Quake ]I[
Published By: Activision
Reviewed by Prez
Marketing Comments Written by Trillian
12/20/99
Article
Discussion Forum
First
Impressions:
Quake
3 Arena is the third installment of the Quake series of shooter
games. While it's somewhat different than its predecessors, there
are plenty of similarities. Of course being the next in the Quake
bloodline, gives it a tremendous basis for being a great game, but
to really become a hit it must still prove itself on its own merits.
Of course on the day it hit retail I, like thousands of other 3D
shooter fans, went down to the local store and snagged the first
copy I could get my grimy hands on. Having played the prerelease
demo(s) on end, I was expecting big things from Arena and I am pleased
to report that Arena has delivered well. From the slick opening
cinematic to the first glimpses of the grandiose level architecture,
I knew I was in for an intense treat.
Graphics:
Quake
3 Arena is powered by the "Quake" graphics engine, for which the
series has been named. On the technical side the graphics engine
is very advanced. Features new to the Quake technology base with
this release include curved surface rendering (tessellated Bezier
patches), high-detail textures, specular lighting, per-pixel alpha
blending, and vertex fogging. Although Quake 3 Arena uses a new
renderer, features from older releases of the Quake engine like
lightmaps and multi-LOD meshes are present in this new version.
No matter how good the technology sounds, without quality artwork
it might as well not even exist. Fortunately, the art (Paul Steed,
Kevin Cloud, Kenneth Scott and Adrian Carmack) and level building
(Paul Jaquays, Tim Willits, and Christian Antkow) crew at id have
done a wonderful job harnessing the engine's power creating both
moody environments and hip characters. The quality of both the
geometry and texture maps is quite incredible. This is the first
game since Unreal, where I have had fun just walking around enjoying
the scenery. It is also nice to see more lavish color choices
like the sporty purple and green trim on some levels. Past Quake
games have generally limited themselves to earthy reddish browns
and gray dungeon tones.
The end result of the Arena graphics engine coupled with high-quality
artwork is marvelous. Stylized characters run, jump, twirl, and
smoothly blast their way through richly detailed environments.
Smoky rocket exhaust carves out lines of fire through intricate
mazes of criss-crossing pillars and catwalks. Bright streaks of
light cut through the sky, as players engage in intense high-speed
railgun duels - All at decent frame rates.
The only artwork complaint I have is finicky and extends towards
the high-level design of the character models. It would have been
nice to see more visually unique characters like Orbb or Klesk,
instead of the multitude of human entities. Luckily, the Quake
community, which has always been supportive of each subsequent
release, will probably give players some fresh character models.
Sound/Music:
As
in all first person-action games sound is a crucial gameplay element,
and for the most part Quake 3 delivers the goods. Rocket launchers
thunder, machine guns chatter, and footsteps clod along the stone
and steel. Each character has a unique set of sounds, including
running, jumping, death throes and celebratory cheers. Environmental
sounds, like boiling lava and computer beeps are also in the mix,
giving the levels a little extra mood. The sound effects are played
back as positional 3D audio, enabling quick localizing of enemy
opponents and orientation within the gameplay. Although it is
not mentioned on the box, an Aureal 3D option for sound cards
that support it is also available.
The Quake 3 Arena soundtrack by Sonic Mayhem, is a blend of aggressive
rock with more ambient pieces that help reinforce the mood for
specific levels in the game. The soundtrack seems well composed
and appropriate for the pace and style of gameplay, although some
of the percussion sounds a little campy.
While voiceovers are not a major component of the game, there
are a number of boomy announcer-like phrases that embellish the
on-screen action. There is nothing quite like a thundering voice
to bellow "IMPRESSIVE" through the speakers after making a beautiful
snap-railgun kill.
The only real complaint I can lodge against the Quake 3 Arena
sounds is that the environmental sound effects seem a little sparse
and overused. Some areas of the game can get a little quiet without
the music turned up.
