The average single-player romp,
complete with stuttering frame rate,
means Quake 4 doesn’t quite live up to
our expectations. Thankfully, a decent
multiplayer mode saves the day
SCORE
11/DEC/05
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Quake, like Doom before it,
has become an institution on
the PC. Whereas Doom has
always been the cover star, Quake has
simply sat quietly in the background
amusing millions with its solid blend
of atmospheric single-player action
and some of the best multiplayer ever
witnessed. Microsoft made a canny
move ensuring that the latest Quake
would appear on its brand new console,
but it seems it may have got slightly less
than it bargained for with id/Raven’s
latest collaboration.
So, why isn’t Quake 4 the world-beating
launch game that it should be then?
Surely it’s pretty much the same as
the PC version, which has cemented
a position just behind FEAR as the
second best FPS of the year. Well, the
problem is that Quake 4 really doesn’t
try anything new, and whereas other
Xbox 360 launch titles like Call Of Duty
2 and Project Gotham Racing 3 can
embrace ‘me-too’ gameplay and live to
tell the tale, with this game it just seems
a little on the tired side. This isn’t much
of a problem for fans of Doom 3 and
the like, who enjoy being shepherded
down a series of corridors dispatching
an enemy (or group of them) in each
area – but for anyone looking for
something that little bit more epic and
awe-inspiring from the next-generation
of consoles, the linearity of the game
will be massively off-putting. After all,
it was possible to wander through alien
environments and blast things with a
shotgun on the Xbox. The textures may
look a little shinier, and the enemies
a little more detailed, but the basic
premise of the game has been done to
death – and in some cases – it's even
been done better.
The decision to return Quake to both
a single- and multiplayer experience
has received mixed responses from the
hardcore fans. On the one hand, it’s
great to see the story progress, but on
the other, the single-player mode has
never been the strongest element of
the game: that has traditionally been
the territory of Doom. Having spent
time with both sides to the game on
the Xbox 360, it’s clear that the ingame
engine is still geared much more
towards that fast and frantic frag-fest
that is Quake multiplayer than it is
towards actually carrying a storyline
from start to finish. That’s just a polite
way of saying that the single-player
campaign is pretty dull next to the
multiplayer, and pretty quickly, most will
become fairly apathetic to the struggle
between humanity and the Strogg. It’s
not that the script or the premise behind
the story is at fault – it’s just that the
game is so linear and clichéd that after
a while it becomes pretty predictable.
When this happens to a game that relies
on shocks and surprises to keep the
action flowing, problems start to arise.
However, it’s not all doom and gloom;
and anyone who appreciates a good
run and gun will be more than pleased
with what Quake 4 has to offer. As has
become standard with every id-approved
game, the combat engine is razor
sharp and extremely solid. There are no
collision or clipping issues here, and every
shot is pinpoint accurate. The weapon
balancing is also pretty tight, helping
the game maintain a fair yet challenging
difficulty curve throughout the whole
experience. The main problem is that the
game’s frame rate doesn’t exactly run
at a constant. In fact, it’s pretty shoddy
during some of the more intense action
sequences, significantly reducing the
enjoyment anyone will be gleaning from
the game, as they attempt to stutter
their cross-hair over the jerky enemies.
Why on earth this is the case, after other
more hardware-demanding games have
managed to achieve a solid rate of 60fps
is beyond our comprehension.
The other issue is with the game’s pace
and longevity. Quake 4 may not have
the longest single-player campaign on
the Xbox 360 but it by no means has the
shortest, as anyone who picks up a copy
of Call Of Duty 2 or Condemned will be
able to testify. And yet you will reach the
game’s finale sooner than you’d imagine
– perhaps it’s the overly dull level designs
that seem to bring up the closing credits
screen all too quickly – you may feel like
you are playing on auto pilot after a few
hours in Quake 4’s grip. With that said,
there are plenty of Strogg to be gunned
down in between the start and finish,
and for fans of mindless, no-brainer
action, this will be a massive plus for the
game. The real problem is that there is
little else beyond that, save for the killer
multiplayer mode…
That’s right, Quake 4 comes with
an updated version of Quake III’s
multiplayer, and for Live users, this should
be reason enough to fork out for a copy
of the game. Although it’s yet to prove
itself over Microsoft’s new-and-improved
Live service, the theory behind Quake’s
arena combat shows nothing but
promise. The action on offer is without
doubt the quickest and most ferocious
combat that can be experienced on
consoles, surpassing that seen in Halo 2
and in some respects, Perfect Dark Zero.
The painfully simple, yet utterly foolproof
approach of offering up savage combat
with a variety of powerful weapons just
works so well for Quake. This game
is undoubtedly one of the most basic
multiplayer titles ever, and whereas this
will help it gain a cult following amongst
hardcore online gamers, the fact that the
same in-game engine has been used to
power the single-player campaign will
leave most high and dry. Quake appears
to have backed itself into a corner and
is left with the option of offending the
sensibilities of single-player campaigners
at the expense of offering up more of
the world’s most addictive multiplayer.
Players really have to ask themselves
what they are expecting from Quake 4.
Sure, it’s as basic as shooters come, but
is that what you splashed £300 on a
new console for? The game is incredibly
atmospheric in places, but it never comes
close to reaching the same levels of
tension that are achieved in something
like Condemned. The action is intense,
but nothing remotely like Infinity Ward
achieved with Call Of Duty 2. Where the
single-player gameplay is concerned, it
just seems like everything on offer has
been done better elsewhere, even with
the relatively small batch of games that
constitute the Xbox 360’s launch lineup.
We could at least have hoped for a
decent PC port, but the issues with the
game’s frame rate have meant even this
simple task has left us disappointed. With
the next generation of games, the lowest
we’ve come to expect – even at this early
stage – is a decent port.
More than technical issues, the
problems are with the game itself. In
single-player mode there’s something
deeply upsetting about battling through
the most advanced shooter ever made,
only to be greeted with a naff tank,
mech, or tail-gunner section that seems
to have been thrown in as a last-ditch
attempt to add a little variety to the
game. Why, oh why, does every FPS
absolutely have to involve some sort of
naff on-rails section that insults pretty
much everyone who plays that game?
Next-gen technology should be helping
gamers fight through worlds in whatever
way they please, not restricting them to
the same (although admittedly prettier)
linear routes. We should feel like we’re
part of an epic struggle between two
different races, not just one of a small
rabble blasting stuff in buildings that
seem to consist entirely of winding
corridors. Even the boss fights, which
have often been the high points in the
Quake series, seem a little tame and
predictable in the latest outing. Once
again, there’s no real fault with them
other than the fact that gamers will have
seen it all earlier in the year while they
were struggling through Doom 3 on
their Xbox.
Perhaps when the next Quake (or
Doom) surfaces on the Xbox 360, the
developer will be putting Microsoft’s
technology to better use. Maybe, the PC
version will feel and look slightly dumbed
down in comparison to the console
game for a change. Either way, the aim
for id in its next X360 game should be
to at least eradicate some of the more
irritating aspects of the game such as
the extensive load times, and the fact
that bodies fade away almost the second
they hit the floor and that staggering
frame rate. Would it be too much to
ask for a simple melee button next
time around? What about the chance
to climb out of the corridors and roam
around freely over a Strogg-infested
landscape? If Quake fails to keep up with
other FPS series in this generation, then
it may once again find itself as no more
than a hardcore multiplayer series with
little to offer the offline gamer. For the
time being, the multiplayer will be well
received, but many will be left with an
empty gaming stomach after this outing,
and should expect more the next time
Raven decides to shake the earth in this
next-generation.
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Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson