Space marines team up for squad-based shooter battle in this multiplayer-minded follow-up to id's well-received Quake 4. Designed and developed in the spirit of 2003's Return to Castle Wolfenstein: Enemy Territory, Quake Wars allows teams of players to take the roles of Global Defense Force soldiers and alien Strogg warriors to compete against one another in mission-oriented scenarios. Class-specific abilities encourage teamwork among squad mates, giving each player in the group an important role based on the soldier-type chosen. To welcome newer players to the field, aspects of play such as mission-objective listings and vehicle piloting have been simplified, while features such as character upgrades and global stat-tracking offer dedicated players opportunities to benefit from strong performances and hard-won victories.
~ T.J. Deci, All Game Guide
Production Credits
Company 1: Splash Damage; Lead Game Designer/Owner: Paul Wedgwood; Producer/Managing Director: Neil Postlethwaite; Art Director: Richard Jolly; Lead Artist: Francis Hobbins; Senior Artist: Peter Boehme; Art Team: Roland Zeller, Ben Davis, Andrew Hamilton, Stellan Johansson, Daniel Conway, Pär Tingström, Henning Horstmann, Paul Greveson, Aaron Hoffman; Animator: Chris Bull; Freelance: TJ Frame; Lead Level Designer: Matt Wilson, Mark Fry; Level Design Team: Lloyd Morris, David Edwards, Miroslaw Slowik, Garth Hendy; Senior Game Designer: Edward Stern; Senior AV Designer: Tim Kautz; Technical Director: Arnout van Meer; Programming Team: Gordon Biggans, Jared Hefty, Tristan Williams, Mike Armstrong, Arne Olav Hallingstad; Office Manager: Kat Winnifrith; Business Development Manager: Stephen Gaffney; Production Assistant: Joe Gibson; Production Tester: Jiri Kristek, Julian Harris, Kaneda Maskell, Matt Lowe, Neil Castle, Tim Rose, William Richens, Darren Tyrrell, Kyle Munns, Paul Stephen Gower, Ross Green, Tim James, William Ross-Foulser, Terry Seidler; Additional Business Direction: Francisca Wedgwood; Additional Programming: Charles Hollemeersch, Nick Gildea; Additional Art: Robert Wilinski, Shaun Scott, Thierry Doizon, Christian Farcy; Additional IT Support: Paul Leask, Brendan Boyd; Community Manager: Steve Hessel; Additional Community Support: Drew Campbell; Media Artist: Laurel Austin; Additional Level Design: Simon O'Callaghan, Thomas Creutzenburg, James Russell; Additional Office Management: Gabriella Kiszely; Additional Web Staff: Mike Egan; Company 2: ID Software; Executive Producer: Kevin Cloud; Producer: Jason Kim; Programming: John Carmack, Robert Duffy, Jan Paul van Waveren, Timothee Bisset, John Dean, Brian Harris; Art: Pat Duffy; Design: Steve Rescoe, Christian Antkow, Jerry Keehan; Animation: John Root, Eric Web; Sound: Christian Antkow; Business Development: Marty Stratton, Steve Nix; Additional Map Development: Nerve Software; Company 3: Activision; Executive Producer: Adam Goldberg, Daniel Suarez; Producer: Doug Pearson; On-Site Producer/Creative Director: Ben Smedstad; Associate Producer: Matthew Beal, Steve Holmes, Eric Lee, Omari Valentine; On-Site Associate Producer: Dawn Pinkney; Production Coordinator: Danny Taylor, Taylor Livingston, Matt Nelson; VP: Thaine Lyman; Head of Production Management: Laird Malamed; Senior Global Brand Manager: Ryan Wener; Associate Brand Manager: Nicole Lewis; Director of Markerting: Tom Silk; PR Manager: Mike Mantarro; Senior Publicist: John Rafacz; Jr. Publicist: Kelvin Liu; Senior Manager: Ed Clune; Installer Programmer: Ryan Ford; Localization Manager (US): Doug Avery; Localization Manager (Europe): Charlotte Harris; Localization Consultant: Stephanie O'Malley Deming; VP of Customer Support/Quality Assurance: