CptStern
suckmonkey
- Joined
- May 5, 2004
- Messages
- 10,301
- Reaction score
- 62
good article here from gamespot about the upcoming game, Enemy Territory: Quake Wars
this screen shows what looks like a medic and engineer classes
"Splash Damage's Paul Wedgwood explains that the new game will expand on the objective-based gameplay of Wolfenstein by putting even more focus on capturing and holding territory. For instance, we were shown a zoomed-out, strategic view of one of the test maps that the developers are currently working on--the map itself was divided into four asymmetrical areas, and according to Wedgwood, the EDF and strogg would start on opposite sides of the map.
Whereas in Wolfenstein, one team would work together to complete stepwise objectives (like using a bomb to blow up a defensive wall, then infiltrate a barricaded office to retrieve stolen documents, then head to a drop zone) while the other team attempted to prevent them, in Quake Wars, players will also work together to complete objectives, but once they're successful, they'll also control the surrounding territory. Having control of the territory will give players a forward base of operations and let them resupply (and respawn if killed off) closer and closer to the enemy's base of operations."
this has me a bit worried as it seems they're kinda gravitating toward the BF2 hold the flag type of gameplay in favour of ET's objective dictated advancement gameplay ..but they seem to be incorporating a lot of features that will help with getting people to play together ..which is non-existant in BF2
ET:QW is easily my most anticipated shooter of 2006, it's everything I wanted BF2 to be (except the setting, I'm not all that fond of setting it during the Quake wars) it cant come out fast enough
this screen shows what looks like a medic and engineer classes
"Splash Damage's Paul Wedgwood explains that the new game will expand on the objective-based gameplay of Wolfenstein by putting even more focus on capturing and holding territory. For instance, we were shown a zoomed-out, strategic view of one of the test maps that the developers are currently working on--the map itself was divided into four asymmetrical areas, and according to Wedgwood, the EDF and strogg would start on opposite sides of the map.
Whereas in Wolfenstein, one team would work together to complete stepwise objectives (like using a bomb to blow up a defensive wall, then infiltrate a barricaded office to retrieve stolen documents, then head to a drop zone) while the other team attempted to prevent them, in Quake Wars, players will also work together to complete objectives, but once they're successful, they'll also control the surrounding territory. Having control of the territory will give players a forward base of operations and let them resupply (and respawn if killed off) closer and closer to the enemy's base of operations."
this has me a bit worried as it seems they're kinda gravitating toward the BF2 hold the flag type of gameplay in favour of ET's objective dictated advancement gameplay ..but they seem to be incorporating a lot of features that will help with getting people to play together ..which is non-existant in BF2
ET:QW is easily my most anticipated shooter of 2006, it's everything I wanted BF2 to be (except the setting, I'm not all that fond of setting it during the Quake wars) it cant come out fast enough