We got to play through the two opening levels of the game, most of which we had already seen in action at E3 earlier this year, though this was the first time we actually got a chance to play them. In addition, we also got to play two later levels, both of which featured drivable vehicles. One of these vehicles was the hovertank, which was armed with a main cannon and a machine gun, while the other was a mechlike walker--basically a two-legged tank packing a six-shot rocket launcher (the launcher slowly reloads after the sixth shot) as well as a machine gun. Both the hovertank and the walker feature regenerating armor and shields. So, like in Halo, if you take damage to the shields and the armor, all you need to do is find a quiet spot and wait a few seconds until they slowly regenerate. Of these vehicles, the hovertank felt the most unique to a Quake game. Since the hovertank hovers above the ground and doesn't create any friction, driving it feels almost like you're controlling a bumper car. You can slide left and right, and glide backward and forward, ram Strogg infantry (and see them tumble away thanks to the physics engine), and pound a target from a distance with the cannon. The outdoor levels are fairly large, though open and plain, and the level we played was reminiscent of the canal level in Half-Life 2, only without the water. The toughest part of the entire level was coming upon some sort of Strogg boss who locked missiles onto the tank. Thankfully, a warning Klaxon lets you know when they've got a missile lock, so then you can target and shoot down the incoming warheads.
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