| Consumer Advice |
ESRB Rating: Mature (17+) Animated Blood & Gore, Animated Violence
Parents should also be
aware that Quake III: Arena is brutally violent with tons of gratuitous blood spatter under war-like conditions. Satanic imagery like
Pentagrams also adorn many of the Hellish looking scenery. Beyond the shocking content though, some kids may truly benefit from the
sports-like competitive atmosphere and sense of reward that Quake III: Arena promotes. We tested this game on an average consumer system that had a K6-2
400mhz CPU with 100-plus Megs of RAM and a 56K modem. We found that this modest setup was more than adequate for playing Quake III: Arena
at its normal settings, but to play it at the highest levels of details, a truly top of the line system would be required to get
smooth and adequate performance. Because despite being a well optimized game, all the technological feats that Quake III: Arena can
accomplish requires some serious hardware kick. Those without a top of-the-line 3D accelerator need not apply. Fans of FPSs
looking for a more traditional single-player experience should stay away from Quake III: Arena since it was designed for online multiplayer
gaming. Go with System Shock 2 or Half-Life: Opposing Force instead. The more casual gamer and newbie
looking for some online multiplayer action may be turned off by the intense and often unforgiving level of competition in Quake III: Arena.
They may want to go with Unreal Tournament instead since it offers more diversity in weapons, options, and modes
of play. The hardcore Deathmatch purists looking for serious and intense competition and perhaps aspiring to be a professional
gamer one day will be most pleased with the more refined and streamlined gameplay that Quake III: Arena offers. Though be warned that
connection speeds onto the Internet still play a huge part in overall performance and competition. |
Right now in Indiana, there is a lone youngster practicing his jump shot, hoping to develop the buzzer beating, clutch shooting
of Larry Bird. At the same time in Texas, there is another kid repeatedly pitching a ball at a wall all by his or her lonesome,
hoping to eventually throw smoking strikeout heat like Nolan Ryan. Then somewhere in Chicago, theres a kid pumping iron, hoping
to develop the tough endurance that gave Walter Payton his edge. All across the United States, would-be athletes aspire to emulate
their heroes and dream of playing their respective sport (be it basketball, baseball, or football) at some professional level
while getting paid big bucks to do so. Only a select few out of those hundreds of thousands will make the final cut onto teams that
are considered part of the elite. Teams in leagues like the NBA, MLB, or NFL. Meanwhile, a large majority of the remaining players
will become also-rans who, if lucky, can go on to second-rate divisions like the CBA, AAA minors, and arena football. Yet, the
overwhelming odds do little to deter those starry eyed hopefuls and this driven, competitive atmosphere can be felt across the
country. This culture of making it to the big leagues is what separates these major sports from more recreational activities like
hopscotch, handball, and tag. Videogames have also been considered another plain old recreational activity, but with the release
of the much anticipated online multiplayer first-person shooter (FPS), Quake III: Arena (Q3A), that perception may
finally change. The activity of Deathmatching (dueling to the death in cyberspace), which was popularized by FPS games like
Q3A, may finally be considered a legitimate sport; digital or otherwise.
So what is it about Q3A that makes all the difference? It is the presence of the Professional Gamers League (PGL) and
their awarding of large sums of cash to winners and the rise of FPS thespian-turned entrepreneur, Dennis Thresh Fong, as the
man to beat. These two factors have gone a long way towards creating a sports-like competitive atmosphere in the PC gaming world.
Q3A completes the circle of competition by offering itself with one major deviation from its predecessor, Quake II.
This is that Q3A effectively levels the playing field for all game players and opens the door for anyone to take the crown
away from Thresh; even those previously alien to the culture of Deathmatching. In the past, there was no way for anyone to learn
how to Deathmatch besides jumping in head-first and being baptized in a hailstorm of machine gun fire and blood spatter. Even
actually Deathmatching on the Internet those days required the aid of obscure 3rd party software and a techno-savvy
knowledge of things like ping, rates, fps (frames per second), and the TCP/IP networking protocol. These problems led to a level
of inaccessibility that deterred many, including myself.
Q3A changes all that by switching focus away from any traditional objective oriented, one-player trek through multiple
stages and delivering only arena-style environments designed solely for various types of competitive Deathmatch and Capture-the-Flag
(CTF) matches. Learning how to actually Deathmatch is then handled by a one-player mode that is essentially a tutorial that
familiarizes would-be players with those intricate arenas and effectively prepares them for the frantic combat of Deathmatching.
Though Q3A does little to hold ones hand beyond the basics (advanced techniques like circle strafing, rocket jumping, or
the importance of controlling items arent covered in the least), players are introduced to the Deathmatch experience by
progressively facing off against computer controlled opponents affectionately dubbed Bots in place of human competitors. The
Bots do have strange AI (artificial intelligence) quirks, making them prone to avoid power-up items at certain locations, while
overcrowding others, and they also have difficulty dealing with campers (players who ambush others from key locations). But
beyond those quirks, each of the 32 characters do have individual looks and personality tactics. They can also be adjusted to
varying degrees of difficulty, making them more than adequate in helping players simulate the actual online experience and knowing
what to expect when going up against actual human opponents. Time spent learning a particular stages layout and item locations
offline proves to be invaluable for online play later.
