Article View: alt.games.quake3
Article #286089Re: quake 3 review
From: OscartheGrouch
Date: Tue, 06 Dec 2005 19:44
Date: Tue, 06 Dec 2005 19:44
125 lines
9065 bytes
9065 bytes
"muktheknieŽ" <mukhp@NOSPAMhotmail.com> wrote in message news:4ubbp15133gbhdphibvp797cleop6mfl5i@4ax.com... > 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.... Hey Craig, this game came out in 1999. It's almost 2006. Wasn't sure you knew those things. I think I'll write up a review of monopoly. I'll post it here when I'm done.
Technical Details
Message-ID:
<xLmdnbS2jKmadwjeRVn-iA@comcast.com>Path:
mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!local01.nntp.dca.giganews.com!nntp.comcast.com!news.comcast.com.POSTED!not-for-mailReferences:
<1133880996.856534.258260@g14g2000cwa.googlegroups.com> <4ubbp15133gbhdphibvp797cleop6mfl5i@4ax.com>Show Full Headers
Complete Article Headers
Path: mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!local01.nntp.dca.giganews.com!nntp.comcast.com!news.comcast.com.POSTED!not-for-mail NNTP-Posting-Date: Tue, 06 Dec 2005 13:44:07 -0600 From: "OscartheGrouch" <Tondaleo@hotmail.com> Newsgroups: alt.games.quake3 References: <1133880996.856534.258260@g14g2000cwa.googlegroups.com> <4ubbp15133gbhdphibvp797cleop6mfl5i@4ax.com> Subject: Re: quake 3 review Date: Tue, 6 Dec 2005 11:44:06 -0800 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 6.00.2900.2180 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2900.2180 X-RFC2646: Format=Flowed; Original Message-ID: <xLmdnbS2jKmadwjeRVn-iA@comcast.com> Lines: 127 NNTP-Posting-Host: 67.171.135.57 X-Trace: sv3-mVTY6WdHkvx7QqjwKCu170oLLAvAfE7FxL6SK/fYp4GvvSnu1HxI5vrVUrHKSCla5M2D+z6DTLrd5v+!+wiVcBCNXaZTEDvcP4X2oeQXSsw9xrtJoUQfoOSPkYwx1E4WCUWbcGEuQCjTtW05qojsrKNYHXc5!o4w= X-Complaints-To: abuse@comcast.net X-DMCA-Complaints-To: dmca@comcast.net X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.32 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit