Article View: alt.games.quake3
Article #286088Re: quake 3 review
From: muktheknieŽ
Date: Tue, 06 Dec 2005 15:36
Date: Tue, 06 Dec 2005 15:36
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8236 bytes
On 6 Dec 2005 06:56:36 -0800, "Craig M" <ncinftec_stud7@hotmail.co.uk> : >When most people think of first-person shooters, id Software >immediately springs to mind. The small Texas-based company has been >involved in almost all of the first-person shooters that are considered >classics. Quake spawned a rabid fan base on the Internet that still >watches id's every move. So when id revealed that the next game in the >series, Quake III Arena, would be specifically designed as a >multiplayer game, fans weren't quite sure what to think. But id's >purpose became increasingly clear when it released a succession of >Quake III Arena technology demos for public scrutiny. The resulting >game is not only worthy of its lineage, but it may very well be the >best Quake yet. > >While Quake III Arena's focus may be its multiplayer deathmatch >component, it does have a single-player mode. When playing alone, you >can go up against artificial intelligence-controlled bots. The bots do >their best to act like human players, and on the higher difficulty >settings, they put up an excellent fight. Each bot has different >characteristics that govern the way it fights. The portly biker chick >Lucy tends to duck a lot. Xaero, a Zen master and the final boss of the >single-player mode, is also master of the railgun. The single-player >mode is a lot like the kind in an arcade-fighting game, such as Mortal >Kombat. You'll move through several different competitive tiers, each >with different arenas and bots. At the end of each tier is a one-on-one >showdown; these fights take place in smaller, tournament-style arenas. >The bots are downright chatty - when you get a group of them together, >they'll hold small conversations with each other, which are displayed >in text onscreen. In team games, you can order bots around, or even let >a bot take control of your team and tell you what to do. > >The single-player mode is fun up to a point, but the multiplayer mode >is where the real action is. Quake III Arena moves very quickly, and it >has a real pick-up-and-play design to it. The game feels slightly >simplified as compared to other recent shooters, but for the most part >its simplicity is a good thing. The game has been stripped down to its >first-person shooter essence, and any extraneous weapons or power-ups >that might have gotten in the way of great deathmatch gameplay have >been omitted. However, a few things stick out as having been overly >simplified. For instance, as in most shooters, there is an auto-switch >weapons option that lets you automatically switch to the new weapon >when you pick it up. It's a convenient feature because it lets you >rearm yourself with a stronger weapon almost immediately instead of >having to press a key or spin the mouse wheel to select it. But when >you're in the middle of a close-quarters shotgun fight, you really >don't want to accidentally switch to the rocket launcher or railgun if >you happen to walk over one. In that case, you can disable the >auto-switch feature. Similarly, if you're running away from someone >who's firing BFG blasts at you, the time it takes to manually select >your new rocket launcher could be the difference between life and >death. A weapon-priority scale that lets you decide specifically which >weapons you'd like to switch to automatically, as in Unreal Tournament >or QuakeWorld, would have easily solved the problem. > >The level design and texture design throughout Quake III Arena are >quite good, even if the levels feel a little generic. None of the >levels ever feel like real-world places; they are one futuristic castle >setting after another, occasionally broken up by a level composed of a >bunch of floating platforms in the middle of a black void. That said, >the textures, especially the animated ones, are really amazing, and the >game engine allows for curved surfaces, which deliver a more plausible >feel to the architecture. The levels have obviously been designed with >gameplay in mind - most of them are great fun to play in. However, the >game seems to focus on levels that are great for only six to ten >players. With more than ten players, most of the maps seem really >crowded. Aside from standard deathmatch, you can also play team >deathmatch, a one-on-one tournament mode that acts like a scaled-down >version of the popular rocket-arena mod that appeared in Quake and >Quake II, and capture the flag. Unfortunately, capture the flag seems >almost like an afterthought. There are only four CTF levels included in >the game, and all of them seem suited to smaller teams. > >Like the great-looking textures, the game's 3D models and special >effects are very impressive. The character models and skins look >terrific, and the animation really brings a lot of personality to the >different characters. The various models are highly varied, and range >from giant hopping-eye creatures to skeletons. Models based on the >characters from Doom, Quake, and Quake II are also available. Curved >surfaces help improve the quality of the level design, but other >effects like fog and great colored lighting add even more atmosphere to >some of the game's levels. The weapon models also look good for the >most part, and they're easily identifiable in your enemies' hands. >Unfortunately, the sound in Quake III Arena is inconsistent. All of the >weapon fire is outstanding. The sound of rockets whizzing by your head >as you dodge from side to side is especially impressive. The different >character voices (each model has its own set of sounds) are pretty >good, though you may become annoyed with Orbb the eyeball's screeching >noises - all the more reason to kill him quickly. But the real problem >with the audio is the announcer, who says things like "five minutes >remaining" or "impressive" when applicable. Id obviously tried to >duplicate the sound and style of the announcer's menacing voice from >the Mortal Kombat games. But instead of hiring an appropriate voice >actor, id simply took a typical voice (specifically that of level >designer Christian Antkow) and pitched it down a few octaves to make it >sound sinister. Instead, it just comes off as amateurish. Given the >frequency with which the announcer speaks during the game, you'd think >that the voice would have received a bit more attention. > >Regardless of how it sounds, after playing Quake III Arena, it's easy >to see that moving toward a multiplayer-centered game was an excellent >idea. With cable modems and DSL connections slowly gaining mainstream >acceptance, the bandwidth is there for a lot of people to finally enjoy >a good deathmatch game at a high speed. Fortunately, provided you find >a good server, the game also manages to be playable over a 56K modem >connection. > >All things considered, it isn't a stretch to call Quake III Arena an >outstanding game. But whether it's superior to its rival Unreal >Tournament is less certain. If you're interested in sophisticated >team-play modes like those featured in Unreal Tournament, then Quake >III Arena comes up short. However, Quake III Arena provides the >ultimate deathmatch experience. If deathmatch is the particular style >of play you're interested in, then Arena is your game. Let's do the time warp agaiiiiiiiiiiiiiiiiiin....
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Path: mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!border1.nntp.dca.giganews.com!nntp.giganews.com!newsfeed2.easynews.com!easynews.com!easynews!easynews-local!fe12.news.easynews.com.POSTED!not-for-mail From: muktheknieŽ <mukhp@NOSPAMhotmail.com> Newsgroups: alt.games.quake3 Subject: Re: quake 3 review Message-ID: <4ubbp15133gbhdphibvp797cleop6mfl5i@4ax.com> References: <1133880996.856534.258260@g14g2000cwa.googlegroups.com> X-Newsreader: Forte Agent 3.1/32.783 MIME-Version: 1.0 Lines: 117 X-Complaints-To: abuse@easynews.com Organization: EasyNews, UseNet made Easy! X-Complaints-Info: Please be sure to forward a copy of ALL headers otherwise we will be unable to process your complaint properly. Date: Tue, 06 Dec 2005 15:36:37 GMT Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit