Enemy Territory: Quake Wars | |
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Developer(s) | Splash Damage |
Publisher(s) | Activision |
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 | |
Genre(s) | First-person shooter |
Mode(s) | Multiplayer |
Aggregate scores | |
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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 to ZeniMax Media.
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.