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Quake 4

 
Games: Quake 4

Game Description

The forces of Earth take the offensive in Quake 4, in an effort to eliminate the Strogg menace at its source, once and for all. The fourth edition of id's popular first-person shooter returns to its roots, to offer single-players an extensive adventure in the role of a soldier named Matthew Kane. Ultimately, Kane may be called upon to sacrifice a bit of his humanness, for the sake of humanity's ultimate victory.

While boasting substantial graphical and audio improvements as well, significant refinements to the A.I., the single-player portion of Quake 4 holds true to the originals, and the story picks up where Quake II left off. The online multiplayer modes of Quake 4 should feel much more reminiscent of Quake III, with their large weapon selection, diverse battle arenas, and intense, kill-or-be-killed gunplay.
~ T.J. Deci, All Game Guide

Production Credits

Company 1: Raven Software; Project Lead: Eric Biessman; Art and Animation Lead: Kevin Long; Design Lead: Jim Hughes; Programming Lead: Rick Johnson, Jeff Newquist; Audio Lead: Zachery Quarles, Kevin Schilder; Studio Head: Brian Raffel; Director of Product Development: Michael Crowns; Line Producer: Rosalie Kofsky; Assistant Art Lead: Fred Hooper; Art: Djordje Cakovan, Derrick Hammond, Kim Lathrop, Caryn Law, Simon Mills, Nichol Norman, Isaac Owens, Kurt Richards, Paul Richards, Arnie Swekel, Andrew Trabbold, Matt Vainio; Additional Art: Les Dorscheid, Mark Nelson, Todd Rueping, Jeff Unay, Creat Studio; Assistant Animation Lead: Michael Pleva; Animation: Michael Egnew, David Gulisano, Nick Maggiore; Additional Animation: Robert Gee; Cinematic Consultant: Dan Hay; Additional Animation: Kimberly Sanchez, Jarrod Showers, Ryan Watson; Level Design: Ken Banks, Matt Breit, Roger Cordes, Robert Bettenberg, Chad Bordwell, Ford Dye, Mike Majernik, Scott McNutt, Corey Peters, Michael Renner, Andrew Weldon, Patrick Williams; Programming: Aaron Bahr, Gretchen Carlson, Bryan Dube, Jeff Dischler, David Dynerman, Michael Ekberg, Michael Chang Gummelt, Dwight Luetscher, James Monroe, Nathan Rausch, Aurelio Reis, Allison Salmon, John J. Scott, Jim Shepard, James Singer, Anthony Whitaker, Marcus Whitlock; Additional Programming: Ste Cork, Keith Fuller, Gil Gribb, Seve Houchard, Ryan Hummer, Chuck Nicholson, Christopher Reed, Kerry Sergent; Motion Capture Lead: Bobby Duncanson; Motion Capture: Jerry Ashworth; Additional Motion Capture: Jeff Degenhardt, Nick Stevenson; Writer: Bob Love; Internal Quality Assurance: Ryan Jackson; Company 2: Id Software; Executive Producer: Tim Willits; Sound Design: Christian Antkow; Programming: Jan Paul Van Waveren, Timothee Besset, Robert Duffy; Design: Mal Blackwell, Jerry Keehan; Quake II Xbox Programming: Brian Harris; Art: Kenneth Scott; Company 3: Activision; Executive Producer: Graham Fuchs; Producer: Doug Pearson; Associate Producer: Glennige, Kekoa Lee-Creel; Production Coordinator: Eain