Well here it is, verging on three weeks later than previously expected the TosspoT ET:Quakewars review!
If you want to read reviews about megatextures and megabits go elsewhere, there are a thousand of those type of reviews out there about that and they constantly remind me I need an upgrade, I can sum up that part of this review in just a couple of words: Get a new computer. Done, the fact of the matter is this is a review for those that will see this lovely looking game once and then config it down to Quake 3! I’ll be approaching this review as a player who lost years to RTCW and ET aswell as flings with Counter Strike, Quake, CoD and is now looking for a new love.
When you load an ID Sofware game you instantly have expectations, expectations of quality aswell as preconceptions on what you’ll be able to do. If you want to be an ID Software game, you’d better be good! Their legacy has shaped FPS gaming as we know it today and this is another Carmack game. His specific signature comes in the shape of the megatexture that we’ve heard so much about, but most importantly in the quality.
I’ve been inundated with the same question, “Is it more like ET or more like Battlefield?” I’m of the opinion that liking any game to Battlefield is an insult, and I certainly am not going to insult Quakewars just yet! However looking at what people mean by the question, the answer is actually neither. When you title your game with two previously successful brands, ET and Quake, people are going to anticipate something that they’ve already seen before, however the fact is this game goes off on its own tangent and forges its own playing field.
It is the RTCW like objectives that move the game instantly away from the Battlefield argument. Yes, the pig ignorant will retort with a comment about the vehicles but I’ll get to that in a minute. RTCW and ET are built on unique objective based gameplay, its what takes it above CTF as a teamplay orientated game. Multiple objectives, requiring different outputs of classes and requiring dynamites and document running its impossible to do it alone. As a player the learning curve is steep and filled with variations, as a team the learning curve is even higher but it’s a captivating learn, especially if you’re a new player. Quakewars is no different, the objectives are diverse and if anything they’ve improved the realism of the objectives through the storyline and improved graphics.
So let me put one fear to rest, as gameplay goes its as diverse as Wolfenstein ever was. But what about the vehicles? They’re certainly too big of a factor to ignore even if SplashDamage owner Locki admitted he wouldn’t be surprised if clans removed them.
Its true that if you run head to head with a tank you’re not going to last long, The point and shoot simplicity of the tanks mighty canon certainly means you’re in trouble if your position is given away. For the purist, its going to be a big ask for you to instantly customise to this. It doesn’t matter how many Quakecon’s you’ve won that tank canon will kill you, but it does matter how many Quakecon’s you’ve won as to whether you’re in any danger from that tank. The maps are built in such a fashion that the battle can take place in many places and from many angles, some often not accessible to the tank. Just like the panzer in Wolfenstein, in you're running through the trenches on Beach you're a prime target, but less so if you're in the upper base.
Taking the map sewer as an example, the Allied (GDF) tank is there more as an effective counter to the Strogg walker. This mech warrior, not too dissimilar to Planetsides Battle Frame Robotics (Yes someone does still play that game!) is equal to the tank in terms of you the lone medic; don’t want to get in its way.
The game is built through checks and balances, Sewer for example, the tanks and walkers can only help you so much. The two key objectives are free from the heavy weaponary, even if on the first one they can get mighty close. The spawn points are pretty well covered from heavy weaponry that doesn’t fly and if you want to, you really could fight a public battle all on your own avoiding both your teams and your opponents vehicles, it just wouldn’t be very objective based.
The flying vehicles are an art form. Flying really is not as easy as it looks, nor as easy as it was in Battlefield and flying was possibly the only thing I liked about Battlefield. However a good pilot can do a lot of damage, not because its weapons are over powered but because if you shake your plane like a spitfire you can make yourself a very hard target.
The Strogg are equipped with these jetpack like vehicles that deploy strogg bombs which aren’t hugely effective, however their manoeuvrability is quite refreshing. These little buggers can jetpack to gain height for about 10 seconds before needing to recharge which doesn’t take long. However if you’re effective you can get in, do some damage and get out before anyone can track you. I really don’t know what to think of them, they are very lightweight not offering much resistance and not offering a lot of firepower, however if used well you make yourself very hard to hit. They’re both a lot of fun and a pretty innovative vehicle, as far as pc gaming vehicles go.
