Everlost_MI
11-26-2005, 02:30 PM
Quake 4 Review (PC)
By Everlost_MI (Brian K. Nichols), Editor in Chief
id and Raven Software have brought the fight to the Strogg in Quake 4, the latest chapter in the Quake franchise. As outlined in my preview ( http://www.evilavatar.com/forums/showthread.php?t=5432) of the title, the storyline follows a few hours after the events in Quake 2 where a lone marine disabled the Strogg homeworld’s defenses and destroyed Makron, the Strogg leader. The lone marine is your character, Matthew Kane, an elite solider who is eventually captured and transformed into a Strogg. However, before the transformation is complete, Kane is rescued and now has the means of finishing the battle he started as a human.
From the cinematics and scripted action sequences to the use of Hollywood voice talent, movie quality sound effects and orchestrated soundtrack, the game does its best to completely submerse you into the Quake universe. Beyond the visuals, the story that is presented isn’t terribly original and there are plenty of plot holes. Nevertheless, the game’s selling point isn’t a gripping storyline, but rather the total package of destruction and mayhem. The level design, especially towards the end of the game is rather unimaginative and very linear. The enemy A.I. is rather limited and unexciting, with the exception of the two major bosses who do provide a decent challenge compared to the rest of the cannon fodder you will blow through. In total, the single player campaign took just over eight hours to complete on Lieutenant, the second highest difficulty rating. Of note, unlike many other FPS, there was no sense of urgency or trying to conserve ammunition, health or armor during the game.
Quake 4 is built on the Doom 3 engine, so comparatively the environments and player models are highly detailed. As mentioned in the preview, the character motion, physics and lighting have been stepped up a bit from what was offered in Doom 3. That being said, the minimum PC specifications for Quake 4 include:
-Microsoft Windows 2000/XP
-Pentium 4 2.0 GHz or Athlon XP 2000+ processor
-512MB RAM
-8x Speed CD-ROM or DVD-ROM drive
-2.8GB of uncompressed hard disk space (plus 400MB for Windows swap file)
-100% DirectX 9.0c compatible 16-bit soundcard and latest drivers
-100% Windows 2000/XP compatible mouse, keyboard and latest drivers
-DirectX 9.0c
-100% DirectX 9.0c compatible 64MB 3D hardware accelerator card
The PC that was used to play the title was a Pentium 4 3.2Ghz, a gig of RAM, a 128 MB GeForce 5900XT and a SoundBlast X-Fi Audio. The results were an average of 48 FPS in 1024x768 which resulted in fluid gameplay. It's great to see the release the title on both the CD and DVD format; the CD version of the game takes four CDs. The DVD format is classified as the collector's edition and it comes with Quake 2 and both of its official mission packs, Ground Zero and The Reckoning.
As a whole, the controls for the game are the standard fare for first person shooters with the biggest change being the replacement of “Open/Use” key. Instead, the target reticle and the primary fire key/mouse button are used to initiate conversations, open doors and use switches. However, on some of the various Marine and Strogg control panels more finesse is required to click on specific sections of the panel that is presented. While this is a nice touch of reality, it doesn’t really add anything but a bit of frustration when you’re in the run and gun mode.
The weapons included a pistol, machine gun, shotgun, nail gun, grenade launcher, hyper blaster, rail gun, lightning gun, rocket launcher and dark matter gun. Each weapon handles a bit different from their incarnations in previous Quake games, the biggest change is lack of an alternate fire. The only use of an "alternate fire" key is in the form of a scope on the machine gun and rail gun, a scope on the nail gun to allow the ammunition to track the target and on the rocket launcher to provide a controllable missile. As the single player game progress, Marines will provide upgrades to both Marine and Strogg weapons. For example, once the rail gun has been upgraded it can shoot through multiple targets. And as shown in the hands-on preview, a flashlight has been attached to the pistol and machine gun.
Usable vehicles are offered for the first time in the Quake franchise. The two vehicles that are used are a hover-tank and mech, they both contain machine guns and rockets as weapons. The ammunition, armor and shields are virtually unlimited; the only reason someone would die in these vehicles is if there was a lack of patience in waiting for the armor and shields to recharge before heading back into the fray. So while this is initially is a nice break from the game’s standard play it becomes rather laborious and boring with no real challenge.
