Quake IV
Read our verdict, before the Strogg come and get you, and cut your little legs off.
Version Xbox 360, PC | Developer Raven / id Software | Publisher Activision | Genre FPS |
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The id - the unconscious psyche of Freudian theory - is the source of instinctual impulses, of the demands for immediate satisfaction of primitive needs. The Doom and Quake games are therefore entirely appropriate products coming from a developer with such a name as id. No time to think, only time to react, and both series' fulfil the base desire of being a one-man army, shooting to kill, surviving against the odds.
No matter how far beyond these base desires humankind reaches, they will always be there buried deep in our minds, and there will always be a place for such games as Doom and Quake, no matter how advanced our gaming technology progresses.
But just because such primitive games will always be welcome, it doesn't mean the fundamentals of their development need to remain so archaic, but unfortunately for Quake IV, there are some elements that shouldn't have found their way into this release for PC and 360, things which mar an otherwise solid and playable game. Before we get to them though, let's see what Q4 does get right.
Torches.
Quake 4 has been developed using the engine from Doom 3, but has removed the player's inability to hold both a gun and a torch at the same time. Consequently, there are no clumsy limitations used to create atmosphere, and Q4 goes to prove that id don't need such an arbitrary device to heighten tension anyway, as the feeling of an ongoing war against such a horrific and relentless foe as the cyborg Strogg is evident from the off. The game begins with an assault on the Strogg homeworld, with gamers taking the role of one Matthew Kane of Rhino Squad, in a last ditch attempt to wipe the half-machine mofos out for good.
Being part of a squad is more than just a storytelling device, as for much of the game you will be fighting alongside your fellow marines, though mostly this will entail running errands for them (and subsequently regrouping with them), and occasionally escorting them. It does seem odd that they only seem capable of being killed when their safety becomes a mission critical goal, but it is rare to fail a mission goal in this way as your squad mates are very capable.
The emphasis of an ongoing story does however mean much attention has been given to overall presentation - e.g., decent voice acting and animation - so as to make the whole package a quality one. It is also commendable for the inclusion of bonus 'making of' materials and a jazzed up copy of Quake 2 bundled in, as the story is a continuation of that game (seeing as Quake 3 was a multiplayer only affair). However, Quake 3 makes its presence felt when you get round to this new game's multiplayer, as that's pretty much what it is (though obviously with a graphical boost and minor tweaks here and there).
The main twist in the story of Quake 4's singleplayer campaign though is that about 1/3rd of the way through, your character gets captured and, in a particularly gruesome and graphic scene, becomes Strogg-ified himself. Luckily you're rescued before becoming fully Strogg, and end up learning some nifty new tricks which mark you out as the one to bring an end to this little war. It's not giving anything away to say that (it's certaonly no 'Willis is a ghost' for instance), seeing as id said as much themselves in all their pre-release teasers. That and it doesn't really add much of significance to the experience.
Neither does the inclusion of vehicles, in the form of Walkers (mini-mechs), GEVs (hovertanks) and Trams (flatbed trucks), as when the mission requires the use of such vehicles, the level geography becomes so linear, narrow and funnelled as to nullify the feeling of empowerment and weight that they should convey. These levels end up as not much more than simple, and ultimately dull, duck shoots. Lastly, on 360 and lower spec PCs the Doom 3 engine appears prone to slowdown when things get too busy, but certainly not in a game-breaking way.
So what there is so far is a solid, simple shooter. It has great audio/visual presentation, contains enough variety for its length (varied, at least, for an FPS) and feels like a complete and generous package. The singleplayer campaign will keep many players happy, but just as many will be turned off not so much by its simplistic base-ness, but by its overall blandness.
The 360 Achievements are nicely considered and will add to the game's longevity, and the multiplayer is a tried and tested formula which should become a popular Live fixture, at least until something a bit more deep and interesting comes along. Quake 4 should occupy players' ids well enough in the short term, but before long, most will be seeking more effective and long lasting gratification elsewhere.
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Video Coverage (Latest Videos & Video FAQ) | |||
PLEASE DO NOT DIRECT LINK TO ANY MEDIA FILE ON KIKIZO | |||
Description | Dur. | Size | Details |
Quake 4 New trailer (hi quality) |
1.15m | 20MB | HD, 30 640x360 2.5Mbps |
Quake IV Extended trailer 1 HD (Activision) |
2.23m | 48MB | DF, HD, 60 640x480 3Mbps |
Quake IV Extended trailer 1 SD (Activision) |
2.23m | 31MB | DF, SD, 30 640x480 2Mbps |
Quake IV Trailer 2 (Activision) |
0.18m | 4MB | DF, SD, 30 640x480 2.5Mbps |
Enemy Territory: Quake Wars Trailer HD (Activision) |
1.47m | 45MB | DF, HD, 60 640x340 5Mbps |
Enemy Territory: Quake Wars Trailer SD (Activision) |
1.47m | 21MB | DF, HD, 60 640x340 2Mbps |
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