MaximumPC 2007 112

(Dariusz) #1

W


hen we think of Quake games, we think of fast-paced deathmatches in
their purest no-nonsense form. In Enemy Territory: Quake Wars, the lat-
est iteration of the shooter franchise, that visceral run-and-gun experience still
makes up the foundation of gameplay, but the integration of deep teamplay
tactics and mission objectives makes this a whole new multiplayer animal. The
meld of cooperative squadplay and frenzied firefighting makes for compelling
matches, but both deathmatch and tactical purists may find themselves in
slightly unfamiliar territory.
We fought for possession of Earth across 12 battlegrounds as both GDF
and Strogg forces, each round structured in an assault and defend format. Up
to 32 players fill the battlefield, contributing to the fight in one of five roles:
Nothing special here—you choose between the typical assault, medic, engineer,
field ops, and covert ops classes. What’s unique is the asymmetry that Quake
Wars applies to the two sides. While the GDF rely on conventional bullets and
ammo, the Strogg use an energy source called Stroyent that doubles as ammo
and health. Strogg can also use the bodies of dead GDF soldiers as remote
spawn points. With the addition of other weapon and special-ability differences,
we had to adapt our tactics to accommodate the advantages of each side.
Helpful tooltips give each player sub-missions and goals unique to their
classes, leading Aggressors to plant explosive charges at vault doors and
Infiltrators to hack computer systems. Quake Wars’s map objectives are some

of the most diverse we’ve seen in a multiplayer game. On the Slipgate map,
the GDF team has to commandeer a forward control point, hack the epony-
mous gateway, escort a Mobile Command Post through the wormhole, and
finally demolish a Strogg Nexus tower.
Awesome objectives aside, we weren’t impressed with the graphics of
the “Megatextured” game, which suffered from overused browns and last-gen
lighting. But once we got past the superficial deficiencies, we were in for a
fresh multiplayer experience worthy of the Quake name.
—NORMAN CHAN

Enemy Territory:


Quake Wars


That tremor you feel is the revival of a franchise


N


othing flexes our imagination like alternate history scenarios, and World in
Conflict delivers one that has us on the edge of our seat. It’s the late 1980s,
and the Cold War is far from over. The commies have already made a push to
invade Western Europe, and in a desperate move, have decided to mount a
sneak attack on American shores. It’s your mission to contain the Soviet inva-
sion and retake Seattle before the invaders paint the country red.
WiC isn’t just the prettiest strategy game we’ve ever played—the effects
are stunning—it’s also one of the most tactical. In each mission, you’re charged
with capturing a series of control points with a limited number of units. The
game eschews base building and unit construction by giving you a set number
of points to call in vehicle and infantry airdrops. Points are reclaimed after your
troops perish, so the strategy becomes how you allocate the various types of
tanks to capture and hold the front lines. This Battlefield-esque reinforcement
scheme ensures there’s never a long break in the action, but also gave us
enough time to plan our next assaults.
The suburbs of Washington state and the bleak wilderness of Eastern
Europe are just a few of the amazingly detailed battlegrounds ready to be
demolished in the game. In-game cut scenes help flesh out the narrative by
giving glimpses into the lives of the soldiers fighting under your command. The
war at home feels very real; its impact resonates even more when nukes are
detonated on American soil.

Taking the fight online yields another fresh RTS experience. Players
team up to take on armor, air, support, and infantry roles, each with special
units that uniquely contribute to an overall match. We dug using helicopters
to rain down guided missiles of justice, but found the support role not as
useful as the other offensive classes. Online niggles aside, World in Conflict
is one of the most accessible
and action-packed strategy
games we’ve ever played.
—NORMAN CHAN

World in Conflict


Proof that mutually assured destruction is not a viable
nuclear deterrent

96 MAXIMUMPC december 2007


reviews Tes Ted. Reviewed. veRdic Tized


The fast-paced close-quarters combat is reminiscent of classic
Quake deathmatch.

Zoomed in, World in Conflict looks better than some first-person
shooters.

9


WORLD IN CONFLICT
$50, http://www.worldinconflict.com,
ESRB: T

8


quake WaRs
$50, http://www.quakewars.com,
ESRB: T
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