The multiplayer of Quake 4 is the Quake 3 experience with a new paintjob. The multiplayer offerings have been stripped down to deathmatch, team deathmatch and capture the flag. The Tourney Mode is a new addition to multiplayer where all players on the server are sorted in brackets as they are paired into one on one tournaments. All the first round matches occur simultaneously and losers can view other matches as winners keep playing until they reach the finals. The multiplayer maps include various bells and whistles such as vertical and horizontal gravity jumps, teleporters, rocket jumping, armor upgrades, Quad Damage and regeneration power ups. Unfortunately, there are no bots available in the multiplayer maps causing you to experience defeat at the hands of other players while you attempt to improve your skills. The focus on the three forms of tried and true multiplayer mayhem causes this aspect of the title to really shine and extend its life on hard drives.
In conclusion, the version of Quake 4 that was shown at the preview was enjoyable but the final product especially in the single player campaign falls a bit short. The game oozes atmosphere while providing enough action and fun to keep one playing. The longevity and strength of the title is in it’s multiplayer. It is hopeful that if there is a Quake 5, the developers expand upon the single player experience. Quake 4 is a decent FPS even with its flaws. Nevertheless, at the current price of $49.99 for the CD and $59.99 for the DVD collector’s edition it’s a rather steep investment unless you are going to put some serious time into multiplayer.
The Good
-The graphics.
-The sound effects.
-Multiplayer, especially the Tourney Mode.
-CD and DVD formats offered.
The Bad
-Short single player campaign.
-No sense of urgency or tension in the single player campaign, due to the abundance of ammo, health or armor.
The Ugly
-No multiplayer bots.
Score: http://www.evilavatar.com/images/icons/e3_5.jpg
3 1/2 EvilEyes out of 5.
MSRP: $49.99 CD version, $59.99 DVD collector’s edition.
http://www.evilavatar.com/images/thumbs/quake4_ss1.jpghttp://www.evilavatar.com/images/thumbs/quake4_ss2.jpg
By Everlost_MI (Brian K. Nichols), Editor in Chief
id and Raven Software have brought the fight to the Strogg in Quake 4, the latest chapter in the Quake franchise. As outlined in my preview ( http://www.evilavatar.com/forums/showthread.php?t=5432) of the title, the storyline follows a few hours after the events in Quake 2 where a lone marine disabled the Strogg homeworld’s defenses and destroyed Makron, the Strogg leader. The lone marine is your character, Matthew Kane, an elite solider who is eventually captured and transformed into a Strogg. However, before the transformation is complete, Kane is rescued and now has the means of finishing the battle he started as a human.
From the cinematics and scripted action sequences to the use of Hollywood voice talent, movie quality sound effects and orchestrated soundtrack, the game does its best to completely submerse you into the Quake universe. Beyond the visuals, the story that is presented isn’t terribly original and there are plenty of plot holes. Nevertheless, the game’s selling point isn’t a gripping storyline, but rather the total package of destruction and mayhem. The level design, especially towards the end of the game is rather unimaginative and very linear. The enemy A.I. is rather limited and unexciting, with the exception of the two major bosses who do provide a decent challenge compared to the rest of the cannon fodder you will blow through. In total, the single player campaign took just over eight hours to complete on Lieutenant, the second highest difficulty rating. Of note, unlike many other FPS, there was no sense of urgency or trying to conserve ammunition, health or armor during the game.
