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Quake 4 Review

PC Review by Kristan Reed

21 October, 2005

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

'Quake 4' Screenshot 5

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

'Quake 4' Screenshot 1

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

'Quake 4' Screenshot 2

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

'Quake 4' Screenshot 3

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

'Quake 4' Screenshot 4

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: 1-50 of 107 in total | next 50 »

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Lost_in_Darkness
21/10/05 @ 12:14
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man, iD have really fucked up.
Derblington
21/10/05 @ 12:15
#2
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Because they didn't make the game?
UncleLou
21/10/05 @ 12:15
#3
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Good review.

The graphics whore in me is of cause terribly tempted. :/
nomaad
21/10/05 @ 12:18
#4
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Definitely read more like a 6 review. Basically it looks good, plays samey and the MP is same old same old. Sounds like the sort of game Eurogamer would really, really hate :/

*pours one out for the Quakes of old*
Teeth
21/10/05 @ 12:20
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Blimey, Belle and Sebastian and Radiohead references eh? Nice job.
Stickman
21/10/05 @ 12:21
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I'll stick to replaying Half Life 2 then.
krudster [mod]
21/10/05 @ 12:23
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Well, all things considered, it's a 6/10 game in 10/10 clothing, so you kind of have to give it its dues because it does satisfy the graphics whore in all of us.
Blerk
21/10/05 @ 12:23
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Quake was always over-rated. Now it isn't! :-)
disc
21/10/05 @ 12:28
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To tell the truth, just because it has all these snazzy features it doesnt really make it that good looking. Don't really care for the design in those screenshots at least, I think the colorful Quake 2 had nicer style.

More style, less fancy words.
marilena
21/10/05 @ 12:30
#10
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I agree with Blerk! Hold on to something, the world is ending!
Edited 1 times, most recently on 21/10/05 @ 13:28
Kalinin
21/10/05 @ 12:33
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"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?"

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!
martyngates
21/10/05 @ 12:35
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im really hoping this does well, doom3 bored me to death and i never really got into hl1/hl2, but like the review says all the right boxes on what to included are ticked, and the weapons and speed of gamplay just feel right

if you liked Q2 and want it in a flashy new set of clothes then this is for you
Dizzy
21/10/05 @ 12:42
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Old Skool multiplayer might not be a bad thing. True a lot of new games have offered something new (Halo vehicles, BF mass battles, TF classes....) but few new games have offered solid, quick to learn, stable, enjoyable online fragging. So maybe Q4 will be fun to play? How is the net code?
Tomo
21/10/05 @ 12:47
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Oh my...

how disheartening. I'm installing as we speak. All I care about is that the multiplayer is back to Q2 standards. Best game ever.
statix101
21/10/05 @ 12:47
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LOL...one of the key selling points of the Xbox 360 is its ability to play Pc games at a better frame rate and be better looking than any current Pc can manage....

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?......
knif3r
21/10/05 @ 12:59
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don't think there were many in the first place

Quake is soooo 1990's - much better FPS's out there
skillian
21/10/05 @ 13:00
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Wow, that's the least favourable review I've read of Quake 4. Indeed, the 7 it scores seems mighty generous given the text that preceeds it.

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.
Edited 1 times, most recently on 21/10/05 @ 13:58
Psi
21/10/05 @ 13:01
#18
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single player games fun, multiplayers not very impressive.
kewny
21/10/05 @ 13:02
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That time of the month eh lads ? I can see your point with the review but seriously what did you really expect ?? I never expected anything mindblowingly original and that never stopped you giving doom 3 a high score even though the majority of negatives raised in this review could quite easily have been superimposed onto the doom 3 review. That said you have been playing fear this week so that can sway your thoughts. I think you have to look at this game as an extremely impressive looking and fun but shallow game. If that appeals to you then you will enjoy the experience. As for my x360 version preorder, its only in pencil ;)
Lost_in_Darkness
21/10/05 @ 13:09
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did i say they made the game?

they have fucked up in general.
Dr_Fripp
21/10/05 @ 13:12
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But if the feel is still topnotch in multiplay, how can you then totally dismiss deathmatch? NO game up until today has done deathmatch better than Quake3, the Unreal Tourney games' feel was utterly crap (guys, WHERE the hell is my acceleration, the basics of physics!) and other games just went off into other directions (RTCW, etc.).

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.
Genji
21/10/05 @ 13:17
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I seem to recall that HL2 was pretty linear, too. Painfully so. Looks like I'll be giving this one a miss, too. Pity.
PearOfAnguish
21/10/05 @ 13:18
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Quake was always over-rated. Now it isn't! :-)

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.
Edited 2 times, most recently on 21/10/05 @ 14:16
Tomo
21/10/05 @ 13:21
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I've just played the first 15 minutes of it. It seems lovely to me so far. Looks gorgeous, runs smoothly and has a real atmosphere to it. Just have to see if it lasts really. Then onto multiplayer. Feels like a cross between Doom 3 and Quake 2... which is pretty wicked if you ask me.

