Quake 4 Review
Earth shattering?
Version tested: PC
Alien menaces never die, they just return in time to show off new gaming technology. That's definitely the case with Quake 4, with Earth's great foe, The Strogg, undeterred by the loss of their leader, the Makron. Far from being thrown into disarray, the cybernetic warriors regroup and rebuild a new, more powerful Makron. Sigh. Best take that one out as well then, eh?
Alternatively, the opening paragraph could have just as easily have gone like this:
Old franchises never die, they just return in time to show off new gaming technology. That's definitely the case with Quake 4, with Valve's great foe, id, undeterred by being too busy working on other stuff to get around to making another game in the Quake series. Far from being thrown into disarray, the Carmack, Willits and co regroup and build the new, more powerful Doom III game engine and commission long-term cohorts Raven to churn out a game that picks up where Quake II left off. Sigh. Best dust off the Alienware mouse and stick it to The Strogg one more time, eh?
Whichever opening salvo you prefer, the general message appears to be one of 'don't be surprised'. Because everything about Quake 4 is in its right place. No alarms, no surprises. But so much so that most of the veteran shooters among us will be rueing Raven's overly formulaic approach to something that we were all hoping would amaze us. It doesn't. In summary, Quake 4 is a textbook example of 'how to make a highly competent first-person shooter using someone else's new engine'.
Tick, tick, tick
It ticks all the right boxes: decent, chatty buddy AI, a semblance of a storyline, 'thrilling' on-rails sections, a fine selection of (upgradeable) weapons, an interesting plot twist, some 'intense action', mech combat, tank combat and all wrapped up in the most powerful graphics engine the world has ever seen. How could it fail?
Well, it doesn't exactly fail at anything it does, except perhaps do the things that you'd expect a next generation shooter to do, to do something, anything, that a bunch of other games haven't done to death already. This is the crucial point, because in a genre as saturated as the FPS there needs to be some element of surprise, some sense of the unknown to drag you through, or else you end up feeling like you could be playing any number of other shooters. It needs its own stamp, its own personality, and that's most crucially where Quake 4 lacks. But enough of that for the moment; let's start at the beginning.
You're thrown into the fray as Rhino squad's new recruit Matthew Kane, and the game kicks off in typically macho big-space-marines-with-even-bigger-guns-and-we're gonna-kick-ass sci-fi style with your ship heading for a final assault on the pesky Strogg. But things don't get off to the best of starts when Rhino squad are shot out of the sky and most of the team perish in the ensuing crash. With typically spectacular Doom III-powered aplomb, the scene's set. The dust, the noise, the confusion. Am I alive? Where am I? "Get over here marine!"
Lazy line painter Jane

Strange things, these Strogg.
One thing is clear: brown is back, and it's browner than ever, and as we quickly descend through the linear path of rubble into the linear bowels of the linear Strogg base, Quake 4 starts as it means to go on: by ordering you around like the underling you are, in formulaic, linear fashion. With the game kicking-off on Kane's first day of frontline duty, you're forever being told what to do, where to go, and to be quick about it. No-one really expects this freshman to see out the day, but how can the Strogg menace stand in the way of one man and his trusty quick-save key?
From the very beginning, right to the end of the game, Raven is more than happy to design a pretty, linear and by-the-numbers shooter that has you plodding hither and thither down dark and eery metallic (brown) corridors, replete with flashing consoles on a series of 'flick this switch' quests for the next ten or so hours. Of course, along the way you're expected to duke it out with thousands of lurking Strogg, but that's all in the line of duty.
To break up the action a little, occasionally you'll hop aboard a giant Walker mech and stomp around for a bit causing maximum destruction (but never actually die because you've got a rechargeable shied), or glide around in a SMC Hovertank shooting equally gigantic (and admittedly spectacular) targets (and rarely die for the same reasons), or engage in some on-rails shooting against a band of relentless pursuers (and never die, because, well, it's a piece of piss). Now and then there's even the odd visually magnificent boss section to get the pulse racing (where you probably won't die). And a gigantic great plot twist (that id completely ruined for us back at E3 - thanks guys) to get excited about, only to realise it doesn't change anything. There's no doubt about it: Raven tries its best to throw in the right ingredients, but any vaguely experienced FPS player can tell it's suspiciously under-cooked. Numb yourself to the sense of familiarity, blur your eyes and convince yourself you haven't seen it all before and better and you could quite easily convince yourself that this was the best shooter you'd played since Half-Life 2. But this, of course, would be a dirty, filthy lie. It's a world away from that.
