|
|
 |
Developer:
id Software
Publisher:
Activision
Target Release Date:
Summer 1999 |
| |
 Read Computer Gaming World's cover story on Quake III in their July issue, on sale in early June. |
by Robert Coffey
There are a few simple rules that will make your life more worthwhile: Don't forget to floss, buy an extra box of thin mint Girl Scout cookies lest you regret it later, never ever yield to a Lexus, and never underestimate id Software. Amazingly enough, some gamers did just that, second-guessing id's startling announcement that it would be focusing its third Quake title solely on bringing the nerve-frying speed and carnage of deathmatch to the masses, thereby forgoing the traditional, story-driven single-player experience.
After visiting id's Dallas offices to play Quake III: Arena (Q3A), we can tell you it was the right decision. By fixing its sights on delivering the best multiplayer shooter ever, id is putting its considerable programming muscle behind its greatest strength: deathmatch. Let's be honest, the single-player Quake experience might have been fun, but it paled in comparison to the game's multiplayer component.
 click to enlarge
|
This doesn't mean there won't be a solo side to Q3A. On the contrary, a strong single-player game is key to id's strategy of making deathmatching accessible to even the most casual gamers. It's just that instead of a weak plot propping up a series of linear levels, you will be competing in roughly 40 simulated deathmatches against AI-guided bots. You will choose an initial difficulty setting at the start of the game and should breeze through the first few maps fairly quickly. As the solo player progresses however, the fragging will grow more intense, as the bots adjust dynamically, scaling their abilities to give every player a real run for the money.
Next: Bots
|