Quake 4 Review
Browned off.
Version tested: Xbox 360
There used to be a good excuse for console conversions of Quake games being a bit rubbish. Anyone who recalls the hapless early attempts on PlayStation and N64 might not wish to be reminded, but then no-one was exactly surprised, either. Porting cutting-edge PC shooters to ageing home systems is generally a one-way ticket to Jerksville - but the fact that we're still able to come to similar conclusions on a next generation system that's arguably more powerful than most people's PCs is pretty unforgivable.
Ok, so Quake 4 on 360 is hardly in the same league as the PSX Quake II, but as an example of a badly optimised, undernourished port, this is by far the worst example we've seen to date. Even in its full high definition glory, textures are far blurrier than you'd expect, the game chugs along unsatisfyingly even when there are no enemies on screen, and it even crashes from time to time - a pretty alarming state of affairs. It's not unplayably bad, though, and if you hadn't already played the PC version on a decent system you might be reasonably pleased with what's on show. But don't be fooled: that was no reason for id, Raven and Activision to allow this out of the door simply to make it for the system's launch.
Even if it was the sweetest, slickest conversion we'd ever seen, Quake 4 simply isn't up to scratch in any case. It fails to engage right from the beginning, being the kind of rigidly linear, underwhelming, undemanding, by-the-numbers sci-fi schlock that joins the dots with done-to-death gameplay. If, half an hour in, you feel like you've played Quake 4 before, that's because you probably have. In about 47 previous first-person shooters over the past 10 years.
Brown boy in the ring
Unlike the nameless, story-free efforts of the past, Quake 4 does at least try and lend a sense of purpose to the endless traversing of brown corridors. Having defeated the Makron at the end of Quake II, the clean-up operations goes a tad awry when Rhino squad's dropship is shot out of the sky, leaving you in charge of new recruit Matthew Kane battling through the ruins for survival.
With the Strogg base in disarray and the human forces equally disorganised, the opening sections blur past with a sense of uneasy panic on both sides, with several escort missions involving protecting medics, bomb defusal and demo specialists. Your role is of bodyguard and chief button-presser, essentially, making it pretty easy for Raven to design a straightforward run-and-gun with lots of brutish, gurning Strogg to mop up every time you turn a new corner.
The game essentially carries on in this plodding vein throughout, barely able to conceal its lack of ambition with one routine button-pressing task after another. In-between 'interacting' with consoles, flicking switches on or off and dispatching willing sentries one after the other, you get to engage with the odd on-rails section, or even saddle up inside a mech or pilot a beefy tank and dish out some death to equally enormous enemies. But, like much of the game, it's pretty undemanding stuff, giving you a recharging shield that makes it far, far too easy to just blast your way to unsatisfying victory. In a game dominated by such tight, confined environments it's practically impossible to get lost, with almost every pathway likely to lead you directly to your next button-pushing assignment. Tightly scripted action isn't the problem, though, it's just that Raven seems content to keep the script as uncomplicated as possible.
Brownian motion

He never was a hit with the ladies.
If the idea was to create a back-to-basics, balls-out shooter, then it succeeds on a basic (read: very basic) level, but doesn't even get that right often enough. The familiar roster of weaponry is as much to blame as anything, either giving you super-powered weapons that take all the tension and fun out of the combat, or stupidly hamstrung weapons you won't want to use. To start off with you get a chargeable pistol you'll barely ever need or want to use, very quickly (as in: within a minute) followed by a machinegun with a zoom function that makes it too easy to kill everything from afar, a shotgun that's useful close up but takes too long to load, a powerful chaingun that takes too long to spin into action, a grenade launcher you have barely enough ammo for, and eventually the more powerful nailgun, hyperblaster, railgun, rocket launcher and the BFG-esque, all-consuming Dark Matter gun. Amusingly, you can still carry every single one, too, so there's not even any need to strategise in the heat of battle - it's just a case of unloading everything you've got until they're gone, and never really worrying too much about preserving ammo. It's as straightforward an FPS experience as we've played in, well, years, which isn't actually a compliment.
Even on the harder settings - where a few hits is enough to send you packing - the enemy AI is still dumb and inflexible, largely standing its ground and simply loosing off rounds for the sake of it. If they hit you, it's more likely because you strayed into their line of fire, rather than was the victim of a determined enemy that's stalking its prey. And why is it - still - that enemies are allowed to have infinite reserves of ammo and don't suffer the health concerns that you do? We want fire-fights that vaguely resemble a future war against an alien menace, not yet another dumb load of bots that provide us with duck shoot cannon fodder. The presence of semi-useful buddy AI colleagues is fairly useless too, never sticking around long enough for you to care enough for them, taking way too much damage to be credible, and full of sterile one-liners just to make their existence even less welcome. Why do FPS makers seem to always assume it's enough to make the corridors prettier, the lighting more atmospheric and the buddy AI more talkative? This sort of brainless retread of decade old game design isn't enough anymore.