Eye Eye, cap'n

Vossy dishes out another briefing.
But break it down to its parts, and things don't sound nearly as negative. On a technical level, for one thing, it's incredible at times. Outstanding. Hook it up to a big widescreen monitor (preferably a plasma), and it's a tour-de-force action spectacular where every corner of every level is (often literally) dripping with such a stupefying amount of incidental detail you could spend ages just gawping at walls just to take in the majesty of it all.
Cunningly, Raven has even included a widescreen mode - making the effect even more cinematic if you've got the kit. Curiously no widescreen resolutions are supported, but it doesn't matter at all, so even playing at 800x600 on a 1360x768 screen looks breathtaking, allowing us to enjoy the full spectacle without having to endure too many performance hits on our 6800GT-powered 3.2GHz system. There are times when it really does look like the Hollywood blockbuster of videogames, but we're talking Independence Day crowd-pleasing cheese here, as opposed to, say, the dark malevolence of Aliens.
As much as we love the intensely beautiful texture and lighting effects, and admire the almost unbelievably-detailed and wondrously animated character models, the spectre of Doom III hangs heavy over the whole thing. The environments still rely on dark shadowy corners, and are rigidly, frustratingly non-interactive, with even your most overwhelmingly powerful weaponry barely scratching the surface. And enemy corpses still disappear, albeit this time in a green frazzle. And what happened to using clever physics to enhance the first-person shooter experience? Aside from being able to knock over a few barrels, that's literally the extent of Raven's ambitions here.
The shot remains the same

The Strogg - doing a nice line in '70s retro chic.
Weapons-wise, all the standards are present and (somewhat predictably) correct, and, yes, you can still carry all ten of them, even though some of them look as big as you do when you're wielding them. The initial Blaster gun wins the award for the least-used game weapon of all-time, but from the Machine Gun onwards, things rapidly improve with the usual array of old favourites (Lightning gun, Nail gun, Grenade launcher, Rocket launcher, and the BFG-esque Dark Matter gun etc, etc) making an appearance at gradual intervals throughout the game.
Amazingly, all bar the initial Blaster come in useful at some point or other, largely thanks to Raven's decision to allow technicians to apply upgrades to them as you go along. Nice touch. By the end, you'll be using pretty much every weapon in different tactical circumstances - Raven gets things spot-on in terms of giving you an array of long, short and medium range weapons that all get their fair-share of use during the campaign. And as a concession to the deluge of complaints about Doom III's torch/gun debate, the first two weapons now come with a mounted light - making it necessary to occasionally switch back to the machine gun when you're alone in the dark.
Though the weapons are well-balanced in terms of their effectiveness and usefulness, they're possibly a little too powerful for their own good, allowing you to charge into most situations suicidally and yet come out on top. The proliferation of accompanying buddy AI team-mates makes things easier to start with - and not just in terms of their extra firepower. Quake 4's team-mates even help top up health and armour, making it practically impossible to die in the first half of the game. And if that wasn't enough help, the dizzying amount of health and armour pick-ups makes much of the game a procession.
F5/F9 to infinity

None more brown - just as well it's my favourite colour,
The latter half of the game is much more of a lonely experience, meaning you'll begin to studiously rely on the F5 key in order to make consistent progress. A word of warning, though: try to resist the temptation to play the game on the first two difficulty settings; the first is just insultingly easy, while the second is just plain, old fashioned easy. We wished developers could just pitch Easy/Normal/Hard and leave it at that, instead of muddying the waters with four or more levels of difficulty. It's too easy to assume the second rung up is 'normal', when it's evidently not.