Gameplay:
The
elegance of Quake's gameplay has always been its up-front simplicity
while still maintaining subtle depth. Although essentially the
gameplay centers around one core rule, "frag or be fragged", it
exemplifies the adage: easy to learn, hard to master.
The same as most 3D shooters, in Quake 3 players engage one another
using weapons, firing away to knock off each other's health points.
When a player reaches zero health, he or she is eliminated and
can respawn elsewhere in the level. The trick of course is to
dodge incoming fire while still drawing careful enough aim on
an opponent to take him or her out. To further complicate things,
Quake 3's environments are very hostile territory. Not only are
enemies able to dart out from behind every corner, but molten
lava, poisonous goo, lofty ledges, and other natural dangers permeate
the levels. Thankfully, id hasn't forgotten the players. Instead,
the designers have thoughtfully left all manners of weapons and
power-ups scattered about the levels to both protect players and
bolster their arsenals.
While there are no limitations on the tactics that can be employed,
each of the items and weapons that can be picked-up in the game
is designed around a specific purpose. The machinegun is a great
multi-purpose peppering weapon, useful against targets at all
ranges, but slow to do heavy damage. The shotgun makes an excellent
room-sweeper and close-quarters weapon, while the railgun is a
long-range sniper cannon. There are six other weapons each with
their specialty including the gauntlet, grenade launcher, plasma
gun, BFG-10K, lightning gun, and the venerable rocket launcher.
In addition to the weapons, there are three classes of armor -
shards, yellow and red, and a handful of power-ups. The Quad Damage
power-up doles out a generous multi-damage modifier, making every
weapon an instant carnage creator. The ultimate defensive power-up,
the BattleSuit, eliminates splash damage from incoming fire and
protects the wearer from the natural nastiness found throughout
the levels. Both Flight and Invisibility behave as their names
imply and add an extra twist to multiplayer fragging.
Quake 3 features two main types of play, single or multiplayer.
In the single player game, a kind of "training" for the more cutthroat
multiplayer action, the objective is to work through tiers of
levels competing against enemy players, dubbed Bots. The challenges
offered by the Bots in the single player game come in two forms,
multiplayer free-for-all matches and tournament style one on one
match-ups. In either instance, the player with the most frags
at the end of the match is the victor. Five skill levels (from
"I Can Win" to "Nightmare") allow difficulty adjustment for both
players just learning the game to Quake veterans.
Competing with the Bots is for the most part a challenge at the
appropriate skill level. The introductory setting, "I Can Win"
is for new players and simply has the Bots walk around occasionally
taking pop shots. The difficulty increases with each higher setting.
The Bots begin simulating good Quake players, maintaining good
accuracy and dodging attacks, at the "Hardcore" setting. On "Nightmare"
difficulty they are brutally precise, instantly acquiring and
shooting their target.
While each Bot character has weapon preferences and differences
in their fighting style, they will generally try to grab the best
weapon possible, occasionally a power-up, and then start gunning
away. They only break off an attack if they are in serious danger
of being fragged or if they are taking substantial damage from
another player or Bot. Generally they make smart tactical maneuvers,
like weaving, circle strafing, and retreating backward to health-up.
When a Bot gets fragged they "come back" with a snappy taunt.
From time to time, they'll even rocket-jump to get at an opponent.
The real weakness with the Bots is their lack of strategic level
oriented gameplay. Because this is nearly as important as being
able to move and shoot well, it's relatively easy to defeat them
on many of the levels. The most glaring problem is that the AI
will take the shortest routes to get to a key item, leaving plenty
of opportunity to ambush them or avoid them altogether. In Capture
the Flag (CTF) this really shows.
Enjoyment:
Quake
3 is pure action fun. If your not grappling your mouse to peel
off the last couple of rounds out of the trusty double-barrel
before your opponent does the same to you, you'll be high-flying
through the air trying to wiggle-waggle just enough that long-range
rail shots miss you by a hair. The simplicity and addictive nature
of the gameplay will keep you coming back for just one more match.
