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After the metamorphosis of the Trinity project and the blockbuster
PCGamer introduction to Quake III, every member of the gaming
media was sure of only one thing: Quake III: Arena (Q3A)
would be the benchmark title to determine whether multiplayer-only
gaming was for the masses.
Not surprisingly, id Software succeeded... and then some.
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Installation
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85% - Quick and Quiet
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Insert the disc and away you go.
In this day of dedicated installation CDs and 1-2GB installs
(Freespace2, Wheel of Time) it is surprising that Q3A has one
of the lightest installations in the PC industry right now. Its
tolerable, but still far too much for some users to swallow. Q3A
offers a maximum installation weighing in at "only" 520MB. There
is also a downright tiny 25MB installation, but it requires you
to have a hefty CPU and CD-ROM combo - otherwise the load time
is unbearable. The full install thankfully puts 99% of the game
on your hard disk, making the CD-ROM useful only as a copy-protection
measure. You will also need at least 45MB for swap file space.
Some gamers will be annoyed by the CD-key protection mechanism
- you need to type it in the first time you play Q3A. While newbies
will be frightened by the lack of description as to where it is
(the back of the jewel case) and intermediate gamers will
be irritated that the key-entering program prefers lower case
typing, it is only a one time irritation that is far more pleasing
than the copy-protection quizzes from days long past.
Q3A is surprisingly easy on your system requirements. While there
has been word of slowdown problems for owners of Voodoo3 cards,
it appears to be strictly a driver issue. On the two systems I
have tested with, slowdown was never apparent at all unless I
cranked up the details beyond their default settings. TNT users
can expect to use 800x600 with most detail settings enabled without
any frame rate hit, while older cards like the G200 seem to do
best with the default settings.
The game is setup automatically to use 56MB of RAM, so users
will see little or no difference on normal installations between
64-128MB of ram (load times drop a bit by setting a higher
ram usage, but it is not groundbreaking). Load times are swift
and there was never any of the painful loading and precaching
times associated with games based on the Unreal Tournament engine.
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Graphics
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98% - To Die For
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This is the category where Q3A wins by knockout. No other first
person shooter (FPS) comes close to the graphical splendor
that Quake 3 provides. Although changing settings inevitably kicks
you out of a given level or server, it comes at a load time so
exceedingly short that you will love it compared to the ungodly
hard-drive chugging of Unreal Tournament based titles.
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The most immediately apparent attention to detail is the
large selection of characters. With 89 character skins and
32 models, there is no shortage of personalities to go around.
Although there is a wide selection of human characters,
it is by no means a requirement.
Characters such as "Orbb" use their hands to walk while
using a head-mounted gun, while others use reverse knees
(chicken-legs), hoverskates, hoverboards, or cybernetics.
Because of this, each model follows it's own rules of animation
- no two character models move the same way. And with a
maximum detail setting of 800-900 polygons, they all look
and act first-class.
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Effects Supported:
- Particles
- Light Sourcing / Colored Lighting
- Texture Glows / Animation
- Trilinear Filtering
Maximum tested resolution:
1600x1200x32-bit color
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The levels are not quite as spectacular, but only by a slight
margin. Dominated by metal grays and blood reds, it is a perfect
example of the Quake style, and, more importantly, it helps to
keep the focus on the characters, not the arenas they play in.
Texture detail is superb, ranging from a Voodoo compatible 256x256
for most of the walls, to lengths or heights of 1024 for special
monuments and other objects. The curved surfaces work remarkably
well because they are such a low profile addition - people expect
to see a curve to certain areas, and it's there.
Weapons are perhaps the most outstanding new feature. All weapons
are of very high texture quality, but the first-impression is
from the models themselves. The rocket launcher, for example,
actually has a real barrel - not just a texture trying to pretend
to be one. The plasma gun and BFG both have amazing swirling plasma
tanks while the latter also has little, fully modeled gears than
spin while in use. The gauntlet (essentially a taser) has
interlocking parts and lights up the immediate area, and the classic
doom-style shotgun even sports a thin laser sight!
