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Old 10-08-2007, 09:51 PM   #1 (permalink)
 
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Enemy Territory: Quake Wars - Overview and Review

Enemy Territory: Quake Wars - Overview and Review

In 2001 I was introduced to online multiplayer games through the game Return to Castle Wolfenstein (RtCW). RtCW offered gameplay that was a strong departure from quake deathmatch games that were popular in the late 90s. What set RtCW apart from Quake were 2 fundamental game play mechanics - victory was dependent on objective completion and players could select different classes to best accomplish objectives. The result was a fun game the required lots of teamwork to be victorious. The game proved to be very successful departure from the kill based victory conditions of games popular at the time.

Two years later RtCW was followed up Wolfenstein: Enemy Territory (Wolf:ET). Wolf:ET was a free multiplayer game that built on the success of RtCW by keeping class based objective warfare and adding some elements of role playing games. You could upgrade your abilities (better weapon accuracy, faster dynamite planting, longer sprint, etc...) by gaining experience points. Wolf:ET proved to be wildly successful. I played it happily for years.

The release of Enemy Territory: Quake Wars marks the 3rd game in the series. ETQW has kept the basic formula from Wolf:ET (class based, objective gameplay with RPG elements) and added a few new twists. Taking clear inspiration from the popular Battlefield series, ETQW has introduced larger maps with player controlled vehicles. ETQW has implemented balanced teams with asymmetrical abilities so well that it will clearly set the bar for asymmetric team warfare games for years to come.

Where the first two games featured axis VS allies in a WWII setting, ETQW features the Global Defense Force (humans) VS the Strogg (aliens) in a futuristic setting. The Strogg are the alien race featured in the Quake series of games. ETQW is a successful mating of the gameplay in Wolf:ET with the sci-fi universe of Quake. ETQW is NOT a Quake deathmatch! Please do not let the word "Quake" in the title scare you away. This is a game that requires careful use of tactics and teamwork to play properly.

What follows is a fairly straightforward overview and review of the game.

An overview of the basics: Asymmetric gameplay, classes, abilities, experience points, vehicles, and objectives.


Asymmetric gameplay
The Strogg and GDF each have unique abilities, class skills, and vehicles. Despite these differences the sides seem remarkably balanced. This asymmetry makes for an interesting game with epic replay value. Switching sides provides a game experience that is markedly different.

Classes
The GDF and Strogg each feature similar classes. However the classes have some important asymmetrical properties.

GDF classes
• GDF Soldier – Heavy weapons, Plants explosives to blow up objectives
• GDF Medic – Revives fallen teammates, hands out health packs, destroy Strogg spawn points created in fallen GDF.
• GDF Engineer – Constructs objectives and defense mechanisms, repairs vehicles
• GDF Field Ops – Provides ammo to other classes and can call in air strikes.
• GDF Covert Ops – Can use a powerful sniper rifle, deploy radar, disguise themselves as Strogg, and Hack enemy objectives and use a remote viewing device.

Strogg Classes
• Strogg Aggressor - Heavy weapons, Plants explosives to blow up objectives
• Strogg Technician – Provides Stroyent Cells for health and ammo, can revive fallen Strogg and can create spawn points in fallen GDF. .
• Strogg Constructor - Constructs objectives and defense mechanisms, repairs vehicles
• Strogg Oppressor - Can call in air strikes. Can also deploy a small tactical shield
• Strogg Infiltrator - Can use a powerful sniper rifle, disguise themselves as GDF, and control a remote viewing device that can explode on command and deploy radar that shows enemies on the minimap

Abilities:
In addition to the above asymmetries Strogg use Stroyent to charge both their health and ammo. Strogg can take away some health to give themselves ammo or vice versa. Strogg take roughly 2 seconds to revive, while GDF can be revived instantly.

