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Sizzling Strogg Chunks
By Martin
Kingsley
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The Doom 3 game engine has been
put to brilliant
use in Quake 4, which is truly stunning to look at
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In the Quake 4 single-player game
you
will have AI sidekicks to help you out
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As time moves on, and the
winds of change blow ever faster, the gap between games and cinema
is eroded with equal rapidity, from the Grand Canyon of the early
eighties to no more than the crack in the pavement we see today.
There is much to be said for this advance, a movement spearheaded
by iD Software's industry-founding Wolfenstein 3D and Doom.
In later years the flag has been carried on by people like Hideo
Kojima (Metal Gear Solid), Finnish developer Remedy (Max Payne),
direct competitor Valve (Half Life 2) and most recently, Monolith
(F.E.A.R) - but every so often iD pops up to gob-smack us and set
a new benchmark.
A collaborative effort between Raven Software (known for the ultra-gory
Soldier of Fortune) and iD, Quake 4 has been eagerly awaited since
the revelation of its existence at QuakeCon '01, and has the honour
of being the first Doom 3 engine game on the market (Prey having
not hit the shelves at the time of writing).
The question on everyone's minds right now is, does it measure
up? The answer is more difficult to put together than one might
immediately suspect.
A direct and true sequel to 1997's Quake II, Q4 picks up where
the first game left off, as the forces of Earth once again invade
Stroggos, home planet of the hostile biomechanist Strogg, but this
time as space marine Matthew Kane, member of Rhino Squad.
Amidst the carnage of a bungled landing (including a gorgeous opening
sequence featuring mangled bodies floating soundlessly in space),
you must get your squad together and march on the Strogg capital,
to take out the newly rebuilt Makron (the big bad Strogg commander).
One of the first things any spectator notices on seeing Q4 in play
is that it's a real looker. While not quite as impressive as F.E.A.R.'s
multi-splendiferous pyrotechnics, Raven has still managed to ensure
that their baby packs a strong visual punch, and combined with a
rocketing pace and varied environments, everything comes together
well as a package (though one has little time to stand around and
stare at the scenery).
While backed by the Doom 3 engine, Q4 sports many open-air environments,
a feature many thought difficult if not impossible, given the demon-shooter's
arguably poor showing when it came to the outdoors.
Also unlike its daddy, Quake 4 does a much better job of combat,
lacking as it does those painful and stupid areas of wall which
look absolutely normal until you walk past them, after which the
perfectly serviceable lighting drops deader than Mama Cass at the
local delicatessen and said bit of wall disappears to be replaced
by multiple spawn points (we call them 'monster closets' in the
business).
Intriguingly, you also get many more enemies and NPCs on screen
at once, and combined with a much higher base frame rate than Big
Daddy Doom, one suspects many optimisations on the part of Raven
Software.
That, or those endless miles of corridor were more detailed than
we thought. Not that it mattered, since you couldn't see anything
anyway.
Ahem.
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Ah yes! Vehicular destruction.
On the left is the
mechanised walker-bot, on the right is the big
bad tank, firing wantonly at a Strogg spider-bot
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The Strogg spider-bot returneth,
but hand weapons
appear to be innefectual: "Concentrate your fire!!"
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Assuming the role of Kane, your objectives start out as orders
not much more complex than, "One frothy latte, two donuts,
and a ham roll, hold the butter, two sugars, kill everything that
gets in your way and don't drop anything. And get a receipt."
As time goes on, however, you get a taste of independence, culminating
in vehicular play onboard a large tank and a mechanised walker-bot,
both armed with machine guns and missile launchers, and these are
indeed fun to play with, lacking though the controls can sometimes
be (i.e. the tank turret, in particular, could do with a slightly
larger vertical aiming arc).
This, though, is a minor complaint, and overall the vehicles are
fun without feeling like a contrived novelty.
Speaking of machine guns and missile launchers, and the various
dogs of war, what is an FPS without weapons? It is much like a cheesecake
without that crunchy, crumbly layer of crust at the very bottom
that keeps me coming back for serve after serve; that is, it is
not a cheesecake. Nor, might I add, is it an FPS.
