Enemy Territory: Quake Wars Impressions - preview/review
(hx) 11:51 AM CEST - May,11 2006
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GameSpot,
GameSpy, and
IGN
have posted their E3 impressions of Enemy Territory: Quake
Wars, the upcoming Doom 3 engine powered sci-fi shooter.
GameSpot: One big draw is sure to be the vehicle interaction. It's nothing
new to this kind of game, but the handling of the individual vehicles looks
fairly authentic. If you're in a four-wheel drive you'll be able to climb
steeper inclines and make it over rough ground, whereas if you're on a smaller
ATV, you'll be able to traverse places unreachable by the larger vehicles. One
particularly entertaining ride looks to be the helicopter-jet combo--though,
create too much havoc and you'll no doubt become a priority target for the
enemy. It wasn't clear just how important coordinating tactics within your team
would become, although there do seem to be multiple ways to approach any given
situation. If you don't feel like a full-on assault, there's always the option
to jump in a helicopter carrier and parachute in behind the enemy front lines.
GameSpy: One of the best moments from my playtesting - albeit a somewhat
evil one -- came while playing for the Strogg. Just outside the tunnel exit was
a two-story building, which, to most of the GDF, was nothing more than useful
cover. But playing as the Strogg and using the Icarus, I was able to fly on top
of the building, out of sight of newly respawned GDF infantry rushing towards
the second capture point. As the GDF units rushed away, oblivious to the fact
that I was watching them from behind, it was easy to rain rockets down on them
for a dozen easy kills before anyone realized what was happening. It was
interesting that, unlike a lot of shooters, I had to account for a significant
amount of drop at that distance; placing my crosshair over the target and firing
would result in the rocket coming up way short.
IGN:
We also got to see a live demonstration of Quake Wars' progressive capture
system. Instead of going the Battlefield route and allowing any flag to be
capped at any time, Quake Wars players will be guided through a series of
objectives that keep combat focus on strategic choke points and fortifications.
Both sides have a mobile command center, but it can only actually be deployed
within a base, at a designated location. Once it's ready to go, you can
requisition vehicle drops and base defenses. Also of note is the fact that you
don't need to have specific vehicle proficiencies. This may not be authentic,
but I think it makes the game that much more accessible.
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