Thinking he'd simply attack or ignore me I was stunned when he started lobbing medkits at me. In a particularly striking example, after disguising myself as an enemy soldier I was approached by an enemy medic. Instead of merely programming a series of routes for the characters to follow, they're able to negotiate terrain and objectives based on a series of programmed needs that makes it possible to have computer-controlled characters do anything a human player would attempt. characters are competent both in defending locations and completing objectives, and while they don't provide the challenge that a living person would offer, they more than best similar offerings in other shooters.ĭuring my recent chat with Quake Wars' executive producer Kevin Cloud, he explained the system as a sort of situational awareness that every computer-controlled character has been given. It's not only possible to play it entirely offline, it's actually very enjoyable. Thankfully, the game does trump the Battlefield series in a key element: computer controlled characters. No matter how long you wait, if one box remains unchecked the game will not start, and as far as I could see there's no simple way to remove these players. I spent more than half an hour last night attempting to play, but in each game I tried there was at least one player who refused to check the "Ready" box before a match. The online game, generally the strength of these shooters, is excellently crafted, though actually getting into a match is an exercise in frustration. The system works as well here as it did in those games, though shooter fans won't be able to avoid a feeling of "sameness." While it presents you with five unique character classes, none of them are anything you haven't seen in similar class-based shooters, and each has its own corollary in the Battlefield series. Good looks just can't save Quake Wars from its derivative nature, though. While the gameplay itself is unoriginal, the locales you'll be wading through seem like a huge departure from the dark, dank corridors that almost totally define earlier Quake games. Each setting is large and cleverly detailed. MegaTexture adds much-needed aesthetic polish to one of the title's key strengths: its maps. It allows for each battlefield to contain a gorgeously rendered landscape that scales realistically depending on a character's position and viewpoint. Like his previous works, MegaTexture is a truly stunning achievement. This latest feat of programming magic comes courtesy of id's programming genius John Carmack.
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