If you’re an old RTCW fart like myself, one of the early complaints about vanilla ET was that the sniper was dead. Well, fear not the sniper is back baby and it is great fun once again. Putting it into perspective with RTCW, it perhaps doesn’t have the range on the scope that you might be used to. Remember that on RTCW Assault you could hit the communications tower from behind the flag, here the scoped view limits you but if you gamble with your shot the bullet does have the range. How powerful? 1 headshot, 1 kill, plain and simple.
If you’re a lover of the panzerfaust then look away now. Because now the rocket launcher is really an anti tank weapon, not an instrument of genocide like it was in RTCW. It was cut down in ET from its position as a tactical nuke in RTCW, the oohs and ahh’s of a 3 man kill in RTCW soon became the ooh’s and ahh’s of a 2 man kill in ET. Well, this former panzer wont be ooh’ing or ahh’ing at the one man kills. Your opponents need to be more tightly packed than a bus full of migrant workers to hit the money shot and this upsets me. Its countered with its new targeting function for vehicles which is definitely required to balance out the heavy units.
It is class warfare, it is built around the same principles that made RTCW and ET so popular, your 5 basic classes (medic, field op, engineer, covert op and soldier) all play the same role that they have done now for six years. Use them well and you will win, sure the battlefield has changed and sure there are new ways of doing things but the principal is there for all to see.
Now though its time to look at the parts that only the clan player is going to be bothered about, that very personal question, how does it feel?
Well, it doesn’t feel like the good ol’ Quake 3 engine anymore, those days are well and truly gone. The Quake 3 engine allowed a freedom of movement that could make even the fattest gamer feel like a lean gazelle. The modified Doom 3 or Quake 4 engine, well its true in Quake 4 at least you do feel like you’re carrying a few extra pounds. In Quakewars the movement does feel a touch more brisk than in Quake4. The more people seem to work with this engine the better it gets, but as someone that has lived off Quake 3 engine games for so long, there is some work needed to get used to the engine.
Strafe jumping is very different, your second jump gives you just a little acceleration, after that point it is about using the map to give you speed. That in itself takes some time to master, there are many bumps and divots in the ground that you can land in on in correct angles to generate speed. Many outside objectives are underneath slopes or hills to allow the attacking soldiers the chance to gain some speed when coming from spawn, all in all it’s a very different method of picking up the speed.
If you run in a straight line in RTCW and run in a straight line ET:QW your speed is probably about the same, however there is a big noticeable difference that you’re on a ‘fatter’ game engine. I’m sure a technical wizard could come in and say the engine is not fatter it’s just bigger boned, but the truth is feeling fat isn’t great.
That fat feeling continues into the weapons fire and the duals. Describing the feeling of a 1on1 is very difficult, but in Quakewars that 1on1 adrenaline rush is hard to achieve because getting outta the way of your opponent and coming back for more is a little sluggish, it can often be too much of a case of who sees who first being the killer blow in the duel.
All in all the biggest drawbacks to the game come from being used to something for so long and perhaps just wanting that again. That’s never going to happen and with a good old slog at Quakewars you begin to get used to being fat, the more I play it, the more I enjoy it and that’s a very good sign and I’m also sure when I upgrade I will enjoy it even more as the lack of frames from my laptop is annoying.
The game itself? Its excellent, it’s a brilliantly crafted game that has thought of a lot of a lot to please both new and old players. I have no doubt in my mind that it will be both popular and long lasting. There is a lot to do and there’s still that immense teamplay dynamic that keeps you engrossed in clan wars. For me I’ve been waiting for a game to get stuck into once again and finally it has come. Its got it all, it is the next step for Wolfenstein fans its just a case finding the right way to approach it so that you’re ready for something that is going to come from left field.
If you want to read reviews about megatextures and megabits go elsewhere, there are a thousand of those type of reviews out there about that and they constantly remind me I need an upgrade, I can sum up that part of this review in just a couple of words: Get a new computer. Done, the fact of the matter is this is a review for those that will see this lovely looking game once and then config it down to Quake 3! I’ll be approaching this review as a player who lost years to RTCW and ET aswell as flings with Counter Strike, Quake, CoD and is now looking for a new love.
When you load an ID Sofware game you instantly have expectations, expectations of quality aswell as preconceptions on what you’ll be able to do. If you want to be an ID Software game, you’d better be good! Their legacy has shaped FPS gaming as we know it today and this is another Carmack game. His specific signature comes in the shape of the megatexture that we’ve heard so much about, but most importantly in the quality.