Rich Robinson; Director of Quality Assurance: James Galloway, Marilena Rixford; Manager, Quality Assurance: Glenn Vistante; Manager, Quality Assurance (Night Shift): Adam Hartsfield, Jason Levine; Sr. Lead, Quality Assurance: Henry P. Villanueva; Sr. Lead, Quality Assurance (Night Shift): Anthony Korotko; Lead, Quality Assurance: Vincent Sinatra; Lead, Quality Assurance (Night Shift): Scott Kiefer; Lead, Code Release Group: Jef Sedivy; Floor Lead: Soukha Phimpasouk; Floor Lead (Night Shift): Jovany Zuniga; Database Manager: Dan Mortenson; Compatibility Specialist: Michael Salwet; Tester: Pedro Aguilar, Michael Ashton, Darryl Austin, Michael Baker, Richard Bantegui, Charlie Barkhorn, Peter Beal, Sean Berrett, Rommel Brigaudit, Steffen Boehme, Nicolas Bolden, Ian Bouchillon, Jason Chalfant, Chris Cheng, Darren Chang, Shamen'e Childress, Melvin Chua, Michael Cook, George Cummings, John Cutter, Nic DiLucchio, Matt Dupree, Victor Durling, Sam Fayershteyn, John Ferry, Kellin Fitzpatrick, Anthony Flamer, Stephen Frick, Brandon Gilbrech, Jason Gilmore, Allen Gimenez, Paul Goldilla, Jacob Graniczka, Jeff Grant, Andre Haftevani, Christian Haile, Dylan Hendren, Edward Highfield, Valerie Hilgenfeldt, Alexander Hinds, Ron Hines, Tommy Hooper, Tim Huddleston, Jason Inclan, Kevin Janszyan, Jesse Jones, Nathan Kinney, Dinari Lee, Jon Luce, Joshua Martin, Raymond Martinez, Curtis Maughan, Brandon McElwee, Peter McKernan, Anthony Moreno, Christopher Norris, Andre Nutter, Sean Olson, Pramit Patel, Nathan Peters, Alfredo Plascencia, Brian Post, Jacob Raymor, Clifton Reynolds II, Lawrence Rodman, Pedro Rodriguez, Anthony Rogers, Leejay Ronquillo, Jeff Roper, Royal Roshto, Ronald Ruhl, Chad Schmidt, Kevin Sherwood, Eric Stanzione, Chris Staples, Lee Staples, Paul Streifel, Robert Tai, Keane Tanouye, Michael Tarr, Adam Thomas, Steven Theantanoo, Shadi Ul-Hanif, Cesar Velasco, Keith Weber, Marc Williams, Joshua Frostick, Ruben Sahagun, Scott Winslow, Peter Von Oy, Albert Yao; Burn Room Coordinator: Joule Middleton; Burn Room Technician: Pokee Chan, Kai Hsu, Danny Feng; Phone Support Manager: Gary Bolduc; E-Mail Support Manager: Michael Hill; Compatibility Lab Sr. Lead: Neil Barizo; Compatibility Lab Lead: Chris Neal; Multiplayer Sr. Lead: Chris Keim; Multiplayer Lead: Garrett Oshiro; Network Lead: Francis Jimenez; Manager, Resource Administration: Nadine Theuzillot; Music Composed By: Bill Brown; Additional Music: Atli Örvarssön, Aashish Pathak; Voice of GDF Player: Grant Albrecht; Voice of Strogg Player: Steven Jay Blum; Voice of GDF High Command: Granville Van Dusen; Voice of Strogg Nexus: Neil Ross; Voice of Trailer Narrator: Jocelyn Blue; Voice of Tutorial Narrator: Jim Ward; Additional VO: Alex Alba, Jocelyn Blue, Steven Jay Blum, Michael Chinyumurindi, George Cheung, Robin Atkin Downes, India Dupré, Marc Graue, Leon Morenzie, Neil Ross, David Sobolov, André Sogliuzzo; Casting and Voice Direction: Margaret Tang; Voiceover Recording, Editing and Post: Rik Schaffer
Enemy Territory: Quake Wars (ET:QW) is a first-person shootervideo game, and is the follow-up to Quake 4. However, it is set in the same science fiction universe as Quake II and Quake 4, with a minimal back-story serving as a prequel to Quake II. It is the second multiplayer-focused game in the Quake series (after Quake III Arena). Quake Wars features similar gameplay to Wolfenstein: Enemy Territory, but with the addition of controllable vehicles and aircraft as well as multiple AI deployables,[12] asymmetric teams, much larger maps and the option of computer-controlled bots. Unlike the previous Enemy Territory game, Quake Wars is a commercial release rather than a free download.
