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Enemy Territory: Quake Wars Preview

PC Preview by Tom Bramwell

13 January, 2006

Page 1 of 2. Page 2 ->

When you watch the Enemy Territory: Quake Wars trailer, it's easy to leap to conclusions about what the game's going to be. It's Battlefield in the Quake universe! It's getting railgunned in the face by twitch-killers as you stand next to a spawnpoint for a vehicle. It's people rocket-jumping into choppers and weirdo aliens going "hoooo-maaan!" as they pilot Chinooks into your base and capture a flag and then bunny-hop off into the sunset, unmolested by players who've driven their buggies into a ditch in the middle of nowhere and can't find their way back to where the action is.

This is certainly a developer thrilled to be working with id Software. Sitting in Splash Damage's boardroom in Bromley, our eyes are drawn to three clocks on the wall, one showing local time, another "Activision" and another "id Software". Before our presentation begins, game designer and managing director Paul Wedgwood points at his company's logo on the trailer's final screen. "That's us!" he gestures, animatedly. And they really are working with id Software. There's this perception that id just farms out its games these days, but the relationship is close. Co-owner Kevin Cloud is creative director on the project, while Robert Duffy is technical director. Indeed, while we're chatting, Duffy's apparently on the other side of the office doing Wedgwood's job, although he's being kept away from us. "Kevin and I also work together for about three of four hours a day on the telephone or via ICQ," says Wedgwood with enthusiasm.

And yet, rather like the preconception about id's working habits (not entirely helped by John Carmack's current predilections for mobile games and building rockets), the suggestion that Enemy Territory: Quake Wars is some sort of Stroggification of Battlefield is equally quick to run aground. It's not. It's not like that at all. In fact, it has more in common with the developer's Return to Castle Wolfenstein multiplayer game, also called Enemy Territory.

'Enemy Territory: Quake Wars' Screenshot 1

Hunting with Stroggs? BAN THIS SICK FILTH NOW.

While it's set in the Quake universe, on Earth during the Strogg invasion prior to the events of Quake 2 or Quake 4, Enemy Territory: Quake Wars it doesn't borrow any technology or art from either game. It's not like Battlefield with Quake movement code; it's relatively "realistic", with players in first- and third-person view squaring off as teams of distinctive classes and vehicles. And while it's set on huge maps - a mile square is the default - full of vehicles, it adopts an asymmetrical approach more like the Wolfenstein ET, with players representing the Earth's Global Defence Force striving to liberate areas split into distinct territories, starting in one area and trying to push the frontline past a sequence of objectives, using a range of weapons and vehicles that are utterly divorced from those of the alien would-be-conquistadors.

"This allows for a really varied range of tactics that encourage teamplay," says Wedgwood. Indeed, individual units don't just struggle against one another; some are hideously mismatched. The Titan tank is a powerful GDF unit, but the Strogg's Goliath walker, a giant mech with a gun turret on top, can stomp over pretty much everything in the game. And although some reports have talked about a potential commander class akin to Battlefield 2's, Wedgwood says they gave up on that idea more than two years ago. "Where it comes to things like deployables, we place the responsibility for a deployable that a character class is going to use with that character class," he says, "so if you're a field-ops guy and you want an artillery gun, you're the guy who deploys the artillery gun, you're the guy who gets told what its status is, and you're the guy who uses it." This sharing of responsibilities is a key to effective, cohesive teamplay, he says. We're shown examples of this - when a Strogg gun appears on a bridge, an engineer sets up radar that detects it, but it's the assault classes who can accept the task of destroying it and earn points. "We try to spread the deployables across the character classes, and then that way no one ever feels like they have an absolute dependence on an individual. The flip side is that there is always a dependency on the whole team."

'Enemy Territory: Quake Wars' Screenshot 2

The style of lighting dramatically changes map conditions. Boats are dramatic too.

Without a central commander, and with the frontlines moving to specific positions with each fallen Strogg territory, it's always going to be obvious where the action is. Vehicles will help people to reach it, and it'll be possible to have them dropped in to order by giant supply planes when stranded, although this will be balanced to avoid abuse. And in spite of this compartmentalisation, which favours specific combat lines to all out conflict, SD wants to avoid people piling into melees respawn after respawn. Given the way that players co-operate, contributing to a collective goal in specific ways, it's easy to imagine how this will be achieved, and while there won't be a player cap as such, the ideal player number is going to be between 24 and 32, and each map is designed to reflect this.

To further simplify how gameplay unfolds, we're shown a topographical map of one of the levels in the game - each of which is said to be close in size to a whole Wolfenstein ET campaign. The map's clearly split into zones, mostly Strogg-controlled but for one GDF area. As the GDF advances, so will the action and their spawn points. Each map also serves the storyline of the Quake series - in this case, the Strogg are trying to contaminate a water supply and it's up to the GDF to work their way to the contamination plant and cripple it. In others, we'll get a glimpse of how Earth discovered slipgates, came to have the hyper-blaster and the railgun, and so on.