Items come in a plethora of brightly-lit boxes, and the weapons
come in the exact model that the character uses, providing a strong
level of unity in the game.
Unfortunately, despite the all-too-graphic splendor of gibs (body
parts) when you kill opponents, there is no real variation.
Even entirely cybernetic or alien creatures all explode with the
same human organs. Considering how the German version will use
gears, sprockets and other mechanical gib trinkets to fulfill
laws regarding video game violence, it seems to be a fairly easy
thing to include.
Some gamers will also be annoyed by the character selection menu.
Although it is implemented with a great deal of finesse and style,
character models are not unloaded after being selected. This inevitably
leads to an "out of memory" message which prevents further characters
from being displayed without exiting the menu.
The only major letdown appears to be the cut-scenes. With the
exception of the finale, and the first few seconds of the intro,
the cut-scenes are animated stiffly and prove to be so fleeting
that time must have been the prime factor in making each of them.
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Sound & Music
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96% - Fast, Hectic Techno at it's best!
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Although many gamers were hoping for another CD full of the stylings
of Nine Inch Nails own Trent Reznor, id Software appears to have
made an even better choice for the final game in the Quake trilogy.
Both Sonic Mayhem and Front Line Assembly, exciting techno/electronica
bands, were hired to provide tracks, and the quality shows every
step of the way. Any complaints about the intro or endgame cut-scenes
are wiped away before they are started because of the excellent
music tracks. During frag-matches,
I have never encountered music so appropriate, kudos to id for
giving music so much attention.
This sense of unity becomes most recognizable in the final Tier
7 battle with the reigning champion, Xaero. Church Bells introduced
in the cut-scene are used throughout the final arena to provide
a powerful sense of finality that is usually only heard in console
RPGs.
Sound effects are perhaps just as stellar, with a wide variety
of effects to represent damage or the collection of key power-ups.
A3D provides the 3D sound experience that heavy quake players
will find invaluable to keep others off of their backs. Most surprising,
however, is the customization between models. When injured or
destroyed, characters give off unique sounds, ranging from screams
(women), to grunts (men), to bleeping tones (robots).
The most notable sound effect of all, however, would be the voice
proclaiming "humiliation" when somebody dies from the impact of
the gauntlet. It gets even worse when quad damage is in use!
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AI / Difficulty
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70% - Suspiciously Uncanny
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The bots in Q3A are a mixed bag. Most of the time, they are fantastic,
showing tendencies to follow certain strategies in each level,
and chatting up a storm when need be. Just like myself, they seem
to fall out of space levels from time to time, or not look behind
themselves. However, when the difficulty level is raised to the
middle or better, their tendency to miss seems to fall dramatically.
Characters such as Xaero and Visor are uncannily proficient with
the rail gun, and won't hesitate to hit you multiple times in
a single jump. Although this can be lessened in multiplayer games
by loading different characters (each character has their own
tendencies, strong points, and problems) it is still pretty
flagrant.
Difficulty levels are thankfully supported by a 5-level system,
with the bots being barely capable of pulling a trigger on the
"I Can Win" setting, while circle strafing and rocket jumps are
common on the "Nightmare" setting.
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Game Play
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94% - Goes down Smooth
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Not
even Unreal Tournament can beat Quake III: Arena when it comes
to pure gameplay. Quake 3: Arena is death-match brought down to
the lowest common denominator - it isn't complicated, but it sure
is fun!
Levels are very effective for the most part, with the biggest
example of innovation being the space-jump arenas. They provide
a new level of gameplay with deaths from falling, excellent railing
platforms, and mid-air ammo exchanges. Gamers seem split on the
other levels, with few levels suited for one-on-one death-match,
but the addition of power-ups makes Q3A an instant classic. A
level that seems a bit boring at first is quickly turned into
a fan favorite thanks to a selection of super-items, like Quad
Damage or Flight. The flight powerup is only available in games
without bots, however.
