![]() The chat commands are voiced by an enthusiastic human for GDF, or gruff alien for Strogg. It does, however, have a voiced chat system, where you can broadcast a large number of chats to teammates or the server at large. This could be frustrating for new players not using (or unfamiliar with) Ventrilo or Team Speak, as Quake Wars has no integrated voice chat system. On the flip side, if your team isn't communicating and unaware of battle conditions, you're going to get utterly smashed. Though both sides' five classes are roughly similar, little differences become apparent with prolonged play, such an the Strogg Technician's ability to turn enemy bodies into spawn points, whereas GDF Medics can call in supply crates. It gets even better as your familiarity with the dissimilarities between GDF and Strogg develop. On a good team, there's a definite sense in this game, between rapid re-spawn waves, that you've got the enemy on the run, that your team is functioning as an efficient, well-oiled machine, and there's a certain sense of pride to be derived from that. It's a great feeling, after minutes of flinging munitions, to finally break through entrenched enemy positions. It's the result of the strong sense of camaraderie and sense of competition developer Splash Damage was able to promote. But even though you'll be occasionally struck with how a feature seems eerily familiar, playing Quake Wars is assuredly a unique experience. At this point in the genre's development, it's almost impossible not to. It should be obvious from reading this that Quake Wars borrows quite a few elements from other online shooters. Then there's their primary and secondary weapon, grenades, and the Team Fortress-like ability to steal enemy disguises and instant-kill the unwary opposition with a backstab. They also have flyer drones, little remote bombs strapped with cameras that can be sent out for reconnaissance and then detonated in an enemy's face. For instance, Strogg Infiltrators have an Unreal Tournament-like ability to launch a teleport beacon in any direction, letting them easily breach enemy base walls, escape enemy fire, or pop up to a sniper position. The on-foot soldier is the focus here, made obvious by some of the classes' wide range of complementary abilities. Stationary turrets, auto-lock rocket launchers, grenades, and even machine gun bullets (or energy rifles for the Strogg) can make surprisingly short work of any armor. There's less of an emphasis on vehicles here, mostly because they're oh so easy to destroy. You may see the vehicles and scope of battle and instantly think, "oh this is Battlefield." It's not. You need engineers to back them up, repair the cannons they've called into battle when damage is inflicted, and ensure your team's offense never falters. If you've a group of field ops on your team with a great sense of battle, calling in air strikes and artillery shells with a heartening regularity, all can crumble in seconds if the enemy targets their deployable structures. For instance, you could have the best rocket soldier around, capable of targeting and obliterating Strogg tanks and airships within seconds of appearing on the battlefield, but it matters little if nobody's there to head for the objective while the enemy reels. Unless everyone in the server is an abysmal excuse of a player, one man isn't going to make that much of a difference in this game. Find enemy engineers have set up a nearly impenetrable perimeter of anti-vehicle and anti-personnel turrets? Switch to field ops and call in artillery strikes, air bombardments, or an orbital laser. Hit Tab and see your team doesn't have a medic while trying to defend an indoor computer console? Switch over to the Medic class immediately. To be successful you'll need to pay attention to which classes will be the most useful as the nature of the conflict mutates. The game transitions smoothly between the various phases of combat, from large-scale open-field fighting, to base defense, to fast-paced corridor conflict. Maps are large but varied and each objective, of which there are generally three per map, alters the front lines of battle. Win matches so you can type "gg…lol" ad nauseam on the post-match rankings screen, much to the delight of your squadmates and chagrin of the defeated. Work with your squad to blow up structures, escort vehicles, and hack shield generators. Earn experience toward more class, weapon, or vehicle abilities by using your skills and blasting bullets into enemy flesh. Pick one of five classes on each side after hopping in a server. The Allies are now the GDF, the Axis suffered more of a rough transition, becoming the monstrous Strogg. Any who played Return to Castle Wolfenstein: Enemy Territory back in 2003 with be instantly familiar with Quake Wars. ![]()
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