Even taking all of that into account, it's the AI that's ultimately to blame for the game's inability to challenge and involve. Quake 4 doesn't really do enough to make the core of the game all that exciting or different. This might sound like an insult, but essentially, the firefights feel more or less the same as Doom III, just without the old-school respawning out of a gap in the wall nonsense. They're largely tight encounters, four-on-one shootouts where they all rush at you suicidally, and it's a case of the bravest one wins. There's no Halo-esque ducking and diving, no running around cover points and playing hide and seek, just plenty of wham, blam, but no 'thank you ma'am'. After a while you realise it's neither especially challenging or that exciting. Even the boss encounters are unbelievably easy - some going down on our first attempt by merely unloading our fully stocked big guns and circle strafing. Compare this to, say, Metroid Prime 2's innovative and infinitely challenging bosses and weep.
Perhaps if the game's story was a real gripping sci-fi yarn of epic intrigue you could forgive the game's tendency to follow the FPS rules to the letter. But it isn't. Apart from the game's one moment of intrigue where it seems destined to follow a Doom-III's-journey-into-Hell-style sea change (but then doesn't) it's so deeply uninvolving you won't believe your eyes.
A pressing matter

Whatever's strapped to his hands, it must make going to the loo a real 'mare.
All you're literally doing throughout the entire game - and this won't come as a spoiler - is charging after the next switch and taking down the next cluster of dim-witted Strogg. Powering down the next generator, turning off the security, meeting so-and-so, escorting so-and-so to such-and-such. And then there are the 'characters', which we use in the loosest sense of the word; a bunch of generic droids so devoid of personality, witty lines or any point to their existence at all that the fact that you can't gun them down yourself is the central low point of the game. At least their lip-synching is spot-on, eh? But what, exactly, is the point of constructing a story-driven game and then giving players the most tediously uninvolving tasks there have ever been? Aren't we beyond that now? Is this not 2005? The start of the next generation? At least Doom III had the little emails and audio logs to deliver something of a back-story. Quake 4's setting is an empty, soulless base, with radio chatter that (more often than not) gets completely buried in the audio mix. We know nothing of The Strogg's back-story, nothing of its prime movers and their plans. It's all just as simple as Earth against the aliens. KILL THEM ALL! WOOOOAAAARGH! HURRY UP KANE!
And then there's the multiplayer. The oh-my-god-is-that-it? multiplayer. The oh-my-god-I've-woken-up-from-a-six-year-Cryogenic-stasis-only-to-discover-it's-still-1999 type multiplayer. Actually, if the year was still 1999, the 16-player (only 16? 'Fraid so) thrills on offer would be considered very special indeed. Offering up standard Deathmatch, Team Deathmatch, Tournament (one-on-one), Capture the Flag and Team Capture the Flag, you can tell right there and then that daring innovation and effort was off the menu.
The fact that it's all good, old-fashioned fragging fun is maybe the point (particularly Deathmatch, as it happens), but it's hardly going to reinvigorate the passion for shooting other people in the head that 40 other games have managed during the six years that have elapsed since Quake III Arena showed up. Yes, you can play some of the old maps that you knew and loved in this glorious new engine, but the novelty nostalgia value will probably wear off sooner than you think. Complete with Q3 jump pads and that commentator; it's essentially more of the same old same old, which for some of you may be good enough, but not for us. Bah. Back to Battlefield 2, then. Maybe Quake Wars will get it right?
Rumble
That Quake 4 has arrived with such a muted fanfare is maybe telling. We all predicted in one of our more glib moments of cynicism that it would essentially be a brown Doom III, and that's not a million miles away from the truth. But you know what? Unlike a lot of people, I really dug Doom III - particularly the latter third that few people got to see - but Quake 4 feels like an uninspired, by-the-numbers sci-fi B-movie of a game with high production values. It's 'fun', for the nine, ten hours it lasts, but only in the same brainless sense that allows us to enjoy dumb popcorn action movies. It's only when you sit back and run through what's there you actually realise that there's not a lot of substance to Quake 4, beyond being very pretty indeed. We were hoping for rather more than a 'competent', 'fun' shooter out of Raven. Those words just sound insulting when you sit them next to the words 'Quake' and '4', and perhaps that sums up just why we think it only deserves a 7, and a low one at that. Shame.
7 / 10
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Comments (106) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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The graphics whore in me is of cause terribly tempted. :/
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*pours one out for the Quakes of old*
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This is another fine example of people not learning to fear escolation theory!!!
