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Enemy Territory: Quake Wars

Enemy Territory: Quake Wars
Enemy Territory Quake Wars Game Cover.jpg
Developer(s) Splash Damage
Publisher(s) Activision
Distributor(s) Aspyr Media (Mac OS X)
Director(s) Paul Wedgwood
Producer(s) Kevin Cloud
Neil Postlethwaite
Designer(s) Matt Wilson
Mark Fry
Programmer(s) John Carmack
Arnout van Meer
Artist(s) Richard Jolly
Francis Hobbins
Peter Boehme
Composer(s) Bill Brown
Series Quake
Engine id Tech 4
Platform(s) Windows
Linux
Mac OS X
PlayStation 3
Xbox 360
Release date(s)
Genre(s) First-person shooter
Mode(s) Multiplayer
Aggregate scores
Aggregator Score
GameRankings 84%
Metacritic 84/100
Review scores
Publication Score
Eurogamer 8/10
GamePro 4.5/5
GameSpot 8.5/10
IGN 8.5/10

Enemy Territory: Quake Wars is a first-person shooter video game developed by Splash Damage and published by Activision for Microsoft Windows, Linux, Mac OS X, PlayStation 3 and Xbox 360. The prequel to Quake II, Quake Wars is set in the same science fiction universe as Quake II and Quake 4, with a minimal back-story serving as a prequel to Quake II. It is the second multiplayer-focused game in the Quake series after Quake III Arena.

Quake Wars features similar gameplay to Wolfenstein: Enemy Territory, but with the addition of controllable vehicles and aircraft as well as multiple AI deployables, asymmetric teams, much bigger maps and the option of computer-controlled bot opponents. Unlike the previous Enemy Territory games, Quake Wars is a commercial release rather than a free download.

Enemy Territory: Quake Wars received mostly positive reviews upon release, although it received some criticism on consoles.

Since 2011, the rights to the game have reverted back to ZeniMax.

Quake Wars is a class-based, objective focused, team-oriented game. Teams are based on human (GDF) and alien (Strogg) technology. While the teams are asymmetrical, both sides have the same basic weapons and tools to complete objectives. Unlike other team-based online games (such as the Battlefield series), the gameplay is much more focused on one or two main objectives at once, rather than spread all over the combat area. This allows for much more focused and intense combat situations, similar to the original Unreal Tournament assault mode.


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