Quake 3: Arena Review
For Dreamcast
By Contributing Writer Jimmy Payne
Rating: Crappy
Quake 3: Arena is a blast when you first start playing, but after you get
past the initial rush of shooting a rocket down someone's throat, you'll
find that the underlying game design is about as simple and boring as it
gets. At its best, Quake 3 never approaches the fun or intensity of Quake 1
or 2.
Quake 3's biggest flaw is its lack of variety. All you have to do is
fire at everything, run as fast as you can, and avoid getting shot. This
emphasis on mindless action is good for a ten-minute session of frustration-
venting, but it's not enough to keep you glued to your coach for weeks or
months. Very little of the strategy and technique from Quake 2 has carried
over to its sequel.
The single-player mode is nothing more than a glorified training mode in
which you compete in deathmatches against computer-controlled bots. These
challenges are very similar to the ones in Perfect Dark, but nowhere near as
imaginative because once again, your only objective is to stay alive while
you search and destroy.
Playing Quake 3 using the Dreamcast's 56K modem results in about as much
lag as playing the PC version on a 56K modem. This is an impressive
technical achievement, but it means absolutely nothing without a good game
to back it up. It's also a shame that there are no out-of-game chat rooms
like there are in NFL 2K1. This omission causes many players to constantly
chat during games instead of playing. And of course, if you happen to shoot
a player who's chatting, you'll be cursed at for doing so.
In order to achieve the technical performance that the game offers, the
developers had to drastically decrease the number of players allowed per
game (the new limit is four players). In a way, this is the equivalent of
removing someone's mask at a Halloween party and finding a butt-ugly person
underneath. The small amount of players slows down the pace of the game
considerably and eliminates any sense of chaos. Without constant action to
keep you busy, it's much easier to see Quake 3 for the shallow game that it
is.
The power and grace of the rail-gun has been neutered thanks to the
increased pauses associated with it. The rail-gun has always had a split-
second pause between the moment when you press the fire button and the
moment when the gun actually fires, but this pause has been taken too far in
Quake 3. The rocket launcher is also much less powerful than it used to be,
which does more to hurt the balance of the game than it does to help it.
The level design has also taken a turn for the worse since the days of
Quake 2. Quake 3's levels are much smaller and don't contain as many secret
areas containing powerful weapons. The level lay-outs and weapon placements
are much more straight-forward, with the most powerful weapons in the game
often placed on easily-accessible ledges.
This game's explosion effects are some of the worst I have ever seen in
any game, and there are also lots of little animation-related bugs. For
example, in the animation for firing the grenade launcher, the grenade
appears to be invisible for a moment before it finally pops up several feet
away from you.
If there's anything that can ruin the mood and atmosphere of a first-
person shooter, it's horrible music. This game's music is always generic
and sometimes grossly inappropriate for a first-person shooter. Some of the
belong in a cutesy action/platform game rather than a "hardcore" FPS.
When John Carmack and the rest of the team at Id Software originally
designed Quake 3, they were too pre-occupied with their graphics engine and
its over-hyped curved surfaces to worry about gameplay. Sega has done
nothing to add depth to the Dreamcast version of the game, and the result is
a game that's just as shallow on the Dreamcast as it is on the PC.
Send your thoughts on this review to jimmy@mastergamer.com
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