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Enemy Territory: Quake Wars shots - media|
| (hx) 10:48 PM CET - Jan,15 2007 | 
Activision has released two new screenshots from
Enemy Territory: Quake
Wars, the upcoming Doom 3 engine powered sci-fi shooter by Splash Damage. In
other news, CGO has posted
the first part of Enemy Territory: Quake Wars Q&A. Splash Damage's Paul
Wedgewood is asked about the game's storyline, objective-based gameplay, the
amount of maps, and the ranking and reward system.
CGO: How many maps will be available upon the games release? Will players get
the scope of the Strogg Invasion with important battles?
Paul: We're currently working on twelve maps that span four campaigns. In
much the same way that our favourite World War 2 movies retell the story of
important battles, each map in ETQW retells the story of a critical combat
mission that lead to the retaliation against Stroggos. For example, in one map
the GDF discover and then attempt to secure Slipgate technology (used by the
human fleet during their retaliation against Stroggos in Quake 2), while in
another map the GDF capture a prototype dropship, a technology they end up using
for the transatmospheric assault on Stroggos in Quake II. ETQW has several
homages to Quake weaponry too, with retro predecessors to weapons such as the
Hyperblaster and Railgun.
In each map there is a sequence of objectives that are driven by the plot.
Examples include attacking a remote GDF Bioresearch Facility in an Arctic fjord,
constructing a bridge en-route to a Stroggification Plant in an arid canyon, or
defending a Strogg Contaminator device by a temperate mountain reservoir. The
maps feature a combination of vehicle, on-foot and artillery combat, with lots
of variation between outdoor, urban and indoor battles.
We're really pleased that we're finally nearing beta as a large proportion of
the maps are proving great fun to play. Our team of Production Testers at Splash
Damage are playtesting ETQW full-time, helping fine-tune things like optimal
cover points, concealment and fortification. My development staff and I join
them for a playtest every day at 5.00pm; that playtest has really become the
highlight of the day for me.
Update: CGO has posted the second part of the Paul Wedgewood Interview.
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last 10 comments: | xxxx | (03:31 AM CET - Jan,16 2007 ) | | Looks very nice to me. Can't believe I am hyped for a Carmack/iD product. | |
| darknothing | (05:04 AM CET - Jan,16 2007 ) | | dude i cant wait... say bb to 2142 bf2.....yay! | |
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