![]() ![]() 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. The Doom engine re-emerges to take advantage of Xbox 360's power with superb lighting systems, corrosive industrial environments and generally smooth framerates. Revving the Doom Engine Quake 4 immediately woos your graphic sensibilities. It gave me a comfortable, familiar and well-rounded game that I ultimately liked despite its problems. That said, Quake 4 didn't provide me with a new next-generation experience. I admit, I experienced genuinely thrilling moments over about 11 hours of play. 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. The gameplay itself is fundamental run-and-gun shooting. ![]() The fourth title in the series won't wow you with stunning AI or a brilliant narrative. (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. On many levels, Quake 4 demonstrates Id's, and long-time development partner, Raven's, all-too-comfortable position in the industry. So, even if it disappointed many hardcore gamers because the gameplay wasn't terribly new, it was still undeniably gorgeous and atmospheric. 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. 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. ![]()
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