Bankins, Danny Taylor; VP North American Studios: Mark Lamia; Global Brand Manager: Tabitha Hayes; Associate Brand Manager: Ed Lin; VP of Marketing: Dusty Welch; PR Manager: Mike Mantarro; Publicist: Maclean Marshall; Jr. Publicist: Megan Korns; Senior Manager: Ed Clune; Installer Programmer: Kim Carrasco; Quality Assurance and Customer Support Project Lead: Matt Nelson; Quality Assurance and Customer Support Localizations: Vince Fennel; Senior Project Lead: Glenn Vistante, Jeffrey Moxley; QA Senior Manager: Marilena Rixford; Manager - Localizations: Adam Hartsfield; Floor Lead: Vince Sinatra; Floor Lead - Localizations: Tom Chua; Single Player Coordinator: Soukha Phimpasouk; Multiplayer Coordinator: Mike Cook; Tester: Pedro Aguilar, Ray Avila, Rommel Brigaudit, Jeff Burda, Jarrod Catlett, Travis Catlett, Nikiyah Clemmons, Randy Coffman, John DeShazer, John Donikian, Brandon Gilbrech, Jakub Graniczka, Jeff Grant, Bryant Hunter, Brian Jackson, Francis Jimenez, David Lee, Luis Levy, Ian MacIntyre, Allan Manangan, Josh Martin, Josh Maxman, Tomer Mor, Chris Morrell, Chris Neal, Chris Osberg, Naomi Palermo, Kimberly Park, Christof Pearson, Bharathram Pitchumani, Alfredo Plascencia, Chris Puente, Manual Rojas, Jason Sa, Dan Saffron, Eric Stanzione, Michael Salwet, Steffen Schlachtenhaufen, Chad Schmidt, Todd Swerdloff, Steve Theantanoo, Keith Weber, Charlie Wang, Nicholas Westfield, Marc Williams, Walter Williams, Gus Amador, Ivan Cornejo, Nick Drossos, Don Johnson, Timothy Linderman, Rick Lucha, Nelson Ngo, Chris Norman, Juan Noyola, Mark Vazquez, Justin Walker; External Test Coordinator: Chad Siedhoff; Sr. Manager, Code Release Group: Tim Vanlaw; Lead, Code Release Group: Jef Sedivy; Localization Manager: Tamisin Lucas; Senior Localization Project Manager: Mark Nutt; Localization Project Manager: Corinne Callois; Quake 4 Theme Produced By: Chris Vrenna; Quake 4 Theme Composed By: Clint Wals; Voice of Strauss: Peter Stormare; Voice of Harper: Charles Napier; Voice of Voss: Michael Gannon; Voice of Rhodes: Dave Earnest; Voice of Bidwell: Khary Payton; Voice of Announcer: Khary Payton; Voice of Anderson: Danny Cooksey; Voice of Cortez: Andre Sogliuzzo; Voice of Sledge: Dimitri Diatchenko; Voice of Morris: Greg Eagles; Voice of Computer: Kat Cressida; Voice of Pilot VO: Kat Cressida; Voice of Marine: Phil La Marr, Steven Jay Blum, Wally Wingert, Andre Ware; Casting and Voice Direction: Margaret Tang, Womb Music; Voiceover Recording, Editing and Post: Rik Schaffer, Womb Music; Packaging Design: Hamagami Carroll Associates; Manual Layout: Ignited Minds LLC.
~ Keith Adams, All Game Guide
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Wikipedia: Quake 4
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Quake 4
North American PC box art for Quake 4
Developer(s) Raven Software
id Software
Publisher(s) Activision
Aspyr Media
1C Company
Engine id Tech 4
Version 1.4.2 Patch 1.4.2 Demo
Platform(s) Windows, Linux, Xbox 360, Mac OS X
Release date(s) Microsoft Windows[1]

