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Id
Software is one of the most successful and esteemed
developers in interactive entertainment, but they
also have a larger share of detractors than most.
Their titles have sold in the millions but also
been denounced as simplistic and criticized for
appealing to the lowest common denominators, namely
glitzy visuals and mindless point-and-shoot
mechanics. Their revenge has always been living
well creating games in which people die
spectacularly, something their latest gunslinging
opus does better than any previous id title. With
each generation of releases, the Titans of Texas
have owned the 3D action genre with better graphics
and gorier effects, but also with more attention on
their preferred method of gameplay: Slaughter
everything that moves. With Quake III Arena, id
continues to slice off excess flesh with a
razor-sharp focus on deathmatch. Gone are the
impotent storylines and boring switch-tossing; in
their place are nerve-jingling fragfests in
claustrophobic maps and frenzied Capture the Flag
competition. Just how well id did with this brave
new covenant is the question of the
moment.
Id
pioneered the concept of deathmatch in 1993 with
the release of Doom, and has since spent
considerable development resources nurturing a
fellowship of warriors dedicated to the Arena
concept. Due in no small part to the spirited
participation of the user community, deathmatch has
evolved over the years from a covert executable in
a DOS directory to a full-blown competitive sport
where computer-borne athletes with as much relative
talent in their wrists as a Tiger Woods or Sammy
Sosa engage forces for huge cash prizes. Q3A is the
game id has been wanting to develop for years, but
until now the developers has been forced to create
and sell traditional single-player adventures in
which people sit alone at their computer, running
hell-bent through bloodstained corridors, shooting
various demon spawn and searching for the exit.
There are no such distractions this time, just
purity of focus on creating the best deathmatch
possible. Q3A still features a single-player mode,
but not in the classic sense. Grabbing the
spotlight from the Cacodemons and Barons of Hell is
a squad of computer-controlled bots, enemies that
simulate a human opponent in deathmatch. The player
and these algorithmic warriors are tossed into a
tournament called the Arena Eternal, a series of
increasingly difficult deathmatches meant to
determine the ultimate warrior.
The
battle proper begins with a simple training level
in which a booming male voice instructs the player
in the finer points of deathmatch--essentially,
Grab that gun in front of you, jump up here
and snag the armor, now go shoot the other
guy--and urges him or her on Mortal
Kombat-style with praise for well-executed
bloodletting. The first time I gibbed a group of
enemies with a well-placed volley of grenades and
heard the diabolic commentator intone
Excellent! a rather evil and
self-satisfied smile slithered across my face. That
was soon wiped clean, or rather blown clean off,
during the difficult ensuing matches. The
single-player portion of Q3A is organized in six
main tiers containing four maps each and a seventh
tier featuring a single battle against Xaero, the
Lord of the Final Arena, who is a sort of code
composite of Thresh and immortal, two incredible
flesh and blood deathmatchers.
Although
the tiers must be played in succession, the four
maps within each tier can be played in any order.
There are five difficulty levels that control the
abilities of the bots and range from What the
hell is this gun in my hand for? to
Welcome to your worst nightmare,
mortal. Since id understands our egos
sometimes transcend our abilities, the difficulty
can be set prior to each match, not just at the
start. The war plan includes both one-on-one
battles as well as all-out free-for-alls against
two or more opponents, covering the range of basic
deathmatch competition. In an effort to encourage
novices to improve their abilities and attempt maps
at a higher level of obstruction, Q3A maintains a
record of the difficulty at which each level has
been defeated and rewards six different medals to
deserving warriors. These proud emblems include
such adulation as Accuracy, for when
your percentage of hits-to-shots is greater than 50
percent, and Impressive, for when you
manage to consecutively frag two enemies with the
Rail Gun, for example. These boldface the fact that
Q3A is less about strategy and more about
developing the tight mechanics needed to reign
victorious in the fast and furious realm of id
deathmatch.
Experimental
users can uncover other game modes, though these
are less accessible than Arena Eternal. Buried
within the depths of Q3A are Team Deathmatch and
Capture the Flag, both of which can be played on a
single computer by launching a multiplayer server
and adding computer controlled bots. While a fun
training ground for competing online since id has
hammered a surprising degree of intelligence into
the bots, these competitions are not tied into the
main ladder. Capture the Flag--which charges two
teams with invading the opposing teams base,
capturing their flag and bringing it home, all
while defending their own flag--and Team Deathmatch
are more intended to provide the online community
with a satisfying alternative to the free-for-alls.
Both are more complicated and challenging than the
pure run-and-gun due to the inclusion of teammate
commands such as Follow me and
Defend the Base, as well as the mild
strategic elements introduced through teamplay
dynamics. No other are game types included, which
is disappointing after experiencing the
well-developed match ladder and professionally
polished mods available in Unreal Tournament. The
good news is there are several important areas in
which id does excel, including the visual
presentation and their ever-reliable set of
weapons.
One
of the strongest hearts beating inside the chest of
this game is its arsenal. More so than any previous
id title, the weapons are an unabashed celebration
of simplicity and power. Id wants nothing to cloud
the air between a challenger and his or her next
frag, which is why the layers of complexity added
to other titles weapons, such as secondary
and even tertiary fire modes, are avoided
completely in favor of one effective assault. I
have always felt a good weapon provides its
conveyor with a feeling of omnipotence, as though
any well-placed shot could slap down the most
lethal challenge, and that is precisely what the
unoriginal but comfortably familiar weapons in Q3A
offer. In a sort of greatest hits parade of
firearms, the designers use the best implements
from previous titles, including the machine gun,
the shotgun, the Plasma Gun, the grenade launcher,
the RPG, the Lightning Gun, the Rail Gun
and--surprise!--the BFG-10K. Despite our
long-standing acquaintance with these weapons, this
is the best-balanced set of id weapons since Doom
2.
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