Enemy Territory: Quake Wars
Feeling the Strogg arm of the law.
There's a war on. A fistful of beleaguered Global Defence Force infantry are huddling behind a crippled Mobile Command Post they need to deploy further down the road. The engineer they desperately need to get it moving again has taken a long distance railgun round to the chest and is lying incapacitated in the open a dozen yards away. The medic can't run out to help him because the radar his allies had flown in tells him a Strogg Constructor saw fit to call in an anti-personnel turret from orbit and deploy it just up ahead. Its eight automated plasma cannons would turn him into a smear before he'd got his defibrillators charged up.
But all is not lost. A covert ops troop has just made his way to the bodies of the Strogg assault group that got wiped out by some artillery fire. He's stolen a uniform and is currently making his way towards the turret with the intention of disabling it with an EMP grenade. Overhead a Strogg Hornet attack craft has spotted him, but the Ananasi copter it's duelling with isn't letting up. The Hornet pilot breathes a sigh of relief as the covert ops steps on a mine at the last second. Then he gasps air in again as he sees a GDF Titan tank crest a hill and rumble down towards the fray, flanked by fresh soldiers on a pair of Husky quad bikes.
For a game which maxes out at 16 players per team Quake Wars produces an unreal quantity of carnage. The havoc is relentless, it's cinematic, and it's largely due to two things.

Vehicle cockpits have a cute little monitor with the names and locations of your passengers.
One, the focused front. Despite having big maps (which, thanks to Quake Wars' megatexture technology, run exceedingly smoothly) any fighting that's going on is almost always happening in the same area. This is because maps consist of strings of objectives that have to be taken one at a time. For example, Refinery, the new map we played set in North Africa started, with the GDF escorting an MCP through a suburb, then them hacking a shield generator in a city centre and finally advancing into an oil refinery to blow up some Strogg machines. Over the twenty minutes the match lasted we'd ended up in every corner of the map but we were never, ever alone. Even the optional sub-objectives like capturing a forward spawn point or hastily assembling a bridge were always just on the outskirts of the current flashpoint - there was always a chance for someone on the other team to spot what you were doing.
So you've got up to 32 vicious, angry players funnelled into one area. Making carnage from there is easy - you just give each and every one of them the firepower to topple a Third World dictator. Take the Strogg Oppressor class. As well as possessing a rapid-fire Lacerator rifle and a pistol, he packs grenades that create force fields, grenades that call in a huge, we mean huge laser from orbit and shrap grenades. He can also summon an anti-infantry Rail Howitzer, a Plasma Mortar or the mighty Strategic Strike Gun from orbit, and once these have touched down they can be fired at targets miles away. And of course he has the option of commandeering any of a half dozen Strogg vehicles, like the Icarus jetpack or Hog buggy that comes complete with an energy 'ram' on the front that activates when it speeds up that lets it turn tanks into roadkill.

Well you'd pull a face like that if you'd been snuck up on by a man with metal trousers.
Let's have another example. The GDF Covert Ops troop packs a sniper rifle (or a scoped assault rifle if you'd prefer, you brute you), smoke grenades and EMP grenades that knock out any Strogg deployable or vehicle for 30 seconds. If 30 seconds isn't long enough then you've got the option of getting up close and hacking. Covert Ops can also have a radar airlifted in that'll show up nearby Strogg on everyone's minimap and give Engineer-created turrets a helping hand. Best of all is the 3rd Eye Camera, a surveillance device that can be planted on anything and detonated with impressive force. Sneak into the Strogg base, put it on your vehicle of choice then wait for an eager and freshly respawned Strogg to get into the driver seat and put his life in your hands.
All this is to say nothing of the mass of upgrades your class gets throughout a three-map campaign, from flak jackets for the soldiers to a launchable repair arm for the Strogg Constructor that lets you fix things from a distance. Just make sure your hovering, disembodied arm doesn't get shot out of the sky.
Even vehicles are being done with more colour and depth than we've ever seen. As well as being destructible both cosmetically (losing wing mirrors, aerials and so on) and seriously (wheels or hover pads getting shot out) players have a greater degree of control. The default control scheme is the same across all vehicles and has digital stabilisation, which is there to prevent wannabe hotshots from leaping into aircraft, immediately crashing them, then mumbling something about them being for boners and never trying one again.

