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 Enemy Territory: Quake Wars Impressions - preview
(hx) 11:51 AM CEST - May,11 2006
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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