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Enemy Territory: Quake Wars is a sci-fi multiplayer first-person shooter developed by Splash Damage (along with Nerve Software) and published by Activision for the PC in Europe on September 28, 2007, in North America on October 2, 2007, and worldwide (in digital form) on October 9, 2007. It later received a Linux (Platform) release on October 19, 2007, a Mac (Platform) release on March 18, 2008, and both Xbox 360 (Platform) and PlayStation 3 (Platform) releases on May 27, 2008.
A multiplayer-focused spin-off of the 2005 game Quake 4 (Game), Quake Wars puts players in objective-focused, team-based multiplayer matches similar to the studio's earlier free game Wolfenstein: Enemy Territory. Set before the events of Quake II (Game), Quake Wars takes place throughout Earth (Location) during an invasion by the alien forces of Stroggos (Location), with players choosing between the human GDF (Global Defense Force) and the alien Strogg.
Despite its new setting, much of the gameplay is similar to the original World War II (Concept)-based Enemy Territory, with five character classes to choose from, multi-map campaigns, an XP-based upgrade system, and a heavier focus on unique map-based objectives. Some additions include pilotable vehicles and unique faction-based tools and abilities. Built on id Tech 4 (Concept), this game is the first to use "MegaTexture" rendering (in which the outdoor terrain is painted on a single gigantic texture map).
It received a public beta from June 2007 to September 2007.
Similar to the original Enemy Territory, Quake Wars puts players in team-based matches between the GDF and Strogg forces, with each player as one of several character classes that excel in different roles.
While each map can be played on their own, either in a standard "Objective" mode or in a competitive "Stopwatch" scenario (where the map is played twice, with teams swapped between rounds, and the team who wins in the faster time wins the game), the game can also be played in a multi-map "Campaign", with each player's XP carried over throughout all three maps.
Each map has their own unique set of primary and secondary objectives, usually revolving around a class's particular ability (such as the Engineer/Constructor class building something, the Soldier/Aggressor class demolishing something, or the Covert Ops/Infiltrator class hacking something) or around escorting special units or capturing objects. Some objectives are vital to winning the game, while some open alternative routes, spawn points, and fortifications.
Each faction has the same assortment of five character classes to choose from: one focused on heavy weaponry and frontline assault (Soldier / Aggressor), one focused on healing and reviving (Medic / Technician), one focused on deploying explosives and vehicle repair (Engineer / Constructor), one focused on backline support and deploying artillery strikes (Field Ops / Oppressor), and one focused on scouting and subterfuge (Covert Ops / Infiltrator).
Each faction has their own unique take on the five classes, such as the Field Ops and Oppressor classes having different ways of supplying forces (Field Ops with ammunition, Oppressor with shields). In addition, Strogg players can transfer their health to ammunition and vice-versa.
Similar to the original Enemy Territory, players gain Rank upgrades throughout the match by acquiring experience points. However, they do not have multiple types of "Skills", instead focusing on their specific class-based ones.
Unless otherwise specified, each class starts with the same weaponry (Assault Rifle / Lacerator for the primary, Pistol / Blaster for the secondary, and Frag Grenade / Shrap Grenade for grenades). While the GDF's weapons are standard fare and require reloading, the Strogg counterparts are unique in that they require no reloading (although they are prone to overheating), with the Blaster having infinite ammo. The standard Pistol and Blaster is upgraded at the maximum class Rank, with the Pistol able to be dual-wielded and the Blaster able to have super-charged shots.
The game's frontline combat unit, focused on their specialized heavy weaponry and the ability to set explosive charges (HE Charge / Plasma Charge, both of which must be armed using the Arming Tool). There is minimal difference between both factions, other than slight weapon differences.
They have the most primary weapon options, able to replace the standard one with either a close-ranged scatter-shot weapon (Shotgun (Object) / Nailgun (Object)) or one of two types of unique weapons: a suppressive machine gun (GPMG / Hyperblaster) that is most effective while prone, and an explosive rocket launcher (Rocket Launcher / Obliterator) that can lock onto vehicles through use of the scope. They also have additional health and a secondary weapon that is more powerful at close ranges.
The game's infantry support unit, focused on healing allies (by dispensing MedPacks / Stroyent Cells) and reviving fallen allies (using the close-ranged Defibrillator / Stroyent Tool).
They can switch their primary weapon to a close-ranged scatter-shot weapon (Shotgun / Nailgun) to aid them in frontline support.
The game's armored support unit, focused on constructing various automated defensive turrets (anti-vehicle, anti-personnel, and anti-artillery), repairing various constructs (including vehicles, turrets, and certain objectives), and defusing enemy explosive charges. They can also plant proximity-based mines (Proximity Mine / Grav Mine), both underground as a land mine and on doorways as a trip mine.
They can switch their primary weapon to a close-ranged scatter-shot weapon (Shotgun / Nailgun) to aid them in frontline support. They can also unlock a unique alternate version of the standard Assault Rifle / Lacerator with an attached Grenade Launcher / Plasma Launcher.
The game's backline suppressive unit, able to deploy and use one of several types of long-ranged artillery turrets (which can only be fired by "marking" the target location with the player's Targeting Tool). They can also summon an air/orbital strike in the frontlines using a throwable Air Strike Marker / Violator Beacon.
While they have no alternate primary weapons at the start, they can upgrade their Assault Rifle / Lacerator with a scope for longer-ranged support (Scoped Assault Rifle / Accurized Lacerator).
The game's complex stealth unit, able to scout enemy forces from afar (using long-range scoped weaponry) and sabotage from up-close (by disguising as fallen enemies, disabling constructs, and hacking objectives). They can also deploy radar stations to detect nearby enemies.
Their standard primary weapon comes equipped with a scope for ranged support (Scoped Assault Rifle / Accurized Lacerator). Alternatively, they can switch it out for their unique long-ranged, slower-firing sniper rifle (Sniper Rifle / Railgun (Object)). Instead of standard grenades, they have access to unique grenades (EMP Grenade (Object) / Scrambler Grenade) that temporarily disable vehicles and turrets while destroying enemy Mines. Additionally, their melee attacks from the back are a guaranteed kill.
The game originally included 12 maps, spanning four separate campaigns. While each map can be played on its own, servers can opt to instead treat them as multi-map campaigns, where player XP and upgrades can persist throughout the campaign.
Microsoft Windows XP or Vista
Microsoft DirectX 9.0c
Intel(R) Pentium(R) 4 2.8 GHz or AMD(R) Athlon(TM) XP 2800 processor (Pentium 4 3.0GHz or equivalent for Windows Vista)
512MB RAM (768MB for Windows Vista)
128MB NVIDIA(R) Geforce(TM) 5700 or ATI(TM) Radeon(TM) 9700
100% DirectX 9.0c compatible sound card
750MB of free hard drive space, plus 200MB for Windows swap file