NA October 18, 2005
EU October 21, 2005
Linux[2]
INT October 20, 2005
Xbox 360[3]
NA November 18, 2005
EU December 2, 2005
Mac OS X[4]
EU March 24, 2006
NA April 14, 2006

Genre(s) First-person shooter
Mode(s) Single-player, Multiplayer
Rating(s) BBFC: 18
ESRB: M
OFLC: MA15+
OFLC (NZ): R16
PEGI: 18+
USK: 16 (cut)[5]
Media CD, DVD
System requirements Linux 2.4+, Mac OS X 10.3.9+ (PowerPC, x86) or Windows 2000/XP, Athlon XP 2000+, Pentium 4 2.0 GHz or G4 1.67 GHz CPU, 512 MB RAM, 2.8 GB hard disk space, sound card, OpenGL compatible 64 MB video card, Radeon 9700 or GeForce 3
Input methods Keyboard and mouse, Gamepad

Quake 4 is the fourth title in the series of Quake first-person shooter computer games. The game was developed by Raven Software and distributed by Activision. Raven Software has collaborated with id Software, the creators and historical developers of preceding Quake games. In this case, id Software supervised the development of the game as well as providing the Doom 3 engine, now referred to as 'id Tech 4', upon which it was built. Quake 4 went gold in early October 2005 and was released on October 18, 2005 for the PC, and later for the Xbox 360 and the Apple Macintosh. A special DVD Collectors Edition also exists, including promotional material and the game Quake II with its expansions, The Reckoning and Ground Zero. The Xbox 360 version of Quake 4 is based on the Special Collectors Edition, and therefore also includes Quake II.

Plotwise, the game is a sequel to Quake II and takes place during the same war as Enemy Territory: Quake Wars. However, Quake II, Quake 4, and Enemy Territory: Quake Wars do not share story lines with Quake or Quake III Arena; their only relation is their names and logos. Compared to other titles in the Quake series, Quake 4 has an increased emphasis on the single-player portion of the game, however Quake 4 has a multiplayer mode as well.[6]

Contents

Story

The Quake 4 single player mode continues the story of Quake II by pitting the player against a cyborg alien race known as the Strogg. The game follows the story of a marine named Matthew Kane who is a member of the fabled Rhino Squad. Following the success of the protagonist of Quake II in destroying the Strogg's leader, the Makron, the Rhinos are tasked with spearheading the mission to finally secure the aliens' home planet Stroggos. In the course of the invasion, the squad ship is shot down and crashes in the middle of a battle zone, separating Kane from his companions.[7] Kane eventually rejoins his scattered team members and partakes in the assault against the Strogg.

After performing a number of tasks, such as destroying and capturing Strogg aircraft hangars and defense systems,[8][9] Kane and his remaining squad members make it to the USS Hannibal. There they are given their next mission: infiltrating one of the Strogg's central communication hubs, the Tetranode, with an electromagnetic pulse bomb in the hope that it will put the main Strogg Nexus in disarray. Kane is tasked with defending the mission convoy,[10] which takes heavy casualties. After many setbacks, including the destruction of the EMP device by a Strogg ambush, Kane is left to complete the mission, assisted only by Private Johann Strauss and Lance Corporal Nikolai "Sledge" Slidjonovitch. Strauss figures out a way to destroy the core by shutting down its coolant systems. As Kane reaches the entrance to the Tetranode, however, he is greeted by two rocket-equipped network guardians - as well as the newly constructed Makron. The Makron easily defeats Kane and knocks him unconscious.[11]

When Kane finally awakens, he finds himself strapped to a conveyor belt in the Strogg "Medical Facilities", a structure used for turning those captured and killed by the aliens either into protein food or additional Strogg units. In a long and gruesome first-person cutscene, Kane is taken through this stroggification process which violently replaces much of his anatomy with bio-mechanical parts. Before the final controlling neurochip implanted in his brain can be activated, though, Rhino Squad bursts into the facility and rescues Kane.[12] After escaping through the Strogg medical facility and Waste Disposal plant, fighting off zombie-like half-stroggified humans along the way, Kane is forced to combat his former commander, Lieutenant Voss, who has been fully stroggified into a powerful mechanized monster. (Voss nevertheless retains his own consciousness long enough to warn Kane.)[13] After defeating this threat, Kane and the remaining marines finally make it back to the Hannibal.

The commanders realize that Kane's Strogg physiology has opened up new possibilities for defeating the Strogg, as he can be used to infiltrate locations previously impenetrable to human forces. The new plan is to directly target the Strogg Nexus Core, a huge centralized brain-like structure which controls the alien forces. Rhino and Raven Squads are tasked with infiltrating the three data processing towers adjacent to the Nexus, a huge data storage and processing tower. There, they will deactivate the Nexus's shield and power up the teleporter used to access the Nexus and send Kane in. Once inside, Kane will travel to the center of the Nexus to destroy the Core Brain and its guardian.

