Quake Arena Arcade Review
Rocket fool.
Version tested: Xbox 360
Quake III Arena, from which this Xbox Live Arcade port is derived, popularised many of the conventions and much of the terminology of the contemporary first-person shooter: everything from brown corridors to the term 'deathmatch'. And yet, sitting down with id Software's shooter concentrate 11 years after its debut, it's curious just how different a multiplayer experience it offers to its descendants.
That's partly thanks to its sheer speed. Quake Arena Arcade is all about split-second prediction-making. In Black Ops, rounding a corner into the arms of a foe is a game of who can squeeze the trigger first. But here, thanks to the speed at which players move, anticipation is more important than fight-or-flight reaction: firing a rocket ten metres to the left of an opponent who is travelling at breakneck speed in the hope that it will hit the target mid-sprint.
If Modern Warfare and Battlefield are about making opportunities and then taking shots, Quake Arena Arcade is about the science of expectation. It's a machine gun volley of estimation challenges, designed to test your foresight. Here, accuracy is only the second most important skill after twitch prophecy, and as a result, the game offers thrills of a different character to the modern FPS.
The purity of Quake Arena is reflected in its minimalist environments, the designers limiting decorative flourish to steel-riveted door frames and skirting boards imprinted with skulls. There are no props to distract or bespoke animations to interrupt, just a red-cloud sky over a suburb of hell.
Launch pads that fire your character into the air play a big role.
These are bare-bones levels designed to churn players around in cyclical fashion, washing machine barrels filled with blood and BFGs. Their geography is drawn in until they are as tight as they can be without becoming cramped.
A mainstay of the professional multiplayer scene, Quake III Arena launched the careers of many of the e-sports thoroughbreds, from Jonathan 'Fatal1ty' Wendel to John 'Zero4' Hill. Again, it's the speed and anticipation the game requires that make it the perfect school for competitive play. Quake Arena Arcade could be seen as a training camp for the blockbuster FPS: spend two days within its confines and you'll emerge a better player, with honed skills that are transferable to other games.
At least, it would be a perfect training camp if anyone were actually playing the game. With leaderboard numbers measured in the low thousands, assembling a full room of 16 players requires not only patience but a sizeable dose of luck. Perhaps it's the dated visuals or the overpopulated genre. Either way, it seems few FPS players are returning to their genre's home for Christmas this year, and the game's community is lacking.
That's a shame, because community is one of the essential ingredients of the Quake Arena experience. While the original PC game did away with the Lovecraftian single-player story of id's first Quake, this XBLA port introduces a fairly sorry campaign for the solitary player. Designed as a series of deathmatch encounters with the various 'personalities' of the Quake world, it's dry and often tiresome.
Quake Arena is at its best in a level stuffed with 16 players, not skulking in the shadows for a one-on-one face-off. So the decision to include so many two-player matches was a poor one, and in the more sizeable levels, inching your way to the requisite 10 kills can be tortuous, even if you are given an hour – yes, an hour – to do so. A score attack layer is added to the single-player campaign, offering points multipliers not only for the number of kills but the manner in which they were achieved, while multiplayer matches are divided into plain and ranked varieties.
Halo and Call of Duty players will initially find the lack of grenades (aside from those offered by a grenade launcher) limits tactics.
One area in which Quake Arena Arcade cannot compete with its forebear is servicing the modding community. A great deal of Quake III Arena's ongoing appeal lay in the work of the amateur modders who twisted the game's aesthetic and appeal through their skins and designs. This XBLA release can hardly do the same – a Forge-style map creator is probably to much to hope for in a download game – so the developer seeks to provide value by way of 33 classic maps and a further 12 Xbox 360-exclusive ones.
Despite the number of maps on offer, 1200 Microsoft Points (£10.20 / €14.40) is too high a price for what has become, sadly, a niche title. With the ad-supported Quake Live freely available for people to play in their browsers (and, crucially for many, with mouse control), Quake Arena Arcade needed to bring some hefty extras to the table to justify its price tag. In reality, there are few tangible benefits aside from a weak campaign and Xbox Live's strong online infrastructure.
