Enemy Territory: Quake Wars Preview
Hands-on with the console version of last year's acclaimed PC tactical-shooter.
Date: Monday, April 21, 2008
Author: Tracy Erickson

“You don't have to be good at shooters to play our game,” proclaims Executive Producer Kevin Cloud. “The objective-oriented play ensures you don't have to be an uber-shot.” Surveying the sleepy-eyed media assembled for Activision's mid-morning event highlighting the console versions of Enemy Territory: Quake Wars, it's a good thing Cloud's game doesn't demand lightning-fast reaction speeds or speedy skills. Unlike the frenzied first-person action of the core Quake franchise, this is a decidedly more accessible experience. Beating back the Strogg invasion of Earth or conversely going on the offensive against GDF forces is as much about cleverness and class-based tactics as it is straight up shooting.

The game already has a reputation as one of the finest tactical shooters available on the PC, marked by stellar pacing and tightly-wound action. Bringing the game to Xbox 360 and PlayStation 3 means tailoring it to not just run on these machines, but to meet expectations of the console audience. “Instead of content additions,” Cloud explains, “We really honed in on trying to improve the overall experience.” When Quake Wars hits stores on May 27, both Xbox 360 and PlayStation 3 will come packed with essentially the same core game released on the PC last year. To be certain, a number of changes have been implemented to cater to each platform's online service and controller; but overall, the fundamental experience remains untouched.

On the Xbox 360, five modes of play are offered including online multiplayer via Xbox Live and System Link for up to 16. An Instant Action mode allows you to jump right into a game against computer-controlled characters, although your buddies are free to jump in locally at any time. The campaign featured in the PC version makes a return, bolstered by new training missions exclusive to the Xbox 360. Sorry PlayStation 3 owners, your version won't come with these extra missions; however, you can relish in the game's support of the recently-released Dual Shock 3.

The training missions offer a great introduction to the new controls, which naturally differ dramatically from the keyboard and mouse configuration available on the PC. First off, the pacing is far slower on the Xbox 360 than PC. It's immediately noticeable when you pick up the controller and start to move around. The lack of precision afforded by the thumbsticks requires a slower tempo, a key change in the game's move to consoles. Other alterations include weapon selection mapped to the right bumper and tool selection to the left bumper. Since the Xbox 360 controller doesn't offer numerical weapon mapping, tapping the bumpers cycles through your available weapons and tools. Again, a bit slower than hitting hot keys, but it gets the job done.

Changing classes, which is fundamental to your success, involves hitting the start button and selecting from a handful of options. Playing as GDF, you have access to five distinct classes: covert ops, engineer, soldier, medic, and field ops. Each possesses unique abilities and weaponry that determine their role in a match. Soldiers, for instance, have the ability to set explosives and throw grenades. Engineers, on the other hand, can deploy stationary defenses and capture spawn points. As a covert op, you can hack into enemy computer systems and even disguise yourself using a foe's fallen body.

Variations among character classes are more than cosmetic. During the first training mission entitled “Sewers,” team members must work together using each class’s special abilities to complete objectives. Matches in Quake Wars provide specific objectives that both sides must complete in order to win. In “Sewers,” GDF forces must utilize an engineer to repair a downed EMP disruptor crucial in bringing down shields surrounding a nearby Strogg encampment. With the shields down, soldiers can then move in and set explosives on grates barring access to the Strogg network facility deep within the sewers. Blast the grating and a covert op can infiltrate the facility, hack the network, and win the game.

When playing as Strogg, the objectives naturally differ. “Sewers” tasks Strogg forces to defend against GDF encroachment on their base, specifically demanding that GDF efforts to repair the EMP disruptor be halted and initiatives to break through the sewer grates be stopped. Strogg character classes mirror their GDF counterparts, albeit renamed: technicians share the same attributes as an engineer, for example. Playing as Strogg is more challenging than GDF, mainly due to the defensive nature of the provided objectives. GDF tasks err on the offensive side, which is far easier than being told to defend an area or object.

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