I’ve been inundated with the same question, “Is it more like ET or more like Battlefield?” I’m of the opinion that liking any game to Battlefield is an insult, and I certainly am not going to insult Quakewars just yet! However looking at what people mean by the question, the answer is actually neither. When you title your game with two previously successful brands, ET and Quake, people are going to anticipate something that they’ve already seen before, however the fact is this game goes off on its own tangent and forges its own playing field.
It is the RTCW like objectives that move the game instantly away from the Battlefield argument. Yes, the pig ignorant will retort with a comment about the vehicles but I’ll get to that in a minute. RTCW and ET are built on unique objective based gameplay, its what takes it above CTF as a teamplay orientated game. Multiple objectives, requiring different outputs of classes and requiring dynamites and document running its impossible to do it alone. As a player the learning curve is steep and filled with variations, as a team the learning curve is even higher but it’s a captivating learn, especially if you’re a new player. Quakewars is no different, the objectives are diverse and if anything they’ve improved the realism of the objectives through the storyline and improved graphics.
So let me put one fear to rest, as gameplay goes its as diverse as Wolfenstein ever was. But what about the vehicles? They’re certainly too big of a factor to ignore even if SplashDamage owner Locki admitted he wouldn’t be surprised if clans removed them.
Its true that if you run head to head with a tank you’re not going to last long, The point and shoot simplicity of the tanks mighty canon certainly means you’re in trouble if your position is given away. For the purist, its going to be a big ask for you to instantly customise to this. It doesn’t matter how many Quakecon’s you’ve won that tank canon will kill you, but it does matter how many Quakecon’s you’ve won as to whether you’re in any danger from that tank. The maps are built in such a fashion that the battle can take place in many places and from many angles, some often not accessible to the tank. Just like the panzer in Wolfenstein, in you're running through the trenches on Beach you're a prime target, but less so if you're in the upper base.
Taking the map sewer as an example, the Allied (GDF) tank is there more as an effective counter to the Strogg walker. This mech warrior, not too dissimilar to Planetsides Battle Frame Robotics (Yes someone does still play that game!) is equal to the tank in terms of you the lone medic; don’t want to get in its way.
The game is built through checks and balances, Sewer for example, the tanks and walkers can only help you so much. The two key objectives are free from the heavy weaponary, even if on the first one they can get mighty close. The spawn points are pretty well covered from heavy weaponry that doesn’t fly and if you want to, you really could fight a public battle all on your own avoiding both your teams and your opponents vehicles, it just wouldn’t be very objective based.
The flying vehicles are an art form. Flying really is not as easy as it looks, nor as easy as it was in Battlefield and flying was possibly the only thing I liked about Battlefield. However a good pilot can do a lot of damage, not because its weapons are over powered but because if you shake your plane like a spitfire you can make yourself a very hard target.
The Strogg are equipped with these jetpack like vehicles that deploy strogg bombs which aren’t hugely effective, however their manoeuvrability is quite refreshing. These little buggers can jetpack to gain height for about 10 seconds before needing to recharge which doesn’t take long. However if you’re effective you can get in, do some damage and get out before anyone can track you. I really don’t know what to think of them, they are very lightweight not offering much resistance and not offering a lot of firepower, however if used well you make yourself very hard to hit. They’re both a lot of fun and a pretty innovative vehicle, as far as pc gaming vehicles go.
If you’re an old RTCW fart like myself, one of the early complaints about vanilla ET was that the sniper was dead. Well, fear not the sniper is back baby and it is great fun once again. Putting it into perspective with RTCW, it perhaps doesn’t have the range on the scope that you might be used to. Remember that on RTCW Assault you could hit the communications tower from behind the flag, here the scoped view limits you but if you gamble with your shot the bullet does have the range. How powerful? 1 headshot, 1 kill, plain and simple.
If you’re a lover of the panzerfaust then look away now. Because now the rocket launcher is really an anti tank weapon, not an instrument of genocide like it was in RTCW. It was cut down in ET from its position as a tactical nuke in RTCW, the oohs and ahh’s of a 3 man kill in RTCW soon became the ooh’s and ahh’s of a 2 man kill in ET. Well, this former panzer wont be ooh’ing or ahh’ing at the one man kills. Your opponents need to be more tightly packed than a bus full of migrant workers to hit the money shot and this upsets me. Its countered with its new targeting function for vehicles which is definitely required to balance out the heavy units.
