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Quake 4 is the fourth title in the series of Quake FPS computer games. It was developed by Raven Software and distributed by Activision. Raven Software has collaborated with id Software, the creators and usual developers of Quake games in the past. In this case, id Software supervised the development of the game as well as providing the Doom 3 engine upon which it was built. Quake 4 went gold in early October 2005 and was released on October 18, 2005 for the PC, and later for the Xbox 360 and the Apple Macintosh. A special DVD Collectors Edition also exists, including promotional material and the game Quake II with its expansions. The Xbox 360 version of Quake 4 is based on the Special Collectors Edition, and therefore also includes Quake II. Plotwise, the game is a sequel to Quake II. Quake III Arena is not part of the sequence because it focused on online multiplayer gaming and provided only a very limited single player mode, which essentially pitted the player against computer-controlled bots. Quake 4, like Quake II, is not related to the first Quake in any respects other than name and logo.
StorySpoiler warning: Plot and/or ending details follow.
After performing a number of tasks, such as destroying and capturing Strogg aircraft hangers and defense systems,[2][3] Kane and his remaining squad members make it to the USS Hannibal . There they are given their next mission: infiltrating one of the Strogg's central communication hubs, the Tetranode, with an Electromagnetic Pulse bomb in the hopes that it will put the main Strogg Nexus in disarray. Kane is tasked with defending the mission convoy,[4] which takes heavy casualties. After many setbacks, including the destruction of the EMP device by a Strogg ambush, Kane is left to complete the mission alongside only Private Johann Strauss and Lance Corporal Nikolai "Sledge" Slidjonovitch. Strauss figures out a way to destroy the core by shutting down its coolant systems. As Kane reaches the entrance to the Tetranode however, he is greeted by two rocket-equipped network guardians - as well as the supposedly defeated Makron. The Makron captures Kane and knocks him unconscious.[5] When the marine finally awakens, he finds himself immobile on a conveyor belt in the Strogg "Medical Facilities", a structure used for turning those captured and killed by the aliens into protein food, or their own units. Kane is taken through this "Stroggification" process which replaces much of his anatomy with bio-mechanical parts. However, before the final controlling neurochip implanted in his brain can be activated, Rhino Squad bursts into the facility and rescues Kane.[6] After escaping through the Strogg medical facility and Waste Disposal plant, fighting off zombie-like half-stroggified humans along the way, Kane is forced to combat his former commander, Lieutenant Scott Voss, who has been fully "Stroggified" into a powerful mechanized monster.[7] After defeating this threat, Kane and the remaining marines finally make it back to the Hannibal. The commanders realize that Kane's Strogg physiology has opened up new possibilities in finally defeating the Strogg, as he can be used to infiltrate locations previously impenetrable by human forces. The new plan is to directly target the Strogg Core, a huge centralized brain-like structure which controls the Strogg forces. Rhino and Raven Squads are tasked with infiltrating the three data processing towers adjacent to the Nexus, where they will power up the teleporter into the Nexus, a huge data storage and processing tower, and send Kane in. There Kane will travel to the center to destroy the Core — and its guardian, the Makron.
