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Enemy Territory: Quake Wars


Labeled With  enemy territory quake wars xbox360 id software
Written by DM on Friday, June 13 2008

Of course, no modern FPS game would be complete without vehicles, and Quake Wars is no exception. APC, ATV, aerial drones, tanks, personal jetpacks, and more, are all present and easy to control. When playing offline, you need to just grab a vehicle and the game is more or less over, but it does make for good practice in driving (although an experienced FPS player won’t need much). When playing online, your team can decide how best to make use of the vehicles, although as with any FPS game, vehicles usually play one of two roles. They either are used as a mode of fast transport from one objective to another, or they are used as a broad stroke attack, a blunt force hammering of the enemy forces, rather than any kind of surgical strike. It actually occurs to me that not many games at all utilize vehicles for precise, surgical strikes. That is a conversation for another time and place, though, I digress.

Unfortunately, we once again come back to the missing content in Quake Wars when discussing the success of the PC to console porting. You would think that id Software would take pity on console users who are paying an extra $25 dollars to play an 8 month old PC game, and include extra content in the form of new maps, new weapons, new vehicles, or even new characters to play. Shockingly, there is none of that, at least that I can find. At this point, all you seem to get for your extra cash is less of a game than the PC offers, and the ability to sit in your recliner while you play. The worst part is that even the overall game play did not escape the scalpel, even the basic game mechanics seem like they took a hit.




Of course, with any PC to console port, there are going to be changes and tweaks made to suit the platform. One general rule is that games usually have a slower pace about them when on console, making things more conducive to the dual-analog stick control that players will likely be using. Believe it or not, Quake Wars does the opposite, and cranks up the speed, almost to silly levels. The game certainly has an unnatural feeling of speed, to the point where you may think your connection is lagging and then rushing to catch up. This just gets worse once your character levels up a bit and the movement speed gets augmented. The game certainly gets frantic, so if that is something you are looking for in your FPS games, Quake Wars delivers in spades.

Another rule of thumb for PC to console ports is the weapon/item management and the dreaded auto-aim. Auto-aim, as many of you already know, is the game’s way of keeping game play somewhat level and steady. Auto-aim basically magnetizes your bullets to the player in your reticule when you are “close enough.” You do not have to manually aim dead on or track movement quite as precisely as on PC. Now, there are pages and pages of debates as to whether or not this is a god or a bad thing, but it is generally agreed that if auto-aim is not able to be toggled with an option, it is a bad thing. Quake Wars auto-aim ability is so strong that you might even be able to take your hand of the right analog stick, and the game will still track your target when he moves slightly. When you zoom in, it gets even worse. Of course, you can turn it off, thankfully, but then the aiming is so herky-jerky that it becomes near-useless. You would need one sensitivity setting for close aim, and one for far.

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Enemy Territory: Quake Wars


 
 
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6.4
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Player Support (1-16)

Local
Head to head multiplayer

System Link
Head to head multiplayer

Online
Head to head multiplayer

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Fully configurable control scheme
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Dolby Digital 5.1
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