![]() And in spite of this compartmentalisation, which favours specific combat lines to all out conflict, SD wants to avoid people piling into melees respawn after respawn. Vehicles will help people to reach it, and it'll be possible to have them dropped in to order by giant supply planes when stranded, although this will be balanced to avoid abuse. Without a central commander, and with the frontlines moving to specific positions with each fallen Strogg territory, it's always going to be obvious where the action is. ![]() The flip side is that there is always a dependency on the whole team." The style of lighting dramatically changes map conditions. "We try to spread the deployables across the character classes, and then that way no one ever feels like they have an absolute dependence on an individual. We're shown examples of this - when a Strogg gun appears on a bridge, an engineer sets up radar that detects it, but it's the assault classes who can accept the task of destroying it and earn points. "Where it comes to things like deployables, we place the responsibility for a deployable that a character class is going to use with that character class," he says, "so if you're a field-ops guy and you want an artillery gun, you're the guy who deploys the artillery gun, you're the guy who gets told what its status is, and you're the guy who uses it." This sharing of responsibilities is a key to effective, cohesive teamplay, he says. And although some reports have talked about a potential commander class akin to Battlefield 2's, Wedgwood says they gave up on that idea more than two years ago. The Titan tank is a powerful GDF unit, but the Strogg's Goliath walker, a giant mech with a gun turret on top, can stomp over pretty much everything in the game. Indeed, individual units don't just struggle against one another some are hideously mismatched. "This allows for a really varied range of tactics that encourage teamplay," says Wedgwood. And while it's set on huge maps - a mile square is the default - full of vehicles, it adopts an asymmetrical approach more like the Wolfenstein ET, with players representing the Earth's Global Defence Force striving to liberate areas split into distinct territories, starting in one area and trying to push the frontline past a sequence of objectives, using a range of weapons and vehicles that are utterly divorced from those of the alien would-be-conquistadors. ![]() It's not like Battlefield with Quake movement code it's relatively "realistic", with players in first- and third-person view squaring off as teams of distinctive classes and vehicles. While it's set in the Quake universe, on Earth during the Strogg invasion prior to the events of Quake 2 or Quake 4, Enemy Territory: Quake Wars it doesn't borrow any technology or art from either game. ![]() Hunting with Stroggs? BAN THIS SICK FILTH NOW. In fact, it has more in common with the developer's Return to Castle Wolfenstein multiplayer game, also called Enemy Territory. "Kevin and I also work together for about three of four hours a day on the telephone or via ICQ," says Wedgwood with enthusiasm.Īnd yet, rather like the preconception about id's working habits (not entirely helped by John Carmack's current predilections for mobile games and building rockets), the suggestion that Enemy Territory: Quake Wars is some sort of Stroggification of Battlefield is equally quick to run aground. Indeed, while we're chatting, Duffy's apparently on the other side of the office doing Wedgwood's job, although he's being kept away from us. Co-owner Kevin Cloud is creative director on the project, while Robert Duffy is technical director. There's this perception that id just farms out its games these days, but the relationship is close. And they really are working with id Software. Before our presentation begins, game designer and managing director Paul Wedgwood points at his company's logo on the trailer's final screen. Sitting in Splash Damage's boardroom in Bromley, our eyes are drawn to three clocks on the wall, one showing local time, another "Activision" and another "id Software". This is certainly a developer thrilled to be working with id Software. It's people rocket-jumping into choppers and weirdo aliens going "hoooo-maaan!" as they pilot Chinooks into your base and capture a flag and then bunny-hop off into the sunset, unmolested by players who've driven their buggies into a ditch in the middle of nowhere and can't find their way back to where the action is. It's Battlefield in the Quake universe! It's getting railgunned in the face by twitch-killers as you stand next to a spawnpoint for a vehicle. When you watch the Enemy Territory: Quake Wars trailer, it's easy to leap to conclusions about what the game's going to be.
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