Thank the gods of gameplay, then, that Raven have seen fit to include
a suitable arsenal to outfit the progeny of one of the greatest
FPS series to ever grace a personal computer.
From your standard pistol/assault rifle/shotgun combo, we ascend
to the heights of hyperblasters, lightning guns, rail guns, nail
guns, rocket launchers and Dark Matter cannons, and these all have
a practical purpose, even, indeed, down to the lowly blaster pistol
and rifle (which, I might add, come with flashlights pre-attached
to their frames, an iD touch, no doubt part and parcel of a lesson
learned from the original Doom 3 backlash [i.e. it's too bloody
dark in here]).
In turn, the Strogg menagerie is equally varied, and you'll come
up against everything from foot soldiers and gun-wielding grunts
to mechanised animals and gigantic spider-walkers, and beyond to
the worst nightmares of the twisted flesh-molding labs of the inner
Strogg complex.
Raven has given full vent to their creative urges, and the result
is a game that in the main looks nothing like Doom 3, which is a
considerable achievement, and one that should be applauded since
I'm sure the temptation was strong to turn this into yet another
corridor-shooter.
Teleporters (through which you can fire, w00t), jump pads that
allow you to bounce grenades as well as yourself, Quake 4 is a game
of firsts, and, another first for the Quake series, NPC team-members
play a big part in your game.
You don't feel like a lone trooper any longer, meeting up on your
merry way with the many members of the human incursion force, from
the various squads (denoted by your highly useful HUD). When you
finally do meet up with Rhino Squad, you'll be assigned a medic
and a grunt, and these guys, while not brainiac-brilliant, can definitely
fight for themselves. They strafe, take down enemies, use available
cover, and generally work like a unit, as opposed to a collective
of cannon fodder who could not hit the bottom of the ocean if they
were standing on it.
When not enjoying a rambunctious stroll through the Stroggian countryside,
your men enjoy good conversation, and, led by the talented Peter
Stormare (8mm), the professional-level cast does a excellent job
of voicing-over the human aggressors, giving your blood-thirsty
marines personalities all of their own, which you will come to love,
hate and admire over time. Dare I say it, it can be quite a bonding
experience!
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"Hey fellas, what's going
down in China town? Oh,
cat got yer tongue?? We don't tolerate rudeness
on Earth, *cha-chuck*
time to take out the trash!"
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The Strogg, on the other hand, are an ugly bunch of bio-mechanoid
freaks who speak in grunts and groans, but they do it so well, though,
unlike your marines, their single technique seems to consist of
swarming you until you mow them down, but then what do you expect
of a hive-mind?
For those who like their challenges a little more human, multiplayer
goes like it should, feeling a lot like Quake 3, which isn't altogether
a bad thing (though many of our fellow publications have made it
out to be), lending itself to fast and furious skirmishing with
up to sixteen players to a server, though most of the fourteen launch
maps feel just a tad too small to support that many players without
more than a little cramped style.
Thankfully, however, the modding community is already taking to
Quake 4 like a duck takes to a fluid medium optimised for the aqueous
transmission of momentum (that is, brake fluid, which ducks are
renowned for taking to), and we should see many user-created maps
hitting the net in the next few months.
A worthy continuation of the Quake name that has been, in this
reviewer's humble opinion, unfairly slammed for not taking its multiplayer
component more seriously (though one must ask what people expected
when it was going to be a primarily single-player game anyway).
Quake 4 takes something old and something new and blends the two
together in impeccable style.
If you're looking for a deep, fun FPS with an excellent pedigree
and industry-leading production values, an engrossing and complex
single-player campaign, and you aren't looking for Counter-Strike
on Mars, then you can't go past Quake 4, proof that space is a more
interesting place when it's full of crazed aliens.
Game: Quake 4
Players: 1-16
Online: Yes
Developer: iD Software
Distributor: Activision
Rating: 90%

(Ratings
Key/Explanation)
Quake 4 is on the shelves now.


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