I must admit that I am a real fan of first-person shooters with a sci-fi theme. There’s something fascinating about the escapism promoted by sci-fi, particularly when the gameplay world is well-realised. For this reason, Quake II was one of my favourite games and I have been looking forward to a sequel (that Quake III was not). If you thought that Douglas Adam’s self-proclaimed “increasingly inaccurately named Hitch Hiker's Guide to the Galaxy trilogy” represented a confusing nomenclature, then be wary of the Quake series. Quake IV is the sequel to Quake II. Try not to think about it too much!
Not content to let a good brand lie, Activision/id Software have resurrected the Quake series, after resurrecting the Doom series, after resurrecting the Wolfenstein series. Yet another example of the game industry’s increasingly conservative funding policies. But that aside, Quake IV – developed by Raven - is an entertaining game.
The Doom 3 engine has been used to good effect, bringing the Strogg home world to life. Although predominately set in the interior of various Strogg facilities, the scale of the environments is much more varied than Doom 3, as is the general gameplay. As a level designer, I love the technical brilliance of the engine. It allows all levels to have lush lighting, dynamic effects, highly detailed textures and models, brilliantly clear positional audio and to generally ooze ambience (if, in fact, ambience can capable of doing such).
Raven have used the tools at their disposal to good effect. The NPCs have an important role in the story line and, thankfully, make a genuine contribution when caught up in battles. Although the NPCs seem to be highly scripted and can’t match the incredible life-like quality of the characters in Half-Life 2, they add to the game. I certainly felt that I was part of a larger battle.
The game play is fairly standard fare: kill lots of bad dudes, find a switch (in various guises) and proceed to the next section of the map. There is some variety with the inclusion of driving, and sections where you are required to act as a gunner on vehicle driven by another character. Don’t get me wrong; the placement of enemies, the structure environments and the location of cover and pick-ups is quite entertaining. But the perpetuation of a consistent gameplay mechanic, as evidenced in both F.E.A.R. and Quake IV, highlights the share brilliance of Half-Life 2.
My major gripe is the use of boss battles. I find this one of the most contrived game play mechanics, ever! Play a game that is engaging, immersive and fun because the variety that modern technology allows; then get locked in a room with a big dude that you have to shoot lots of times to beat. Where’s the fun in that? Many sections of the game effectively promote the suspension of disbelief, and then whole thing gets torn asunder by the inexplicable inclusion of a boss battle.
Yes, I know that boss battles have been a big part of computer games from way back when. I recognise that in the early days the simplicity of action computer games almost necessitated boss battles. But in the modern era do we need really to keep dragging out this worn and tarnished game play mechanic? I appreciate there might be an argument for the virtues of staying true to the history of a genre, but I can not appreciate the value of anything that interrupts the suspension of disbelief.
As an aside, what’s with the weird, breakdancing death animations of some Strogg? Ragdoll physics have removed the need to death animations. So why was I expecting every Strogg I shot to throw down a piece of cardboard before hitting the deck? Perhaps human-machine integration makes for 1337 b-boying!
After all the harping about the multiplayer prior to the release of Quake IV, I was expecting the next evolution of id’s Quake 3 multiplayer game play design. Wrong! If anything, the game play is more like Quake 2 than Quake 3. Regrettably, I find the map design uninspiring and frustrating given the engine’s capabilities.