Quake III Arena

Unreal Tournament

Max Payne

Q3A rating

Unreal Tournament rating

Max Payne rating

Quake III Arena Review

By TribalWarrior

If you're a fan of first person shooters, chances are you've played a  game from the folks at Id. A lot. Quake III Arena is their latest offering and offers an intense gaming experience. Although I do have a few gripes about the game, I find it a great deal of fun and think it may very well be Id's best effort so far.

Game Play

If you are looking for some  brutal first-person gameplay, you should definitely check out Q3A. It may  not have the disturbingly realistic modeling of 'Soldier of Fortune', but  there is a pervasive intensity that keeps you on the edge of your chair while playing.

There are several different modes of game play in addition to the  single player ladder: deathmatch, team deathmatch, tournament, and capture-the-flag. I've enjoyed all of these, and although Unreal  Tournament fans may bitch about Q3A's lack of things such as "assault  mode" or some of the other modes in UT, I haven't missed them.


TribalWarrior shows off with the railgun

Incidentally, I believe an "assault mode" is now available for Q3A. No doubt other mods will be available soon. Head over to PlanetQuake or your favorite Quake site for the latest...

For the single player game, you have to progress through a sequence of seven tiers. Most tiers consist of a few different arenas. You'll fight a  variety of challenging bots as you move from arena to arena. It does get a bit annoying when you have system problems and have to replay all seven  tiers when you re-install, but I probably have to do that more than most... Luckily, the "Bring it on" difficulty is not too rough once you've  played the game for a while. I'm still finding a couple of the levels challenging at "Hurt me plenty", though I now tend to play at "Hardcore"... Especially since virtually no one will actually deathmatch  against me over a lan... at least in my gaming group... Now, I'm not  saying I'm all that great, it's just that my friends all... well, maybe it  wouldn't be nice to say. Then again, if they don't like it, they can  challenge me to a nice deathmatch, 1 on 1. :)

For multiplayer, there were some bugs in the version that shipped on the CD. You will definitely want to snag the latest point release as it has smoothed out all of the bugs that were plaguing me. I actually tend to  play the bots more than online. I share my internet access line and anyone  else can jump on the net while I'm playing and that's just way too  frustrating for me to cope with right now...

I will point out that the multiplayer networking was one of the  features that Id worked on improving the most during the development of Q3A. I still think it's a bit rough to play over a lower speed line like a 56k modem. Even with my dual ISDN it's a bit rough, but I really like  smooth game play and the internet doesn't exactly have a  quality-of-service standard that you can rely on. Game play over ethernet is just great, though.

Graphics

Id usually introduces a game that ups the expectations for all future games in the genre. Q3A  introduces some nice improvements to the Q2 engine and does it without the huge jump in hardware requirements that happened when going from Quake to  Quake2. I've found Q3A playable on the same system on which I played Q2. Of course, for the snappiest performance, the hardcore gamers will want to  upgrade to the latest stuff available.

Assuming that you had really good Quake2 performance, you should Q3A  perform acceptably. Maybe not as fast, but it should be pretty good. I've  been playing it on systems with a Voodoo2 and a Matrox G200. Either card is acceptable, though the G200 requires a beefier CPU (K6-III 450 worked nicely).


The lightning gun makes pretty lights

I particularly like the curved surfaces and advances in lighting that  have shown up in Q3A. The artists and level designers have done an outstanding job on the arenas. I find Q3A to be much more visually appealing than UT.

Customization

I haven't played around  with anything other than the basic customization in Q3A. You can remap  your keys and setup your controls more or less like you could in Q2, though I find the interface in the game a bit annoying. I've seen some  downloads available for things like level editors, etc., but just don't  have the time to fiddle with them right now... maybe I'll update this section once I get to use some of them.

Community

The Quake community is one of  the largest gaming communities and is well known for it's ability to  modify what Id creates and take the games to whole new levels. Sites like PlanetQuake and Stomped are particularly good.