Quake Wars is a class-based, objective focused, team-oriented game. Teams are based on human (GDF) and alien (Strogg) technology. While the teams are asymmetrical, both sides have the same basic weapons and tools to complete objectives. Unlike other team-based online games (such as the Battlefield series), the gameplay is much more focused on one or two main objectives at once, rather than spread all over the combat area. This allows for much more focused and intense combat situations, similar to the original Unreal Tournament assault mode.
Each player class normally has new objectives show up during game play, many times based around the specific capabilities of that class. The game also has the capability to group players into fireteams for greater coordinated strategy. These fireteams can be user created or game generated depending on the mission selected by the player.
The game has an experience points (XP) rewards system in place, which rewards every player some points depending on the mission completed. This accumulated XP later leads to unlocks which may vary from availability of new equipment/weapons to abilities like faster movement or more accurate weapons.[14] These rewards are reset to zero after the completion of every campaign, which consists of three unique maps, all with a common locale/region.
MegaTexture is a texture mapping technique developed by John Carmack of id Software[15]. The technology allows maps to be totally unique, without any repeated terrain tiles. Battlefields can be rendered to the horizon without any fogging, with over a square mile of terrain at inch-level detail, while also providing terrain-type detail that defines such factors as bullet hit effects, vehicle traction, sound effects, and so on. Each megatexture is derived from a 32768×32768 pixels (1024 megapixels, or a gigapixel) image, which takes up around 3 gigabytes in its raw form (with 3 bytes per pixel, one byte for each color channel).
Collector's Edition
A collector's edition of the game was released exclusively for Windows on October 2, 2007 in North America and September 9, 2007 in Australia and Europe (in Europe the collector's edition was released as Premium Edition). The collector's edition features the game itself, 10 collectible cards (there are 12 cards, but the first two are only available via preorder) and a bonus disc, which contains concept art, HD videos, interviews, artwork, downloadable icons, ringtones and music tracks.[16]
Beta and demo releases
The public beta opened to FilePlanet paid subscribers on June 20, 2007 and to nonpaying members on June 23, 2007. There were also beta keys given out for a limited time exclusively at QuakeCon 2007. The public beta ended on September 25, 2007. A second build of the beta was released on August 3, 2007. It features a new map entitled Valley to replace Sewer and several changes to the game code to improve performance and implement new features. This map was featured in tutorial videos released prior to the beta, and was the map made available to play at QuakeCon 2006. The Valley map is based on a real Earth location: Yosemite Valley.[17]
A PC demo for Windows was released on September 10, 2007 and for Linux on October 16, 2007 also featuring the map Valley. The full Linux version was released on October 19, 2007. A Mac OS X client has also been released. In January 2008, a new updated version (2.0) of the demo was released. The updated demo includes changes introduced in the 1.4 patch such as 'tutorial mode'. The original 1.0 demo is no longer supported and should not be downloaded.
As of February 9, 2008 on the review aggregator Game Rankings, the PC version of the game had an average score of 84% based on 55 reviews.[18] On Metacritic, the game had a score of 84 out of 100 based on 52 reviews.[19] Kevin VanOrd of GameSpot gave the game a rating of 8.5/10.[20]
Other reviews are generally very positive, scoring Quake Wars in the 8–9 (out of 10) range.[21]
For the week ending September 29, 2007, Quake Wars was the best selling PC title in the United Kingdom according to the Entertainment and Leisure Software Publishers Association.[22]
On October 17, 2007, after its top of the charts sale in the United Kingdom, Quake Wars debuted at a familiar #1 spot yet again in the United States. According to NPD group's top 10 best selling PC game charts, it managed to take the #1 spot.[23]
Xbox 360 and PlayStation 3 reviews for the game were generally much less positive, with IGN giving the 360 version 6.1 and the PlayStation 3 version 5.3, citing game issues and inferior graphics to the PC version as causes for the lower score.