Gamepro Hands on Quakewars preview
http://www.gamepro.com/microsoft/xbox360/g...ws/107790.shtml
Some highlights (I get the feel that this guy doesn't like BF very much):
Developer Interview:
http://planetquake.gamespy.com/View.php?vi...tail&id=825
Some highlights:
http://www.gamepro.com/microsoft/xbox360/g...ws/107790.shtml
Some highlights (I get the feel that this guy doesn't like BF very much):
After playing ET: Quake Wars for an afternoon, I got a solid feel for the final game. The news is almost all good. You'll immediately notice that ET: Quake Wars is more thoughtful and tactical than the over-the-top Quake games, but still far more energetic than the typical Battlefield 2142 match. The Strogg's sci-fi weapons and vehicles clash nicely against the GDF's traditional firepower, especially since both sides have unique strategies and somewhat different weapons (outlined here). As a whole, the gameplay feels like a mix of Battlefield 2142 and Unreal Tournament 2004. The Battlefield influences come from the vehicle-focused open-air battles, though close-quarters combat has the fast-paced edge of UT 2004. Purists needn't worry about the game's sci-fi premise: the rail guns and hyperblasters add flavor but don't feel awkward or out of place. ET: Quake War still has one foot firmly planted in reality.
Battlefield 2142's desolate mud holes look downright plain next to ET: Quake War's vast, sprawling warzones, which blend effortlessly between outdoor and indoor combat. The level design is easily one of the game's biggest strengths; it's hard not to be impressed when you're plowing vehicles through an enemy roadblock one second, then seamlessly plunging into a highly detailed sewer system the next. It's this seesaw between Battlefield-style scouting and Quake-style twitch gunplay that makes ET: Quake Wars such a delight.
Rather than flit around aimlessly from checkpoint to checkpoint as in Battlefield, your current goal is kept in constant focus thanks to computer-initiated mission updates ("Stop the humans from hacking the sewer controls!") and brightly-colored waypoints. And because you get real mission objectives (bomb a generator, build a bridge), the gameplay feels more epic than Battlefield's boring checkpoints. You'll feel a swell of pride after you blow up a sewer grate and lead your team to a key enemy asset, a feeling that's all too rare in other online shooters.
Developer Interview:
http://planetquake.gamespy.com/View.php?vi...tail&id=825
Some highlights:
Enemy Territory: Quake Wars features persistent military rankings and achievements. These can be viewed in-game and on a website. The achievements encourage you to explore various aspects of the games many combat roles, weapons, items, tools, deployables and vehicles, and then refine and polish your skills. This results in promotions in military rankings, which will fairly accurately represent your team-play ability to others on the server.
The minimum system specification won’t be finalized until performance optimizations are complete. However, we’re targeting a platform similar in specification to the Quake 4 system requirements.
Our plan is to release the demo a couple of weeks before the game hits the shelves.