The only true way to defeat the Strogg is to sit on your hands and try not to make any threatening movements. Non-interferance, yes, just the ticket!
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if you liked Q2 and want it in a flashy new set of clothes then this is for you
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how disheartening. I'm installing as we speak. All I care about is that the multiplayer is back to Q2 standards. Best game ever.
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Unfortunately people forgot to ask wether those games would actually be any good.....
How many Quake 4 preorders will cancelled for December 2nd once the word gets round?......
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Quake is soooo 1990's - much better FPS's out there
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Apart from the graphics, not a single positive point is mentioned in the whole review - that is a little hard to understand, as the game is not completely without merit, as the score suggests.
Personally the game seems a lot of fun - not much in the way of innovation, but I wasn't expecting that. I was expecting some old school style blasting fun, and in that sense at least, it delivers.
To my eyes, the score is fair but the review is far too negative.
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they have fucked up in general.
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It's like bashing tetris for being tetris. Maybe it's fair to not give it the highest mark because it's just the old experience in a new jacket, but do you really have to comment on the fact that it's no Battlefield 3? I think that's way off-base. I expected to hear if the multiplayer still had that special feel of old days, but instead I read what I also get from the box: it doesn't support 128 players. I guess I have to find it out by myself then.
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Not really. When Quake first came out there wasn't anything like the flood of FPS titles we have now, it was something different. It's moved on now and you can't get away with a standard blast-everything FPS unless you do something new or gimmicky, like FEAR's slo-mo or Serious Sam's tongue-in-cheek humour and masses of enemies.
I seem to recall that HL2 was pretty linear, too. Painfully so. Looks like I'll be giving this one a miss, too. Pity.
Yes, but it told a good story and they did a solid job of making it seem far more epic and open than it actually was.
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Time will tell.
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No, it was not. Seeing as it's pretty obvious from your comments around here you're not a twitch FPS/Deathmatch fan I can see why you'd say that. The earlier quakes earned thier reputation.
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People are preordering Quake 4 for the 360? That's news to me, it was way way down the list as far as I'm concerned, even before this review.
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I was hoping for a happy marriage of Quake 2's singleplayer with the online carnage of Q3, I guess it's my own fault for having high expectations.
Ho hum.
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seta r_customHeight "1050"
seta r_customWidth "1680"
seta r_fullscreen "1"
seta r_mode "-1"
seta r_aspectRatio "2"
aspect ratio 2 is 16:10 which is what most widescreen monitors are but you can't select it from the ingame options.
Guns feel satisfying.
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That doesn't make sense at all. Raven have included widescreen modes except... erm... they haven't. Eh?
Does he means is that the widescreen HDTV he was playing on scaled the 800x600 to fit 1366x768 but the game is still running in 4:3 ratio, just stretched so it isn't widescreen at all? All PC games without widescreen support with be stretched to widescreen on widescreen TVs so it seemed completely pointless mentioning it.
Now if the game HAD supported 16:9 then it would have been worth including in the review... lol
Or does he mean the game runs in letterbox mode on 4:3 PC monitors?
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/Looks at play quake 4 preorder - hides....
I agree its not a must have but it sure looks pretty
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Me? I'm sick of cookie cutter FPSs that are content to rehash the same old formula to death.
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I wasn't expecting a revelation but I absolutely loved Doom 3 on the Xbox so more of the same (but different!) suits me just fine!
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You can hardly overrate Quake. As a single player game it arguably left a lot to be desired (though remember Quake done Quick?) but as a multiplayer game it was gigantic. Client - server architecture, console commands, client-side prediction, 64 player maps, league tables (remember original Quakeworld) and masses of mods. And remember, no Quake, no Half-Life, no Counter Strike. Half Life 2 still has parts of the original Quake code in it.
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It's a first, from what I've seen.
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Dont call me shirley.........
I am not expecting it to break the mould in terms of this or next gen, but that doesnt mean we cant fancy playing a shallow, albeit enjoyable game and have to go back through our classics to do it. Not all next gen games should necessarily be original in their content (although that isnt a bad thing), but sometimes people just want to play an old game remade with new bells and whistles. There's nothing wrong with that.
