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Ah, the first person shooter - so often the mainstay of so many
consoles and possibly the most likely genre to really push the processing
power of your favourite gaming device. Well, with the advent of
the Xbox 360, its opening fifteen titles are one fifth shooters
of this nature: Perfect
Dark Zero, Call
Of Duty 2 and of course Quake 4. Being a long time fan of previous
Quake outings, I was keen to get my hands on the latest instalment
on the latest dream console. Unfortunately, what I got left a bit
to be desired.
The
story is typical Quake, so fans certainly aren't going to be disappointed.
After defeating the Strogg invaders in Quake 2, the fight has been
taken to their turf. You play the legendary soldier who turned the
fortune of the war in humanity's favour, landing at an entrenched
position on the Strogg Homeworld. From here you have to first open
up their stronghold and take out their anti-aircraft guns, before
delving deeper and deeper into the heart of their military fortress.
Unfortunately,
the gameplay is exactly the same - typical Quake. Some may not feel
this is a bad thing, but considering how long the franchise has
been in existence, you would have thought that something new and
fresh could have been injected into the mix. After all, it worked
for Capcom's latest Resident
Evil outing. Instead you have a first person shooter that is
entirely and unequivocally that, just a first person shooter. It's
almost entirely linear and rarely veers from the tried and tested
approach of blowing seven types of stuffing out of the opposition.
However,
that's not to say it hasn't been done well and the gameplay certainly
does have the polish that you'd expect from iD. Accompanying you
are various squad mates, including a medic and a technician. At
certain points in each level, should you need it, you'll get a health
and armour boost. Other squaddies provide you with covering fire
while you try to meet certain key objectives, be they flanking the
enemy, finding an unlocked door in a maze of passages or becoming
creative with the Strogg technology littered about the place. Sometimes,
if you're finding the pace a bit too hectic, and these squaddies
are with you, it's possible to retreat into a dark little corner
and watch them do your job for you. Don't rely on this too often
though, as you don't want to lose any of your mates as the game
progresses.
That
your teammates can take care of some enemies without your help doesn't
mean the Strogg are weak and powerless, however - far from it. Not
only are they strong and ruthless but they've been made remarkably
intelligent too. In fact, I often found them predicting my moves
a little too well. For example, if they see you holding the rather
slow grenade launcher they are already ducking, diving and retreating
before you've even fully pulled the trigger. Also, while some are
taking you on frontally, it's not unusual to expect some to come
from the side or even behind. However, sometimes a bit of weaving
from side to side is all it takes to avoid their gunfire, as they're
not always quick to change their line of fire once they've opened
up. To help further, many of your weapons have a zoom facility,
which is very handy for taking out those nasties with rocket launchers
standing at the far end of long tunnels.
The
level design is fairly good, varying from tight winding corridors
to open playing fields. My particular favourite area is an entrenched
position outside in the alien landscape, which opens up the more
you progress through it. You're going to be here for a while initially,
as many of the missions involve circumventing various sections of
the fortress via this encampment, but sometimes you'll find Strogg
jumping into the trench to take you on, or racing across open ground
to reach the next bit before being picked off. There are also areas
purely on rails, where you're atop moving vehicles of one kind or
another, picking off all comers, and even areas of controlling vehicles
in a basic manner, which all adds to the constant feeling of being
in a warzone.
When
it comes to the look of a warzone, Call of Duty 2 tries for the
realistic look, while Perfect Dark Zero goes for a cartoony, yet
detailed and colourful approach when it comes to their graphics.
Both excel, which leaves Quake 4 sitting sadly between those two
styles and never really excelling at either. For example, the skin
textures of your fellow troops resembles plasticine and there doesn't
seem to be that much animation to them. An attempt at realism has
been applied though, given the correct proportions of each, which
offsets the slightly fake feel. The enemy actually fare a little
better, being cyborgs, half robot and half biological remains of
their fallen enemies. They are very gruesome to behold and there's
a certain Terminator 2 feel as you blow bits off them. In
fact, the gore in the game is worth remarking on and it's no wonder
it got an 18 certificate; what with arterial sprays and limbs flying
everywhere, the vivid red and brown splashes aren't for the faint
hearted.