'Enemy Territory: Quake Wars' Screenshot 3

The Strogg. 'They are the bad ones,' Wedgwood tells us. Spotted.

As to how the GDF advances, we're given a pretty good runthrough of what's available. Players earn the right to bring deployables to an area by moving their command vehicle there, and then field-ops can deploy artillery, airstrike capability and powerful missiles (SSMs) in different ways. For example, SSMs need someone to lace the target with a highly visible laser for several seconds first. Some vehicles can have their wheels blown off, so engineers need to conjure up replacements. Medics resuscitate fallen comrades and heal wounded soldiers. Rangers lead the way into battle, and others cover field-ops busy with laser-designation, engineers busy with wrenches and medics busy with stitches.

Vehicles obviously play a big role and the maps are designed to allow certain applications and not others. A quad bike can race through trenches and jump off ramps to cross rivers; Titan tanks can rumble over debris that other vehicles can't traverse; amphibious APCs can take a dip and mount beach landings.

'Enemy Territory: Quake Wars' Screenshot 4

Every item a player has will be visible on his body somewhere. NOT LIKE THAT.

We didn't see as much of the Strogg as we did the GDF, but their vehicles were distinct and gave us an idea of the balancing measures SD has taken. The Strogg have a jet-pack device called Icarus, which allows players to hover for a limited time and bears most comparison to the quad bike in terms of manoeuvrability. But, er, it can fly - to make up for this, they're lit up like Christmas trees with two enormous orange boosters either side of the player's head, and we're told it's easy for GDF forces to get a lock onto them. The hornet flyer, meanwhile, is bound by other constraints - on a basic level, it's a chopper equivalent, but its movement style, based on four multidirectional boosters, allows it to shoot up and backwards in ways a chopper can't match, leading to some interesting dogfight prospects. Then of course there's the Goliath, where one player can pilot it and another man the 360-degree gun turret on top; if someone wants to do both jobs, he'll have to sacrifice manoeuvring to get that 360-degree turret capability, and sacrifice those 360 degrees for the narrow firing arc of the pilot's seat.

SD wants to avoid the kind of embarrassing problems people had with choppers in BF2 by setting the learning curve up a bit differently. "The goal behind this vehicle was to create something that newbies could fly very easily," Wedgwood says of the GDF chopper, "but that you could then pull of lots of advanced moves in. So when you first take off you can't mess up by moving your mouse around; it's only when you get clear of the terrain that you start to get proper control. When you get better, you can shoot out of windows, you can use thrusters to fly it a bit more like a jet, and we can leave advanced moves up to what the player's comfortable with."

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Comments: 1-43 of 43 in total

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Hicksy
13/01/06 @ 16:07
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wow! looks like a potential AAA!
Furbs
13/01/06 @ 16:13
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This. Could. Be. Awesome.

How am I going to justify my 360 and a PC upgrade to the missus?

Oh nice preview btw EG, very indepth.

PC Gaming - t3h r341 |\|3X-63|\|
Edited 2 times, most recently on 13/01/06 @ 16:14
Aretak
13/01/06 @ 16:13
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Those graphics made me do a sex wee.

OMG.
Mugwum [staff]
13/01/06 @ 16:17
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2 Pages -

We're doing some page-splitting on longer features from now on. This benefits us, obviously, but hopefully it'll also make some of our longer pieces a bit more manageable. Cos, you know, I do tend to go on a bit.

It'll also help us make use of any extra material we have. For example, there's a piece going up in about 45 minutes which is mainly a preview, but since I had some interview stuff left over we've included that on a second page.
knif3r
13/01/06 @ 16:18
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wonder if my 3 year old Sony Laptop will handle it...

/disables shadows
/disables sound
/disables all textures
/disables draw distance

ahhhh... runs like a dream.
Artemus
13/01/06 @ 16:18
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Great preview. This has the potential to put BF2 in the bin. Can't wait.
tiddles
13/01/06 @ 16:21
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Badger badger badger badger badger badger
Stickman
13/01/06 @ 16:21
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I don't think its healthy, how excited this preview just made me! BFwhat?
Strabo
13/01/06 @ 16:23
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Wow. This made me excited. And I don't really play online shooters.

Brilliant 2 page preview.
Furbs
13/01/06 @ 16:23
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Tom, did you run this on your own (ie work) kit? What specs do you have there? (s'ok I know the screenies are official ones rather than your own screengrabs).

I'm guessing my 2400xp with Radeon 9700Pro isnt going to be up to playing this :P
Whizzo
13/01/06 @ 16:24
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Looks good.

Oh sorry my understatement toggle was switched on.

Looks fantastic.

That's better.
Furbs
13/01/06 @ 16:25
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Anyone wanna buy my 360?
Stickman
13/01/06 @ 16:31
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I'll swap you a 2.4 P4 with 9800 pro for it?

