Enemy Territory: Quake Wars Previews
by Maarten Goldstein, Jan 13, 2006 9:46am PSTEuroGamer, GameSpot and Computer & Video Games have all gone live with new previews of Enemy Territory: Quake Wars, as the highly anticipated multiplayer action was recently shown off at developer Splash Damage. The previews, which include snazzy new screenshots, cover DOOM 3 engine modifications, encouraging teamplay, the team's vehicles, the learning curve, character classes and more.
Throughout all this, the key word is "teamplay". Wedgwood says it a lot. Of course there is some scope for personal achievement - an experience points system, which is being worked on at the moment, carries through each campaign, and Wedgwood promises it won't be as simplistic as something like CTF assists. "You can't just stand next to a flag and bank some points." They're also toying with the idea of persistent ranks. But it is a team game first and foremost. With absolutely no single-player in the box. As to what is in the box, there's talk of 12 maps, although they may cut or add maps right up to the last minute, and Wedgwood's quite clear about why: "It doesn't matter if we've spent six months on one, if we're not happy with it and it's not fun we're not going to ship it," he states.
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Comments
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And the fact that they are using the Doom3 engine makes it that much sweeter. No fucking 10 minute load times, no shitty programming, it just screams awesome.
When this comes out my BF2 DVD is going in the fucking trashcan.
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One of the problems with Q4 is it was relly hard for beginners to catch up.
http://www.computerandvideogames.com/openpic.php?name=..%2Fscreenshots_library%2Fdir_305%2Fvortal_pic_152805.jpg
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http://img.gamespot.com/gamespot/images/2006/012/reviews/928340_20060112_screen002.jpg
http://img.gamespot.com/gamespot/images/2006/012/reviews/928340_20060112_screen006.jpg
And, I just wish that there were more screenshots that showed off the mega-texture tech. In anycase, it's not a big problem to me, and I'm pretty happy reading these comments from shackers since most of you are looking forward to the game rather than a tech demo. The anticipation for this game is so much different to that of Quake 4.
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Haha, looks like DNF is going to have to make some changes.
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It leads to stat whoring, and everone knows it.
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And you were also saying it'll be an advantage to have a three-man crew in vehicles rather than just one guy in one, or three guys in three separate vehicles?
Paul Wedgwood: Absolutely. We're playing with the idea of gunner and pilot in concert - so whether or not you grant people permission to use weapons and how that system works out. But regardless of how the gunnery system works, we absolutely are going to have a system in the game called target acquisition and nomination. This allows a pilot to tell a gunner about a target that he might not be looking at and for the gunner to inform the pilot of targets he's firing at that the pilot might not have seen.
If you take the Titan tank as an example, a guy manning the general purpose machine gun effectively plays anti-personnel role so he stops the Strogg from running up and placing plasma charges on the tank. The tank gunner can deal with vehicles and the pilot can try and get into locations where the vehicle has cover. Like, we'll build tank concealment into the map so you can just drop into these dips and just have the turret sticking out the top. When they start to communicate these targets to each other, they play a much more effective role and we discovered this just playing at our desks.
Two or three of us jumped into a tank and by shouting commands at each other you've essentially got three pairs of eyes. The vehicle becomes considerably more powerful and if you add into the mix the idea of an engineer being on board who can repair the vehicle when it's damaged, you have a really strong, small fireteam in a vehicle.
That's so hot.
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Only sore point is the mech - anyone else think that is wonky looking?
I sort of like the any point capture as it kept the game fresh since there the game direction could change very quickly.
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Paul Wedgwood: Yeah, VoIP is in already. We have the same kind of 'v' chat we had in Wolfenstein: Enemy Territory, so you can type letters very quickly and it fills out the whole sentence and sends it as a fast message. We've got the traditional team chat and global chat as well.
This is news (for me at least). Great stuff.
There's the expansiveness and vehicles I love about Battlefield, the kickass weapons from Quake, the mission-oriented levels of ET and UT's Assault mode, and the teamplay of Tribes. It really sounds like they're making this the most awesome experience possible. Oh, and the intentional unbalancing of the two sides is something I've been waiting for in a multiplayer game since Splinter Cell. The description of how the Strogg's classes work, like how they use their dead as mobile spawn points and leech health off dead humans actually makes for some differences in the way each side plays, something that's finally going to make playing each side interesting. I'm not bummed about the lack of a commander because it sounds like they've got some good ideas with how the classes operate together. How many Battlefield 2 games have been ruined by the lack of a good Commander on one side, anyway?
Oh, and that screenshot with the guy piloting the chopper from the inside makes me wet.
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