Strogg can set spawn points in the dead bodies of GDF. The natural dynamic at play is that choke points and objectives collect GDF bodies which the Strogg technician turns into spawn points. Only a single Strogg can bind with a single use spawn point. This makes up for the slow revival time of fallen Strogg. Areas of maximum carnage attract more carnage because of this dynamic. Breaking a stalemate requires an entire team focusing on breaking through the chokepoint or accomplishing an objective.

Experience Points
Any time you do something useful you will earn experience points. As you accrue points you gain special ability upgrades related to what you have accomplished. If you revive a lot of fallen teammates, you will be rewarded with more powerful health packs, or the ability to give revived teammates full health rather than 50% health. Soldiers can get faster rocket target lock on. Each class has 4 tiers of upgrades. There are also 2 types of upgrades that are not related to class – light weapons skill and battlesense. You can get faster sprint, more health and other things that make you more effective at what you do. Some of the upgrades are just plain cool (akimbo pistols anyone?!?) Upgrades are asymmetric as well.

Experience gained is temporary however and will reset to 0 after a 3 map campaign. It is impossible to gain the 4th level of upgrade in every class during a campaign. You will find yourself an engineer one campaign and a medic the next. This really keeps the game fun and refreshing.

Vehicles
Vehicles have powerful weapon systems but are somewhat fragile. Every weapon in the game can damage any vehicle. Concentrated small arms fire from 3 soldiers can take out a tank in 10-15 seconds. GDF and Strogg get similar vehicles, but there are some important asymmetries. Both get similar tanks and airships. Strogg get a transport buggy with a powerful ram attack, a battlewaker, and a jetpack that has an unlimited supply of grenades. GDF get fast quads and Humvees with a mounted MG gun for troop transport.


Objective based victory
Each of the 12 maps that ship with ET:QW feature 3 or 4 objectives that need to be completed in order. While these Major objectives are the focus of the game, there are often several sub missions that support them. On any map, one team is on defense, while the other is attacking. Strogg and GDF usually trade defense and offense with each map.

For example, The Valley map that is featured in the demo has the GDF attacking and the Strogg defending. The GDF has 4 major objectives; an engineer must build a bridge, then the team must escort a vehicle to a point, then covert ops must hack a computer, then a soldier must blow up an objective. To support this, the GDF should build a guard tower, capture a forward spawn point, repair the vehicle they are escorting, blow up a sewer grate, and capture another forward spawn point. The map starts out in a wide outdoor area where vehicles can get into the action but ends with an intense indoor factory setting where an intense infantry firefight unfolds. This is very representative of each of the 12 maps. A mapping a modding community is already hard at work on new maps and potential mods.

Review
Teamplay, teamplay teamplay!

Click here for a short video by the developers demonstrating some of the teamwork components of the game. In short, the team that works together best, wins. It is not about being the most skilled shooter or the most cunning covert ops. Winning a game depends upon one thing - teamwork. The game can be a nail biting experience that requires massive amounts of situational awareness, teamwork, fire discipline and skill.

You can get completely immersed in the game's reality. You may find yourself having to actively trying to control your mouse grip, breathing and emotions as you try to liberate a spawn point, blow up a generator or carry an important document to a safe zone. The tension these pitched battles create is palpable. Those with fragile psyche or hearts should stay away.

The objectives in this game matter deeply. One thing that bothers me about game modes like capture the flag or conquest is dying for a flag. If I am going to die, I want it to be for something tangible. ETQW provides enough of an atmosphere that a little willing suspension of disbelief can get you thinking that you ARE protecting your planet from the Strogg, or that you are an alien cyborg willing to die for your race. This game is a soul stealer.

ETQW is gorgeous and plays well even on an average computer. Teh game is based on a modified doom3 engine. the use of megatextures rally makes for some very smooth gameplay. I consistently get ~60 fps with most settings on High at 1280x1024 res. This is with 9700GT, 2 gigs of ram and a AMD 64 4000+ CPU. Hit detection is excellent. Gone are the quake 3 engine quirks that would allow you to strafe jump for more speed or trick jump to get to places you should not be. Excellent hit detection makes crack jumping fairly useless. Automatic delays in going prone eliminate the utility of prone spamming. When you jump the accuracy of your weapon is severely impaired for a full second which also reduces bunny hopping.

