Gameplay, that elusive, yet vitally important component to any game was where I was most surprised, however. As mentioned earlier, my previous time with ET: QW was lacking for reasons I couldn't quite put my finger on. However, after playing the latest build, I can now say with confidence that the missing ingredient in the previous build was fun. Sure, it looked good and it played okay back at Quake-Con 2006, but I just didn't have fun while I was playing it. Happily, that has been addressed in a major way as evidenced by the fact that I was rather irritated when it came time to leave the room to interview Kevin Cloud, co-owner of id Software and Creative Director on ET: QW. I mean, I was just about to blow those damn sewer gates wide open again - how inconsiderate. Anyway, interview over (thanks, Kevin) it was time to venture forth once more into the preview room, this time to play a different map. Entitled Sewer and part of the Pacific campaign, I decided this time to play as the Strogg and the difference was evident from the start. My character was an ugly SOB and the weapon choices reflected the sinister nature of the Strogg race. Once again, the mission briefing is dependent upon which side you choose to fight on, and once again teamwork is key to getting the most enjoyment out of the game. At first you may be inclined to just run around like a headless chicken, but teamwork is immensely rewarding. One thing I noticed while playing the second map was that my character grew in rank and stature the longer I played and the more I stuck to the mission. I wasn't able to determine whether this character growth and development made any great impact in terms of gameplay, but being rewarded for being an integral part of my team was a welcome bonus, and one which made me oddly proud of my achievements