Back in 1996, Quake 4 would have been an incredible experience. Given that most of its mechanics feel like they did back in Quake 2 (which the story continues from), that's no surprise. This is an all-out frag fest, where more weapons, big explosions, and plenty of gore rule the gameplay. This might have worked on a basic level if the game was technically adept, but it's not.
Even those looking to get from point A to point B will be frustrated through this long, drawn out adventure. Mission objectives may seem varied, yet never deviate from finding a button to push so you can activate a door, machine, or other various objects. A major plot twist halfway through doesn't do anything to the game, whether through gameplay (aside from offering some extended life and shields) or the story. It's introduced and then forgotten in the Strogg's muzzle flashes. The latter will provide the majority of the light too since only two of the player's guns have flashlights.
Running around and shooting things provides enough entertainment for most games. Quake 4 does a fine job of giving the player a sense of power. The variety of guns in Quake has always been one its brightest assets, making a rocket launcher one of the main weapons you'll use regularly. You'll need to avoid blasting NPC characters, some of which can replenish health and shields. Keeping them alive becomes a secondary priority after ducking shells being tossed at you. Their AI is smart enough to take down foes by themselves, giving battles an extra level of chaos.
Sadly, all of that is diminished by technical aggravations and frustrations. The frame rate takes the biggest hit, and immediate sign of a rushed product. At first, it's not an issue that hinders gameplay (in fact, it oddly feels more like lag when playing online), but later things hit the single digits. Entire memorable moments are ruined because the game's engine can't keep up with the action on screen. This is inexcusable.








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