There is a careful attention to detail in nearly every facet of the game. However the lack of in game VOIP is clearly an oversight. It is a commonly held belief that VOIP will be added in a future patch. Until then, we have a teamspeak server set up to encourage voice coms during game. Please stop by the ETQW forums for more info on teamspeak binds and other relevant game information.

If you are a veteran of the RtCW and or Wolf:ET you will find this game to a worthy successor to those titles. If you are a veteran of the battlefield series I think you will enjoy ETQW, but there are some key distinctions between the BF series and ETQW. BF players should check out this thread after they have read this review. Overall I would highly recommend this game to anyone looking for a new game. It will offer countless hours of replay value due to the asymmetric gameplay and XP unlock system. I have not been this excited about playing a game since the first time I played Wolf:ET. While this game has been a long time coming, it is finally here. ETQW is available on steam and in most retail stores for between 35- 45 US dollars.

ETQW needs you. We are trying to get our server off the ground and establish TG as the home for tactics, teamwork and maturity in ETQW. Please pick up a copy today and hop in the server. If you would like to try the game first, there is a demo available. I will gladly help anyone try out the game demo if you are interested, just hop in our teamspeak channel and ask someone to play a demo round with you.

Last edited by Apophis; 10-09-2007 at 04:55 PM.
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Old 10-08-2007, 10:02 PM   #2 (permalink)
 
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Re: Enemy Territory: Quake Wars - Overview and Review

Nice write up. I played and liked the demo but still couldn't figure out what the hell was going on. We need a TG class.

I'm thinking of picking it up via Steam. The only problem is that are too many great games out now I need to quit my job to play them all
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Old 10-08-2007, 10:07 PM   #3 (permalink)
 
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Re: Enemy Territory: Quake Wars - Overview and Review

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Originally Posted by TheFatKidDeath View Post
Nice write up. I played and liked the demo but still couldn't figure out what the hell was going on. We need a TG class.

I'm thinking of picking it up via Steam. The only problem is that are too many great games out now I need to quit my job to play them all
Fortunately, we have a few TG guys that know the game pretty well at this point. Jump in teamspeak and let the TG community work its magic. Someone will gladly take the role of teacher for a few games to walk you through the basics. Don't be afraid of being a noob at this point - most everyone is.
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Old 10-08-2007, 10:58 PM   #4 (permalink)
 
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Re: Enemy Territory: Quake Wars - Overview and Review

Quote:
Originally Posted by TheFatKidDeath View Post
Nice write up. I played and liked the demo but still couldn't figure out what the hell was going on. We need a TG class.

I'm thinking of picking it up via Steam. The only problem is that are too many great games out now I need to quit my job to play them all
Hey, I'm still learning, I can play Covert Ops/Medic very well. I know their tools. Medic's is simple. I'm learning the other classes still. I also have less experience with GDF side of things, as I prefer Strogg's side better.

I say buy it, take a break from Halo3 for awhile, and try this gem out.
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Old 10-09-2007, 01:11 PM   #5 (permalink)
 
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Re: Enemy Territory: Quake Wars - Overview and Review

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Originally Posted by sc1ence View Post
Fortunately, we have a few TG guys that know the game pretty well at this point. Jump in teamspeak and let the TG community work its magic. Someone will gladly take the role of teacher for a few games to walk you through the basics. Don't be afraid of being a noob at this point - most everyone is.
Yeah, like I did for you Science.

Seriously, if you have any questions and I'm on, ASK! I'll be more than happy to help you out. I know I almost wore my voice out one time walking a couple of the guys through the game in the demo!

