Quake Wars First Look Review

Dr_Mindcrime

Shared on Thu, 05/29/2008 - 10:48

I bought and played Quake Wars for about 3 hours last night, I plan to give it a more thorough inspection tonight.  It is certainly a new twist on the shooter model of game.  The focus is much more on completing objectives like building a bridge, deactivating shield generators, activating mining lasers...etc...think the button for the gate in Zanzibar (Halo 3) but times 10,000 in importance.  The catch is that not all character classes can complete all tasks (only engineers can fix the bridge, only soldiers can blow up the gate, only covert ops can hack the enemy defense grid...) so teamwork becomes very important. 

 

Not to mention that last night I got stuck because I needed an engineer to fix a vehicle and drive it through a waypoint, but it was guarded by a weapons system that only covert ops could take out and enough bad guys that I needed some soldier support to provide cover.  So the obstacles/challenges are almost layered in complexity.  (I was playing against the computer and have not gotten good at coordinating the computer controlled members of my team - I imagine if there were three of four of us that we could solve problems like this.) 

 

Flying vehicles is a complete pain in the ass...but I do like the fact that your weapons are not allocated by knowing where they are on a map as much as the "class" of avatar you use.

 

It is definitely like Shadowrun in the sense that the "Campaign" is just a set of multiplayer map-missions meant to train you to play multiplayer. 

 

My one gripe is that the players can run REALLY fast and I get lost when they are up close...but I think that is necessary because the maps can be gigantic.

Comments

Join our Universe

Connect with 2o2p