Pad controls are good rather than excellent, aim occasionally jumping when in the air.
The code firing the game is nippy and impressive, with very little lag when you do finally manage to get a 16-player game up and running. But without the support of the community, Quake Arena Arcade is destined to be demoted from a vibrant competitive playpen to something of a museum piece.
These brown corridors, devoid of the kinetic excitement of sprinting avatars, bouncing grenades and shotgun shells, offer little more than an ugly, outdated ghost town. The truth is far more interesting and relevant than that, but unless more people are willing to get involved, those newcomers who do teleport into id's classic will wonder what all the fuss was about.
7 / 10
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Comments (44) Latest comment 1 year ago
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If these weren't issues I wouldn't have regretted spending 1200 on it, but as it is I'm fast starting to feel that way.
Really is unfortunate because this is a brilliant game and as fun as it was when it first came out, but then it's an old school FPS and the 12 year olds won't get into it.
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This wouldn't be so bad if the playing field was even, ie. everyone was just starting with this, however, this game is old; Probably everyone has already played it and will feel how much worse it is with a pad. It's simply too old and too expensive to be released like this. A shame, because on PC the game is really, really good.
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The term Deathmatch was used way before in Doom, a game full of brown corridors by the way... although new games could learn one thing of two from it:
[link url=http://s-ak.buzzfed.com/static/imagebuzz/terminal01/2010/11/8/14/fps-map-design-then-and-now-10705-1289245688-26.jpg
]http://s-ak.buzzfed.com/static/imagebuzz...[/link]
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And no split-screen? What? How on earth can you forget to put that in an FPS these days? Its hardly as if the hardware can't handle it.
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It really is sad to play this game now and realize how much worse the genre has gotten over the years, thanks to Halo and its ilk.
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If it had been 800MS, I'd have probably taken a punt if only because I'm a Q3A fanboy...
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People cant even use the old excuse of system requirements when live is browser based.
<a href="http://www.quakelive.com
">http://www.quakelive.com
</a>
@asphaltcowboy,
Yes i know technically it doesn't, i meant more along the lines of setups and demands you don't need to go fiddling with txt/ini whatever files for example.
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I must admit, when the games are good, I've loved playing this on xbox live.
It's too steep at 1200 points though and as Sharzam quite rightly pointed out, you can find a superior version to play for free.
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I've played it in its original incarnation, and now this version, and it plays excellently on a pad. I've never felt that the pad has hindered me at all. Getting a game online is a MASSIVE BALL-ACHE though.
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Really wish the publishers would push the average price on live back down to 400-800 again. It's getting ridiculous when you can buy a boxed (new) copy of something from a year or two ago for less than a digital-only version of a 10+ year old game.
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There's a reason why FPS games today are a little more tactical and slower. Its because of gamepads.
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That's the one - I can't get it to work with your method though.
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Perhaps it's the attempt to pay to play Quake III on a dual analog gamepad over peer-to-peer when there's already Quake Live out on PC, for free.
This is one of the most misguided releases ever. You want to play Quake, you do it on the PC or you're not playing Quake.
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[link url=http://bethblog.com/index.php/2010/08/06/id-introduces-two-quake-live-subcription-packages/
]http://bethblog.com/index.php/2010/08/06...[/link]
As for Quake Arcade itself...my only wish was that more people would play online on it. But no. They'll probably be back to playing Black Ops soon enough. I can deal with the lag and the controller restricitions (plus I like the lack of autoaim), but a multiplayer focused game like this is dependent on a community supporting it.
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It's not exactly a crippled package though - it has plenty of maps and servers for people to play on.
In any case, most people nowadays just want to log on, frag, and be on their way - something that Quake Live offers extremely well. Server hosting etc. is very niche in these times of BIOS overclocking, auto-shutdown motherboards etc. etc.
*strokes beard*
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Very good review, best one from E.G. in a while.
For a seminal multiplayer player title.
Q3A is the one that started me on my dark decent into gaming addiction!
'The Longest Yard' rail guns only - holy crap, that was awesome!
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