have now moved on. Quake Wars could very well be a "sleeper" hit in that a lot of players will pick it up after CoD4, Crysis, or UT3 and find out just how good it is.

D.O.G.


 #3 - DOG - Posted by: jeroen_batman (Member) on 11-21-2007 at 14:02
Great Review!
i like the objectives and campaign of this game!
my favorite kit is medic
weapon is lazerator

i give this game a score of 9 out of 10Roll Eyes (sarcastic)




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