Multiplayer:
Any
fan of Quake or Quake 2 can tell you multiplayer is "where it's
at". Granted single player gameplay has been popular, the real
longevity of the Quake series has always been multiplayer. Quake
3 is no disappointment in this category. In fact, the multiplayer
game has been cranked up a notch.
Included out of the box are twenty-six multiplayer maps for free-for-all,
team deathmatch, and tournament style play. These levels are generally
well balanced and can support anywhere from two to twenty-some
players depending on their size. In addition, four maps are included
for Capture the Flag play. These CTF maps are symmetrical and
have home base areas. It should be noted that many of the levels
can be mixed and matched with the gameplay styles, depending on
your preference.
Outside of the maps, the Bots from the single player game are
available for the multiplayer madness. In the past, Quake players
have had to resort to unsupported third-party modifications to
get deathmatch opponents in the game. Thankfully, this is no longer
the case. With Quake 3 Arena it's easy to set-up a quick match
against the Bots or with them on your side. As mentioned previously
the Bots are very good tactically, keeping up with the players
in straight-up duels. In the strategy department, they are only
marginally good and if they're playing on your side it's best
to take control and give them orders.
The command structure for issuing orders is reasonably complete.
However, only a small portion of it is accessible through the
game menus. To get the full effect commands can be issued through
the console. Patrol routes, defense, and guarding orders are all
available.
Id has also done a good job wrapping up all of the multiplayer
settings into a streamlined interface, allowing players not only
to set-up games, but also to join the type of game they are looking
for as well. While it's not bristling with options, this is a
definite set-up from the external server browsers and IP memorization
found in the previous versions of Quake.
To get everything out of multiplayer, online play is the way to
go. Of course, an Internet connection is required. Modem play
is decent, but doesn't feel quite on par with the original QuakeWorld,
Quake 2, or more recently Starseige Tribes. Still playing on servers
with a 200ms or less ping-time should provide a good experience.
Internet performance really starts to shine with broadband connections
like ISDN, Cable, or better. With a good ISP, connections less
than 50ms should offer solid near-LAN performance.
Overall
Impression:
Quake
3 is an excellent title marred only by some minor flaws. Bot AI
is a little flaky making single player "training" good but not
great. The Bots also lack the planning skill to be successful
at the more strategic maps or specialty games like CTF. The maps
included in Quake 3 are very strong from a gameplay standpoint,
but it would have been nice to see a few more maps included straight
out of the box. The system requirements (CPU, graphics, network)
are reasonable for the type of game Quake 3 is, but to get really
good performance with that class of machine system options will
need to be turned down.
However, if you want a game with pure heart-thumping action Quake
3 Arena is it. The balance of weapons, speed, and movement is
still the best out there. It also features a beautiful blend of
rapid fire close-quarters tactics and level-minded strategy that
should delight anyone interested in action gaming. Casual gamers
looking for that first multiplayer game that works with and not
against them won't do much better than Quake 3 Arena.
Anyone up for a one on one?
Marketing
Efforts Towards Women:
(Written
by Trillian): A strong effort was made in Quake 3 Arena to
provide female characters as on option for multiplayer games as
well as relatively strong female bots to play against. Granted,
a number of those female models still display a nearly impossible
to attain ideal of large breasts and a waify body. There was an
attempt to offer a variety of characters from the buff and weathered
Major to the slim and sexy Mynx to the large and in charge Lucy.
Even with this variety of female characters, there was something
missing. Every advertisement I saw for Quake 3 Arena that sported
the female characters seemed to show them in compromising situations.
Slash being dominated by the strong and manly Sarge... Q3A's female
characters being shown as definitions for brands of condoms on
a condom dispenser... It almost felt like the effort to provide
a female alternative in gaming was hypocritical. All in all, the
female characters in the game are a nice step up from previous
releases of Quake and I actually choose to and enjoy playing with
a few of the models.
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