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PC Games (Games) First Person Shooters (Games) Media Movies Quake Star Wars Prequels

Old School Gameplay Collides With Modern Graphics 314

While console shooters like Halo have gotten a lot of press in recent years, I will freely admit to being a PC man first and foremost when it comes to the genre. Getting the chance to use mouselook and engage in some old-fashioned shooter action is a wonderful nostalgic thrill. While stories are nice, brainless, shiny, visceral action still has a place in modern games. Proving that tried-and-true formulas are still enjoyable today, Star Wars Battlefront II and Quake IV deliver visually impressive violence-fests that uphold their series pedigrees with distinction. Read on for my impressions of these two new games with thoroughly familiar experiences.
  • Title: Quake IV
  • Developer: Raven Software
  • Publisher: Activision
  • System: PC (360)
  • Reviewer: Zonk
  • Score: 7/10

Although Unreal Tournament has been the game of choice at most of the LAN parties I've been to, Quake 3 has always been my preferred way of dealing out rocket love. The game's combination of frenetic action and gothic trappings is something I've never been able to get enough of. Developed by my hometown's most well known player in the games industry (sorry Human Head), the most recent entry in the Quake series updates its look ... and not much else.

Quake IV is the story of a marine participating in the invasion of the planet Stroggos. After the events of Quake and Quake II, humanity has had enough and is taking the fight to the dirty space aliens that wrecked up our planet. The single-player mission that explores this story is well presented. The developers seem determined to have Quake stand up to more modern gaming experiences, and there are some successes on that front. Quake IV's AI is nothing particularly intriguing for most of the game. While both your soldier buddies and alien opponents will occasionally take some cover, for the most part they have a saturation-with-plasma-fire approach to combat. Towards the end of your combat tour, though, highly intelligent Strogg become your opponents. They're highly aggressive, have the same weapons you do, and know enough to get behind a crate when a grenade lands in front of them. It would have been interesting to fight more of these baddies throughout the game, as for the most part the average Strogg is cannon fodder.

The story itself features elements you'd never expect from a Quake title. There's a little bit of mission variety, for one, with some fetch the hoozle missions, escort missions, and rail shooting mixed in with the usual run and gun. While they all devolve into 'shoot things and keep moving' it's obvious that Raven put some thought into providing a variety of experiences. At least one level actually takes you out of the fighting and attempts to flesh out your understanding of protagonist Michael Kane's world. You're given the chance to wander around part of a dropship, encountering fellow marines and overhearing numerous scripted conversations. While it can't hold a candle to City 17, the non-combat detail is a first for the series and once again shows Raven's commitment to modernity.

The problem, such as it is, comes in the fact that the minute-to-minute gameplay is virtually unchanged from the Quake II days. It looks better, to be sure, but you run down a hallway, some Strogg jump out, you shoot them. Repeat until level clear, then repeat until game finish. While I personally have no problem with that venerable and highly enjoyable sequence of events, be forewarned that if you play Quake IV you're just not going to encounter many of the aspects that are hallmarks of modern FPS titles.

As you'd expect from something built on the Doom engine, Quake IV looks terrific. One reason that the graphics stand out so much is that, unlike in Doom 3, you can actually see the environments, objects, and creatures around you. While there are some dark sequences several of your weapons have flashlights built into them, making the darkness more ambiance than gameplay element. Character appearance and animation is top notch, and the scare factor of critters leaping at you is heightened by the sometimes disturbing ways in which Stroggification has warped your opponent's appearance. Composed sound elements plays a subdued role, with minimal musical cues doing their best not to get in the way of the action. Sound effects are loud and for the most part satisfying. Weapons have weight, and cries of anger and pain definitely get across success or failure as you shoot at an enemy.