Time will tell.
AtomicBanana
21/10/05 @ 13:23
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'Quake was always over-rated. Now it isn't! :-)'

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.
Eighthours
21/10/05 @ 13:24
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How many Quake 4 preorders will cancelled for December 2nd once the word gets round?......

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.
Kostabi
21/10/05 @ 13:27
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Gutted.

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.
Edited 1 times, most recently on 21/10/05 @ 14:24
BradlayLaw
21/10/05 @ 13:28
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For proper widescreen, chuck this into an autoexec.cfg in the baseq4 folder :

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.
Darren
21/10/05 @ 13:29
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"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..."

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?
Edited 1 times, most recently on 21/10/05 @ 14:27
kewny
21/10/05 @ 13:30
#30
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@ eighthours.

/Looks at play quake 4 preorder - hides....

I agree its not a must have but it sure looks pretty ;). I preordered it along with a number of other x360 games, but I will probably chop and change nearer the time, depending on cashflow and positive/negative reviews.
krudster [mod]
21/10/05 @ 13:31
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I don't think anyone who merely wants Quake in a shiny new jacket will have any problems with Quake 4. But surely we should expect more than just that? If that's all your expectations of a next gen shooter are, then step right up, you'll love it.

Me? I'm sick of cookie cutter FPSs that are content to rehash the same old formula to death.
Darren
21/10/05 @ 13:32
#32
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I have it pre-ordered for the Xbox 360 too.

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! :D
Gurgeh
21/10/05 @ 13:34
#33
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Strictly speaking Quake 4 uses a modified and improved version of the Doom 3 engine - it runs faster and displays more. Raven did the modifications AFAIK.

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.
krudster [mod]
21/10/05 @ 13:34
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Basically, the widescreen check box is there, but no acutal widescreen resoltions are supported. I think what Raven has done here is basically 'squish' the game to 16:9, so that when it's stretched out on your widescreen monitor it still looks the right aspect ratio. See those screen shots? We had to stretch them out as the screenshot capture programme built into Quake 4 still captures them in 4:3...

It's a first, from what I've seen.
space ace
21/10/05 @ 13:35
#35
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no alarms and no surprises please
kewny
21/10/05 @ 13:40
#36
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@krudster

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.
Edited 1 times, most recently on 21/10/05 @ 14:38
jiveguy
21/10/05 @ 13:40
#37
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When is the next Jedi Knight game coming out?
MyWifeNowDave
21/10/05 @ 13:40
#38
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"Because everything about Quake 4 is in its right place. No alarms, no surprises."

Does this strike anyone else as a reference to something in particular?

EDIT: You beat me Space Ace :P
Edited 1 times, most recently on 21/10/05 @ 14:40
Darren
21/10/05 @ 13:45
#39
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Thanks for the reply, Krudster, even though I'm not sure why Raven have chosen to implement widescreen that way.

Hopefully the Xbox 360 version supports true 720p in widescreen (1280x720) and not stretched (or rather decompressed) 800x600! lol
Edited 1 times, most recently on 21/10/05 @ 14:42
Danj
21/10/05 @ 13:48
#40
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Grumble. Why is it that nobody ever seems to do co-op multiplayer any more? Does multiplayer always have to be PVP or team vs team? Have there even been any good games since, say, System Shock 2 with co-op multiplayer?
Kostabi
21/10/05 @ 13:51
#41
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Doesn't Serious Sam have co-op? I can't remember.
Feanor
21/10/05 @ 13:52
#42
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"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."

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.
UncleLou
21/10/05 @ 13:53
#43
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SWAT 4, Splinter Cell:CT, Serious Sam 2. If anything, we recently had a revival of coop mp games! :)
kewny
21/10/05 @ 13:54
#44
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@Darren - X360 version will support widescreen and 720p (as well as all other games) according to reports. Apparently its a requirement for all developers making games for the x360. Which is nice.

/keeps preorder as it was.
zErOb_cOOl
21/10/05 @ 13:55
#45
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Meh.
Darren
21/10/05 @ 13:57
#46
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Thanks Kewny!

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.
deepmenace
21/10/05 @ 14:03
#47
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the new brother in arms is a helluva laff in co-op. needs voice really tho.

/impatiently awaits hl2 svencoop
Edited 1 times, most recently on 21/10/05 @ 15:04
Genji
21/10/05 @ 14:04
#48
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"Yes, but it (HL2) told a good story and they did a solid job of making it seem far more epic and open than it actually was."

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.
UncleLou
21/10/05 @ 14:07
#49
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No. Non-linearity isn't a bad thing per se. I couldn't care less if an FPS is linear if it's good otherwise. Most non-linear games suffer from terribly short-comings in other areas, caused by the (mostly even only pseudo-)non-linearity.
OllyJ
21/10/05 @ 14:14
#50
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No bots in multiplayer, lame!

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