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reviews
TESTED. REVIEWED. VERDICTIZED
88 MAXIMUMPC HOLIDAY 2005
I
f someone were to put together a gaming
time capsule and bury it for future genera-
tions to find, we’d definitely recommend it
hold a copy of Quake 4. The game plays like
a greatest hits of the last decade, regurgitat-
ing practically every “exciting new feature”
we’ve seen in single-player first-person
shooters over the past few years, while also
recycling the definitive deathmatch title—
Quake III. Though several recent FPS games
have moved the goalposts, with new innova-
tions and different takes on the FPS experi-
ence, Quake 4 lacks such freshness. Instead,
it’s an action-packed, but very straightfor-
ward, and even derivative shooter that still
manages to be fairly entertaining at times.
The story is unimportant, and you’ll be
hard-pressed to recall what you were fight-
ing for the second the credits roll, but the
gist is that you are a space marine and you
have to take down the Strogg—the evil
race of human/machine hybrids from Quake
2 who are bent on galactic domination.
Gameplay is FPS 101: You’ll stroll through
corridors shooting everything that moves.
There are a few vehicles to mix things up,
along with a handful of simple puzzles, but
the meat of the game is the shooting, and
there’s lots of it, including several very well
done, epic multi-stage boss fights.
We wondered if playing as a Strogg—
the most heavily marketed aspect of the
game—would be the secret sauce we so
longed for. Sadly, it’s not. Your weapons
as a Strogg are exactly the same, and
you’re still part of your Marine squad. In
fact, being a Strogg is no different from
not being a Strogg, with one small excep-
tion: You can read signs writ-
ten in Stroggese on eleva-
tors and doors. This ability
allows you, as a Strogg, to
wander alone for certain
key segments of the game’s
surprisingly short eight-to-10
hour single-player campaign.
The good news is that
the action is nonstop from
the get-go. The fighting
gets frantic towards the end
of the game, where the AI
ratchets up to “good” levels
(as opposed to the “cannon
fodder” simplicity in the early
parts of the game), and you
are swarmed by multiple
enemies. Your squad mates’
AI kicks ass. They never get in
your way, but they know how
to follow properly, and they do
what they’re supposed to at all times with-
out being stupid or pissing you off.
Graphics are excellent, but the game
bears more than a passing resemblance
to Doom 3. Quake 4 boasts several large,
albeit barren, outdoor environments.
Luckily these areas pass by quickly,
because you’re usually traversing them in
a vehicle (possibly a too-slow mech or a
peppy, entertaining hover tank).
Multiplayer is surprisingly fun. Straight-
up twichfest deathmatch aficionados will
love it, as it seems to be ported directly
from Quake III. There are even two Q3
maps that have been redone, and the
most popular Quake 2 map—the Edge—is
included as well. Some of the maps
include powerups, such as haste and
regeneration, but the only game modes
are DM and CTF. Though it’s exactly like
Quake III—which we already played years
ago—we can’t deny it’s fun.
Most people will finish Quake 4’s single-
player campaign in a few hours and never
pick it up again, but the multiplayer com-
ponent could conceivably revive the long-
dead Quake deathmatch scene. Despite a
dearth of innovation, Quake 4 stays true to
the series’ roots and delivers what people
expect from a Quake game—lots of action
and killer multiplayer.
Quake 4
For better or worse, Q4 stays true
to its roots
Quake 4 borrows heavily from the innovations of its FPS predecessors—we saw this
shield in Halo—but the action is fast and furious.
The deathmatch isn’t like Quake III—it is Quake III, and
includes two of that game’s maps, including the ever-
popular space map DM17.
$50, http://quake4.ravengames.com,
ESRB:
M
QUAKE 4
BFG
Tons of action, excellent
graphics, and awesome
deathmatch.
LFG
8
Derivative gameplay, and
short single-player component.
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