It is class warfare, it is built around the same principles that made RTCW and ET so popular, your 5 basic classes (medic, field op, engineer, covert op and soldier) all play the same role that they have done now for six years. Use them well and you will win, sure the battlefield has changed and sure there are new ways of doing things but the principal is there for all to see.
Now though its time to look at the parts that only the clan player is going to be bothered about, that very personal question, how does it feel?
Well, it doesn’t feel like the good ol’ Quake 3 engine anymore, those days are well and truly gone. The Quake 3 engine allowed a freedom of movement that could make even the fattest gamer feel like a lean gazelle. The modified Doom 3 or Quake 4 engine, well its true in Quake 4 at least you do feel like you’re carrying a few extra pounds. In Quakewars the movement does feel a touch more brisk than in Quake4. The more people seem to work with this engine the better it gets, but as someone that has lived off Quake 3 engine games for so long, there is some work needed to get used to the engine.
Strafe jumping is very different, your second jump gives you just a little acceleration, after that point it is about using the map to give you speed. That in itself takes some time to master, there are many bumps and divots in the ground that you can land in on in correct angles to generate speed. Many outside objectives are underneath slopes or hills to allow the attacking soldiers the chance to gain some speed when coming from spawn, all in all it’s a very different method of picking up the speed.
If you run in a straight line in RTCW and run in a straight line ET:QW your speed is probably about the same, however there is a big noticeable difference that you’re on a ‘fatter’ game engine. I’m sure a technical wizard could come in and say the engine is not fatter it’s just bigger boned, but the truth is feeling fat isn’t great.
That fat feeling continues into the weapons fire and the duals. Describing the feeling of a 1on1 is very difficult, but in Quakewars that 1on1 adrenaline rush is hard to achieve because getting outta the way of your opponent and coming back for more is a little sluggish, it can often be too much of a case of who sees who first being the killer blow in the duel.
All in all the biggest drawbacks to the game come from being used to something for so long and perhaps just wanting that again. That’s never going to happen and with a good old slog at Quakewars you begin to get used to being fat, the more I play it, the more I enjoy it and that’s a very good sign and I’m also sure when I upgrade I will enjoy it even more as the lack of frames from my laptop is annoying.
The game itself? Its excellent, it’s a brilliantly crafted game that has thought of a lot of a lot to please both new and old players. I have no doubt in my mind that it will be both popular and long lasting. There is a lot to do and there’s still that immense teamplay dynamic that keeps you engrossed in clan wars. For me I’ve been waiting for a game to get stuck into once again and finally it has come. Its got it all, it is the next step for Wolfenstein fans its just a case finding the right way to approach it so that you’re ready for something that is going to come from left field.
I realy feel the gamemaps like battlefield one with some rare closerange situation.. I will do like you -> new computer for this summer, but I can't realy say if this game will be as we want..
And yes it's fun !
(Bongoboy = Senior Game Designer @ SD)
Review of a pre-release = preview (from a consumer/reader point of view).
You can argue about the correct usage of the word in this context, but I still don't think it shouldn't be called "ET:Quakewars review" unless it's the final product you're testing. The least you should do is to state which version you tested, but I don't think you did. :)
(Don't get me wrong, I still enjoyed reading it!)
first after TosspoT
About what you wrote - :|
my negative thoughts about the game have gone, glad to hear its still rtcw/et like... the strafejumping fast does suck but we cant expect a new game on the q3 engine again :P
cu at ET:QW
its nice indeed!!!!!
(totally agree with u btw :/)
Nice read :>
I'm still wondering what Toss recieved for his last paragraph. At least a free copy of the full game. j/k
But really... What if Toss completely humiliates this game and 10% of this community decides not to buy this game because of that?
That's something ID software would at least wanna talk about.
So u wrote about needing a new computer right? *cough*blackmail*cough*
Anyway it sounds really nice, well done.
as highly differentiated forward/backward/left/right speeds
like expected the vehicles will prolly be removed etc
Well so far im atleast glad that you did not think its anything like BF, but for the rest ill just need to play it myself.
btw is there already some demo of it or smth ?
let's hope i'm wrong
anyway there is recoil when shooting so ETQW sucks! 8-P
(spoiler)
after reading. sounds hmm different.
but i think as you mentioned, maybe pub play and clan play could be totally different. as you have said the panza is a vehicle oriented weapon, but if vehicles are taken out of comp play, what would this weapon achieve ? would it be lost as the flamer has in et ?
many questions to be answered, but without playing hard to predict.
