Mt. Tiburon Testing Labs
This ain't your dad's "Quake"
By Jon Peddie
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Opening scene, all hell is breaking loose.
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I recently got a copy of “Quake 4”; you
should get one, too. You should get one if you like FPSs, with stunning
graphics, lots of action, lots of weapons, opponents, and levels. If
you don't like that kind of stuff, well, go play “Everquest,”
or “WOWC.”
As many you know, I've been on a rant for the
past year or so about the lack of originality and the overuse of sequels
(I'm so looking forward to “Doom XXVII”). But go tell
that to George Lucas-wouldn't you line up to see just one more
Star Wars?
OK, so sequels work, and why shouldn't they? When
a good story is told, with interesting characters, we want more of it.
Look at Sherlock Holmes (watched a prequel the other night, about
how Doyle was influenced by Dr. Bell, his mentor, and the prototype
for Holmes). This story and character will never end.
Developed by Raven for ID, “Quake IV” uses
the Doom III engine, and some great art work. Its characters have great
detail, the 3D models of the structures are complex and rich, and the
texture maps are well done, bumped, lighted nicely, and used in subtle
ways so you're not distracted by any crappy graphics. The game
has a lot of qualities of a sci-fi movie except you're in it.
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The Maries take on the Harvester.
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You are Matthew Kane, an elite member of Rhino Squad
and Earth's valiant invasion force. Fight alone and with your squad
(some damn smart AIs with mixed effectiveness and mortality), and in
hover tanks and mechanized walkers in a mission into the heart of the
Strogg war machine. But, in this epic war between worlds, the only way
to defeat the Strogg is to become one of them.
Now where have we seen that before? Was it when Picard
got Borg'ized back in 1990? Or should we start with Ripley in
Aliens 3, 1992, although she
tried to keep it unpublicized? Since those examples the concept of becoming
your enemy to defeat him has obtained its own genre class, and we saw
it in “Doom3” and Doom
the movie, and now in “Quake 4.”
So in “Quake 4” you have to battle through
early missions as a deadly marine, and just when you start to get the
hang of things, and have taken out some really tough Nexus protecting
cyberspiders, you get bonked, and then captured, and turned into a partial
Strogg (Strogg'ized) with enhanced abilities and the power to
turn the tide of the war.
The enemies are great, and one of them, the Harvestor,
is a throwback to early Quakes with its oil-rig-like piercing claw-nail.
It'll take all the GPU you've got to give
it. If you like FPS this definitely should be on your list.
The game has lots of levels, and almost all of the characters
will either talk to you or be talking to each other, and they talk like
grunts, so if a little foul language bothers you, you better zip up
your flak vest.
After you blast your way through a couple of tunnels
you get to visit the Marines' mother ship, the Hannibal, which
has just landed. The exploration of the Hannibal ship is most fun and
interesting. You pick up a few items, get a lot of back story, and just
kinda meet some of the guys.
Also, a good portion of the game is outside. I get so
tired, almost claustrophobic, when it's all tunnel maze stuff.
That was one of the main things I like about HL2 (and didn't like
about “Doom3”).
Part of your mission is to protect Strauss, a whiny
Russian tech, who is amazingly effective despite his complaining; this
is one of the best AIs in the game.
Parallez Mapping mod
What could you do to make a great-looking game even
better? Download the Junkguy's Parallez Mapping Engine 2.0, that's
what (http://quake4.filefront.com/file/Parallax_Mapping_Engine_20;49663).
Also known as virtual displacement mapping or offset
mapping, it's an advanced graphical technology that simulates
physical displacements on textures, resulting in a fuller 3D experience.
This is the sequel to the popular Doom3 Parallax Mapping 1.0, and it
incorporates an improved central shader with more than 1,000 custom
height maps. All other textures benefit from the author's proprietary
Simulated Parallax Mapping algorithm. The result is a significant improvement
over standard bump mapping.
Loner or team player
You can play single, using the AIs as you team mates,
and, you also can play online after you've gone through it all, which
is my recommendation.
Cons
There's nothing to not like in this game. But
there are a couple of system things that could use improvement. The
display resolution is restricted to four fixed ranges with max resolution
of 1600 x 1200. I would have liked to have been able to use three monitors
and/or Apple's 2500 x 1200 so you could get a really wide wrap-around
view. Also there's no input control selection, it's mouse
only, no joystick, no game pad.
Which is a little weird, because it's going to be available
on the Xbox360.
This
is a definite must-get game if you like FPS and MMOLs, and we give it
a hardy thumbs up.
Get the book
One last thing. There's a great book for the game from
Prima Games (http://www.primagames.com/)
for $19.99 printed or $12.99 electronic-highly recommended. Beautifully
illustrated, informative without being a handholding walkthrough. 
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