A lot of the concerns people had about Doom III apply here, but without the tension or sense of the unexpected. Sure, some people hated the old-school 'it's behind you' mechanic, and fair enough, but anyone who played that game into hell and beyond will remember it for being a game that turns up the heat to an insane degree and really paced itself exceptionally well. Quake 4's cardiograph, on the other hand, blips along comfortably, never really threatening to do anything unexpected or out of the ordinary; in the sense of its combat, puzzles or narrative. In all three areas there's literally nothing going on that we haven't seen done far better elsewhere, which is the crushing realisation you'll probably come to after seeing it through. Second time around, it's even more apparent.
Brown frown

It's tragic when tummy tucks go wrong.
Raven had a chance to do something amazing with Quake 4 about halfway through - and if you're one of the two people left that hasn't already heard the 'twist', then we won't ruin that for you - but suffice to say that nothing significant changes, and the game simply picks up from where it left off with the single, startling innovation being that you can use the wall-mounted units to recharge your health. Whoop-de-doo.
Up until now, we've not even been moved to talk about the amazing high definition visuals that use the groundbreaking Doom III engine, or anything of the sort - mainly because you've seen most of what the game has to offer within the first few gloomily lit corridors. On a basic level, yes, the game is built on an engine that's capable of great things, but we'd be damned if Raven has gone to any great lengths to find out what Jon Carmack's tech can do. We've said it before, but it really is the brown Doom. It's a brown planet, with a series of brown bases built on top of it, with brown pipes snaking around it, so whether you're fighting indoors or not, what you see doesn't vary a great deal. The fact that the enemies are highly detailed and that the wall texturing is relatively intricate won't feel of great consequence after the first few minutes, because you'll see much the same thing for the 12, 15 hours it'll take you to polish it all off. There's no real sense of interaction, no means of destroying your surroundings in any way, no physics implementation worth a damn, and your sense of frustrated boredom will creep in once the penny drops that the variety consists of brown pipes or brown rock.
On the positive side, the controls work pretty well, with all the default settings not requiring any meddling at all and the general look sensitivity seems spot-on. The aiming's possibly a little more forgiving than the PC original, making the game slightly easier than we remember it first time around, so be sure to ramp up the difficulty accordingly as it's just way, way too easy otherwise - especially given you can quicksave at any point. One niggle, though, is the irritating decision to map crouch to the left stick, as you'll forever find yourself ducking down when you don't want to, and feel uncomfortable trying to aim precisely with your thumb clamped down. It's not as if the 360 pad is lacking buttons.
Doomed

Even Stroggs like to boogie.
As for multiplayer, it's all bad news. Not only has Raven been unable to match the 16-player support of the PC original (supporting a miserly eight here, but no four-player split-screen option, which is a surprising omission), we're subjected to a thoroughly out-moded selection of 'oh-my-god-is-that-it?' maps and modes that belong firmly in the past. It ticks the usual deathmatch/team deathmatch/Capture the Flag/Team CTF boxes, and throws in one-on-one Tourney (that's Tournament) rather apologetically. Bizarrely, the usual Xbox Live implementation is slightly borked, and searching for matches is an usually painful process, while in-game the frame rate is just as bad as the iffy single-player experience. Damn their eyes.
If you were generous, you'd be happy at the return to simplicity of the late '90s, complete with Quake III-style jump pads, some old fondly remembered maps and the booming commentator voice, but as we all know, nostalgia is fleeting at the best of times. Before long, you'll probably be hankering after something that looks forward, not back. Let's hope Quake Wars fills that particular role.
It says a lot about the excitement value of Quake 4 when the most exciting part of the package is the presence of Quake II on the making-of-laden bonus disk. Playing that particular classic on a whopping great screen does serve as a timely reminder of how far we've come in technical terms in the eight years that have elapsed since then, but also underlines how incredible it is that Quake 4 still manages to feel so unimpressive and irrelevant by comparison.
This eight-year gap between Quake single-player offerings gave Raven the perfect opportunity to deliver something very special that not only reinvigorated the brand, but showed off next generation FPS design. That Quake 4 is merely a glossy, standard, by-the-numbers trudge through past glories is an irresponsible way to treat such a revered franchise; to then cock up the conversion to the 360 subsequently and then charge extra for the privilege is bordering on scandalous.
6 / 10
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Comments (69) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I think for 360 i'll be better off going for Call Of Duty 2 when i can afford a machine.
