Quake
III Arena Preview (By Wisdom) ________
QUAKE 3 ARENA: TEST VERSION 1.08
Now, the dawn of Quake 3 is at hand... Many who have been accustomed to the physics of Q1 have bawled over the slow rockets and cheezy chaingun of Q2. Well, the programmers have had their ears full and have compromised. The rockets in the Q3Test version are now slower than those of Q1 and faster than those of Q2. The chaingun has been tossed and the BFG (AKA Big F*cking Gun) of Q2 has been toned down into a more practical, less devastating weapon. The single player aspect has been totally abolished-the fun comes from the competitive multiplayer matches, not the mindless killing of mindless computer AIs for countless hours with no substance in story or ending. This will allow the makers to focus on details that will definitely make the game flavorful for FPS fans of all tastes. Anyway, we really shouldn't
compare Q3 to its earlier counterparts, but treat it as a whole different game. I mean,
what's the point in wanting it to be like Quake 2? Just play Q2 if that's what you crave.
*Wis keeps telling himself that* This is probably because zealous players who have spent
more than year practicing and perfecting their killing technique on one game have
difficulty switching off to a game where they basically have to start from the first
squares again. If you're such a player, I suggest you wise up and move on with the crowd.
The pros have done it-they've moved from Q1 to Q2 to Q3 with relative ease, and they're
still dominating! So, if you got the skill, you got the skill. Heh heh. I noticed that you can play LAN, online, or set up your own server-all the proper options for a multiplayer game. Heading quickly into the options menu, I worked in binding my controls. The usual options are there with some very convenient additions. You can now bind your weapons straight from the menu, and can even bind "walking" to a key for use when you don't want to make footstep sounds. What I think is the neatest thing about this menu is that there is an animated player model that acts out the highlighted command. Hee! I had a blast watching it jump, crouch, and run in place! ^_^ Afterwards, I headed to the player specifications and selected my player model, all of which wear helmets (avoids worry about being racially correct). You can choose either to be red or blue-for team games-and... here's the real catcher... you can choose the color of your rails! The popularity of the all-mighty railgun of Q2 has prompted Carmack and gang to make it a novelty of Q3 by allowing folks to personalize their rail beams. Not only can you choose the color of your rails, you can even adjust the size of the beam from giant cylinder to a thin plasma shot. Did I mention that you can even personalize your name with different colors?! HrMMmm?!??! =] The Weapons! The rocket launcher, as stated earlier, shoots rockets that are faster than those of Q2, but not quite as speedy as those of Q1. The rate of fire is fairly quick. To compensate for this potential barrage of missiles this could make, the splash damage has been extremely weakened. You can bounce folks around a couple times and they'll still be able to run away and retaliate. However, a direct hit or a very near direct hit will do your aiming justice because it will instantly kill an unarmored player. Both Q1 and Q2 have a shotgun, followed by an improved shotgun-double-barreled shotgun and super shotgun, respectively. The Q3Test has abolished the idea of having two different types of shotguns, and decided to stick with just one double-barreled boom stick. This weapon takes a good amount of practice for effective use, but when mastered, can probably be one of the most deadly. It's spraying of bullets doesn't do much for long range attacking, but does wonders for close range battles. A great finishing weapon for weakened players. Remember the good ol' rusty, trusty nailgun from the Quake World days? With the Q2 hyper blaster, the nails were replaced by energy pellets that did a whopping damage of 10 health points each. Q3 has taken the hyper blaster and modified it into a plasma gun, replacing the orange energy pellets with purple energy balls and throwing in some splash damage while at it. The splash damage is pretty weak, so it's nothing to be alarmed about, and the energy balls don't do quite as much damage as their orange counterparts. Still an effective weapon nonetheless, but a little hard to aim with.... sort of like trying to hit a runner with a slow stream of water from a hose. The lightening gun in Quake 1 is one of the dominating weapons for the game. It shoots out a lightning beam that deals a fast and frightening rate of damage. Those who have mastered the weapon can lock the beam on a player by steadily tracing him with the crosshair. Quake 2's chaingun is a lightning gun that is less focused and more dispersed, which resulted in a greater effectiveness that demanded a tone down. Thus, in Q3, the lightening gun is revived, but the damage rate has been lowered just a notch for the sake of weapon balance. So Q1 players have their precious lightning gun back, but are Q2 players going to be left short-changed? Of course not! The weapon of all weapons, the railgun, has been brought back with greater style. Each well-aimed slug still deals 100 health points of damage, and from what I can tell, the firing rate hasn't been adjusted. And let's not forget that you can mess around with the color and size of your rail beam! I personally have gone from blue to green, and have my rail beam width at a nice small setting. Oh, I didn't say much about the gauntlet, did I? Well, it's very much like the axe from Q1-it hurts like a biatch! (50 damage, if I recall correctly), but requires direct player-player contact. But the whole concept behind it all is freaky. Whenever I hear the electric crack of someone starting it up, I start drifting towards the defensive. ^_^ Can Someone Say LAGGAGE?! Also, Gamespy fools me into thinking that I would get 170 ping in a server, but when I connect, I end up getting a terrible 300 pinging unstable connection. That's just me and my generic 33.6, but you get the point of how difficult it is for an HPB to play competitively and have a good time. No doubt it's much more fun and didactic for an LPB. You lucky shits, you... ;) In any case, I hope that the
final version of Quake 3: Arena will be more HPB friendly. Anyway, I can't really give
you the "ideal" system for playing Q3. Of course, the faster, the better. But
I'm sure a medium-speed PII processor, 64 megs of RAM, and a Voodoo2 will get you pass the
pity-stage. If that doesn't work, be like me and turn off all the pretty effects, lower
the resolution, get on your knees, and pray for a considerable performance boost. ^_^ To
check your FPS, press the ~ key to access the console, and type 'timedemo 1.' Then, type
in demo q3demo1, and let it play through to calculate how smooth your Q3Test runs. I can honestly imagine Quake 3 being THE game played by all FPS players. A lot of my online acquaintances have said that they won't be converting to Q3, that they will be Q2-ers or Q1-ers for life. I seriously doubt that, and I see some of them already changing their opinions of the game. As the release date for the full version drifts closer, the game will only get better. All of the gripes players have of the test version now will have been heard and worked on, whether it be the lag, the player interface, or the weapon designs. Hopefully, the final product will be as generally appealing to all FPS gamers as much as possible, without compromising any of the innovating features that make the game Quake 3: Arena-not Quake or Quake 2. P.S.
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