Being the one who applied a score to Epic's Unreal Tournament, the media
appointed contender for the top spot in first person shooters, I
certainly know that writing this review will
be like tapdancing on a minefield. Yes, Unreal Tournament has a lot of
options, and most of them are executed very well. Quake 3 Arena still
manages to be a First Person Shooter to take example after.
The most important thing to remember about Quake 3 Arena is what id was
exactly aiming for. Their goal was to create the most refined deathmatch
experience they could by working
with all the knowledge they had gained from their previous endeavors.
They didn't want to redefine the genre, they didn't wan't to turn it on
its ear, they just wanted to make a
really action packed and polished deathmatch title. id has accomplished
that.
The Quake 3 Arena Engine is very clean as well as impressive. Even with
all the tricks id had packed into the title, the game boots up fast,
performs well on a variety of setups, and
outperforms the bulk of today's titles in terms of overall presentation.
I ran Quake 3 Arena on my PII350, TNT2, SBLive, with 128 MB of RAM, and
had most of the settings on high, and
it still ran really well.
The controls are still the same that most FPS fanatics have come to know
and love. This standardized mouse/keyboard control scheme will probably
be around for a long while
thanks to the level of accuracy the two control devices provide. I used
the Intellimouse Explorer, and while the Intellieye technology provides
greater accuracy, any Quake fans
looking for increased precision, would be better off grabbing the
smaller Intellieye Intellimouse.
Quake 3 Arena doesn't toy too much with adjustable physics of any arena,
rather concentrating on one constant set of rules for every arena.
Although Quake 3 Arena lacks all the
smaller modifications UT has, what it allowed id to do is work hard on
one single goal. This goal as stated earlier was to make a well refined
deathmatch experience. Evidence of
their success can be found in the map designs. As they were compared in
my previous Unreal Tournament review, the Quake 3 maps are designed to
keep the action pumping.
Hallways are a little more narrow, the overall space area of each map is
also considerably smaller. This not only serves the game's purpose well,
but it reduces the amount of campers
that can successfully use their camp-craft in the game. The maps are
designed so you can't stand still for too long, the player must
improvise and rely on skill to stay alive.
Another element of the title that was fit to the gameplay style was the
weapon selection. Although the bulk of these weapons have been around
since Quake, they never seemed as if
they belonged as much as they do in Quake 3 Arena. The weapons are based
more on succession of power than use in different situations. Since the
playstyle of Quake 3 Arena is so
fast and furious, the player cannot afford to be forced to choose and
decide which weapons to use and with what modes. In short a lot of Quake
3 Arena becomes a rush for the
strongest weapon. This sound a bit simplistic at first but again, this
kind of weapon accumulation is another part of what makes Quake 3 Arena
so fast and fun to play.
The best thing about Quake 3 Arena's character line up has to be the
overall personality in each model. Each base model has its own look as
well as grunts and groans, and unique
speed. As a game is played the bots have auto taunts and I have even
heard a few people comment on seeing the bots have short conversations
with each other. The bots in Quake 3
Arena perform different than those found in Unreal Tournament. The focus
on these bots was more directed towards deathmatch than teamplay since
the focus of the title is exactly
that. One on one the bots seem a little more intelligent than the
deathmatch performance given by the UT bots. In team mode the bots
actually do pretty well, but the feeling
of teamplay isn't emulated as well since you keep up more with the bots
than they keep up with you.
Quake 3 Arena may lack the initial number of maps Unreal Tournament has,
but it makes up for this with the large base of amature map developers
out there on the internet. Unreal
Tournament has a following and it too has had a few maps released, but
this community is not nearly as large as Quake 3 Arena's. id is also
really good about releasing map tools to
people who want to try their hand at the craft of map making.
Multiplay experience is also a little less rough. Simplicity is probably
one of Quake 3 Arena's best allies. It's in this simplicity that Quake 3
Arena is so easy to setup for multiplay.
The GUI used is very straight forward and traditional. Most of the work
of finding a game can be done by the game itself, once you're in, the
goal is simple, either eliminate all other
players, or capture a flag and return it to base. The performance on my
56k was easily acceptable. For those with 28.8 connections, id released
some notes regarding boosting the
performance of games on a 28.8 connection.
Where UT's soundtrack didn't find its niche, Quake 3 Arena's just fits
so well. The style of music is a tad cliché for this kind of title, but
I think there is a point where a developer needs
to stick with what works. The music is sort of a fast tempo hard rock
that from what I understand was done by more than one group of artists.
id seems to have decided to keep the
music more as ambiance. It serves its purpose to keep the player into
the pace of the title. Keeping a soundtrack just for this type of reason
may be a little old-school, since most titles are
now trying to use their music in coordination with the player's
environment to enhance gameplay. This is no way means id dropped the
ball, there is nothing wrong with old styles of
presentation, sometimes I think a lot of developers spend so much time
rushing ahead they tend to forget this.
Even with all this polish, Quake 3 Arena isn't the final word in
deathmatch gaming. I would be more comfortable to say it is the final
word in "old school" deathmatches. Quake 3
Arena is still one of the best titles currently out on the market.
-- Ryan Thompson