Requirements

For what it's worth, id  claims the minimum hardware is a Pentium 233 with an 8MB graphics card, or  either a Pentium II 266 or AMD K6-2 350 with a 4MB graphics card. That's probably pushing it a bit, with that kind of system power, don't expect to be playing much at anything put the lowest resolutions. If you are  wondering what I'm playing on, it's a Dual Celeron 366 system with the new  Creative GeForce 256 DDR card and 128MB system RAM. I can play comfortably at 1152x864 at 32bit color with high geometric detail. With a Matrox G200 or Voodoo2 in the same system, I was playing at 800x600 and medium  geometric detail.

Other Voices - Blackclaw

Your friends all what? Come on say it, buddy! TribalWarrior and I have haven't had the pleasure of crossing paths very often (yet) in Q3A, but I can say that whenever we have, it's been pure deathmatch. The tramua of it all must  have softened up his memory. I don't claim to be quite the Quake head he  is, but I've been victorious over him in a few arenas (and in one match-up all the arenas, but I will admit that most his deaths were lag deaths). So  anytime you want to cross rockets is fine with me, TribalWarrior. But then you have to face me in an Unreal Tournament Insta-Gib match.

Anyway, I have a few comments on this game.


Major grabs the quad damage

I've been playing it a lot lately and I've begun to like it  more. The graphics are beautiful. The new engine provides arenas with  graceful curves and some menacing atmospheres. The bots provide a good fight. Deathmatches are gory, hyper-intense affairs. It's a fun game to  play.

But Unreal Tournament still holds some edges over Q3A. UT offers a very  good interface for mixing up the traditional deathmatch. Setting up a low  gravity last man standing insta-gib deathmatch is just a matter of  clicking a couple of buttons. In Q3A you have to use the console to set the gravity (no detail of how to do this is provided with the game) and  for last man standing rules you have to hope some talented person writes a  mod for it. Id seems to be in the habit of throwing out these beautiful game engines and then relying on the online community to fill in the missing parts.

And for a game that Id knows is going to be heavily modified, you think  they would provide a little more support for it. The map editor doesn't  ship with the game, you have to download it. It doesn't come with a  tutorial. New maps don't get listed with all the other maps. No, you have to memorize the map name, launch a map that you don't want to play and then use the console to load the custom map that you do want to play. What a pain in the ass. We put up with this crap in Quake 2. Actually, the  interface in Quake 2 seemed a little more polished. This is the first Id  game that I feel was actually rushed. They got the essentials done and tossed it out the door. I remember previews that promised the ability to customize bots to mimic different opponents' styles so you could prepare for matches against them. Well there's no way to customize the bots in the game other than to change their difficulty level. I bet it is possible to  script your own bots, but it isn't documented.

Alright enough ranting. In the end, this "rushed" game by Id is still  far better than what most companies can put out. The graphics do hold an edge over Unreal Tournament and the network code does too. I can usually  find a Q3A online game where the lag is low enough that I can be  competitive.

Quake 3 Ratings

Game play

8.5

Graphics

9

Single Player

8

Multi-player

8

Customization

7

Stability

9

Overall

8

Unreal Tournament Review

By Blackclaw

The truth is I was never a big Unreal fan. At the time of its release  the graphics were revolutionary. And even I'll admit that the story line, something that first person shooters never had much of before, was quite  gripping. I'm quite sure that it helped influence Half-life, a game that  was the next revolution in first person shooter story telling. But a fault of mine as a gamer is a short attention span. I almost never finish or  even bother to play through campaigns, no matter how gripping they might  be. This is no fault of the makers of Unreal and my quirks simply mean that the game wasn't meant for me. I'm into setting up battles and then seeing how they play out. Unreal did offer skirmishes against bots and the  AI had great potential, but didn't seem to offer much range for one to  learn against. The bots are all you really could go up against because the lag in multi-player on the net made the game unplayable. But I never  really tried for long because the weapons... well, with a few exceptions, they were quiet popguns. At the time of Unreal's release I was heavily into Quake 2 and its big bangs and loud booms is what Unreal had to  compete against and it just didn't make my cut.