The other issue that Q3A addresses is the former technological hurdle of requiring 3rd party software to
Deathmatch over the Internet. No longer is any extraneous software required as Q3A is ready to play and online games can
be setup right out of the box; assuming one already has capable hardware and a decent Internet connection. The process of
entering an online match is well streamlined as the game itself will automatically scan servers over the Internet and inform
players of games in progress that players can join and what kind of performance (measured in ping rates) they can expect from
that selection. While Q3A will sort the available games according to various specifications and can track favorite server
locations, there is one annoying part of the whole process. After exiting an online match, the computer will not keep a list of
recently listed servers in memory and instead automatically refreshes the entire list of available games over again, which can
be a lengthy wait since it is essentially peering through hundreds of active servers. Despite this minor annoyance, Q3A
is still a far cry from the days of old and a remarkable stride overall in terms of easing accessibility for online games of
this sort.
Accessibility wasnt the only thing improved, because the graphics in Q3A have taken another generation-sized leap
forward from previous efforts. Under the renowned, yet surprisingly humble, programming skills of John Carmack, the 3D game
engines used in the Quake series have always been revered and reused by other time-constrained developers in the industry.
Q3A is no different and is another shining example of Carmacks fine work. Much hoopla has already been made around
its features such as subtle architectural curves, rich 32-bit colors, detailed textures, and complex character skins that run
under an incredibly optimized engine. Thankfully, the gritty, hellish, and blood-filled art direction only further enhances
the solid technological foundation that Q3A is built on. Satanic iconography has long been a staple since ids ancestral
classic, Doom, and Q3A follows in its oft-disturbing, yet undeniably well-crafted tradition. The audio in Q3A
is enhanced by Aureal's A3D sound standard, but for those without the hardware, the positional sound effects on a typical
two-speaker setup will prove rather effective and an integral aspect of the gameplay when
anticipating opponent location. The background music never extends beyond ambient types of beats, but its not really a concern
because those really serious about competing in Deathmatches will mute the soundtrack altogether in order to more clearly track
opposing foes via audio cues.
As for the gameplay of Q3A, many critics have already lobbied complaints about how little the game has changed and
how little new it offers when compared to previous efforts. While the CTF variation now comes prepackaged without the need
of a mod (modification) and offers a nice diversion, the motto of Q3A is still "Frag (kill) everything that isn't
you." The focus of the game still lays firmly on Deathmatches, to which victory is achieved by accumulating the most
frags. Its the same frantic, adrenaline pumping, and notoriously unforgiving style of FPS action from the two previous Quake
games. The action still often reaches chaotic levels when the amounts of competitors exceed double digits and only the
gameplay elements have been more finely tuned and tweaked to make sure everything was as balanced as the developers felt
possible. Nothing new appears in the arsenal of weapons and items either. The choice of armaments consists of more or less
a specific selection of weapons from previous games. Another long-standing issue with games like Q3A, is how the
overall performance is still seriously dependent on the quality of Internet connection that one has. Its more than obvious
that those with broadband T1 connections (mostly in offices) and incredibly low ping rates always seem to best those with
56K modems (mostly home users), who often suffer from debilitating connection lags, which result in unfavorable handicaps
in the form of choppy animation and play. So while Deathmatching,
with all its rules and intricacies, is now openly accessible
to anyone willing to play Q3A, unfairness, due to technological superiority, has yet to be addressed in any meaningful
way.
Yet, to complain about Deathmatching lacking any real innovation is like saying the rules of baseball need to be drastically
altered in order for it to seem fresher. Like baseball or any other sport with a long-standing tradition, Deathmatching is,
for better or worse, fine for what it is. The developers at id Software know that Q3A only needs to be refined in order
to improve and balance out the competition as Instant Reply did for Football or the 24 second clock for basketball. The
developers are confident that the real innovation wont come from their efforts, but rather from the new generation of players,
who will push the game to the next level the way athletes like Michael Jordan, Mark McGuire, and Jerry Rice have for their
respective sports. Is Dennis Thresh Fong the first of many game player-turned-athletes to push the limits of Deathmatch to
the level of competition that befits a professional sport? Will the new generation of competitors be inspired by the likes of
Thresh and start training on their own with Q3A the way kids aspire to the prowess of Larry Bird, Nolan Ryan, and Walter
Payton? With Q3A, id has certainly opened the floodgates to these possibilities and perhaps Deathmatching may indeed be
considered a true sport one-day. If that day does come, Ill be more than happy to join the ranks of competitors.
- Published January 26, 2000
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