If the last game in the series is any indication, there are a lot of you out there that couldn't care less about the last few paragraphs I've written. The multiplayer aspect to id games is always top notch, and this one is no exception. Quake IV is Quake 3 redux, right down to the jump-pads and the announcer. Weapons have no reload time, and level design is focused on making sure there are plenty of fragging opportunities. As with previous titles in the series Deathmatch seems to be the design focus. 16-player maps seem to be the order of the day, with several even lifted directly from Quake 3. Gameplay is extremely fast, and the twitch-bunnies you'll face online make the AI in the single player campaign look like statues. In order to get the kind of response I wanted from my online experience, I had to turn down some of the settings I was using for the single player missions. With some of the more expensive shinies turned off, the game responded quickly and I had no problems staying in the fight.

Despite the game's adherence to elements from previous Quake games, Quake IV somehow fails to capture nostalgia and comes off feeling retread. The modern graphics simply highlight the sometimes simplistic level design, and while there are some physics elements used in the game for the most part the Doom engine feels more funhouse than realistic environment. Gameplay, too, feels very much like the same experience we had in 1999. Nostalgia is one thing, but the fact that the Quake world has nothing new to offer after a six year lapse is frustrating. The bottom line: if you've played previous iterations in the Quake series and enjoyed them, you'll like Quake IV. It's a solid, fast, frantic style of FPS that is becoming far less common nowadays. The frustrating mix of new and old may throw gamers who aren't fans of the franchise and accepting of gameplay from the previous decade.

  • Title: Star Wars Battlefront II
  • Developer: Pandemic Studios
  • Publisher: Lucasarts
  • System: PC (PS2, PSP, XBox)
  • Reviewer: Zonk
  • Score: 8/10

The original Star Wars Battlefront (SWB) was the a traditional FPS title that did a competent job of capturing some of the essential atmosphere of the Star Wars franchise. Putting you in the boots of J. Random Clone, the opportunity to see the Battle of Hoth or fight in the streets of Theed was powerful mojo for Star Wars fans. Star Wars Battlefront II upholds the standard of the original title, and successfully expands its scope with new places to fight and new ways to go into combat.

With the exception of the Super Star Wars series of titles back in the SNES days, Star Wars movie-specific game titles have almost universally disappointed. The blending of the mythology into a more cohesive whole makes for a much richer and ultimately more rewarding environment to set a game, and SWB II makes full use of all six movies. The single-player campaign starts you off in the final days of the Clone War, filling the boots of a Clone Trooper under the command of a Jedi Knight of the Republic. If you've played the previous title you'll have almost no trouble getting into the thick of it. Gameplay is essentially unchanged, preserving the wise decisions from the original title's designers. You'll have the option of choosing from among several unit types to spawn onto the battlefield. Each has a specific set of weapons to draw on, such as a heavy weapons trooper or a sniping unit. The average Battlefront mission tasks you with keeping control of several nodes scattered across the map. Nodes can be flipped from one side to the other by occupying the area around the node with troops. Most maps are won when all nodes have been converted to one side or the other. SWB II"s single-player campaign switches this up a little with non-node mission objectives. One level, for example, requires you to hold just one node for a specific length of time as a massive force of droids marches on your position. Another has you fighting off the monstrous Acklay creatures before they can kill too many of your troops. This variety adds a little more interest to what would otherwise be multiplayer games played between you and a bunch of AI.

The biggest change in Star Wars Battlefront II is the inclusion of space combat. While it's no Tie Fighter, space missions will please the dogfighter in every Star Wars fan. Most of them are fairly quick, with just one or two simple objectives (destroy these ships, keep this ship alive). Gameplay is fast and enjoyable, with a more straightforward version of the controls you might expect from other Star Wars titles. The straightforward design makes it easy to just hop in a craft and blow stuff up. Some single player missions have a little more to them, requiring you to fight in space and then land for another objective. Dropping the shield protecting a landing bay, piloting a troop transport inside, and then stealing data from the ship's computer is a highly satisfying experience. To provide the entire range of Star Wars gameplay, Jedi characters are also available. They're fast and powerful, and a side with one available to them has a great chance of prevailing. Control is similar to what you'd expect from Jedi Academy, and there are several force powers available to the Jedi that makes fighting one as a normal ground troop a short and stressful experience.

