Quake Wars Demo Lands on Xbox Live
The demo allows players to check out online play on a single level, Sewer, as well as access to the game's single-player training mode.
Released late last month, the Xbox 360 and PlayStation 3 ports of Quake Wars were developed by Nerve Software and Z-Axis, respectively. For more on the title, check out our interview with id Software's Kevin Cloud.
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It goes very deep, combining various RTS elements in a first person shooter.
Each side offers its own play style, on the one side you have the evil strogg invading the planet who have powerful vehicles but limited transport abilities, while on the other side you have the good side, the GDF, who have less powerful vehicles but more transport capabilities.
Both sides have class specific deployable turrets, artillery turrets for Field ops / "Opressor", radar for Covert Ops / "Infiltrator", anti personal, anti vehicle or anti artillery for Engineer / "Constructor". These are pretty symmetric for both teams.
The game offers what I like to call true class specific gameplay, when you are a GDF medic you heal and revive for example, but as a Strogg you can also make spawn hosts to respawn in the middle of the combat.
True objective based gameplay where a multiplayer game comes closer to a cinematic experience where the battlefield moves on and doesnt turn in a Battlefieldesque "Tug o war". Most objectives require a specific class:
- An engineer for an "Construct" objective
- A soldier for a "Destruct" objective
- A covert ops for a "Hack" objective
Other objectives include objective runs and a transmit variant.
Basically, if you are looking for a game to get involved deeply with, ET:QW might be for you. It has enough depth to have you keep discovering things months after you bought the game. -
The presentation is where the game suffers they most. It definitely doesn't shine by looks. Basically I play the PC version for the gameplay.
In a nutshell, it's deeper than most games with objectives that feel more like they matter - i.e. bombing something of supposed strategic value (and you *must* bomb it to win, unlike Counter-strike) rather than CTF or CP score.
Class differences aren't as distinct as TF2 but there are a lot of nuances that take more than 1 month to learn. There is some heavy team reliance in some cases, which can make for a good or bad pub gaming experience. There isn't a class that can do it all, you'll need engineers and soldiers to do most objectives, medics are the backbone of the team indoors and field ops clear out choke points.
The horrible experiences come in when your team refuses to balance classes, and has 5 covert ops trying to snipe. -
It's really deep. It's like CTF, DM, Base Defense and Objective Hold, all happening at once. It's easy to think it's pretty basic based on even an hour of playtime; it takes a few focused sessions to realize that all these people running around you have pretty damn specific responsibilities and goals to accomplish on the map, or your team will lose.
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