GameplaySingle PlayerGameplay features include vehicle-based combat with several vehicles introduced throughout the game, and squad-based combat on occasions where Rhino Squad fight alongside Kane, including medics and technicians in his squad who can heal him or repair his armor. Around a third of the way through the game, events lead to Kane being captured and then partially Stroggified — that is, turned into a Strogg — but the process is interrupted by Marines before completion so Kane retains his free will. This turn of events allows for more gameplay changes, including the ability to understand Strogg communications and use Strogg health stations, as well as a change to the player's HUD (Head-Up Display). This plot device also advances the story in different directions. MultiplayerMultiplayer modes are Deathmatch, Team Deathmatch, Tourney, Capture the Flag, Arena CTF and DeadZone. Players at Quakecon reported the multiplayer gameplay to include elements similar to those in previous Quake and Doom games. Notable new additions to play are the ability to send shots through the teleporters and the advancement of the game physics provided by the new technology including the ability to bounce grenades off of the jump-pads. Like the previous Quake games the multiplayer has a client-server architecture. The network code has been altered from Doom 3, allowing for larger numbers of players on each server (Doom 3 has a four player restriction, whereas Quake 4 has a standard 16 player limit). One of the changes to the network code is a move from the per-polygon hit detection system used in Doom 3 back to using hit-box system like most other online first-person shooters such as other Quake games and Half-Life. Generally speaking four mods exist for Quake 4; those being Q4MAX, XBM, DeltaCTF and GTR. Q4MAX is the most developed of the three mods, offering many HUD, frame-rate, and gameplay tweaks and fixes. Q4MAX is used for the majority of tournaments, and used by the Cyberathlete Professional League. Nicknames can be colorized with most keyboards by pressing shift-6 to produce a carat character, followed by 0 through 9 to specify the color. Using idm0 or iw00 through iw09 will display images varying from a skull, to various weapon symbols. Most often used for nicknames under multiplayer, these character sequences can be typed into config files, the console, and chat text. BotsQuake 4 came without any bots for multiplayer play. User-made bots for practicing offline for users with only a dial-up connection or filling LAN servers are being developed by many dedicated fans of the game. Two prominent bots are Jarad "TinMan" Hansen's SABot (a.k.a Stupid Angry Bot) and Alpha Omni-bot, which perform very well on the retail multiplayer map packs as well as user-created custom maps. There is also the Oak Bot which is still in development. Bots are also in development as part of Q4MAX. EnemiesWeaponsThe following weapons are included in the final version of Quake 4. All of these weapons appear in at least one of the other Quake games (except for the Dark Matter gun) and are for the most part similar to their counterparts in those games.
Image:Strogg harvester patrol.jpg A Strogg harvester on patrol. The machine gun is shown.
VehiclesVehicles are only available in single-player, and each will only appear once (Excluding the truck). While riding in a vehicle, health and armor are replaced by armor and shielding respectively. All vehicles have a never-ending supply of ammunition, and their armour and shielding will recharge automatically if they receive no damage for a period of time.
In some of the levels, the player can see multiple un-named human vehicles. Some seem to be light tanks, while others are armored personnel carriers. Critical responseReviews of the game are widely favourable. Websites and magazines such as IGN and UGO praised its single-player campaign, graphics and Hollywood voice-acting, but complained that its multiplayer was too much like Quake III's. A few days after release the majority of reviews gave Quake 4 scores of 80–90%. EGM gave a mixed rating to the Xbox 360 port, claiming that the single-player campaign was not creative enough to compete with other games such as Half-Life 2 and Halo 2 and that the game ran poorly on the 360. The Xbox 360 version of the game scored 74/100 on Metacritic, compared to 81/100 for the PC version of the game.[10][11] One major praise of the game was for its return to plot-based single player missions that had not been included in Quake III: Arena.[citation needed] PC Gamer Magazine gave Quake 4 a good review [12] for both singleplayer and multiplayer gameplay. On the subject of Halo 2 in comparison with Quake 4, the review states that the decision of which game is better depends on whether the player prefers the tactical aspects of Halo 2 or the run and gun aspects of Quake 4.
VersionsQuake 4 was released at the launch of the Xbox 360 and is Xbox Live compatible. Due to the fact that Quake 4 needed to be developed in a short time period in order to meet the launch of the Xbox 360, there have been major issues with frame-rates for the console adaptation, earning it the award for Most Aggravating Frame Rate / Best Slideshow in the GameSpot.com Best and Worst of 2005 list. These frame rate issues only occur in rare instances where lots of enemies and large explosions are occurring on screen at the same time while playing in Standard Definition; however, when played in High Definition frame rate issues occur more frequently due to increased processing demands at the higher resolution. In addition, the Xbox 360 port of Quake 4 has very long load times and Xbox Live glitches that result in problematic multiplayer experiences as documented by game review sites as well as on Activision's support pages for the Xbox 360 version. The Xbox 360 version was initially priced the same as the PC Special Edition DVD and features the same content as that edition, however as of May 2006 the Xbox 360 version has not received any patches to fix its numerous problems, unlike the PC version. Aspyr Media published and released Quake 4 for Mac OS X, on April 5, 2006 as a universal binary, compatible with both PowerPC- and x86-based Macs. id Software continued their tradition of supporting Linux by releasing a Linux version of the Quake 4 binary executable, which players could download for free from id (though it requires a licensed copy of Quake 4 for Windows to run). The Linux installer was made available two days after the release of the game itself. References
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