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*blushes*
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*ANOTHER* crap 360 game?
/asplodedes!
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quake 4 (360) blows massively. not often i say this, but good review.
call of duty 2 is a far superior game, but 6/10 is 1 more than kameo right?
kameo is a great game, way better than quake 4, i wish the review scores reflected this.
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PGR3, kameo, PDZ and COD2 are all easily 8/10's and higher.
i must admit not a lot else shines on the 360 at the moment, Kong was rubbish, despite what they say here, but 4 good games at launch is pretty respectable.
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*blushes* "
I should hope you bloody are blushing with that shameless plug!
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He mentions HD res about 3 times in the review, so that pretty much answers your question for you.
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Can't beleive nothing significant happens after the twist. I had visions of you becoming part of a borg style 'hive mind' and getting the ability to download upgrades, schematics, control other strogg, access mini games... blah, blah blah
/wishes he was a game designer
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I played it on PC and a big "meh" again. It's just not a very good game on any platform.
Quick port? Future patch?
/remembers UT on XBox1
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Loving Quake 4 MP is not about nostalgia, it's about craving a pure skill-based multiplayer game that is totally unforgiving to those who aren't sharp and on top of things every nanosecond of the match. Nothing gets the adrenaline pumping more than pure deathmatch like this.
Granted, Quake 3 Arena still is better than Quake 4, but Q4 is a pretty accurate reiteration of Quake 3's greatness.
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Oh yeah, and the final boss and ending are the most utterly pathetic things I've ever encountered in a game. I mean, seriously. Holy crap. It's like the team just gave up 90% of the way through, and the office cleaners got embarrassed on their behalf and finished it for them, despite never having used the tools before. It's a shame that fear of spoilers (rightly) stops reviewers talking about the end of games in too much detail, because there's a lot to criticise there.
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not much of a twist considering it's in the trailer!
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However.........this PC -> Console conversion is shocking in it's quality.
I spent a some time at the weekend playing this and I would go so far as to say that this is the worst example I have seen of bad development.
However nice the graphics are the framerate is appalling.
I personally think a 6 is generous, IMHO if a game has not been properly 'finished' like this one, whatever the reasons (ie launch date targets, new X360 architecture) it shouldn't even make it to the shelves.
Shame on you Raven.
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but im on ignore aren't i.
damnit.
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P.S. the quake 2 that comes with is still tops and is as smooth as silk.
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@Artemus
You know I actually still have the N64 version in the house, needed the memory pack as I recall. The control setup just doesnae work....
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what?!?!?!
Quake 2 was excellent on both th n64 and the ps1
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Not great by modern standards, and I wouldn't want to play it again now, but a real achievement back then.
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The N64 version had totally redesigned levels and the multiplayer wasn't as good.
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It's not the most challenging of games... but it is good clean fun when you need to blow shit up to relax.
Sometimes one too many corridors to get lost in is more than I can cope with.
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... but it's a reasonably fair review I suppose. The framerate in the single player game is a little erratic but it's not so bad that it affects the gameplay (it's no worst than playing it on my PC infact which also suffers from slowdown on high settings). In multiplayer though the framerate was excellent in the few games I've played but then the levels are much smaller and there's less going on.
As for the graphics, the 360 ones are practically indistinguishable for the game running on my PC on high-settings at 1280x1024 as the PC game didn't have brilliant environmental textures either (just look at the ground at the start of the game to see what I mean).
All-in-all it's a solid if somewhat generic shooter thats a little too similar visually to Doom 3 but it's enjoyable enough. I'd give it 7/10.
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Total crap. But at least it was better than doom 3.
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When you complete the game on normal mode you get some extra multiplayer options, including game speed. So... you can play in graceful slowmo (railgunning around corners, zero G style) or frenzied fastmo (chaingunning!!!). It's all strangely surreal and EXTREMELY sexy, oh yes.
And 2 player deathmatch is even better if you sellotape a huge slice of cardboard (vertically, of course) against the TV screen. Splitscreen heaven.
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I bought quack 4 for the pc.
Is that the waterfowl hunting game? Or Jonathan Ross trying to score some 'base?
/fetches overcoat
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What are the other ones? Not Kameo, hehe.
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'Cos damned if I can find it.
Edit: nope, you're right, it's not there. What a swizz!
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Haha. Me and my mate used to do the same.
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I'd say thats pretty harsh. The PS1 version really isn't all that different, but I get the point you were trying to make.
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Has anyone bought this and played the Q2 part?
Q2 on the ninty64 was ace, dunno about the ps version, never played it. But id recon that it should be just as good....
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at least microsoft came in...
