Tag: Quake 4
Summary: Quake 4
by admin on Mar.13, 2010, under Summary
The next-gen chapter of id’s infamous shooter series (built on the DOOM 3 engine) for consoles and PC systems. In the game, you are Matthew Kane, an elite member of Rhino Squad and Earth’s valiant invasion force. Fight alone, with your squad, and in hover tanks and mechanized walkers as you engage in a heroic mission into the heart of the Strogg war machine. But, in this epic war between worlds, the only way to defeat the Strogg is to become one of them. Battle through early missions as a deadly marine, then after your capture as a marine-turned-Strogg with enhanced abilities and the power to turn the tide of the war.
Genre: First-Person Shooter
Publisher: Activision
Developer: Id Software
Online Play:
Local Play:
Quake 4
by admin on Feb.02, 2010, under Review
November 21, 2005 –
Over the years id Software has grown into the fattest cat in town. Originally a small, hungry Texas developer whose games were first distributed through shareware, id then pioneered the first-person shooter genre and has moved on to become one of the industry’s most commanding developmental forces. Anyway you look at it, id now sits real pretty right now.
The company’s Quake 4 comes on the heels of 2005’s Doom 3, which wowed gamers with atmosphere and technology over simple shooter gameplay. The funny thing about Doom 3 was that, if you had played the original Doom games, you would have re-discovered something: it played a lot like its predecessors. So, even if it disappointed many hardcore gamers because the gameplay wasn’t terribly new, it was still undeniably gorgeous and atmospheric.
On many levels, Quake 4 demonstrates Id’s, and long-time development partner, Raven’s, all-too-comfortable position in the industry. (Id is the executive developer on Quake while Raven is the actual developer.) Quake 4 doesn’t show off either company’s brilliance as a level design powerhouse, and it proves that the once young and hungry company is growing older and more conservative in its approach to games. The fourth title in the series won’t wow you with stunning AI or a brilliant narrative. The gameplay itself is fundamental run-and-gun shooting. But it will hammer home an undisputable first-person mechanic, smooth and fast on Xbox 360, upon which a blood-spattered, Starship Troopers-style adventure turns horrific, brutally fleshy, and ultimately more rewarding than not. I admit, I experienced genuinely thrilling moments over about 11 hours of play. That said, Quake 4 didn’t provide me with a new next-generation experience. It gave me a comfortable, familiar and well-rounded game that I ultimately liked despite its problems.

Revving the Doom Engine
Quake 4 immediately woos your graphic sensibilities. The Doom engine re-emerges to take advantage of Xbox 360’s power with superb lighting systems, corrosive industrial environments and generally smooth framerates. While id’s character design leaves much to be desired — there seems to be four basic marine models mixed and matched with minimal changes — one cannot deny the engine’s technical diligence. Walking up close to a marine, his eyes will track you. You can see newly shaved hair stubble on the back of his head, and the motion capture work has helped make a more fluid moving set of characters. The normal mapping gives everyone that distinct shiny leathery texture, which is a little unsettling, yet there are enough minor touches that are convincing.
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Quake 4
by admin on Feb.02, 2010, under Review
November 21, 2005 –
Over the years id Software has grown into the fattest cat in town. Originally a small, hungry Texas developer whose games were first distributed through shareware, id then pioneered the first-person shooter genre and has moved on to become one of the industry’s most commanding developmental forces. Anyway you look at it, id now sits real pretty right now.
The company’s Quake 4 comes on the heels of 2005’s Doom 3, which wowed gamers with atmosphere and technology over simple shooter gameplay. The funny thing about Doom 3 was that, if you had played the original Doom games, you would have re-discovered something: it played a lot like its predecessors. So, even if it disappointed many hardcore gamers because the gameplay wasn’t terribly new, it was still undeniably gorgeous and atmospheric.
On many levels, Quake 4 demonstrates Id’s, and long-time development partner, Raven’s, all-too-comfortable position in the industry. (Id is the executive developer on Quake while Raven is the actual developer.) Quake 4 doesn’t show off either company’s brilliance as a level design powerhouse, and it proves that the once young and hungry company is growing older and more conservative in its approach to games. The fourth title in the series won’t wow you with stunning AI or a brilliant narrative. The gameplay itself is fundamental run-and-gun shooting. But it will hammer home an undisputable first-person mechanic, smooth and fast on Xbox 360, upon which a blood-spattered, Starship Troopers-style adventure turns horrific, brutally fleshy, and ultimately more rewarding than not. I admit, I experienced genuinely thrilling moments over about 11 hours of play. That said, Quake 4 didn’t provide me with a new next-generation experience. It gave me a comfortable, familiar and well-rounded game that I ultimately liked despite its problems.

