Author Topic: Quake Wars(consoles): Anyone excited?  (Read 1068 times)

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FancyFeast

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Quake Wars(consoles): Anyone excited?
« on: May 05, 2008, 05:34:49 PM »
I love class based online games.  This unlike UT3, actually has my interest.

RTCW was my favorite Xbox live game by far and I play more Shadowrun and TF2 than I would care to admit.

Here is the latest preview:

http://xbox360.ign.com/articles/867/867269p1.html

It looks like the 360 version has the upper hand technically by a long shot, so hopefully that means it doesn't look shitty.
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Then there's the graphical portion, while we'll save final judgment for when the game ships (though the version we played was near final) there's no question that there's a discrepancy between the two versions. The Xbox 360 version has a nice coat of anti-aliasing on it with some nice faked HDR lighting effects. The PS3, at least the version that we played, did not. Both had smooth framerates (less a few drops when massive explosions went off in close proximity) and the same clipping problems with character models sinking into the ground. Here's hoping that the respective developers will fix the latter.

ANyone know the player cap for the console versions?  Will there be dedicated servers?  Or is 16 player P2P sufficient for this game?

duckman2000

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Re: Quake Wars(consoles): Anyone excited?
« Reply #1 on: May 05, 2008, 05:42:50 PM »
The game looks like ass even when running on high end hardware, so that's a comical win if anything. The game itself is alright.

FancyFeast

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Re: Quake Wars(consoles): Anyone excited?
« Reply #2 on: May 05, 2008, 05:57:07 PM »
The game looks like ass even when running on high end hardware, so that's a comical win if anything. The game itself is alright.

Some screens looked fine.  More comparisons of the console versions:

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Looking for another title to add to the “PS3 version gets gimped” list? One of the first things we noticed going from playing the Xbox 360 version to the near complete PS3 version was the graphical quality. The draw distances are impressive and the vehicle cockpit modeling in the PS3 version is great. However while the Xbox 360 version sports smooth character models and high quality textures on environments and vehicles, its PS3 counterpart was decidedly lacking in this area, consisting of low-res textures, jaggies, texture popping, frame-rate issues, clipping and one of the worst sniper rifle bugs ever.

The real question is, player count.  If it is 16 would that work in this title?(you played the game right?)

Rman

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Re: Quake Wars(consoles): Anyone excited?
« Reply #3 on: May 05, 2008, 06:03:11 PM »
Is this anything like Company of Heroes?

FancyFeast

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Re: Quake Wars(consoles): Anyone excited?
« Reply #4 on: May 05, 2008, 06:14:23 PM »
Is this anything like Company of Heroes?

Who are you Shaun Elliot?  GTFO   ::) :-X

Joe Molotov

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Re: Quake Wars(consoles): Anyone excited?
« Reply #5 on: May 05, 2008, 06:21:55 PM »
The real question is, player count.  If it is 16 would that work in this title?(you played the game right?)

You could play a game with 16 players, but it's more fun with more people.
©@©™

FancyFeast

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Re: Quake Wars(consoles): Anyone excited?
« Reply #6 on: May 05, 2008, 06:33:05 PM »
The real question is, player count.  If it is 16 would that work in this title?(you played the game right?)

You could play a game with 16 players, but it's more fun with more people.

I find TF2 to be ideal with 16 on the 360, so hopefully they don't have that capped out.  I would love some hard facts on the console versions...

I'm a potential customer dammit.   :maf

FancyFeast

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Re: Quake Wars(consoles): Anyone excited?
« Reply #7 on: May 05, 2008, 06:35:25 PM »
Hmm they had this to say to Eurogamer:
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What's immediately apparent is that although the heart of the game - its maps, weapons, classes and vehicles - remains intact, the console version is indeed different. "We made a decent amount of changes," Stone tells us. "Mostly just little tweaks, but a lot of tweaks, actually. They were fairly minor, but they added up." Nerve, a long-time id Software collaborator who worked with British studio Splash Damage on several of the maps for Quake Wars, was a natural choice for the 360 version, and seems to have been given an open hand in how it approached the changes needed in the transition.

The cap is also 16 players, doh!  Hopefully some of those tweaks relate to the game being worthwhile with 16 players...

http://www.eurogamer.net/article.php?article_id=95041