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Does this strike anyone else as a reference to something in particular?
EDIT: You beat me Space Ace
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Hopefully the Xbox 360 version supports true 720p in widescreen (1280x720) and not stretched (or rather decompressed) 800x600! lol
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Y'know, Carmack actually admitted on the G4 channel this week that not allowing players to carry a gun and a torch at the same time was a mistake.
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/keeps preorder as it was.
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Kostabi - The first Serious Sam had splitscreen co-op on both the Xbox and, surprisingly, the PC although it runs in a small window. The sequel, however, forgoes that in favour of online co-op modes for upto 4 players on the Xbox and 16 on the PC.
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/impatiently awaits hl2 svencoop
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Well, we're going to have to agree to disagree on that one
I give HL2 credit for at least trying some originality with the physics thing. As superficial at it turned out to be, I'm of the opinion that some originality is always better than no originality.
But linearity? That belongs in the past. I don't care how you dress it up.
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Linearity won't ruin a game for me, but it goes a long way. HL2 had other problems (it was oh so boring in many places), but linearity was what irked me the most.
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Anyway, looking forward to this, no real bs, just dumb shooting & such
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Bots are so 1990s dude.. people are now actually *gasp* connected to the internet
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Now correct me if I'm wrong but Quake II is not out for the Xbox.
So does this mean that Quake II is either comming out for the XBox (I think very unlikley) or that it will be included with the XBox 360 version of Quake 4 as a bonus or possibly downloadable content??
Anyway just thought i would point this out.
Ross
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Apparently FIFA 06: Road to World Cup on Xbox 360 has FIFA 98: RtWC as a bonus unlockable.
Nice!
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Indeed. One of the most unashamedly linear games I've ever had the misfortune of playing. I'm so at odds with EG's 3 x 10/10 opinion of Valve's physics fest' that I don't quite know what to make of their Q4 review.
Thinking about it, 7/10 probably means I'll love it.
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So why, oh why, oh WHY has it turned out so "Meh"? It's stuck in this odd time warp, like they didn't quite know how to move the series on. There's plenty to like about the game, sure, but plenty to dislike.
It's just a pity though that I'm still playing FEAR over Quake 4. FEAR is just, hands down, a much better, much more balanced, refined and gripping game than Quake 4 is. I remember the old days of Quake - MPlayer was my friend as I often logged on to multiplayer bouts - I still have plenty of buddies from my MPlayer days. Truth is though, we've grown up, Quake 4 hasn't... aside the pretty visuals and some nice-if-a-little-cliche scriptwork, at heart it feels like it's not gone anywhere...
As I said, we old Quake players have grown up and played so much better since. Quake 4 is just a bitter disappointment for me - it feels as though they wasted a great oppertunity to really push the boat out and show off a great engine. It's still fun, but I'd suggest waiting a couple of months, wait for it to dip in price. I couldn't recommend it to anyone at the near-£30 asking price.
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Bots are so 1990s dude.. people are now actually *gasp* connected to the internet
What if I "gasp" just want to practice and not be called a n00b by Americans! ;]
Seriously though, with something like Quake bots are useful to practice against especially if like me you can play it at lunch at work but is not connected to the net.
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I was waiting for you to come along! There aren't too many people that agree with me when it comes to HL2.
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And if the XBox 360 version includes Quake II as a bonus, then that would be, as someone else commented, mint!
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I'm sure in a few months ther'll improve it with patches, it's always the way with Quake.
I'll stick with Q3 for a bit.
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I have an ever growing mental list og little design bugbears, stuff that should be avoided in game design, and so on. Alongside this I have a list of stuff that people say they want, when I don't think they really mean it. Right at the top of the list are "realistic AI" and "open ended gameplay".
Again, this is partly an issue of semantics, so I'll clarify what I mean by those two things.
Realistic AI is AI that is built to operate in the way real people do. I think that what people want is challenging and entertaining AI. That may not necessarily make it realistic (look at the guards in Beyond Good and Evil for a great example of wholly unreslistic but very entertaining AI).