Oh...
Furbs
13/01/06 @ 16:37
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LOL.

Mind you...

2.4+2.4 = 4.8ghz
9700+9800 (SLI naturally) = Radeon 19500

Will that run it?
Mugwum [staff]
13/01/06 @ 16:47
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Furbs - I saw it at the Splash Damage offices, so I didn't get to try it on my own kit. I'll check on the system requirements for you.
Feet
13/01/06 @ 16:53
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Played over 400 hours of the original ET. Saw the trailer for this and was soooo dissappointed. I could go on and on about what made ET great if I had the time, hopefully they'll carry over some of that.

Certainly this has restored a little faith in the game and I shall be following their progress with interest.

Cheers
Furbs
13/01/06 @ 16:56
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Thanks Mugs.
jack_klugman
13/01/06 @ 16:59
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Shiny as the moistest of eels.
Artemus
13/01/06 @ 17:01
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Surely we're looking at specs slightly above Quake 4's.
PearOfAnguish
13/01/06 @ 17:14
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Big maps are what makes BF great. What idiot ever got lost in them?
tomdominer
13/01/06 @ 17:16
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Damn you jolly. Any jobs going?
Xerx3s
13/01/06 @ 17:21
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Might be interesting. ET:rtcw was fun nuff.
stonedben
13/01/06 @ 17:26
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May I be the first one to say: "meh".
Tomo
13/01/06 @ 17:40
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I think this is what Q4 multiplayer should have been!
JediMasterMalik
13/01/06 @ 17:46
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It's strange but my crappy 9700 gfx card ran Quake 4 perfectly at full settings. Hopefully I wont need to upgrade for ET:QW either. Having said that I probably will anyway :D for OBLIVION.
lemonfist
13/01/06 @ 17:48
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Wow, this sounds pretty damn awesome (and the trailer looked sweet as well). I'm worried my worthless geforce fx 5900xt won't be so happy about it, though. Ran Doom III and Quake 4 fine, though.
HarryB
13/01/06 @ 17:54
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is this pc only? :(
looks rockin
Errol
13/01/06 @ 17:55
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Very very dull. I'll stick to BF2 thanks. Sick of aliens and stuff.
asphaltcowboy
13/01/06 @ 18:14
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This looks amazing! Shame it's not free like ET (there's wishful thinking!) - my friends and I play loads of ET at uni, when we're meant to be doing work!
AaronTurner
13/01/06 @ 19:19
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2 pages?
Xerx3s
13/01/06 @ 20:21
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Gives them more hits and thus more advert views. Was wondering when they would do that. Cant blaim them tbh.
foamy
13/01/06 @ 20:23
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omg, i want this :O

i've played et for hundreds of hours.. It's so absolutely great.. And now, quake wars.. No precise launch date?
Ryuken
13/01/06 @ 21:48
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So, next to the 'asymmetrical' sides and maybe 'accessibility' (wondering how they'll beat UT2k4 in that department though), what's actually new? Could be fun for sure but the scope seems lacking (again just a limited amount of maps, etc.). Hopefully they do get the support right, unlike EA.
Cregser
13/01/06 @ 22:28
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Last time I let a Eurogamer preview get me excited about a FPS was F.E.A.R... I've learned my lesson - it cost €60 and a few underwhelming hours of game play.

BF2 is out 6 months and is still waiting on the patch that makes it bearably playable. Yet the expansion pack is already out and $10 "booster packs" are coming out soon too. IMO, resulting in splitting the online community between those who have all the add-ons and those who don't. Furthermore, it'll always suffer from the eejits that play BF2.

I have more faith in Activision (thanks to CoD and FarCry) than EA however. So I'll keep my eye on this one.
Macross
14/01/06 @ 00:29
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yeees yeeeees come a little closer my precious
Razz
14/01/06 @ 01:43
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I just had a wank but after reading this preview I'm horny again.
Oneiroscope
14/01/06 @ 07:24
#37
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That blue water/boat screen is my new desktop background. Holy fuck this looks great.
Oneiroscope
14/01/06 @ 07:26
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Not the eurogamer resized screen, of course. Bueh.
Kami
14/01/06 @ 15:42
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*uninstalls Quake 4*

This one is right up there with Zelda for me now. I want this game. A lot.
Trakerz
15/01/06 @ 20:22
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Could this bring back the Tribes feeling?
Oneiroscope
16/01/06 @ 02:35
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It's not trying to bring any tribes feeling dude. There's Tribes for that. Sheesh.
Trip SkyWay
16/01/06 @ 04:57
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Looks ace!
Kostabi
17/01/06 @ 23:42
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If I could take this game to bed, I would.

Seriously, I don't even like FPS games all that much these days but the preview seems to push all my buttons.

Comments: 1-43 of 43 in total

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