Quake IV
Look, let's not kid ourselves here people, you pretty much know what you're not going to get when you see Quake or Doom or Serious Sam on the shelves. You will NOT be subjected to such superfluous items as a deep intelligent plot, multi-branching storylines, or great life lessons. The bathwater you wash your dog in is deeper than the plots in a Quake type shooter game.
None of those things require discussion nor should it be expected from Quake IV. When I pick up a game like Quake IV I want several needs fulfilled and if the game fulfills those requirements then I'm quite happy with the money I spent. If a game like Quake IV or Serious Sam or Doom 3 provides me with good graphics and sound, a constant horde of monsters to shoot, and a loose storyline to tie it all together then I'm a happy player and will easily recommend it. Anything else is just gravy on my biscuits. Fortunately, Quake IV is three for three in meeting these requirements plus it's middle half slathers an extra helping of gory goodness onto an already succulent shoot 'em up. Damn, anyone else hungry?
The story Quake IV picks up where Quake II left you off all those years ago. The Marine you were in the first game knocked out the Strogg boss and now that has allowed the next wave of Marines to launch a massive assault on the Strogg homeworld. After what I think provides an excellent introduction movie, you quickly find yourself on the planet, your dropship a wreck and all you have is your trusty pistol. So far, that's all pretty standard fair but this is 2005 and gamers like you and I do want just a little bit more than "run down corridors and shoot everything." To satisfy this need, Raven added squad mates who can either heal you or repair your armor. From time to time you'll even be given weapon upgrades that often times prove highly useful (such as the nail gun upgrade) and often times fall flat (the plasma gun upgrade).
Normally the addition of squad mates controlled by the computer causes trepidation (think Daikatana) since their path finding ability or desire to run in front of your weapons can ruin a game. But, in this case the AI provides some form of usefulness. Their aim is good, their dialogue progresses the story, they follow and stay behind you well, and most importantly they stay out of the way when they are not needed. I appreciate their help but in the end I paid for the game so I should do most of the killing.
Naturally, like any shooter that is short on plot, the real star of the game is the graphics engine and sound. The graphics engine employed is the Doom 3 engine. Like most of you this is the second Doom 3 engine based game I've played and, perhaps it's just me, but it seems that the world you are in is much more detailed than any other game world seen on the screen. Textures are multi-layered, screens are alive with information or movement, and the lighting bounces off objects and the overall environment in an effective way that adds more atmosphere than previously seen or experienced.
I mentioned about the middle portion of the game being a gory delight and without a doubt it's the ability of the game engine that makes that environment possible. Decapitated bodies pulsate with electricity, blood coats the walls of bizarre Strogg laboratories, and human remains litter the landscape like broken Barbie dolls. Whoever created those textures and level designs deserve a pat on the back, then get to a psychiatrist right away cause they are seriously sick. All I will say without spoiling it for you is this: rusty saw blades. Not since Ravenhomme have I been this freaked out in a game.
However, character animation and appearance still appears quite cartoonish. Sure I can see the stubble on the Marines head, but it still doesn't look quite like a real head. Yeah I know it's a game, but compared to something like the Half-Life 2 engine it seems human animation in the Doom 3 engine is a step behind its competitors. I think it is mostly in the eyes. They appear to be staring off past you and into the next room.
With Quake IV, Raven has shown that the Doom 3 engine can handle large environment rendering without any problems. While the method of showing this proves to be a little silly (driving a tank, riding a rail system shooting creatures), it does bode well for upcoming Doom 3 engine based games like Quake Wars who have touted their use of the engine and desire to make large gaming worlds.
My biggest complaint about this game is the sound. No the sound is not of poor quality, bad but the sound effects in the game have the nasty habit of drowning out dialogue in the game. Again, not a game ender since the plot is as a thin as a used tissue but you would think the developers would have included a slider to separate between in-game music, effects, and dialogue. Most games do that, why did they forget it?
It's been six years since we saw Quake III and nearly 10 years since we last landed on Stroggos, but I feel the wait was well worth it. The inclusion of useful squadmates, a living and breathing environment of movement and sights, and a definite sickly twist on what can or can't be done to human remains makes Quake IV a simple but enjoyable gaming experience.