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| Games | Graphics & Design | MP3 & Audio | Internet & Networks | System & Utilities | Home & Education | Business | WebDev | SoftDev |
| Enemy Territory: QUAKE Wars | ||||||||
| Issue: May 2006 > Games > Article "Enemy Territory: QUAKE Wars" | ||||
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Paul Wedgewood, owner and project director, Splash Damage, talks about the latest game in the QUAKE universe.
How have you seen the first-person shooter genre evolve over the years? We’ve witnessed some great advances in multiplayer shooters, from the introduction of objective-oriented gameplay in Return to Castle Wolfenstein to the addition of character advancement and campaigns in Wolfenstein: Enemy Territory. This increase in game depth has evolved the multiplayer-shooter genre from the arena of deathmatch/capture the flag, to new heights in teamplay and strategy. What impact do you see next-generation technology having on this genre over the coming life cycle? We believe that it’s twofold. Our industry’s advances in physics, rendering, and networking are significantly improving player immersion, while the genre’s newfound focus on depth is having a really positive impact on gameplay. In recent years the depth of pure shooters has been somewhat overshadowed by real-time strategy and role-playing games. It’s great to see shooters retaking the throne. There’s something amazing about the level of immersion in a well-executed, contemporary first-person shooter. What are some elements of Enemy Territory: QUAKE Wars that push the genre in new directions? Enemy Territory: QUAKE Wars has an immense focus on teamplay, technology, and player immersion. Set during the Strogg invasion of Earth, its teamplay advances the RPG and RTS elements that were featured in the award-winning Wolfenstein: Enemy Territory, while the rich backstory in Enemy Territory: QUAKE Wars adds even greater depth to its campaigns. QUAKE WARS uses MegaTexture technology not just to create a more visually realistic environment, but also to make that environment impact gameplay more realistically than ever before.
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