The
guns are as a shiny and dangerous looking as you might expect and
sometimes show much more detail than anything else you can see.
This unfortunately does lead to a bit of incongruity, where the
contrast between what you're holding and the landscape becomes an
issue. On occasion it doesn't seem that much work has been applied
to the landscape. The plastic feel applies again, such as the dirt
or sand around the trenches. It seems sometimes like a child has
gotten some Play-Dough and just gone to town with a cookie cutter.
This isn't always apparent though, and some massive open areas deeper
within the complex can be quite breathtaking; it's just a pity these
areas aren't prevalent throughout. Another thing you may notice
as you progress further into the fortress are some remarkable similarities
between Quake 4 and Doom
3. While I appreciate that the Doom 3 engine was an ideal core
foundation from which to build, it would have helped if the graphics
had received a bit more of an overhaul. In particular, door locks
look almost exactly the same as in Doom 3 and even the armour on
your human compadres is remarkably similar.
There
are things going on in the background all the time, be it a wide
variety of different lighting effects, planes flying overhead, smoke
trails in the distance and so on. This is all handled well, but
when the graphics describe explosive events a bit closer to home
I noticed a frame rate drop. Some of the bigger explosions, while
beautiful looking, suddenly caused a strange lag effect, which was
quite disconcerting when trying to aim at the alien hordes. When
combined with a sudden influx of the enemy things can get a little
choppy. While this is fairly minor, it's not something you'd expect
from a next generation console graphics chip and it left me feeling
a little let down.
There
aren't any problems with the audio side of things, but at the same
time there are few nice surprises. The only thing that really stands
out about the sound is the surprisingly good quality of the voiceovers.
The actors, instead of sounding stilted and over-rehearsed (a problem
with many story driven games) they actually sound quite fresh and
real. From barked orders to surprised shouts, or jokey conversations
in the lull between battles, I quite looked forward to the squad
members' chitchat. Otherwise it's a pretty run of the mill aural
experience. Guns blasting, explosions crash and boom, aliens meet
their ends with bizarre wails and splattering sounds emanate from
blood-drenched walls. It all fits, it's all Quake, but it's all
been done before. On the plus side, the background music knows to
do just that - stay in the background. It rarely rises to any kind
of crescendo over the action and sometimes there isn't any at all.
These quiet moments always seem to be before a giant firefight and
are fairly well placed to maintain tension. It certainly isn't a
score by John Williams or Danny Elfman though.
Once
you've been through the single player action, which may take you
between 15 and 20 hours, you can turn to Xbox Live to take on fellow
combatants around the world. While this aspect is technically accomplished,
there's nothing new to be had, nothing that you haven't played a
million times on your PC, or on the previous incarnation of the
Xbox. Deathmatch and Capture the Flag are back, while a new Tournament
round allows you to go one-on-one against a foe, climbing up the
Tournament tree as you beat them off with your massive railgun or
rocket launcher. Xbox Live records special achievements made during
the single player game, which is always nice to crow about with
your online chums. Aside from that, there wouldn't be much else
to do if it wasn't for the nice inclusion of Quake 2 on a bonus
disc, alongside some 'Making Of' stuff. It was certainly a blast
from the past and runs well on the 360. It's a pity they didn't
open it out to Xbox Live as well, but it still allows four player
split screen action and LAN multiplayer matches, so that's pretty
good.
If
you're looking for a quintessential Quake experience, then outside
of a top spec PC this is where you're going to get it. The storyline
continues the tale of the Strogg-plagued soldier we've come to love
in previous instalments and has a nice twist that took me by surprise.
The action is as intense as it ever was and there are set pieces
that are the staple of all the past Quake experiences. However,
the feeling is marred by the lacklustre sound effects and graphics
that try to emulate two styles but don't really hit the spot for
either. When you consider the unoriginal multiplayer offerings,
you may find the game a little limited. It's a shame, as I've always
wanted as many of my friends as possible to come visit the Quake
arena with me, but when it comes to the 360 I'll be taking them
on a tour of 1945 France instead.
Reviewed by Dave Wynn for AceGamez (All Rights Reserved).
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