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...continued
The
shotgun remains as transcendent as ever, hitting
far-off enemies with a wide scatter of pellets
while lumping the whole mass into one concentrated
flesh wound when used up close. This is, bar none,
the most effective finishing weapon in the arsenal.
Nothing closes a deal more resolutely than hitting
an enemy with the splash damage of the RPG, then
switching to this instant hit weapon for the
signature gibbing. Two weapons do emerge as choice
favorites: the aforementioned RPG and the Lightning
Gun. At The Frag 3, I spent four mind-numbing days
watching people chase each other down with these
implements of battle. Id uses the powerful
Lightning Gun, which has a limited range and
requires a steady hand, to balance out the RPG and
ensure the game is more than a one-weapon romp. Its
electric stream strips health at an alarming rate,
but can be temporarily countered with a good
build-up of armor.
Perhaps
no weapon emphasizes the extreme dexterity needed
to be successful more than the Rail Gun, which
fires a single laser-thin beam at its target and
can accomplish its mission with one spot-on hit.
There is a brief pause between shots while the
firing mechanism powers up, which again
demonstrates the careful thought that went into
balancing the weapons. The Rail Gun is a gamble to
use, but can earn the capable soldier a lot of
respect. The BFG is almost a throwaway weapon and
is not at all similar to previous versions. This
time it lobs small plasma bursts that have a
limited range but do a considerable amount of
damage when they hit home. Its great for
tossing into swirling masses of opponents, but is
often hard to reach and is rarely placed in the
maps. I should also mention the Gauntlet, the
requisite melee weapon, which does considerable
damage but is hard to use with precision given the
dizzying pace of the action. Id has graciously
given us a decent starting weapon this time--the
Machine Gun--which, while not too potent despite
chewing through its ammunition at a high rate, does
a good job of finishing off an almost-dead
opponent.
Offering
temporary protection and giving fleet-footed
warriors an edge in battle is a basic selection of
powerups, including: two varieties of armor,
without which gladiators will not survive long; a
battle suit similar to the Shield Belt in Unreal
Tournament that protects the wearer from
environmental and weapon splash damage; a terrific
bit of juice called Haste, which increases a
players speed; invisibility; MegaHealth;
QuadDamage; and Regeneration, which gradually
increases a users health to 200--if they are
good enough to survive. When players of equal
talent are facing each other down in a shower of
electric death, the powerups can be the difference
between life and death, and therefore introduce the
strategic element of map control into
Q3A.
One
of the highlights of ids titles has always
been the well-designed but aggressively abstract
maps, and Q3A is no different. While other
development teams concern themselves with
fashioning real-world environments, id continues to
focus largely on how the environment impacts
gameplay. Powered at the hand of amazing new
architectural tools that include curved surfaces
and moving textures, the mappers set their wild
design tendencies loose, with mixed results. There
are 30 maps, including 26 deathmatch and four
Capture the Flag maps, that range from small
horizontal arenas consisting of a few connected
rooms to larger and more vertically-oriented
battlegrounds that can squeeze in 24 players in a
tight fit. Overall, the maps are classic id
material: circular in nature with the most powerful
weapons and powerups in open places or areas that
are either tough to reach or a huge
gamble.
Practiced
navigational expertise and careful control are
necessary because id chose to generally replace
lifts with acceleration and bounce pads that jet
players into the air and toward new places.
Although there is some semblance of control while
airborne, this is the least desirable features I
have ever encountered in a 3D action offering. It
gives Q3A a Mario-esque arcade feel that is
completely inconsistent with the heavy tone of the
combat. Nevertheless, the maps are constructed with
archetypal id flair for flow and balance, and the
designers use lava, slime, fog, water, teleporters,
bottomless voids and more to create visually
stunning maps that suit a wide range of ability
levels and gameplay preferences. There were a
couple of mind-bogglingly bad levels, such as the
cubic Q3DM10, which featured nothing but poorly
chiseled stairs and corridors, but overall, Q3A is
another lesson from id in strong map
design.
Deathmatch
fans are going to love Quake III Arena for what it
offers, and truth be told, the online deathmatch is
fun, if wholly unoriginal. Capture the Flag is also
engaging, but there needed to be more unique styles
of competition and a stronger Arena Eternal to
flesh out the gameplay. While the graphics and
animation are outstanding and set a new standard,
the title comes up short, especially with the
amazingly brief single-player ladder. There is a
lot here for fans to build on, but out of the box,
Q3A does not offer the ultimate online experience
nor come out on top with its single-player
deathmatch.
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