After infiltrating the facility and realigning the data nodes powering the teleporter, and destroying its fearsome "Guardian" creature,[14] Kane finally reaches the Nexus core. There he meets the Makron in a final showdown and kills it. This done, he destroys the Core and returns to the Hannibal. Celebrating with Rhino Squad afterward, Kane receives word that he has new orders.[15]

Gameplay

Multiplayer

Multiplayer modes are Deathmatch, Team Deathmatch, Tourney, Capture the Flag, Arena CTF and DeadZone. Players at QuakeCon reported the multiplayer gameplay to include elements similar to those in previous Quake games such as Strafe-jumping or Rocket jumping. Notable new additions to play are the ability to send shots through the teleporters and the advancement of the game physics provided by the new technology including the ability to bounce grenades and napalm fire off of jump-pads.

Like the previous Quake games the multiplayer has a client-server architecture. The network code has been altered from Doom 3, allowing for larger numbers of players on each server (Doom 3 has a four player restriction, whereas Quake 4 has a standard 16 player limit). One of the changes to the network code is a move from the per-polygon hit detection system used in Doom 3 back to using hit-box system like most other online first-person shooters such as other Quake games and Half-Life.

Movement

The movement of Quake 4 is similar to Quake 3 and Quake Live, but with the additions of ramp jumping, which allows players to gain extra height from jumping off of inclined objects, as well as crouch slides, which gives players the ability to maintain speed by sliding around corners.

Critical response

Reviews of the game were generally favorable for the PC version of the game, with game databases Metacritic and MobyGames giving the game aggregate review scores of 79/100 and 81/100 respectively.[16][17] Websites and magazines such as IGN and UGO praised its single-player campaign, graphics and Hollywood voice-acting, but complained that its multiplayer was too much like Quake III's. Gamespot gave Quake 4 an 8.0 and it also said: "The single-player is great fun, but the uninspired multiplayer leaves a lot to be desired." PC Gamer Magazine gave Quake 4 a good review for both singleplayer and multiplayer gameplay.[18] A few days after release the majority of reviews gave Quake 4 scores of 80–90%.

The Xbox 360 version of the game fared slightly worse with critics when it was released but still received generally positive reviews, scoring 75/100 on Metacritic, and 75/100 on MobyGames averaged scores.[19][20] Electronic Gaming Monthly gave a mixed rating to the Xbox 360 port, claiming that the single-player campaign was not creative enough to compete with other games such as Half-Life 2 and that the game ran poorly on the 360. IGN scored Quake 4 8.1/10 saying Quake 4 is one of those games that will appeal to console gamers who haven't owned a PC for years. The single-player campaign is varied and pretty interesting, getting better after you're Stroggified. The enemies go from dumb and running right at you to diverse and more interesting in the second half of the game, and there are a few cool boss fights worth your while. The gory graphics and excellent lighting are well done and they'll appeal to many gamers looking for a fast, shiny game to just let loose on. Gamespot gave it a worse rating than the PC version: 6.6. They also wrote, "There's a good game in Quake 4, but it's buried under several layers of highly disappointing graphical performance issues." X-Play gave the Xbox 360 version a 3/5 and the PC version a 4/5.

Versions

Quake 4 was released at the launch of the Xbox 360 and is Xbox Live compatible. Due to the fact that Quake 4 needed to be developed in a short time period in order to meet the launch of the Xbox 360, there have been major issues with framerates for the console adaptation, earning it the award for Most Aggravating Frame Rate/Best Slideshow in the GameSpot.com Best and Worst of 2005 list. In addition, the Xbox 360 port of Quake 4 has very long load times and Xbox Live glitches that result in problematic multiplayer experiences, as documented by game review sites as well as on Activision's support pages for the Xbox 360 version. This version was initially priced the same as the PC Special Edition DVD and features the same content. Unlike the PC version, however, as of November 2008 the Xbox 360 version has not received any patches to fix its numerous problems.

Aspyr Media published and released Quake 4 for Mac OS X, on April 5, 2006 as a universal binary, compatible with both PowerPC- and x86-based Macs.

id Software continued its tradition of supporting Linux by releasing a Linux version of the Quake 4 binary executable. The game can be downloaded for free from id's servers, though it requires a licensed copy of Quake 4 for Windows or Mac in order to run. The Linux installer was made available two days after the release of the game itself.