Now along comes Unreal Tournament and I'll admit I didn't have high  expectations. The graphics that were once revolutionary pale in comparison to Quake III. What could this game really offer?

Incredibly fun game play, that's what. If the game has to be compared  to Quake III, and it does because that's the competition, Unreal Tournament beats it in terms of pure fun.

Game Play

The action in Quake III is hyperactive speed. There is some strategy to it, but lightening fast  reflexes are what win the day. Combat in Unreal Tournament is more tactical. Sure reflexes still count, but having a plan pays off too, especially in modes like Domination and Assault. There are just so many  ways to have fun with this game. Unreal Tournament offers straight Death Match, Capture the Flag, Assault, Domination, and Last Man Standing modes.  Not enough options? Then throw some mutators into the mix. How about low  gravity? Speed the game play up if you miss the Quake feeling. How about Insta-gib (one shot kills) Capture the Flag? Your team better have a plan then. Change the gravity levels too just for fun.


Blackclaw demonstrates the sniper  rifle.

Almost all of my complaints about Unreal have been answered. The weapon selection is awesome, far surpassing what is offered in Quake  III. Not only does almost every weapon have two modes of firing, but both modes are actually useful. Which mode to use is another tactical decision  you better be thinking of as you enter a hostile room. The sounds and destruction the weapons create are awesome. My favorite has become the  sniper rifle, complete with zoomable scope. There are 12 different weapons  in all. Additionally there is a teleporter device and the opportunity to  use two Enforcer pistols at the same time.

In single player mode you make your way through a series of death  matches and then move on to more complicated concepts like Capture the Flag and Domination. It provides a great training experience and a pretty  good gaming experience too.

The core of the game is multi-player. What's great about it is that you  can run a server on your own machine and play against bots if you don't feel like connecting to the internet and your friends haven't yet arrived  for your LAN party. This allows you to try out the many different game  types and modifications for each type of game that Unreal Tournament offers. Another great offering in multi-player is Ngstats. This little program that is launched from inside Unreal Tournament tracks your stats. All of them. Total frags, head shots, killing sprees, most points scored,  player rankings by game type; it's simply incredible the amount of statistics this thing keeps track of. There are actually two Ngstats  programs, one that keeps track of World stats for your Internet games and a local one that tracks your LAN games.

One of the few problems I have with the game is that lag still kills the game in internet play. I score highly against my friends in LAN games.  I kill bots on the inhuman level. But the one second firing delay that lag seems to bring makes me completely ineffective online and it is terribly frustrating not to be able to fully participate in such a great multi-player game. This game will rule our LAN parties, but I'm staying  away from internet play until I have something faster than a 56K modem.

Graphics

Unreal Tournament is using what is now considered a dated engine, but its graphics are still good by  today's standards. They are better than Quake 2's graphics but not up to par with Quake 3's. They are certainly good enough to make the game enjoyable.

Some of the gore graphics are actually more disturbing than Quake 3's. The um... pieces tend to bounce a bit more. This is especially noticeable in the low gravity games. I was once tracking what I thought was another  player as he jumped from one tower to another. As I got the target in my  sights I suddenly realized it was just his head flying through the air. Like nearly everything else in the game these effects can be toned down.


Ohh... Pretty! Insta-gib Deathmatch.

Customization

The game ships with an editor that allows you to make your own maps and skins. You can even add "voice skins" to the game to help fill out your own customized character.  The creation of these maps and skins is no easy task and many folks might want to leave such creations up to the more artistic and technically  savvy. It's quite easy to add someone else's hard work to your game and sites that feature custom skins and maps are popping up all over the  Internet.

Community

Unreal already has a strong  community and loyal fan base in place. That community is moving quickly to embrace Unreal Tournament as well. My favorite site is Planet Unreal. Be sure  to check out the House of Style link. SilvrAxe runs this section of the web and it's where you'll find the best and latest in Unreal and Unreal Tournament skins. And best of all, on Unreal Tournament Net, the  official Unreal Tournament site, you'll find a free bonus pack of maps, mutators, and skins.

