PC GAMER (US)

Quake Champions

A classic FPS in a hero shooter wrapper

- Phil Savage

BASED ON WHAT I’VE PLAYED, TEAM COMPOSITIO­N DOESN’T FEEL ESPECIALLY IMPORTANT

What do you want from a new Quake game? Originally, I thought that my answer was an old-school arena shooter with twitch combat, breakneck traversal, intricate map design, satisfying gun feel and big, chunky gibs flying all over the place. And the good news is that QuakeChamp­ions is all of that. It feels like Quake. Having played for some time during the beta, I’m not sure that’s all I want from a new Quake. Despite everything it does to recapture that late-’90s feel, Quake Champions is a modern multiplaye­r FPS, and it comes loaded with everything that has come to mean. Instead of a server browser, for instance, you enter a matchmakin­g queue that tries to place you with similarly-experience­d players.

This is fine. Good matchmakin­g can help ease in new players and ensure that the more experience­d are still challenged by their peers. But I do pine for a time when private servers were the norm. A good server browser is both a portal to a collection of ad-hoc communitie­s and a fascinatin­g journey of discovery through custom maps, mods and special rule-sets. Tired of fighting in Quake III Arena? No problem, just hop on into a DeFRaG race server and show off your bunny-hopping and strafe-jumping.

While I’m griping about modern FPS affectatio­ns, here’s another: Loot crates. Quake Champions will reward you with them when you level up your account, and you can acquire them with in-game currency, earned for completing challenges. You’ll also be able purchase them as real-money micro transactio­ns. They’re cosmetic only, but, despite not being ‘pay-to-win’, their very presence feels incredibly un- Quake.

That’s enough of the ‘old man yells at The Cloud’ routine. I’m disappoint­ed that FPSes are no longer the fascinatin­g ecosystem of old, but that should take nothing away from the fact that Quake Champions is fast, responsive, and enjoyable. It looks the part, which is to say a mix of Gothic architectu­re and grungy sci-fi. More importantl­y it feels the part, despite the new variations between characters, who now each boast their own speed, health, and armor, as well as their own specific ability.

The character traits are a curious addition. In some respects it’s typical of a modern hero shooter, but here they aren’t divided into different classes. Because of that, and based on what I’ve played, team compositio­n doesn’t feel especially important. In one team deathmatch, every player on my side was Nyx—the bluehaired assassin with the telefraggi­ng phasewalk ability. Sure, we lost, but that was more about our skill as players. It wasn’t comparable to the trouncing I received during an ill-advised all-Hanzo attempt in Overwatch.

Team Players

The majority of abilities are simply another form of damage, with a cooldown after use. The exception is Galena, who places an ‘Unholy Totem’—a deployable item that can heal nearby allies. Even this is rarely a difference maker in team fights. Quake is fast, and its guns hit hard. Having a slight armor advantage can give you an edge during a one-on-one gunfight using basic rifles, but that’s rarely how things shake out when you’re in the arena.

I’d like to see QuakeChamp­ions embrace its newness and take more liberties with the classic Quake feel. Right now, it’s trying to integrate old-school FPS action into a modern multiplaye­r Skinner box of loot crates and levelling. It may be Quake, but it’s also a game about earning new skins for your lizard man. Which is to say: Not very Quake at all.

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 ??  ?? By law, all hero shooters must have an anthropomo­rphic character.
By law, all hero shooters must have an anthropomo­rphic character.
 ??  ?? Weapon, armor and health pickups factor heavily.
Weapon, armor and health pickups factor heavily.

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