The German version of the game was not localized but heavily censored and is not multiplayer compatible to any other release. This version was rated 16 and older by the USK. The international uncensored version did not recive a USK classification and was subsequently indexed by the German Bundesprüfstelle für jugendgefährdende Medien.

At the spring 2007 IDF exhibition Intel Corp. demoed Q4RT, a raytraced version of Quake4, running on a blade server composed of four Core 2 Quad based machines.[21]

References

  1. ^ http://www.gamefaqs.com/computer/doswin/data/531883.html
  2. ^ http://www.gamefaqs.com/computer/mainframe/data/937192.html
  3. ^ http://www.gamefaqs.com/console/xbox360/data/928233.html
  4. ^ http://www.gamefaqs.com/computer/mac/data/945366.html
  5. ^ Schnittberichte.com - Mehr als 3800 detaillierte Zensurberichte zu Filmen, Spielen, Comics, Serien und Musikvideos
  6. ^ McNamara, Tom (2005-10-13). "Quake 4". IGN. http://pc.ign.com/articles/658/658263p3.html. Retrieved 2009-01-25. 
  7. ^ "Quake 4 Game Guide:Air Defense Bunker". Gamepressure.com. http://guides.gamepressure.com/quake4/guide.asp?ID=266. Retrieved December 18 2006. 
  8. ^ "Quake 4 Game Guide:Interior Hangar". Gamepressure.com. http://guides.gamepressure.com/quake4/guide.asp?ID=269. Retrieved December 18 2006. 
  9. ^ "Quake 4 Game Guide:MCC Landing Site". Gamepressure.com. http://guides.gamepressure.com/quake4/guide.asp?ID=270. Retrieved December 18 2006. 
  10. ^ "Quake 4 Game Guide:Canyon". Gamepressure.com. http://guides.gamepressure.com/quake4/guide.asp?ID=272. Retrieved December 18 2006. 
  11. ^ "Quake 4 Game Guide:Nexus Hub". Gamepressure.com. http://guides.gamepressure.com/quake4/guide.asp?ID=277. Retrieved December 18 2006. 
  12. ^ "Quake 4 Game Guide:Strogg Medical Facilities". Gamepressure.com. http://guides.gamepressure.com/quake4/guide.asp?ID=278. Retrieved December 18 2006. 
  13. ^ "Quake 4 Game Guide:Waste Processing Facility". Gamepressure.com. http://guides.gamepressure.com/quake4/guide.asp?ID=283. Retrieved December 18 2006. 
  14. ^ "Quake 4 Game Guide:Data Networking Security". Gamepressure.com. http://guides.gamepressure.com/quake4/guide.asp?ID=294. Retrieved December 18 2006. 
  15. ^ "Quake 4 Game Guide:The Nexus". Gamepressure.com. http://guides.gamepressure.com/quake4/guide.asp?ID=296. Retrieved December 18 2006. 
  16. ^ "Metacritic PC Review score compilation". metacritic.com. http://www.metacritic.com/games/platforms/pc/quake4?q=quake%204. Retrieved January 3 2007. 
  17. ^ "Mobygames Windows Review score compilation". mobygames.com. http://www.mobygames.com/game/windows/quake-4. Retrieved June 6 2007. 
  18. ^ "Quake 4 Review by Matthew D. Sarrel". PC Gamer MAgazine. February 2007. http://www.pcmag.com/article2/0,1895,1872452,00.asp. Retrieved 2007-02-20. 
  19. ^ "Metacritic Xbox 360 Review score compilation". metacritic.com. http://www.metacritic.com/games/platforms/xbox360/quake4?q=quake%204. Retrieved January 3 2007. 
  20. ^ "Mobygames Xbox 360 Review score compilation". mobygames.com. http://www.mobygames.com/game/xbox360/quake-4. Retrieved June 6 2007. 
  21. ^ Demerjian, Charlie (2007-04-23). "Intel shows off Raytraced Quake 4". The Inquirer. http://www.theinquirer.net/default.aspx?article=39101. Retrieved 2009-01-25. 

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