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Quake
III: Team Arena is an expansion pack for id
Software's superb first-person shooter Quake III:
Arena, which was released a year ago. At a glance,
the expansion may seem like nothing more than a
trumped-up modification - an add-on that includes a
few play modes and extras and little else. However,
Team Arena also has several new features that
enhance the original game, including improved
graphics and sound, a new user interface, some new
maps to fight in, new weapons and items, and three
new team-play modes. The new items and play modes
are collectively the most significant additions
that the expansion makes to the original game, as
they allow for a number of interesting and
surprisingly complex strategies in team games on
Team Arena's polished, well-balanced maps. These
strategies tend to work best - and be the most
enjoyable - when you're playing with teams of
experienced and organized players in an online
multiplayer match.
Team
Arena is powered by an improved version of the
powerful Quake III graphics engine, and despite
that the engine itself was released last year, it
looks excellent. As with Quake III: Arena, Team
Arena supports dynamic lighting, light-mapping
effects, and curved architecture, though the new
maps in the expansion make more and better use of
all of them. The expansion also includes three
expansive outdoor maps that make impressive use of
real-time shadows and render great distances
without any traces of draw-in. But these graphical
enhancements come at a price - you'll need a 16MB
3D accelerator card at the very least (as opposed
to Quake III: Arena's minimum requirement of 8MB),
and though you can still play the game with 64MB of
system RAM, you'll need at least 128MB to get the
game to run at an acceptable frame rate. And even
then, you may have to turn off a few video options.
In addition, since many of Team Arena's team maps
are more graphically intensive than the original
game's, you may use only Team Arena's new team
player models on them, since the new models are
specifically optimized for use with those maps.
There are essentially two basic models - a humanoid
male and female - and each has a few different
heads and five different skins, but none is
anywhere near as interesting or distinctive as
Quake III: Arena's gargoyles, androids, and aliens,
which aren't available in any of Team Arena's
team-play modes.
Team
Arena doesn't sound quite as good as it looks. The
game has most of the same hard-hitting weapon sound
effects as those in the original Quake III: Arena,
and it features the enhanced sound effects also
included in the Quake III v1.27g point release,
including a realistic-sounding Doppler effect that
is produced by rockets launched from a distance.
Team Arena also has new music tracks, though they
resemble those of the original game - passable but
largely forgettable techno/thrash that you'll
likely turn down (or turn off completely) so that
you can better hear what's going on around you.
Team Arena also offers a new chat option:
contextual voice taunts that you, other players,
and nonplayer bots can use in addition to Quake
III: Arena's standard gesture taunt. Interestingly,
Team Arena's contextual taunts change according to
the situation: If you successfully frag an
opponent, your voice taunt will be a smug insult,
but if you've just been fragged, your voice taunt
will more likely be a confused "What the...?"
Unfortunately, nearly all these voice taunts sound
horrible. Apparently, they were intended to emulate
the brazen, foul-mouthed trash-talk of the
characters and bots in Epic's Unreal Tournament,
though Team Arena's voice taunts actually sound
more like the result of a corporate focus group's
attempt to emulate bored, mildly peeved teenagers.
Fortunately, you can turn off voice taunts, and if
you play Team Arena for any appreciable length of
time, you probably will.
If
you do play Team Arena for any length of time,
you'll find there's more to it than good graphics
and bad voice acting. Unfortunately, if you're
looking for head-to-head deathmatch or an improved
single-player game, you won't find much more. Team
Arena includes a slightly enhanced bot-orders
system that lets you give general directions to
computer-controlled bot players on your team - but
the bots' artificial intelligence is still rather
unimpressive, and as with Quake III: Arena, they
won't put up much of a fight except on the highest
difficulty settings. In terms of head-to-head
competition, Team Arena has four new one-on-one
tourney maps (some of which were included in the
Sega Dreamcast console port of Quake III: Arena)
that are, on the whole, fairly good as tourney maps
go. You can also access deathmatch and team
deathmatch modes by using the game's "/g_gametype
#" console command, though the game's maps aren't
really suited for free-for-all or team deathmatch
play and none of the game's new power-up items is
available in either mode.
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