Visually SWB II is an obvious improvement over the previous title. There's a great deal of detail, and the overall presentation of the game has been refined. Both the visuals and soundscape do their best to adhere to the Star Wars universe, and succeed admirably. Ships explode, battle droids splinter, and gungans gargle with the sights and sounds you'd expect from a licensed title. As with all Star Wars games, the sound experience is particularly enjoyable. John Williams scores strain to be heard over the zip and pop of blaster fire or the scream of a passing Tie Fighter. While there aren't any appreciable physics elements, playing SWB II also probably won't strain your graphics card overmuch. The feel and look are dead on, dropping you into the mythos of the galaxy far, far away.

While the single player game is enjoyable, multiplayer is really this game's strong suit. Extremely large battles are possible, and every aspect of the single player campaign is available to multiplayer combatants. Maps are fairly roomy and are usually set in extremely evocative locales. While fighting on the snowy ground of Hoth was done to death five years ago, some of the new levels offer a distinctly different experience. Kashyyyk, Dagobah, and Coruscant are all battlefields in this (sometimes continuity breaking) free-for-all environment. Action isn't nearly as fast paced as Quake or Unreal Tournament, but that's okay. The joy to be had in popping off shots at a fleeing droid or charging Rebel soldier means that it's fun to savor the moment. The 'hold-the-node' gameplay is the default choice, but just like in the single player experience there are space battles and objective missions to be had as well. There was very little slowdown or technical problems related to the game during battle I participated in, and the necessarily aggressive tone that teams have to take to win matches ensures both offensive and defensive players will have a blast.

Given that it's only been a year since the last Battlefront title, it should come as no surprise that gameplay still feels fairly fresh. SWB II improves on already enjoyable gameplay by expanding the scope of the title. More Jedi, and space combat completes the full arc of what makes the Star Wars universe unique. While I don't expect that SMB II is going to be knocking Half-Life off of the top of the server population list anytime soon, it's a satisfying update to a title that scratches a dorky itch. Whether on foot or in space, Star Wars Battlefront II puts you in the moment like few other license titles can.
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Old School Gameplay Collides With Modern Graphics

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  • by F34nor ( 321515 ) * on Friday November 11, 2005 @04:24PM (#14011095)
    If you are looking for old school. God back to the PDP-1 and an oscilloscope and fire up Spacewar. Or if you're stuck with new fangled hardware download Ur-Quan masters. sc2.sourceforge.net

    Without a doubt Starcontrol2 was the best multiplayer game and the best single player game ever.
  • by dindi ( 78034 ) on Friday November 11, 2005 @05:06PM (#14011496)
    First of all I am for online games so what I write is biased. I am tired of fighting A.I. and just to run thru missions to usually get a totally uninteresting cutscene at the end summarising something you already knew when you got the game box in your hand. Most of the time the last few maps I either do not either bother or just fight thru it throwing up of boredom.

    However online play can be just as boring with some games, mor specifically game modes (or the lack of them).

    FFA: free for all, can be fun for some time, but makes me bored after 20 mins, running on a map, shooting everyone is fun, but I want more.

    TS: Team survival, can be real fun, when playing with normal people, with decent communication (such as a headset) but then again, make a 30 minute session with resplawns, and at the end you are just sick of it, and you hear the others on the mic saying the same...

    When you play SS on Ghost recon 2 or Rainbow six (without repawn) it gives you an appreciation of your life, so game turns a bit more intelligent other than a brainless fragfest, with people ending up with 200kills in 20 minute rounds, while others have -22

    Vehicles: yes, that can be fun. SW Battlefront, and FarCry can be really enjoyable, especially in multi-manned vehicles, or ones that fly.

    There we come to star wars bf II, which packs all the good and the bad together :
    nice graphics, and somewhat good space fights, some completely retarder annoying game modes (usually I just log-off when villans vs heros start)

    Now the critics: CTF is really uniq in BF II, and for the good, however it would be really nice to have an actual FLAG , call it Sample or container or a chip, whatever.

    Vehicles are really uniq (well it is star wars) and it is really fun to drive most of them...

