| Quake Wars: Enemy Territory Preview |
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| Written by admin | |
| Friday, 21 March 2008 | |
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Enemy Territory: Quake Wars came out on PC in this past October, and despite all of the hot games that have come out since then, as well as the ones we’re expecting to see in the coming months, including Grand Theft Auto IV — gamers can’t help but be intrigued by what Quake Wars will be like when it hits the Xbox 360. We’ve had to wait, however, because id Software and publisher Activision wanted to make sure they brought the PC game out first, before facing the challenges of getting the game on console and getting it to work comfortably with a controller.
While we can’t say exactly when the title will ship for console, given id’s rote mantra “It’ll be out when it’s done…,” we can say that id, Activision and Nerve Software (which is developing the Xbox 360 version) recently showed us a build of the game they’re referring to as being in the “beta” stage. While it’s surely speculation on our part, the “beta” proclamation and what we saw on the screen indicate that the game has to be pretty close to being ready for public consumption.
If you aren’t familiar with the PC release, a little summary: Quake Wars is set in the time before Quake II, where Earth is fending off the Strogg attack. The companies state that those intimately familiar with the Quake timeline and story, will see familiar technology from that period. As such, you get to play on either the GDF (Global Defense Force) side or the alien Strogg side.
The game comes with a comprehensive Training Mode that gives you a guide bot to step you through everything you need to accomplish and how to compete every part of the objectives. It looks to be a great starter for learning all the aspects of the roles, though if you decide to rough it, the screens that describe each role indicate the abilities in relation to specific objective needs. You can also change your role in the middle of a match, which basically kills off your current character and enables you to restart at the nearest spawn point in your desired role.
Additionally, there is experience earned for completing objectives and matches, but the “growth” of any player depends on what they’ve accomplished. For instance, an engineer will get XP for doing repairs during a match, but not for shooting enemies. The game tracks your progress in what the companies say is “nearly a thousand stats,” with medals and achievements granted for certain milestones. Also, this structure extends between the offline and online games, so you can build up your proficiencies in a bot match, then go it into online games with your higher skills. Bots also “grow” with you, so you’ll notice that they become more proficient as you play.
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