Enemy Territory: Quake Wars Hits Golden Status
by Chris Faylor, Aug 30, 2007 9:26am PDTThe PC version of id Software and Splash Damage's Enemy Territory: Quake Wars has gone gold, id and publisher Activision announced today. "After months of testing, tweaking and balancing Enemy Territory: Quake Wars, I'm pleased to finally be able to say 'It's Done!'" cried id CEO Todd Hollenshead. "We've had a ton of fun getting the game ready for the masses and IÂ’m looking forward to seeing the massive battle for the top of the online leaderboards begin!" "The passion and effort put in by our team at Splash Damage, combined with the amazing direction and mentoring weÂ’ve received from id Software has lead to an award-winning game that weÂ’re incredibly proud of," said Splash Damage owner and creative director Paul Wedgwood. Scheduled to arrive in Europe September 28 and North America October 2, Quake Wars will be available in both $49.99 regular and $59.99 limited edition flavors, the latter coming packed in a premium slipcase with a bonus DVD and ten collectible cards. No release date was provided for the Nerve Software-developed Xbox 360 edition or the PlayStation 3 version being handled by Activision Foster City.
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Comments
*For the freedom of Earth!*
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The beta is really dead at the moment, its hard to find servers with active players in the US. Last night there were about 100-200 people on out of 1000+ servers. I'm very curious to see how popular this will be in the end.
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SD put a lot of time into polishing the game. At the release of beta1 the game was already fun and quite stable. There were some serious problems with vehicle controls and lag prediction. There were also some serious memory leaks in the server program. It was, however, very fun and at least as polished at BF1942 when it was released. SD has patched the beta 3 or 4 times since then, each time improved the gameplay quite noticeably.
It's very rare, as you all know, for these big FP betas to be anything more than a demo that the devs can apologize for as a beta. SD actually took a lot of the concerns and adjusted the game, while leaving the core elements intact. That won a lot of respect from me.
The game plays fast. This isn't a BF clone. The speed is slightly slower than RTCW and much faster than the BF series. There is a "deathmatch" approach here, but the classes are so deep and tactical that even DM players have a hard time competing with smart players who use turrets, shields, mines, radar, etc. The vehicles are powerful but not nearly as those in the BF series, and there are multiple counters in multiple classes to handle them. Also, you have to stick with the game for a while to get the feel for the classes before you feel very productive.
I have it on preorder and hope it's hugely successful. It's being released just ahead of TF2, which will be it's only potential limitation for PC fps players.
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I haven't tried any of the betas, but only seen it in videos:
http://www.shacknews.com/laryn.x?id=14139615
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Once the demo comes out, play it with people you know, who know what they're doing. It has a small learning curve that seems to frustrate some players, and the game is a lot less fun if you're just randomly playing team deathmatch instead of actually fighting with your teammates over an objective.
Be aware that it's not Battlefield: Quake. The games have their similarities, but they are their own separate experiences. Outside of the obvious fact that you're shooting and running and driving/flying in both games, there are fundamental differences in the way the games are played.
Vehicles are generally less important and feel more like additional tools and a complement to infantry, rather than vital to survival and viability which is how I often felt about the vehicles in Battlefield 2. You can be successful in ETQW without ever getting in a vehicle if you so desire.
If you don't like it at first, play it for another day. Try a server with a lower player count as well. 24 and 32 player servers are much more chaotic, which can be fun in its own right, but 6v6 makes the class makeup of a team and strategic decisions of individual players far more important. You're also more likely to experience awesome hero-moments where you are clearly the key player who changed what he was doing and turned the tide of a battle. It's a little less chaotic, but there's still plenty of action, and I find it to be a much more satisfying experience overall.
Bioshock is keeping me away from the beta lately, but I'm eagerly awaiting a full set of maps so I don't get burnt out like I did with Sewer.
Although a part of me fears that they've had trouble making the game work as a whole.
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The problem is his position in the scale of tactical realism (or at least cinematic realism) vs arcade, it is between both things and some people won't like that style.
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