Genre: Action Developer: Nerve Software Publisher: Activision
|
While multiplayer first-person shooter fans are undoubtedly hoping that “Enemy Territory: Quake Wars” will add extra features to the
previous games in the series to bring another level to the franchise, they may find that this time around the game may be a little less
exciting. For those who don’t know, “Quake Wars” is a classic game that puts two warring sides warring for control of a battlefield.
Players must complete a list of objectives ranging from opening doors to an enemy bunker to deploying a vehicle inside the enemy
base. Players advance their territory on the battlefield until the objects have been completed and the enemies have been forced to
retreat.
Although the multiplayer matches are probably the highlight of the game, “Enemy Territory: Quake Wars” has a single-player campaign
mode as well. With twelve maps that are split into four groups covering four different continents, three maps per group give players a
total of four different campaigns that can be completed, playing as either the Strogg or GDF Forces. There is not much of a story so
there is nothing that can tie a bunch of standalone encounters together, making the game sometimes seem awkward. As with any AI-
based solo experience, the amount of fun that players will have with the game is largely dependent on the AI’s ability to play a smart and
realistically organized game. Sadly, this is the point in the game where “Enemy Territory: Quake Wars” falters at times.
These shortcomings are most evident when players try to call a medic to heal them in the middle of a battle. Sometimes it will work
perfectly and the nearest media will run over and help while other times a medic on the opposite side of the map with try to reach the
player. Other times a medic will be sitting right next to the player and won’t budge when the call for help goes out. Even more difficult to
trying to call for ammunition support, this often results in the player running around stabbing enemies with a knife repeatedly.
What sets “Quake Wars” apart from a standard first-person shooter are the vehicles that are available. Players will be able to use
APCs, ATVs, jetpacks, tanks, drones and more to make their way onto the battlefield at some point during the game. It is up to the
player to decide how to make the best use of these tools, which can be difficult at times because of the often unresponsive AI.
The maps are quite large but are varied and each objective, which there are usually three objectives per map, alters the frontlines of the
battle. The game transitions smoothly between the various phases of combat, switching seamlessly from large scale open field
fighting to base defense to fast paced corridor conflicts. To be successful, players will need to pay attention to which classes will be the
most useful in each situation because the conflict continually changes throughout game play. Players can switch between classes
depending on what specific class is needed during battle. The most useful class will probably be the field ops who can call in artillery
strikes, air bombardments or an orbital laser.
The largest turnoff of the game is the audio/visual package. Graphics range from being very impressive to very drab, with most being on
one end of the spectrum or the other, there isn’t much in between. The character model animations also seem to be overly stiff, which
is really too bad since the model itself is quite detailed. The overall visual package isn’t very stylish or consistent throughout the game.
For the most part the game will be moving too fast to really care about the disappointing sound and inconsistent graphics. The game
has been designed so that every process can be done in a matter of seconds, which is about all players will have to do some of the
actions.
With all of the squad mates on the screen yelling out requests for engineers and strikes and defensive moves, players may expect to
become overwhelmed and lost in the action. Luckily there is an extremely helpful icon system to let players know exactly where specific
objectives are located, what class is required to complete them and how far away they are. If players are playing as a medic, health
icons pop up showing exactly where fallen teammates require help. There are also side quests that range from capturing a point to
hacking into an enemy system. Of course players will have to take the time to learn what each icon means before they will be able to
understand how useful the system is. It should only take players a few hours to get the hang out it.
For those who are fans of the first person shooter with a distaste for joining up with others online, this game offers intelligent bots to
team up with and against. They will actively complete objectives, drive vehicles and drop equipment, showing how fluid the bots can
make an offline team. It usually proves to be a lot better than going online and trying to create a team.
“Enemy Territory: Quake Wars,” delivers a distinct game play experience centered around team dynamics. It may not be the best game
out there or feature the greatest sound effects or graphics, but the core game play helps keep things interesting as players blast
through the twelve well designed maps. This game is not the kind of mass market game play that's going to appeal to every first
person shooter fan out there, but it's one entertaining game.



