[ PC ]Enemy Territory: Quake Wars// 6 Links on yastorage ( UNLIMITED DOWNLOADING )
My personal review:This
is another great FPS to add to the collection of this year's releases
and in fact, this one also deserves some great rate! The graphics
engine is absolutely amazing and the gameplay is very realistic, I bet
that you will feel like if you were there in the centre of the action
playing the role of the main character. This is by far the best part of
this game and that's what makes it so special. So don't waste more time
and get to play it as soon as possible my friends!
Gamespot review:If you took 2003's freely downloadable Return to Castle Wolfenstein:
Enemy Territory and mashed it together with the Battlefield games, you
might come up with something like Quake Wars. Of course, the whole
business of the original Enemy Territory's Allies and Axis have been
replaced by the humans and Strogg from the Quake universe, but the
basic nature of the gameplay is unchanged. Two opposing teams still
duke it out while attempting to complete a series of objectives, though
this time you can jump into a bunch of different vehicles and aircraft
to carry out your assaults. The concept itself isn't really new, but
it's put together extremely well, and its mission-focused gameplay will
appeal to veterans of these types of shooters, as well as those who
have previously been intimidated by them. The year is
2065. The Strogg race has attacked Earth in order to process its raw
materials into a fuel called stroyent. If you've played any other Quake
titles, you'll know some of the history here, but it's mostly
irrelevant in the context of Enemy Territory's multiplayer action, so
let's cut to the chase: You join either the human Global Defense Force
or the alien Strogg team, and then shoot your enemies in the face. Obviously, it's a tad more complex than this. First, you need to choose
one of five classes before each match. The GDF classes will be familiar
to any RTCW: Enemy Territory player; the Strogg classes have different
names than the human ones, but they all boil down to the same roles.
GDF soldiers and Strogg aggressors are your typical frontline troops;
medics and technicians heal in the field; and so on. Don't assume that
correlating classes are all exactly the same, though. GDF field ops can
drop ammo packs, for example. The similar Strogg oppressor doesn't need
to drop ammo, since the alien weaponry doesn't require any. Instead,
oppressors can set up a tactical shield to protect infantry or
vehicles. Other differences are subtle, but no less important.
For example, GDF medics can revive downed teammates almost instantly,
while it takes a few crucial seconds for Strogg technicians to do the
same. On the other hand, technicians can use their healing stroyent
tool on enemies, too, which creates a forward spawn point--a handy
skill, indeed. Then you have GDF covert ops versus Strogg infiltrators.
Both can disguise themselves as the enemy, but covert ops can use an
explosive surveillance camera to spy on the opposition, while
infiltrators can send out a handy drone to do battle with enemies from
a distance. These differences aren't huge, but they give each faction a
different feel and are balanced well. Once you've spawned into
the map, the game will give you incredibly clear objectives--and in
most cases, more than one. Teams share a primary objective, and as the
battle rages and one team is successful in meeting its current goal,
the objective will shift. There are secondary missions to complete as
well, and they will change depending on your class. You may need to
take out enemy radar, heal teammates, blow up gates, and so on. The end
result of this focus is that you never wonder what you should be doing,
and even newcomers to this kind of action will feel that they
contributed. Additionally, as you continue to play, you will earn
medals and gain persistent ranks--provided you are playing on ranked
servers. You'll also earn bonuses within your current campaign as you
gain experience, such as improved weaponry, faster sprinting, and more,
depending on the amount of XP earned and the class you are playing. All the emphasis on missions results in intense firefights that
occasionally involve Quake Wars' small assortment of vehicles and
aircraft. The specific mission objectives usually keep the action
contained to a few pockets of concentrated activity, though, so if you
like the Battlefield formula of controlled chaos, you might miss the
insane flurry of action coming at you from all sides and above. If you
prefer to get comfy in a tank turret or in the cockpit of a chopper,
you'll still be able to fulfill that role. But with objectives shifting
from outdoor areas to indoor sewers and bunkers, you can't singularly
focus on getting into the air or plowing down every enemy in sight.
Don't take this to mean that Quake Wars doesn't offer its share of
heavy action, however. You'll still get your fill of visceral, bloody
battles--though they are usually confined to the ground. You
can also create a fire team as in the original Enemy Territory, so
squad organization functionality is there, though it's not as necessary
as you would expect. One reason is that when you undertake a secondary
mission, you can see who is sharing it, thereby creating a sort of ad
hoc squad. The other is that Quake Wars does not support voice chat, so
you simply don't have the opportunity to issue commands to your fire
team easily. Of course, you can use a third-party voice client, though
that would have you chatting to all of your teammates, rather than a
single squad. Now that the Battlefield series has set the squad-based
chat standard, it's unclear why the functionality would be left out.
The missions are so clear that your path is usually fairly
straightforward, but if you're joining a random game and still want to
contribute to the fullest extent, it would be nice for the game to give
you the chance to talk to the other members of your fire team. Shooting stuff in Quake Wars feels terrific. Both GDF and Strogg
weaponry have the right weight and firing speed. Even the default
weapons for nonassault classes, like the Strogg Lacerator, are
effective in battle and handle well. Small details, such as the amount
of time the barrels on the Hyperblaster rotate before they begin
firing, feel properly balanced. Vehicles and aircraft are easy to
manage as well. Oddly enough, though, some ground-movement controls are
tied to flight and vehicle controls, so if, for example, you want to
change the key binding for your Tormentor's thrust maneuver, you'll be
changing the sprint key as well. It would be nice to have vehicle
controls separately customizable from within the game, and we're at a
loss to explain why players would be forced to edit configuration files
to make such a simple, standard change.
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