Anwway, onto the relevant point at hand, linearity. I would suggest that a linear game is one that follows a set path and clearly definined goals at all times. And that an open ended game is one in which the player has several options for progress open to them at any time (perhaps involving varied paths also). Now I'm not saying open endedness is bad, it is just one way of doing things.
In the cases mentioned, I would suggest that is being observed is repetativeness. In my little world of semantic definitions, I don't tag that as being the same thing as linearity. Linearity is great in a lot of cases, and in fact most games are made that. The ones that stand out as being "linear and boring" are usually the ones that are in fact repetative. Linear progression CAN take place without the same gameplay hook being used more than once.
My two pence.
EDIT: Too many typos to bother correcting. I hope it still makes sense.
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It's so patronisingly simplistic. You don't even have to fetch the couplet to fix the widget and turn the wheel and that sort of stuff. It's literally press A, go to B, press C to the end of the damned game.
It's insulting, frankly. A six year old could work this stuff out, and yet it's rated (ooooh!) 18.
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Thats an interesting point, and I agree is probaly the truer definition of open ended. Games such as GTA and Morrowind are both generally considered to be open ended, yet each of their challenges has limited (or singular) solutions. Does that mean they aren't open ended? The term sandbox springs to mind, not sure what people consider the definition of that to actually be?
@krudster
Right, I see. So the main issue is that the game progress is over simple. I don't know if you have heard the term "fedex mission". It essentially means a player challenge which takes the form of "go get the key, bring it back". The key could equally be a switch to be thrown, or an NPC to talk to etc, but the basic premise is that you simply go somewhere and then return. If this is the main mechanic of the game (besides the shooting of course) then that is pretty disappointing. But I guess it depends on how the game is pitched. Far Cry (to take an example) was never really pitched as a puzzler, Half Life 2 on the other hand pushed the fact that it used detailed and full environments to present a variety of puzzles. I hadn't really followed Quake 4 (having jumped ship from PC gaming a couple of years ago).
I guess a reeeaally good shooting game can survive on action alone, but if Quake 4 left you wanting more variety, does that perhaps suggest that the shooting aspect of the game simply wasn't up to the job? In any case Raven have a pretty reasonable record, so its a pity to see them produce a title that, for those that have played it, feels a little too basic.
EDIT: Just to clarify my "I guess a reeeaally good shooting game can survive on action alone" comment a little more. When I played Far Cry on PC, I felt there was really not that much variety in the gameplay as the game moved along, but I didn't mind because the basic shooting enemy troops gameplay was just so much fun. Swinging about the city in Spiderman 2 is antoher example I guess. In fact in the case of Far Cry, when they started trying to add variety (monsters and indoors areas) it all went downhill. If the raw combat in Quake 4 had been on a par with Far Cry or Halo, would you have minded about the door switch progress?
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And, yep, it's Fed-Ex mission a go-go, except that it mainly doesn't even bother to go beyond 'head here', 'press this big button when you get there', and 'regroup'.
Sigh.
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just wondering as it seems to me this affected some reviews of doom3 as well, skilled fps hands breezing through and not getting a rush.
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The game is fun old school FPS and MUCH better than Doom3 while using Doom's amazing graphical engine. The later levels look better than any of FEARS supposedly "creepy" levels (Yawn).
You have to play on "difficult" or you will breeze thru the single-player game. Duh.
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8/10 for me too, would be higher but it is limited in ambition, for what it attempts, 9/10, classic vanilla old school fps
and boy does it make me recall q2 (in a very good way)
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As I see it Quake 4 is thouroughly entertaining, very absorbing, has a very solid multiplayer mode and happens to look incredible at the same time.
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It's not that bad an idea. 1024*768 is less stressing to run than 1280*720. Basically it's a widescreen option which is easier to run. Still, they could just as easily have included the normal widescreen resolutions too and let people choose for themselves.
As for it being a novelty: Well, only on PC. On consoles, this is the way every widescreen game works. Except for the few Xbox HD titles.
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The review is spot on and echos the rest of the world's opinion on this ho-hum shooter. Great graphics alone do not a game make, and it is really a cause for shame and misery if all those spectacular graphics boil down to the same brown, non-interactive corridors. The whole is LESS than the sum of its parts.
It is time John Carmack stopped thinking of himself as a deity and concentrate on really designing a game for teh 21st century.
