id Software and Activision announce Enemy Territory: Quake Wars, a class-based
multiplayer shooter in the works at Splash Damage to debut at E3. The game will
be built on a new technology from id called MegaTexture™ "that crunches millions
of polygons and a gigabyte-scale texture into a single, seamless and un-tiled
landscape with unique detail down to the square inch or the un-obscured distant
horizon" (though the
Splash Damage
Website clarifies this is on top of the DOOM 3 engine). Accompanying the
announcement is a (massive)
first screenshot, and here's word, which does not include a release date or
target platforms:
Santa Monica, CA – May 16, 2005 – id Software™ and
Activision, Inc. (Nasdaq: ATVI) today announced the development of ENEMY
TERRITORY: QUAKE WARS™. Developed by Splash Damage and built on id Software’s
new MegaTexture™ rendering technology, ENEMY TERRITORY: QUAKE WARS pits the
armies of Earth against the invading alien Strogg in the ultimate online
strategic shooter. Featuring strategic team play, persistent character
promotions, day and nighttime combat missions, and the universe’s most powerful
weapons and vehicles, ENEMY TERRITORY: QUAKE WARS transports players to the
front lines of an epic new war for Earth.
“For years, fans have enjoyed incredible battles on the Strogg home planet; but
with ENEMY TERRITORY: QUAKE WARS, we’re taking players back to the war that
started it all – the Strogg invasion of Earth – where the choice is to fight
with the humans or the alien Strogg in a massive campaign for survival,” said
Todd Hollenshead, CEO, id Software. “Like all great id Software games, ENEMY
TERRITORY: QUAKE WARS unites bleeding-edge technology, a fantastic universe, and
meticulously balanced gameplay to deliver an engrossing and futuristic gaming
experience.”
“We have been so proud of Wolfenstein: Enemy Territory’s™ rave reviews, ‘Game of
the Year’ awards, and massive fan-base, so to work with id again in developing
ENEMY TERRITORY: QUAKE WARS is an amazing opportunity.” states Paul Wedgwood,
Lead Game Designer and Owner of Splash Damage Ltd. “The stories of the Strogg
invasion of Earth have always fascinated me, and now through ENEMY TERRITORY:
QUAKE WARS, we’re able to bring this incredible war to life with an
uncompromising level of detail and realism.”
As the invasion begins, players choose to battle as one of five unique classes
in either the EDF (Earth Defense Force – humans) or the barbaric alien Strogg
armies, each augmented with specialist weapons and combat hardware. Troops
utilize over 40 conventional and futuristic vehicles, deployable structures, and
defense systems like quad-bikes, tanks, and alien walkers for epic ground
assaults; or helicopters and anti-gravity ships to lend firepower from the air.
Throughout each battle, teams establish bases, deploy defense structures,
artillery, radar, and advanced forward-command systems into enemy territory
while constructing and demolishing obstacles to speed progress and gain a
tactical advantage over the enemy.
With realistic dynamic lighting and shadowing from headlights, searchlights and
even the moon, battles can be fought during the day or night; while accurate
simulation of the atmosphere, weather, and vegetation combine to create an
unparalleled degree of realism. Battlefields are perfectly rendered using
MegaTexture, a totally new rendering technology developed by id Software that
crunches millions of polygons and a gigabyte-scale texture into a single,
seamless and un-tiled landscape with unique detail down to the square inch or
the un-obscured distant horizon.
Players can take on class specific missions or join a fireteam to utilize
advanced command and communication options, including voice-chat and the game’s
context sensitive mission order system. With bitterly contested multi-battle
campaigns, each soldier fights not only for victory, but to gain valuable
skills, special rewards for team-play, and persistent military promotions and
medals. ENEMY TERRITORY: QUAKE WARS will debut at this year’s Electronic
Entertainment Expo in Activision’s booth #1224 in the South Hall.