Quake 4 is built on the Doom 3 engine, so comparatively the environments and player models are highly detailed. As mentioned in the preview, the character motion, physics and lighting have been stepped up a bit from what was offered in Doom 3. That being said, the minimum PC specifications for Quake 4 include:
-Microsoft Windows 2000/XP
-Pentium 4 2.0 GHz or Athlon XP 2000+ processor
-512MB RAM
-8x Speed CD-ROM or DVD-ROM drive
-2.8GB of uncompressed hard disk space (plus 400MB for Windows swap file)
-100% DirectX 9.0c compatible 16-bit soundcard and latest drivers
-100% Windows 2000/XP compatible mouse, keyboard and latest drivers
-DirectX 9.0c
-100% DirectX 9.0c compatible 64MB 3D hardware accelerator card
The PC that was used to play the title was a Pentium 4 3.2Ghz, a gig of RAM, a 128 MB GeForce 5900XT and a SoundBlast X-Fi Audio. The results were an average of 48 FPS in 1024x768 which resulted in fluid gameplay. It's great to see the release the title on both the CD and DVD format; the CD version of the game takes four CDs. The DVD format is classified as the collector's edition and it comes with Quake 2 and both of its official mission packs, Ground Zero and The Reckoning.
As a whole, the controls for the game are the standard fare for first person shooters with the biggest change being the replacement of “Open/Use” key. Instead, the target reticle and the primary fire key/mouse button are used to initiate conversations, open doors and use switches. However, on some of the various Marine and Strogg control panels more finesse is required to click on specific sections of the panel that is presented. While this is a nice touch of reality, it doesn’t really add anything but a bit of frustration when you’re in the run and gun mode.
The weapons included a pistol, machine gun, shotgun, nail gun, grenade launcher, hyper blaster, rail gun, lightning gun, rocket launcher and dark matter gun. Each weapon handles a bit different from their incarnations in previous Quake games, the biggest change is lack of an alternate fire. The only use of an "alternate fire" key is in the form of a scope on the machine gun and rail gun, a scope on the nail gun to allow the ammunition to track the target and on the rocket launcher to provide a controllable missile. As the single player game progress, Marines will provide upgrades to both Marine and Strogg weapons. For example, once the rail gun has been upgraded it can shoot through multiple targets. And as shown in the hands-on preview, a flashlight has been attached to the pistol and machine gun.
Usable vehicles are offered for the first time in the Quake franchise. The two vehicles that are used are a hover-tank and mech, they both contain machine guns and rockets as weapons. The ammunition, armor and shields are virtually unlimited; the only reason someone would die in these vehicles is if there was a lack of patience in waiting for the armor and shields to recharge before heading back into the fray. So while this is initially is a nice break from the game’s standard play it becomes rather laborious and boring with no real challenge.
The multiplayer of Quake 4 is the Quake 3 experience with a new paintjob. The multiplayer offerings have been stripped down to deathmatch, team deathmatch and capture the flag. The Tourney Mode is a new addition to multiplayer where all players on the server are sorted in brackets as they are paired into one on one tournaments. All the first round matches occur simultaneously and losers can view other matches as winners keep playing until they reach the finals. The multiplayer maps include various bells and whistles such as vertical and horizontal gravity jumps, teleporters, rocket jumping, armor upgrades, Quad Damage and regeneration power ups. Unfortunately, there are no bots available in the multiplayer maps causing you to experience defeat at the hands of other players while you attempt to improve your skills. The focus on the three forms of tried and true multiplayer mayhem causes this aspect of the title to really shine and extend its life on hard drives.
In conclusion, the version of Quake 4 that was shown at the preview was enjoyable but the final product especially in the single player campaign falls a bit short. The game oozes atmosphere while providing enough action and fun to keep one playing. The longevity and strength of the title is in it’s multiplayer. It is hopeful that if there is a Quake 5, the developers expand upon the single player experience. Quake 4 is a decent FPS even with its flaws. Nevertheless, at the current price of $49.99 for the CD and $59.99 for the DVD collector’s edition it’s a rather steep investment unless you are going to put some serious time into multiplayer.
The Good
-The graphics.
-The sound effects.
-Multiplayer, especially the Tourney Mode.
-CD and DVD formats offered.
The Bad
-Short single player campaign.
-No sense of urgency or tension in the single player campaign, due to the abundance of ammo, health or armor.
The Ugly
-No multiplayer bots.
Score: http://www.evilavatar.com/images/icons/e3_5.jpg
3 1/2 EvilEyes out of 5.
MSRP: $49.99 CD version, $59.99 DVD collector’s edition.
http://www.evilavatar.com/images/thumbs/quake4_ss1.jpghttp://www.evilavatar.com/images/thumbs/quake4_ss2.jpg