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Quake 4Reviewed by Matt Steele
The Quake series is a pc gaming dynasty. It all started back in 1996, when ID software decided to take the first-person shooter formula popularized by their own Doom series one step further. The result was the first fully 3d rendered first-person shooter by the name of Quake. Quake 2 followed soon after, and brought with it a drastically improved 3d engine, a solid single player experience, and blistering multiplayer action. After releasing a multiplayer-only Quake 3, ID software decided to hand over the development of the next Quake game to the very capable minds over at Wisconsin-based Raven Software. This brings us to 2005. Quake fans, though fully satisfied by years of break-neck multiplayer mayhem, haven't had a decent single-player outing since Quake 2 back in 1997. In Quake 4 you assume the identity of Matthew Kane, a particularly courageous space marine with a history of valor in battle. Kane is part of a massive strike force sent by Earth to invade Stroggos, the home planet of the Strogg. The player learns that the Strogg had previously invaded Earth and failed, and this invasion is an attempt to settle the score by crippling the Strogg infrastructure. The story isn't groundbreaking, but it has enough twists to keep you engaged. The main difference between Quake 4 and all previous Quake games is the level of interactivity. You truly feel part of a much larger operation. Fellow marines will talk to you, heal you, and even occasionally upgrade your weapons, which is a nice touch. They are also surprisingly adept in battle, and can take a fair amount of damage as well. This is a huge departure, considering previous Quake games had you fighting alone. Another aspect that sets Quake 4 apart from previous Quake games is its vehicle missions. Kane commandeers a mech in one mission, and a hover tank in another. Both missions are overly simple shooting galleries, but entertaining nonetheless. Gunplay in Quake 4 is frantic and satisfying for the most part, as we've come to expect from a Quake game. Most of the Quake 2 weapons are intact (with a few cool tweaks), along with some additions, all of which are fun to play with. Enemies do not display advanced AI routines, but they do tend to overwhelm you with numbers and sheer The graphics in Quake 4 are some of the best ever seen in a video game. The character models of fellow marines are especially convincing. They move smoothly, and don't have the blocky, action figure look of models in Doom 3. Facial animations and voice-overs are also extremely well done, which helps complete the sense of immersion. Raven has proven that it's no slug when it comes to art design, and they've done it again here. The Strogg environments are vivid, colorful, and downright beautiful. The art design gets even better as the game progresses, which is a sure sign of brilliant design. The sound in Quake 4 also deserves to be commended. Environments, weapons, enemies, and fellow marines all come alive with extremely realistic sounds. The music is also well done, ranging from epic to frantic techno-guitar depending on the situation. The only gripe that one might have with Quake 4 is its relative simplicity and linear design. The game doesn't break any new ground. It uses the basic mechanics of Quake 2, only with more advanced graphics, a more cinematic feel, and an improved sense of interactivity. However, I feel that this is a good thing. Quake isn't about fighting bad guys that could cook you breakfast. It's about frantic gunplay and interesting environments. The interactivity and cinematic feel are just icing on the cake of the Quake universe.
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Developer:
Raven Software

I give Quake 4 a medium evolution factor, simply because its multiplayer is an afterthought. It is basically an updated version of Quake 3 multiplayer, but with less interesting levels and painfully dated gameplay. Quake fans have been there and done that a million times. Because of that I don't foresee the game having any serious staying power, but a satisfying single-player experience warrants some replay.