And sorry I can't resist this: each of the criticism levelled at this game also applied to Doom III, the latter levels excepted. Perhaps a case of more of the same has forced EG to take a more objective view?
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This review addresses the weaknesses instead of being in awe of the dark corridors, and is better for it.
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From what it sounds like Q4 has nowhere near what Doom 3 had in terms of background story. I was hoping Q4 would tell me more about the Strogg and why I had to kick their arse in Q2 the first time BTW I still love the opening scenes in Q2 with the pods and the music and the radio chatter... first game to do the radio chatter if I recall.
Saying that I think I'll still buy Q4 cos I am a graphics slut
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Hmmmm
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Exactly. Quake 4 isn't an overhyped stinker, as we all expected it to be as mediore as it turned out, it's just a stinker.
Doom 3 was a far superior game, but Quake 4 is nice entertainment nonetheless.
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definately 7 out of 10
Its just a brilliantly satisfying gun game. I played this after completing FEAR and still enjoyed it. Meaty guns and meaty enemies!
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It wasn't really given a chance by most.
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I enjoyed this more than Doom 3... I blasted my way through this in under 10 hours and didn't once feel dissapointed.
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There part had always been about innovative gameplay over graphics. They have always been below competition in terms of level blocks and textures If you compare return to Wolfenstein to SOF2 it is evident If you play JediKnight2 the temple levels are as blocky as the hexen2 levels! and I heard their MP maps are like that too Problem is that textures and level architecture have always been ID's forte. This is why I was sure that besides the bells and whistles it was to be expected Q4 woudnt be worthy of its legacy
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And before you say Doom 3 wasn't great, realise that people have different opinions.
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Anyway Quake 4 is a simple yet satisfying shooter. When I want a bit more substance I stick F.E.A.R. on. All in all a good week for PC FPS
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This is the kind of game i've been waiting for. When i'm bored, and I just want to play - not arse about in boats and stuff, this is a game I can see myself coming back to play.
As it happens, I am playing through now, and I am really enjoying it, much more than I thought that I would.
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Totally agree with this, the hell levels in particular are friggin' cool!
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Furthermore, the game wants to be a B-movie at all costs, just like Unreal 2, to an extent where you just stop and say: "Scotty, please beam me to the next triggerpoint because I can't even decide for myself where to look anymore". Let alone pick your fights the way you want them, like in the old days with the far less complex but massively more intruiging Quake 2 SP game (yes, Q2 SP). The whole "forced semi-tough npc-interaction" style only makes things worse. At least doom3 had a convincing setting, this jsut screams "comic book" all the way to the station.
Back in the days a game was actually considering itself a game (especially the quake series), nowadays everything needs to be a "movie-like experience" made by artsy "game designer types". It vexes me enormously. And these are the guys who would be the first to attack quake for its lack of originality! Thanks for ruining the game industry!
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With regards Quake 4 experience itself, the only reason I'm not disappointed with it (after installing it, completing it, and uninstalling it all within 24 hours) is that I didn't have particularly high hopes for it, especially after playing Doom 3 (which I have a bit of a love/hate relationship with). I think id software have really lost the plot. They have been essentially making the same game for over 10 years now. Yes, they've tweaked them a little with each incarnation, made it look nicer, made it faster, louder etc, but their games are still all about the 'one-man army' mentality, which was dated even 5 years ago.
I remember reading that there was a serious disagreement among the ranks of ID 5 years ago when Carmack decided to make Doom 3. Todd Hollenshead basically told Carmack et al that it was a sh*t idea, and they all ganged together against Todd to browbeat him into allowing them to make it. Now maybe they realise they should have listened. They could have used the Doom 3 engine to make the finest and scariest survival horror FPS game seen, which Doom 3 promised to be at times, but instead Doom 3 was a last generation game using a next generation engine. Quake 4 is the same thing, a last generation game in a next generation engine. ID (and Raven) should stop insulting our intelligence with the tiresome 'go there, press a button and come back' mode of gameplay. The generation of gamers who cut their teeth on the original Quake, and then progressed onto Quake 2 and Quake 3 (via Quakeworld and the internet) are now no longer teenagers looking for a gorefilled adrenalin bloodbath of a game. We're twenty-somethings going-on thirty-somethings, and we want something that will excite and entertain us and challenge not merely our mousefingers in a game.