Awesome write-up Sc1ence. "You must spread some reputation around before giving it to sc1ence again."
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Old 10-09-2007, 02:57 PM   #6 (permalink)

 
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Re: Enemy Territory: Quake Wars - Overview and Review

More I hear about this game, the more fun it sounds. I'll be hopefully picking it up this week or next and having some fun!
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Old 10-09-2007, 03:38 PM   #7 (permalink)
 
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Re: Enemy Territory: Quake Wars - Overview and Review

yep great read im still undecided as to whether to get it or not iv read in reviews that thers not much teamwork involved and as a big fan of the tg server for poe i would miss that aspect
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Old 10-09-2007, 05:21 PM   #8 (permalink)
 
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Re: Enemy Territory: Quake Wars - Overview and Review

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Originally Posted by BLOODLINEUK View Post
yep great read im still undecided as to whether to get it or not iv read in reviews that thers not much teamwork involved and as a big fan of the tg server for poe i would miss that aspect
Playing on other servers you may find that people ignore the whole purpose of the game- to focus everyone on teamwork. On a TG server you can expect the level of teamwork to be very high. We have an active admin team and we will be enforcing TG standards of play. Don't expect to last long on the server if you are ignoring objectives.

A similar comparison could be made between any random Battlefield pub server and the TG BF server. TG is known for teamwork and tactics - regardless of the game. Our ETQW server will be known at THE place to come for mature gamers playing with strong teamwork and tactics.
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Old 10-09-2007, 07:29 PM   #9 (permalink)
 
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Re: Enemy Territory: Quake Wars - Overview and Review

Thats good to know im more swayed into buying it now but maybe the most commen sense thing to do is download the demo thanks for the assurance
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Old 10-10-2007, 12:04 AM   #10 (permalink)
 
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Re: Enemy Territory: Quake Wars - Overview and Review

When playing the demo, you should be evaluating its potential as a game played by TacticalGamer. Ask yourself, what would it be like if everyone on the server knew what they were doing and were working together in a mature and fair environment. ETQW may not be for everyone. But dont confuse the mayhem of a typical demo server where no one really has any idea what they are doing with how it is played at TG.
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Old 10-10-2007, 03:26 AM   #11 (permalink)

 
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Re: Enemy Territory: Quake Wars - Overview and Review

I'm not sure why, but I hated the demo. I played it for an hour and then deleted it from my HDD, swearing off the game completely.

Luckily, sc1ence and the rest of the ET:QW proponents from the game's forums convinced me to purchase the full game and give it a shot, and I couldn't be happier. Take it from me: I completely disliked the game based on my demo experience and am loving it after just one night's gametime.

Just forget your Battlefield expectations; leave them at the door when you enter the server. It's a fast-paced, seat-of-your-britches, objective-based, team-centric game, and it's awesome.
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Old 10-11-2007, 03:52 PM   #12 (permalink)
 
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Re: Enemy Territory: Quake Wars - Overview and Review

I've played the demo for about 2 hours and I'm really fighting the urge to pick this up. The problem I have is that COD4 is coming out in 3 weeks and it looks insanely good.
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Old 10-11-2007, 04:28 PM   #13 (permalink)
 
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Re: Enemy Territory: Quake Wars - Overview and Review

Stop trying to pull me from my studies.
Your rhetoric shall not dissuade me from my intentions of being a better student and... and...

ah, yeah... I might end up buying this game.

Thanks a lot.
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Old 10-12-2007, 12:03 PM   #14 (permalink)
 
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Re: Enemy Territory: Quake Wars - Overview and Review

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Originally Posted by .tritone. View Post
Stop trying to pull me from my studies.
Your rhetoric shall not dissuade me from my intentions of being a better student and... and...

ah, yeah... I might end up buying this game.

Thanks a lot.
End up? Nah, go buy it now. It will be worth the purchase. Especially when you've got a TG server, that is fully supported.
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Old 10-12-2007, 09:40 PM   #15 (permalink)
 
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Re: Enemy Territory: Quake Wars - Overview and Review

Yeah... but I really don't get too much time to play, what with being a part time worker, full time student, and an awesome time rockstar and all.

If I buy anything else for around here it'd be BF2 so I can see what all the fuss is about.

// CS:S player
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