PCGamer are reviewing it next issue aswell.
qw=battlefield with obj :X
It's not battlefield coz there is vehicles.
It's not et coz there is objectivs.
It's quakewars, a whole new game! Get it?
It's not et coz there is objectivs.
damn your stupid,
battlefield has vehicles
et is a obj game moron
Just think about it for few seconds - so far etqw doesn't offer anything more than we seen so far.
Big maps, vehicles all that we have seen in bf and more future like in bf21smth maybye id is trying to get bf players?
THAT MUST MEAN THAT THIS GAME IS JUST LIKE STARCRAFT!
Stupid.
Honestly, I don't think I'll like this game much because it's not ground and SMG / light weapons oriented. COD-style play is about as much as I'm willing to accept with regards to vehicles. With flying, bombs/airstrikes, spraying weapons, deployables, and from the looks of it even more ground vehicles, I can't see myself playing QW much until some QW:(et)pro comes out.
This game is more related to BF then RTCW/ET.
I thought you had a little more inteligence than that Lightning. Should I be negative about every aspect of the game just to please the purists?
I think I can play it on my celeron w/o probs, cuz BF2 is also playable :D
On the other hand, I'm a Battlefield geezer and you appear to hate dislike that game :P.
Anyway, this game does seem to bring both parties together in a stimulating and very promising future of competitive teamplay! If only I had the money for that new pc...
Dear ETQW Beta Testers
We would like to remind all beta testers you are not allowed to talk about, take
screenshots or send video of ETQW to anywhere except our closed beta message
boards. There are no exceptions. Beta Testers who violate their NDA will be
banned from the ETQW beta test, and if they are a member of a clan on the ETQW
beta test, the rest of the clan may also be banned.
:o didnt realize the nda has been lifted or have i missed summit!
btw great review tossy! :D
prob. to T7300 , 2gb ddr2 , 8600m-gt
how r u anyway!
bring back oldskool SNM please!
6000* years ago: There was nothing --->
10 years ago: RTCW, almost perfect with OSP --->
5 years ago: W:ET crap without ETPro --->
Now: W:ET with ETpro, very good, reaching RTCW level --->
Tommorow: ETQW even bigger crap --->
Day after tommorow: ???
Gaming going downside. 10 years ago almost perfect game, now with each year everything gets worse.
I blame consoles.
* - random years
Can't wait to get my hands on it.
Great.. exactly the reason why i dislike alot of fps games. RTCW (and i guess et aswell) is so fun becuz u get strafefights that are alot more like quake than like eg COD.
I love the concept of stafefights combined with equal weapons and obj based gameplay. Guess ET:QW isnt rly offering this?
This game is more related to BF then RTCW/ET.
I *might* kind of see Jakazc's point about it being like BF with objectives. Then again I might not. I really can't say...
One thing that isn't elaborated on here is map design. Since I don't have Tosspot's *special* press privileges I'll just make the general point that map design will play a huge role in determinining the way the game is played and therefore any similiarities, or not, to BF or ET.
... :/
(the release of this article;p)
btw I'm not sharing your POV about this game, for me it's also a BF:QW with some ET features. I think it'll be a fun public game but nothing professional (at least if the games stays like it is now).
I expected the QW review on xfire to be more competitive focused, asking questions about this advertizing got me banned so far. I know Tosspot isn't great at taking critizism, but maybe this is once again a bridge too far.
This point has been backed up by IP crossreferencing.
Nice lying and deleting skillz
For those of you drawing comparisons between ET:QW and BF2, kindly STFU as you simply have no idea of what "game modes" are, or you simply haven't played the beta. Yes, quote me on that bitch.
Does large maps and vehicles necessarily make every FPS game that has these features, "the same" game ?
but nice read and I dont say thats QW is shit, just not my taste.
Sounds sucky and battlefieldish to me.
RTCW -> ET for me. RTCW is EPIC, great fastpacced gameplay with very nice teamplay and objective aspects. ET is very nice as well, the gameplay is just slightly slower.
ET:QW is just different (played the beta). Alot of people will like this game, but i'll keep my fingers crossed for RTCW2 :)
took me a long time to read it :D