Requirements

The game box claims that a Pentium II 200 is required with a Pentium II 233 or better being recommended. We loaded the game onto an AMD k6 233 with 64 Megs and found  that it played well, with a few tweaks to the graphics settings. Some of  the maps have stunning background scenery, like the earth and moon  orbiting overhead, or textures whizzing by on a high-speed train. These maps can kill frame-rate on a low-end system. Running a server on such a  system isn't really an option either, but there is plenty of fun for low-end systems with the single player tournament and endless variety with the practice sessions you can set up against the bots. Additionally, having a low-end system doesn't seem to be a handicap when connecting to  multi-player servers. Our K6 with its Voodoo 2 was able to play even the graphically intense maps by setting the world texture to low and model  detail to medium. Despite these settings the game still looked good. On our Pentium III 600 the game ran great and we had no problem running a server and playing on the same machine. No big surprise there though.

Unreal Tournament Ratings

Game play

9

Graphics

8

Single Player

8

Multi-player

8

Customization

8

Stability

9

Overall

8.5

Max Payne Review

By Blackclaw

Snow fell down around me in a swirling mist of white that danced seductively in front of my eyes before dying in the darkness of the night. Every step I took crunched deeply into the soft white powder and in my mind echoed down the city streets shouting my location to every thug,  killer, and hitman within a mile.

As I rounded the corner of a decaying red brick building they were there, waiting for me in a side alley that smelled so bad that even the  winos passed it by. The three mob boys reached into their overstuffed  jackets as I pulled out my own shiny black talisman of death. Time seemed to slow down. My pistol cracked loudly, its automatic chamber flying back  and ejecting the spent cartridge with ruthless efficently. A mob boy clutched his chest and began his death spiral to the pavement. His two friends freed their guns from their leather jackets and fired at me  wildly. I dove for cover in slow motion, my long coat billowing out behind  me as their bullets buzzed past me like angry hornets. I fired in mid-air,  catching the middle one in the face so that his whole head just snapped back like a pez dispenser. His body was just hitting the ground as I came  up from behind the garbage dumpster. The final mobster's rounds richocheted loudly off its rusting green skin as I sent one more wise guy  to an early grave.

This is the world of Max Payne.

Game Play

Max Payne's CD comes not in a  traditional game CD jewel box, but something that resembles a DVD box. Max Payne is meant to evoke the intensity of a big action cinema feature,  complete with explosions and Matrix like special effects. It succeeds in ways that no other computer action game ever has.

Max Payne is also meant to convey the atmosphere of an old detective comic book. The majority of the cut scenes are drawn as such complete with over-the-top bad dialogue that takes an incredible amount of imagination  to write.

The major innovation that Max Payne brings us is something that it's  developers call "bullet time." Contrary to its name, this effect allows the player to slow down action sequences in order to pull off amazing  stunts and feats of marksmanship. Players can fire at the bad guys while flying through a sheet of glass in slow motion. In such a sequence,  bullets can be seen flying through the air, spent cartridges tumble towards the floor while shards of glass cascade through the room. Bullet time allows players to effectively deal with a room full of bad guys and look good doing it. Well once you get the hang of it that is. Sooner or  later you'll do a slow motion head first dive into a china cabinet.

Max Payne also brings us a highly interactive environment - pop  machines dispense beverages, water coolers gurgle, toilets flush, and slot  machines spin. Players are highly encouraged to experiment with their  surroundings and indeed will need to do so in order to figure out how to  move through some of the game's areas. I always spend a few minutes trashing a room I've emptied of bad guys with a baseball bat. Overall, it's an enjoyable experience - glass shatters, TVs explode with a shower of sparks, but not all the objects in the game are interactive. In  fairness, they couldn't be and still have a game with playable frame rates, but it's still a bit odd to encounter a cardboard box that can take a beating with a bat or a candlestick that I can't seem to touch. But all  is forgiven because I was allowed to blast the elevator musak speaker with a 12 gauge.