The Strogg are just horrid. Disgusting. Freakish. We love 'em!
However, advanced control schemes are available for anyone who wants to push their game. These schemes are nowhere near as intuitive but feature everything you'll need to pull off cooler trick jumps, handbrake turns, donuts and the like. We're struggling to think of ways it could all be useful in a combat situation but then that's what obsessive clans are for.
All this chaos coming from a handful of players just feels a little more satisfying than it would with a server of 32 or 64. As well as just having more power at your personal fingertips it feels less cold. There's more room for rivalries and bonding and more chance to be the hero. It works.
But what's really interesting is that Quake Wars has been designed to work well when you can't even fill the server. Splash Damage was born out of online games that drew the attention of the hardcore, which means training constantly, which means it's tedious to always have to get together a big team. Thanks to the focused front you can play Quake Wars 3 on 3; it's just a little slower, a little more tactical, and a lot more personal. We spent all day playing this game and can tell you without a shadow of a doubt that it's great, and it's finished, and all they're doing now is spit-polishing. If you still haven't settled on any games to be excited about this summer then you should know this is a very safe bet.
Enemy Territory: Quake Wars is due for release "when it's done" (retailers suggest 25th May, but no concrete date has been announced yet) on PC via Activision. PS3 and Xbox 360 versions are scheduled to follow later this year.
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Comments (54) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Exams are over the following week too... awesomeeeee.
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Do we know what specs it's going be wanting?
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Will get!
Can't wait!
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I expected at least 32. I'm disappointed.
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Although I wouldn't have realised unless I've seen it too many times too.
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25th may ... what about the minimum requirements, have they been announced?
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Wtf?
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Really looking forward to this, hopefully it'll give the Battlefield series a kick up the arse as well to up their game too.
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So it sounds promising. Not sure if this is the same as what you meant.
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It'll only be a matter of time as well before the community starts spewing out lots of custom built maps. It's bound to include some geared at smaller play.
I'm glad it's this playable with 8v8. I currently play with a group of people I've been playing with since RtCW and we've gone from over 30 in strength to about 8-10 actives, so although getting a big server filled up is not usually a problem, the quality of the game suffers with lots of pubbies on. I prefer an 8v8 with my skilled team mates on TS with me over an anonymous 32 people fragfest with no team work going on whatsoever.
I'm quite excited about this now. Only one month!?
Is this date official or just some guestimation by the EG editorial team?
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I expected at least 32. I'm disappointed."
I must confess I just lost interest in the preview after learning it was 8v8, I'm sure it's still fun but I want the battles to feel like *war* rather than a mild skirmish.
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I wonder if EG has gotten it wrong, and gone for the maximum player limit for the 360 version, which is 16 players?
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-malarky @splashdamage.com
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16?
16!?!
We had 16 players on larger maps years ago!
So we get wing mirrors that break. pfft.
I'll take large scale tank battle in ArmA over outdated gaming restrictions given a new lick of paint.
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The article is WRONG.
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You do know Quakeworld supported 64 player servers almost 10 years ago? The issue is more about gameplay than engines.
And yes the article is wrong - this game will support up to 24 players.
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I had been looking forward to this, but then I was informed that we had transported back in time to 1998 and so could only have 8 players to a team.
That's rubbish.
Edit: Ok, so someone says it's actually 32, but still after 64 player goodness on BF it's still a bit crap.
Edit 2: Or maybe 24 according to someone else. Any other suggestions?
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Can anyone who's played both comment on the difference?
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I always heard 32 players max as well, which seems a much better number for a vehicle-based shooter.
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Arnold playing as that matrix guy. What do I win?
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I guessing the differences would be in the way that wolfenstien was a lot like assault on most maps, but tended to play better having been designed for purpose.
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"Arnold playing as that matrix guy. What do I win?"
I didn't know there was anything to win... Hey I mentioned Commando bout 25 posts up!!!
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/Bank holiday weekend gone
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Considering that malarky apparently works at Splash Damage he should know. 32 it is then. Furthermore, considering that 32 players is the normal BF2 server limit and that those 32 players will be fighting at one place all the time in ET:QW it should prove more than enough
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Splash damage have stated that the PC is 24 players (although purely for gameplay reasons) and the the console version are 16 players.
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There's surely room for both, though. May 25 for QW is being really optimistic.
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We three kings of Orient are;
Bearing gifts we traverse afar,
Gears of War, Halo and Quake Wars,
Exclusively on XBOX 360.
O star of wonder, star of light,
Star with royal beauty bright,
Bungie leading, Halo3 proceeding,
Guide us to thy perfect light.
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BTW It says "For a game which maxes out at 12 players per team". This is not 16. Read better.
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Same on ET. You get massive amounts of players in and it's just twitchy fragfest-o-rama.
based on how they focus the fighting on the consecutive objectives some maps may get crowded with more than 12 or so a side.
I'm happy with smaller numbers being able to provide you a good game.
It's all a bit early to say though isn't it? Why not wait, buy the game, go online and then come back with an informed opinion rather than screaming murder now.
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The game supports 32 players max, not 16.
-malarky @splashdamage.com< br />
The article originally said it only supported 16, it's getting closer to the correct figure but it's not quite there yet...
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You DO realise that this is being developed by Splash Damage, not ID right? I mean - we even have Malarkey from the team giving us information!
But noooooo, we all have to go "8 players? That is teh non-r0x0r5!" and "ID?! Pfft! I can code better games in my sleep and I didn't even know how to bind circle-strafing to keys back in Quake!"
Please guys, I know it's hard, but give the gerbils a little run on the old thinkin' wheel before committing your brain vomit to words.
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And really, what kind of a measure is the player number anyway? BF has 64, but the incentives for teamplay are so weak it very often simply does not work on public servers, because everyone ignores the objectives and expects one of the other 31 teammates to deal with them. I'd rather have less players, but working as a team (which is something ET intrinsically provided, years ago, on publics, without voice comm) than huge numbers of uncoordinated people that all go off on their own.
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I wonder how much they paid for it... cause it probably sold them an extra few hundred copies
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