We gamers have grown up, maybe ID should do so too.
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Yes, by a game. Not by a movie. I want to have control over my situation, and not be told by an npc beforehand exactly what I'm going to be doing and what "will be up ahead", for instance. I'll find that out myself! The interactivity is only reduced this way. If you want to make something really "movie-like", look at MGS. It might not have the prettiest gameplay to some, but at least the cutscenes add to the atmosphere and the gameplay lets you do your own thing, instead of trying to nail down beforehand what moves you are going to make and what actions you are going to take while playing the game.
"In fact, I think its a shame when the hard-to-believe 'game' elements of a game detract from the immersive experience"
You don't have to add hard-to-believe "game" elements to make a game a game. What I was talking about is how games today try to regulate every moment into the tiniest little detail, without giving *me* the ability to setup my own fights, like checking out when it's the best time to attack a monster or lure/force it into a certain position. It has nothing to do with the elements that consitute the game itself, because there will always be some ratio of realism/fantasy no matter how you look at it. The immersion comes from your own actions, not from orchestrated aspects of a game.
"I think id software have really lost the plot."
Well, what does Quake4 have to do with id, apart from using the doom3 engine? Do you also contribute the merits of Painkiller to the Serious Sam developers? I don't understand. While Doom3 was guilty of orchestrating encounters too much as well, at least it does the atmosphere part right (and imo, the texturing is way better too and the weapons don't feel as cheap), just like Kristan mentioned. I don't know why you're throwing these games into the same corner, let alone Quake1/2/3! The "one man army" is still the whole idea of an FPS game, and until someone comes with good NPC AI and does away with cheesy dialogues, I'd rather explore the game myself. Thank you.
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In a way, Quake 4's linearity is much more 'acceptable' for me than HL2's. You know it's oldskool and just about shooting so you don't bother, it was announced as a sequel to QII, wasn't it? At least Raven is being honest with you from the start. HL2 however tries to be a bit of everything but the limitations of the leveldesign there are so much more 'gamebreaking' to me as they suddenly pop up. I would rate FEAR higher than Q4 but Q4 never has those dead-still boring office/storage room moments like in FEAR. There is always something to shoot or to gaze upon, not so with FEAR unfortunately.
Frankly, I don't care much if Doom³ was suddenly so much better in the third part of the game, the first parts ruined it already. Quake 4 succeeds better in delivering true oldskool-style shooting at a great pace. It could be sold in a museum now for that reason but then again I need some diversion between all the self-proclaimed 'next-gen' experiences à la HL2 and FEAR. id and Raven didn't give much reasons in the first place to expect 'non-linear, heavy-physics and brilliant-AI' stuff, also because it wouldn't be Quake anymore if they did implement those things. Just shoot it in a delightful way, with one of the best weaponfeels found in fps's, it's the most important thing I expected from this game, having read most of the previews.
It's more like an 8/10, solid, without any 'next-gen' features but still worth the money if you loved Quake II.
Oh, and there is a small typo with 'shied' in the vehicle-part of the review.
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FEAR (for example) in comparison is so incredibly repetitive that it beggars belief. I'd actually been strog^Wslogging through FEAR wondering why it was such hard work, and I realised it's because it's just so incredibly dull. Nothing new happens. In Quake 4, you can look forward to reasonably generous ammo/health, some great weapons, inventive enemies, reasonable difficulty (I don't know what difficulty Kristan was playing on, but for comparison I rocketed through HL2 on hard the first time I played it, and Quake 4 seems trickier), and..yeah. It being the 21st century doesn't mean that all games have to fill in a checkbox history of things you don't really care about reading (and have no bearing on the type of game being played). It's great how well HL2 fills in some history, but really even that doesn't do very much. And really, I can't imagine Quake 4 would benefit from it.
So, a great fun mindless shooter, with some inventive weapons/upgrades, a feeling of being part of a larger war, some cool vehicles sections, some gorgeous graphics, and Stroggification. I say it's a winner, if only for a fun bargain basement run-through.