Max Payne is story driven which means what you readers know I hate  most, a linear campaign with all of the "you will do this one way and one  way only and you will do it over and over until you get right" that such a  game entails. Having a compelling, in-depth storyline almost inevitably  means having scripted forced gameplay. I love open-ended style games, but in all fairness I don't know how else Max Payne could have succeeded in moving the story along. Still, there's nothing fun about being hopelessly stuck. Replaying the same scene again and again is the same punishment  used in hell for serial murderers. Max Payne helps alleviate this problem by making the bad guys self adjusting to how well you are playing. (At least the first time you play through the game.) If you get stuck in Max Payne, it probably won't be the bad guys that caused it because really,  once you know where they are, it's not too hard to handle them. What will  cause endless frustration is the obscure puzzle like problems that you  sometimes must solve to be able to advance the game. There are two dream  sequences that are excellent in artistic value but not much fun to play through. There are also several points in the game which require some  action from you that will not be intuitive to all users. Max Payne could  have benefited from a hint system similar to the one Phantasmagoria used.  That way those of us who want no help at all can plow through as best we can, while those who are hopelessly stuck can get some chance of being able to play through the full game.

Graphics

The actual  polygon count in the Max Payne isn't all that impressive. Many objects and  actors come off as either blocky or two-dimensional. It's the textures and  special effects that make the game look incredible. Some of the textures in the game are almost photo-realistic. Many of the weapons feature a beautiful, smooth, metallic finish that looks like you could reach out and  touch it. Max himself looks like a live action hero, although he has the  oddest expression on his face. Some have complained that he looks  constipated. Perhaps he should mix some Ex-Lax into those pain pills that  he chugs.

The particle generator that the game uses really helps the graphics  shine. Pieces of glass, plaster, brick, and wood go flying when a firefight breaks out. Rooms are simply trashed after a good fight. The  fire effects in Max Payne are simply unbelivable. From the muzzle flash of  the guns to the fiery end of a diner, the fire effects in Max Payne are  simply the best yet ever put into a computer game.

And then of course there is "bullet time." The smooth transition from  guns blazing full speed into slow motion is simply incredible. The blur of bullets whipping by, particles of plaster and wood cascading down as your own rounds chew up the wall behind your enemies and your brief defiance of gravity all contribute enormously to making the game play fun. I do wish that there were more aerial manuvers for Max to perform. It can get kind  of repetitious continually throwing oneself around corners, but damn it  looks good.

Customization

Remedy included free editing tools along with the game. Like most development tools, they are not easy to use, but you will be able to count on the busy gaming  community to provide you with free maps so that you'll be able to keep on playing Max Payne for a long time to come.

Community

The developer site for Max Payne can be found here. Remedy has a patch out already, so if your having any problems you might want to check it out. I didn't have any real problems with the game's  stability myself, but some folks have been experiencing a crash to desktop bug while others have had trouble with the security model that the game CD uses. The patch addresses both of these issues.

The wise decision to ship the game with editing tools means you can  count on the gaming community to provide you with free entertainment from this game long after you've finished the included storyline. A good place  to start your search for more Max goodness is The Max Payne  Center. You'll also be able to find scripting tutorials, wallpapers,  skins for winamp and other goodies there as well.

Requirements

The minimum requirements for this game are Pentium 2 450 with 96 MB of Ram. A Direct 3D compatible video card is required. The developers of Max Payne have done an excellent job of code optimization with this game. It may actually be possible to  play the game with the minimum requirements. Of course you won't be able  to turn all the detail up. I was able to play in 800 by 600 with all the options up on my Pentium 3 600 with 256 MB.

Max Payne Ratings

Game play

8.5

Graphics

9.5

Single Player

8

Multi-player

NA

Customization

8

Stability

9.5

Overall

8.5