ET:QW Video Review.

With added performance issues and toy-like vehicles(tanks specifically) that can be destroyed by mere bullets!

It can be pretty fun though.
 
My only gripe is that QW needs a pretty uber rig to run well. I can't justify upgrading for one game, no matter how much fun it looks.
 
It ran "ok" on my Radeon 9800pro, and that was the beta.
 
well betas are buggy as hell , they must have optimized it for the final product. i guess part of the problem is the ridiculous map size and the number of players.
 
I played it on my friends new awesome computer and it runs a dream top settings. Very good fun indeed. (But I died a lot)
 
the review said that it runs smoothly on low end pcs :S

The review lied. I have a friend who works for Splash Damage who came round and tweaked the game (to the extent that it looked worse than the original ET!) and it was still struggling to maintain 30fps.

It does looks awesome with everything maxed, though.
 
Well it's based of Q4, it ought to run well on most computers.

Remember the ultra texture system.
 
Q4 ran far better on my pc. 1280 with most things maxed. The same res/detail in QW and it was a slideshow once the fighting got heavy.
 
I'll never understand how you can make a game which is focused fully on combat and not pay attention on how explosions and other combat effects look. They look like incredibly cheap, explosions look to be some animated sprite fireball, which takes away a lot of the fun of shooting stuff. The primary concern of any action game should be: is blowing stuff up fun in my game? This isn't just for QW, but most action games. Why won't action games take away some of the rendering budget from shiny marble floors and put it into kickass particle effects? And it can be done, Company of Heroes does it, and it makes the game all the more fun to play. HL2 does decent explosions, so does TF2. Halo too does them quite well.

Other than that, the combat looks incredibly awkward, it's too faced paced for its own good.
 
*snip*

Other than that, the combat looks incredibly awkward, it's too faced paced for its own good.

its FACED paced because they wanted to maintain the look and feel of the original ET, as for the particle effects the reason hl2 and tf do it better is because they're running on a much much smaller scale its all about optimization.
edit: also ... all games use an "animated sprite fireball" i dont know of any games that use real particle simulation for smoke and explosions , apart from some of the physx stuff.
 
Yes fast can be good, with games like UT and Quake 3 where the weaponry matches the speed. But semi-realistic weapons (at least functionally) do not go well with a fast pace. Things like assault rifles don't work at a high speed, it quickly turns into an awkward circle-strafe spamfest like displayed in that video. The combat just doesn't flow right.

As for the effects: there's no excuse for poor combat effects in an action game. And yes, I know all games use sprites for special effects, but they cover it up. QW does it very obviously with some bland orange fireball. If you look closely at the explosions of Company of Heroes, they're sprites too, but there's so much more going on in those, dirt kicking up, lots of smoke and dust, you don't notice it's an old trick.
 
Seeing as I think RTCW is the best online fps ever, we'll have to disagree on that. High speed simply requires better aiming and ability to track the target. It works great with machine gun type weapons (mp40 ftw :)).
 
For all the hype ET:QW had, that review made it look really average, glad I didn't get this one
 
The review kind of puts my opinion on the game. It's a good game, and I'll buy it sooner or later, but I'll concentrate on TF2 ;)
 
TF2 is an awful lot better... i've only played the demo over LAN with friends but it seemed pretty average and poop to me. Definately a game where you dont want bots and do want real people talking over microphones to organise anything. Even so, its pretty bad.
 
All this talk about effects and fireballs reminds how well halo 3 did them.
 
TF2 is an awful lot better... i've only played the demo over LAN with friends but it seemed pretty average and poop to me. Definately a game where you dont want bots and do want real people talking over microphones to organise anything. Even so, its pretty bad.

I think there will be alot more depth to ET:QW, making it the better competitive clan game. As much as I am enjoying TF2, i'm finding things a little repetitive now and can't find much to it other than enjoying the spectacle (which is what I suspect the intention was).

Totally different animals.
 
TF2 provides plenty of depth by being so simple in nature. I think Eurogamer described it best in their review:
The victor, in every situation, is simply the team who adapted best first. Where we perhaps expected baffling complexity, instead we've got a game that rewards mental agility, but doesn't struggle to cultivate it.

I generally dislike games that go "ooh look at me being all complex, here have a million options of which a handful are overpowered and the rest will go unused because a million options are impossible to balance!". TF2 is almost perfectly in balance because it doesn't try too hard to be overly complex and just focuses on what matters. There is enough room for skill in TF2.
 
As for the effects: there's no excuse for poor combat effects in an action game. And yes, I know all games use sprites for special effects, but they cover it up. QW does it very obviously with some bland orange fireball. If you look closely at the explosions of Company of Heroes, they're sprites too, but there's so much more going on in those, dirt kicking up, lots of smoke and dust, you don't notice it's an old trick.

Actually they're particle systems, but whatever. Yeah I agree, the Fx just looked horrid.
I don't know what hell is the matter with them. I've noticed the same shit in all recent Id related games (even if they aren't directly making the game). Q4 for instance, crap FX. you fired the Rocket Launcher and you got a puny orange flame and some smoke:|. I just don't get it. And no they don't have the excuse that the engine can't handle more complex FX.

Whatever I'll give this game a chance (even though I don't like team base games), I'll try the demo.
 
Was about to say...

TF2 has depth in its simplicity. "Less is more", as the cliche goes. You have nine god damned classes, each with their strengths and weaknesses. Winning teams require an interplay among all the different styles in order to make things cohere and ultimately succeed. At the same time, it manages to be very direct. Arsenals are all generally reduced to core abilities, aside from the occasional sidearm if you're in a pinch. Strategies are often produced on the fly within current situational awareness. It encourages strategy, but doesn't bog the player down in it.
 
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