Revving the Doom Engine
Quake 4 immediately woos your graphic sensibilities. The Doom engine re-emerges to take advantage of Xbox 360’s power with superb lighting systems, corrosive industrial environments and generally smooth framerates. While id’s character design leaves much to be desired — there seems to be four basic marine models mixed and matched with minimal changes — one cannot deny the engine’s technical diligence. Walking up close to a marine, his eyes will track you. You can see newly shaved hair stubble on the back of his head, and the motion capture work has helped make a more fluid moving set of characters. The normal mapping gives everyone that distinct shiny leathery texture, which is a little unsettling, yet there are enough minor touches that are convincing.
![]()
Quake 4
by admin on Feb.02, 2010, under Review
November 21, 2005 –
Over the years id Software has grown into the fattest cat in town. Originally a small, hungry Texas developer whose games were first distributed through shareware, id then pioneered the first-person shooter genre and has moved on to become one of the industry’s most commanding developmental forces. Anyway you look at it, id now sits real pretty right now.
The company’s Quake 4 comes on the heels of 2005’s Doom 3, which wowed gamers with atmosphere and technology over simple shooter gameplay. The funny thing about Doom 3 was that, if you had played the original Doom games, you would have re-discovered something: it played a lot like its predecessors. So, even if it disappointed many hardcore gamers because the gameplay wasn’t terribly new, it was still undeniably gorgeous and atmospheric.
On many levels, Quake 4 demonstrates Id’s, and long-time development partner, Raven’s, all-too-comfortable position in the industry. (Id is the executive developer on Quake while Raven is the actual developer.) Quake 4 doesn’t show off either company’s brilliance as a level design powerhouse, and it proves that the once young and hungry company is growing older and more conservative in its approach to games. The fourth title in the series won’t wow you with stunning AI or a brilliant narrative. The gameplay itself is fundamental run-and-gun shooting. But it will hammer home an undisputable first-person mechanic, smooth and fast on Xbox 360, upon which a blood-spattered, Starship Troopers-style adventure turns horrific, brutally fleshy, and ultimately more rewarding than not. I admit, I experienced genuinely thrilling moments over about 11 hours of play. That said, Quake 4 didn’t provide me with a new next-generation experience. It gave me a comfortable, familiar and well-rounded game that I ultimately liked despite its problems.

Revving the Doom Engine
Quake 4 immediately woos your graphic sensibilities. The Doom engine re-emerges to take advantage of Xbox 360’s power with superb lighting systems, corrosive industrial environments and generally smooth framerates. While id’s character design leaves much to be desired — there seems to be four basic marine models mixed and matched with minimal changes — one cannot deny the engine’s technical diligence. Walking up close to a marine, his eyes will track you. You can see newly shaved hair stubble on the back of his head, and the motion capture work has helped make a more fluid moving set of characters. The normal mapping gives everyone that distinct shiny leathery texture, which is a little unsettling, yet there are enough minor touches that are convincing.
![]()
Quake 4
by admin on Feb.02, 2010, under Review
November 21, 2005 –
Over the years id Software has grown into the fattest cat in town. Originally a small, hungry Texas developer whose games were first distributed through shareware, id then pioneered the first-person shooter genre and has moved on to become one of the industry’s most commanding developmental forces. Anyway you look at it, id now sits real pretty right now.
The company’s Quake 4 comes on the heels of 2005’s Doom 3, which wowed gamers with atmosphere and technology over simple shooter gameplay. The funny thing about Doom 3 was that, if you had played the original Doom games, you would have re-discovered something: it played a lot like its predecessors. So, even if it disappointed many hardcore gamers because the gameplay wasn’t terribly new, it was still undeniably gorgeous and atmospheric.
On many levels, Quake 4 demonstrates Id’s, and long-time development partner, Raven’s, all-too-comfortable position in the industry. (Id is the executive developer on Quake while Raven is the actual developer.) Quake 4 doesn’t show off either company’s brilliance as a level design powerhouse, and it proves that the once young and hungry company is growing older and more conservative in its approach to games. The fourth title in the series won’t wow you with stunning AI or a brilliant narrative. The gameplay itself is fundamental run-and-gun shooting. But it will hammer home an undisputable first-person mechanic, smooth and fast on Xbox 360, upon which a blood-spattered, Starship Troopers-style adventure turns horrific, brutally fleshy, and ultimately more rewarding than not. I admit, I experienced genuinely thrilling moments over about 11 hours of play. That said, Quake 4 didn’t provide me with a new next-generation experience. It gave me a comfortable, familiar and well-rounded game that I ultimately liked despite its problems.

Revving the Doom Engine
Quake 4 immediately woos your graphic sensibilities. The Doom engine re-emerges to take advantage of Xbox 360’s power with superb lighting systems, corrosive industrial environments and generally smooth framerates. While id’s character design leaves much to be desired — there seems to be four basic marine models mixed and matched with minimal changes — one cannot deny the engine’s technical diligence. Walking up close to a marine, his eyes will track you. You can see newly shaved hair stubble on the back of his head, and the motion capture work has helped make a more fluid moving set of characters. The normal mapping gives everyone that distinct shiny leathery texture, which is a little unsettling, yet there are enough minor touches that are convincing.
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