Enemy Territory: Quake Wars Preview
Breaking out on consoles.
"Quake Wars sets out to provide a totally different experience, and does so very well - with a set of well-designed, expansive levels and great vehicles being the stand-out factors." That's what some handsome fool wrote about Enemy Territory: Quake Wars on PC back in September. We liked most of it, but the combat lacked the punchiness we'd hoped for in a Quake game, and we weren't fond of the steep climb up the learning curve.
The mathematically-minded among you will note that this was almost six months ago - time enough for Nerve and Activision Underground, developing the Xbox 360 and PS3 versions of the game respectively, to weave a little magic over the console versions. The timescale alone raises hopes that this won't just be a straight port with strapped-on joypad controls, so we're certainly watching closely as Nerve designer Greg Stone walks and talks us through the Xbox 360 version - under the watchful eye of id Software's business development guy Steve Nix.
The earth moves

Unlike many similar games, Quake Wars lets you see for miles. Until someone shoots out both your eyes with nasty bullets, of course.
What's immediately apparent is that although the heart of the game - its maps, weapons, classes and vehicles - remains intact, the console version is indeed different. "We made a decent amount of changes," Stone tells us. "Mostly just little tweaks, but a lot of tweaks, actually. They were fairly minor, but they added up." Nerve, a long-time id Software collaborator who worked with British studio Splash Damage on several of the maps for Quake Wars, was a natural choice for the 360 version, and seems to have been given an open hand in how it approached the changes needed in the transition.
Enemy Territory: Quake Wars, for those too lazy to go back and read the original review, is a multiplayer, team-oriented, objective-based first person shooter. The two sides (humans with fairly conventional modern-day weapons, and biomechanical alien Strogg with more sci-fi weaponry) must either complete a set of objectives, or prevent their completion, depending on their role on the specific map. Along the way, they have five character classes to choose from apiece, each time they respawn, and can also use both aerial and ground-based vehicles and deploy items like turrets to assist in the battle.

The Strogg walker is slow as hell, but what it lacks in speed it makes up for in concentrated awesomeness - and dual rocket turrets.
None of those things have changed in the console versions, which support a healthy 16 players online - with surprisingly intelligent AI bots filling up any gaps on either team. You can also play offline. There's no single-player mode, as such, but you can run through the game's various three-map campaigns with 15 bots, which at least gives you something to do when your friends list is mysteriously devoid of life.
So what has changed? The user interface has had a complete overhaul, partially in order to facilitate the change from mouse input to joypad input, but also to streamline the whole process of choosing classes, weapons and so on. The HUD, too, has had a rethink - it's far less complex than the PC version's display. "We really wanted to boil it down to the essentials, to communicate the most information while using the least amount of screen," explains Stone. Less obvious, but much more important, are the subtler tweaks. For instance, when you walk up to an objective you no longer have to flick through your inventory (you cycle through tools with the left bumper, and weapons with the right bumper) to find the right item to activate that objective. Instead you just hold down the X button, and a dial fills up until the objective is complete. After all, if you've chosen the right class to finish the objective, why should you have to mess around finding the right tool?
On that topic, choosing the right class is also less hassle, as you're always aware of which class is required to complete your team's next objective thanks to big green ticks and red crosses, and your map shows objectives marked with icons representing the class required for them. You can also see how many players on your team are already playing as that class, which should prevent the entire squad deploying as engineers to reconstruct a single emplacement.
Smoothing the hill
Showing you exactly what classes can do things, taking out the need to shuffle through a toolbox to achieve anything, and making your team's progress and upcoming objectives clear at all times basically makes the game vastly more player-friendly than its original PC incarnation. The addition of a simple training mission, in which you're tutored through the basics of playing Enemy Territory-style games, is the icing on the cake. Curiously, though, it will only be in the 360 version, having been developed by Nerve exclusively for that version. No equivalent mission will make it into Underground's PS3 port - although aside from that, and an odd quirk where the 360 version allows in-mission saves in single-player, but the PS3 version doesn't, the two platform versions should be functionally identical.

Learning to fly aerial vehicles is quite tricky, but extremely rewarding once you work it out. Dispensing death from the skies is one of the games' finer pastimes.
In terms of how they stack up against the PC version, the game certainly looks good - not up to the standard of recent online hit Call of Duty 4, admittedly, but Quake Wars provides enormous, rolling landscapes, tons of vehicles and huge deployable turrets by way of compensation, which seems more than fair. "Both the Xbox and the PS3 look better than the PC game on the recommended spec system," explains id's Steve Nix. "So you always know you're going to have a really high level of visual fidelity when you play on consoles." Admittedly, the game will still look better on a high-end PC ("there's no console out there that's as powerful as a God machine right now, with a Quad-Core and a GeForce 8800 - it's very hard for any console to compete with that," says Nix), but few gamers are going to have any major problem with the graphics in Quake Wars' console version.
Speaking of Call of Duty 4, one interesting aspect of Quake Wars is that like COD4, it boasts a levelling-up mechanism. In Quake Wars, you level up your abilities in each class as you play; this has been simplified in the console versions to remove weapon and vehicle levelling, and you now just get those abilities automatically as you level up your classes. However, the proficiencies you gain from these levels - like more ammo or health, or faster regeneration of class-specific items - don't last forever. Instead, they reset every time you start a new campaign, and as campaigns are only three matches long, that means you'll never keep your competitive advantage for longer than three battles. "We didn't want players to advance, then for new players to come online and get beaten up by all these experienced players with better abilities," says Nix. "Every time you turn the console on, it's a level playing field."