Power-ups:
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Quad-Damage:
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Causes 3x damage to opponents (not 4x).
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Haste:
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Greatly increases player speed and rate of fire.
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Flight:
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Reduces G-Force and allows players to fly using the jump
button. *Only available in multiplayer
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Invisibility:
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Player model is impossible to see except at close range.
*Muzzle flashes and power-up glows are still visible.
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Megahealth:
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+100 Health (up to 200 maximum)
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Regeneration:
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Increases health by 5 points every second up to 200 maximum
or until the effect times out.
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Battle Suit:
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Protects the wearer from lava, slime, drowning, and other
hostile conditions (including splash damage from weapons.
*No protection from the Fog of Death or the Void
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Medkit:
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Returns user to 100 health with one key press.
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Teleporter:
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Instantly transports the user to a random location with
one key press.
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Armor:
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Armor Shard:
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Improves armor rating by 5 points each. *Even beyond the
normal max of 100.
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Combat Armor:
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Increases your armor rating by 50 points.
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Heavy Armor:
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Increases your armor rating by 100 points
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Health:
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Green:
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5 points each *even beyond maximum
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Yellow:
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25 points each *to a max of 100
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Gold:
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50 points each *to a max of 100
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The single player mode is exceedingly straightforward. Gamers
must finish first in each arena to move on to the next tier and
view a tiny cutscene, until they face Xaero and finish the game.
This Mortal Kombat style play mechanic would quickly bore gamers,
but it is offset fairly well thanks to the medals system. Specific
achievements award you with medals periodically during an arena
match, such as "Excellent" for making two frags in under 2 seconds,
or Gauntlet for making a kill with the hardest of all weapons
to use successfully. Best of all, these stats are saved with your
game automatically, giving you career objectives to gun for.
Medals System:
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Excellent:
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Two Frags within two seconds.
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Impressive:
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Two consecutive hits with the railgun.
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Frags:
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Awarded for each 100 frags in a career.
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Accuracy:
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Finish an arena with better than 50% of shots connecting.
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Gauntlet:
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Kill an opponent with the gauntlet.
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Perfect:
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Finish an arena without dying once.
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Multiplayer
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94% The Heart of the Game
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Q3A is one of the few games on the market where multiplayer
IS the game. The single player mode was designed merely to
train players for the world of real players, and also to provide
entertainment for those with problematic access. Although there
is plenty of controversy surrounding the single player mode, I
found it to be a blast to play.
There are four distinct gameplay modes:
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Death-match:
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Everybody for themselves killing spree.
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Team Death-match:
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Players join Team Red or Blue and attempt to increase their
team frag scores.
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Tournament:
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One-on-one duels in a playoff format to determine an ultimate
winner.
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Capture the Flag:
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Team based Death-match where scoring is based on capturing
the enemy flag.
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Of the four, Death-match provides the quickest thrill. Team
Death-match keeps players thinking about where to shoot. Tournament
is played mostly by the elite who are well versed in each map,
and Capture the Flag provides the best team experience. Although,
many gamers are still annoyed by the lack of grappling hook or
a wider variety of levels.
Game selection is ludicrously easy. Select the multiplayer command,
then choose either local (network) or Internet scanning,
and a list of servers quickly pops up. Server player counts are
far more accurate than in the test, and ping times are fairly
low, with induced lag showing up for modem-gamers, mostly on the
space-jump maps.
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Final Analysis
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95% - "The Pinnacle of Frag-Fests"
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It's not as complicated as Unreal Tournament, and doesn't have
the variety of levels, but the bottom line is that Quake III:
Arena is fast and fun. It's so fun in fact, that it seems ideally
suited as an arcade game, so its probably only a matter of time.
Id Software made good on their promise to get rid of what they
were not doing right and focused their core gameplay to a razor
sharp edge. The end result is one of the most polished and exciting
products to hit the market.
Quake III: Arena
id Software: www.idsoftware.com
Activision: www.activision.com
MSRP: 39.95 US, 59.95 CDN (Standard)
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