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From the plant that is, not me. I don't like that sort of thing.
No seriously, I don't.
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Quote from lazy review:
Anyone who recalls the hapless early attempts on PlayStation and N64 might not wish to be reminded, but then no-one was exactly surprised, either. Porting cutting-edge PC shooters to ageing home systems is generally a one-way ticket to Jerksville
Ok, so Quake 4 on 360 is hardly in the same league as the PSX Quake II, but as an example of a badly optimised, undernourished port, this is by far the worst example we've seen to date.
Quote from lazy comment defending lazy review:
Well, that kind of missed the point I was making. Of course they were pretty good technical acheivements and all that, but side by side with the PC originals they sucked salty balls. Which is kind of the point I was leading up to with this version
Stop backtracking, was it a "one way ticket to Jerksville", "a badly optimised, undernourished port" or "pretty good technical acheivements and all that".
Anyway...
I don't believe that you actually played Q2 on the PSX, as framerate is one of the things I can't accept as a legitimate criticism. Compared it to the cream of console FPSes at the time (Goldeneye), it was much more smooth. Sure, the splitting up of levels into seperate loading sections was unfortunate, but the framerate was pretty great, even in 4 player split screen mode.
Perhaps Kristan should have read the Quake2 PSX Review over at IGN - http:// psx.ign.com/articles/160/160446p1.html - or actually played the game first before refering to it.
Thanks to all those of you who commented and defended the conversion, it was heartening to read so many of you enjoyed all the hard efforts put in by what has to be one of the best teams I have had the pleasure of working with, on what I believe was both an exceptional technical piece of work and an exceptional game.
Edit : One more rant, I actually prefer Goldeneye to Q2 PSX; framerate isn't everything!
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Hey, you worked for Hammerhead then? What happened to them?
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Second, isn't what the krudster saying ONLY that the PC versions were better and the PSX/N64 ones sucked in comparison? How hard is it to understand? Do you speak any English at all?? He didn't say they were crap, he said that side-by-side with the PC versions they lose badly.
Do I need to say it again?
I played it and thought they were impressive for what they were - that's right, what they were. Great achievements for such low specs machines. Would I waste time even thinking about chosing which version to play, PC or PSX? I don't think so...
And as a final note I actually think it's kinda lame to register here to defend the games you worked on. 'Why didn't you like my game? You must like it' sounds like pretty wimpy to me...
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Now if only they did a port for Playstation2, I would love them!
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Shame some people didn't quite understand that that was the only point I was making.
I didn't call your mother a HO!
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I thought Doom 3 was not as much fun compared to Quake 4.
Review obviously made in an attempt to cash-in on the Quake is brown joke (which isn't even remotely funny anymore).
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I speak fluent English, thanks very much. The review does say that it was crap. There is not much room to argue otherwise. Anyway, I mainly registered to say thanks to the people who said they enjoyed the game. If people hadn't defended it, I definitely wouldn't have registered.
Artemus:
Hammerhead went out of business, like so many companies do in the industry. AFAIK, nearly everyone who worked there is in gainful employment, so life goes on.
Again, thanks guys, over and out.
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I think all *that* goes to show is that you have a very strong personal opinion not shared by everyone here. Quake/Quake2/Quake3 were not successfull on the strengths of thier graphics alone. If you don't agree, fair enough, but don't go stating this kinda crap as facts.
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Your argument starts with: "There used to be a good excuse for console conversions of Quake games being a bit rubbish."
But... the console conversions weren't rubbish. Both N64 and PSOne versions had excellent framerates, fully-reproduced gameplay dynamics, decent control, and incredibly fun multiplayer. So if the haplessness and rubbishness were of graphical inferiority alone, doesn't that make you a graphics elitist?
Ah: with closer reading, it seems you thought the only merits of the Quake games were the graphical leaps made by id, and the gameplay was never very good. It stands to reason that you only compared the graphical qualities of PC and console versions, and missed the fact that the fun was fully-reproduced across all formats.
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I think the big problem comes from the expectations. Quake was a genre defining game for those old enough to remember it
As for the conversion - I think 6/10 is generous from technical point of view, but accurate from a gameplay point of view.
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the frame rate is nasty, and at one point really nasty, however this hasnt really diminished my enjoyment of the game, the load times are my biggest gripe. I think 6 is a bit low, its 1000% better than PDZ (even though they arent trrying to compete) and saying the gameplay is out dated is inacurate, serious sam is far more outdated, but even that still manages to be fun.
I put this game in the same basket as outrun 2, really awesome stupid arcade fun. (even though they never had FPS games at the arcade, I am sure you still get what I mean)
and quake 2 is great fun.
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