    The space fight is however lackluster a bit. I have the XBOX version so the visual quality is somewhat determined already.

    However looking at the XBOX and the hardware I was running Xwing VS Tie Fighter on might suggest that the current version of flying should not be as simplystic as it is. The sense of speed or the lack of a cockpit is somewhat annoys me and I really wish that they made this part at least as good as the other game was 5+ years ago.

    But because I am the kind of guy who always wanted a dogfight with as many people as the bandwidth allows, I play with it and try to ignore the step that happened to be a backward one.

    What is really missing from the game is the "you can only die once" aspect that makes people actually use that mike and require a team effort in games like Rainbow Six or Ghost recon, and the "retreive the flag" type CTF which does the same in farcry....

    It is however a very entertaining "everyone runs and flies in chaos" kind of games that is really fun for a few hours in a row ... (I clocked 1:30 of battlefield play yesterday before my wife requested lower audio volume, and lights in the room, which caused me to stop as my projector sucks in daylight-strong fluorescent lighting)

    I cannot comment on quake, as I am not playing on the PC anymore at all (unless some rare occasion leads me o download a demo of something) and because I completely lost interest in the series a long time ago.

    And yes I am in my thirties, yes my favourite was chuck yeager's air combat, and yes I played some rpgs and text-mode stuff, and no I never liked them .... no KOTOR bored me to hell ...

    And no, Halo 2 sucks, because no one plays game modes that appeal to my taste and because there are 15 9-year-old kids are shouting into their headseds per game room at the same time "cool dude we are 3leeetz, we owned them, they are n0000bz" let's make 6 teams out of 10 people and shoot the shit out of each other on the smallest map ever...

  • by CaseyB ( 1105 ) on Friday November 11, 2005 @05:09PM (#14011521)
    The old vector graphics Return of the Jedi game was one of the best arcade games from it's era, and still a blast to play.

    There was no vector Return of the Jedi game. You're probably thinking of simply "Star Wars", based on the first movie. It let you fight TIEs in open space, attack towers and bunkers on the Death Star surface, and ended a round with the final trench run.

    There was a vector Empire Strikes back sequel (actually a ROM upgrade to the original), which is pretty rare. Using the same controls and visuals, it had you hunting probe droids and attacking AT-ATs in a snowspeeder, and in open space fighting TIE and dodging asteroids.

    The Return of the Jedi arcade game was a 3/4 perspective shooter, a la Zaxxon, in conventional raster graphics. It sucked.

  • by jalefkowit ( 101585 ) <jason@jaso3.14nlefkowitz.com minus pi> on Friday November 11, 2005 @05:45PM (#14011821) Homepage

    If you're wanting a sequel to X-COM you're looking for Laser Squad Nemesis [lasersquadnemesis.com]. It was developed by the original X-COM team (Julian Gollop and crew) and shares most of the basic play mechanics.

  • by Saxerman ( 253676 ) * on Friday November 11, 2005 @06:27PM (#14012128) Homepage
    The OSS Project I've been watching is Vegastrike [sourceforge.net] which is designed primarily as a single player engine, but which plans to incorporate multi-play at some point. Although there are a few commercial offerings (such as Vendetta Online [vendetta-online.com] (which has a linux client!)) I'm not aware of any projects that currently look to fill the void that XvT once filled, which does seem odd now that you mention it.
  • ScummVM? (Score:2, Informative)

    by roscivs ( 923777 ) on Friday November 11, 2005 @07:25PM (#14012503) Homepage
    For the Monkey Island type games, are you looking for something like ScummVM [scummvm.org]?
  • by julesh ( 229690 ) on Saturday November 12, 2005 @09:17AM (#14014961)
    I think the problem there is that a lot of us read your phrasing "Star Wars movie-specific game titles" and parsed it as if it were "Star Wars franchise game titles". I know I did, and suspect the AC and those who modded him up all did. The distinction's a subtle one, and I think the way you phrased it understated it. Perhaps "Star Wars game titles based on a single movie" would be a clearer way of putting it.

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