We could always just let them have Essex, I guess. Would anyone really miss it?
Not that there won't be plenty for the OCD-sufferers out there to concern themselves with. As well as tracking the standard suite of persistent statistics on Xbox Live, both the 360 and PS3 versions of the game will have 56 rankings for players to advance through - and an incredibly elaborate and detailed set of statistics, tracking almost a thousand variables, will be accessible at the game's website.
This could well be something rare - a console port we like better than the PC original. As well as being a near-perfect conversion in graphics, AI and feature-set terms, the tweaks introduced for console players look like they're actually going to improve the underlying game. Look forward to waging war on the Strogg (or on the pitiful human wretches) in the coming months.
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Comments (32) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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No matter, we have frontlines now.
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I'm not optimistic about Battlefield:Bad Company. THey seem to be really concentrating on the single player and the cliched characters. I would prefer if they put all thaty effort into finely tuning the MP.
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I'm not a PC gamer,but I have been keeping my eye on this, but flicking through it seems to only have 16 player online, with the rest of either team filled with bots......
Compare that to Frontlines 32 and 50 player servers and I really don't see any incentive to switch unless i'm missing something?
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Er, I'm pretty sure that in the PC version, if you walk up to the objective and hold down the USE key, it will automatically switch to the right tool and begin the hacking/building/whatever action... no?
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I found that the tool selection process on PC was really unintuitive. I hoped that such a solution had existed on the PC demo/beta, because then, I might have continued playing it more. Now that this is coming to consoles, plural, I'm interested in giving it a go. Bots are also a strong plus, for the new versions.
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The old reviews are getting less factual by the day aren't they. Why it almost sounds like the reviewer hasn't played the PC version before....
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Might still give it a go if the 360 version proves to be any good. Hopefully with a demo.
Any idea on a date?
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for the PC version use the use key (by default F) and it does the same thing. You can use F to revive players if you are a medic as well. i have just got back into Quake wars on the PC and love it. And splash damage have been doing massive amount of work on the PC version so kudos to them.
But i have a sinking feeling this won't do to well on the consoles. eps. the ps3. don't ask call it a gut feeling
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Does this game have split screen then? I love putting bots on and just playing these type of games in split screen with a mate, much friendlier to the casual gamer than playing on Live.
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I'm not optimistic about Battlefield:Bad Company. THey seem to be really concentrating on the single player and the cliched characters. I would prefer if they put all thaty effort into finely tuning the MP."
HfC mate. Feel the same way about bf.
"lol frontlines? that game sux, it won't last long at all! hahaha.."
Really. I guess the peeps at the forum imagined the fun we had yesterday evening then. Did you even play the full game for a while before you made that comment?
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For comparison I also fired up BF2142, a game I used to play all the time. The past 12 months have not ben kind to BF2142, it looks rubbish and undertextured with uninspired gameplay. Playing BF2142 after four months with CoD4 on the X360 was quite depressing and after installing ET:QW I can quite happily scrub BF2142 from my HDD.
As I only paid £7 for ET:QW (Amazon FTW!) I'll quite happily buy the game on X360 again, none of my mates are into PC gaming so this is my only chance to play with people I don't want to punch to death.
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Don't fret. Army of two has terrible net code...
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damn had to pay £9.99 on play
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Compare that to Frontlines 32 and 50 player servers and I really don't see any incentive to switch unless i'm missing something?
Since when is multiplayer fun a linear function of number of players on a server?
ETQW is best played 16-24 players, since the action is concentrated on the objectives, more players just make it more frustrating. Also, the vehicles are not the all-mighty killing machines like in most games with vehicles. They have a lot of counters and there's a lot of indoor sections where infantry is preferred.
The best part of the game though is the level of teamplay and skill you'll find on any random public server. You'd have to play a non-mainstream game that's 4-5 years old to get the same experience usually. Not only are players much more skilled than in your average online game, but they are very nice as well by internet standards.
Accidental TK? No problem. Need ammo/hp? Medic or technician will go out of his way to help you. Far away from the front because you had to bail out of your chopper? A teammate comes by to pick you up.
I'm hoping that games will move away from the mindless game modes of the past and embrace objective-based gameplay. Campaigns also add to the experience. This is one of the few non-mmo multiplayer games where you actually feel there's a story behind bombing the shit out of each other.
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Hold F at objective to complete it.
Hover crosshair over objective and it shows which class is needed to complete.
And it gives you a list of what players are what class.
Also Nix says "We didn't want players to advance, then for new players to come online and get beaten up by all these experienced players with better abilities". But surely this was a Splash Damage decision back in W:ET, rather than a decision made by Nerve for ET:QW.
What has changed again? Terrible article to be quite honest.
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Might be a dull feeling though
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I have played through all the Metal Gears and also the new bad company demo or w/e and this game is nothing compared to them.
shit shit shit 3/10
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