

The map isn’t so big that it takes you hours to learn its finer details-by the time I was finished with my 20 minute match, I felt as though I had a good feel for many of the map’s nuances.Īll of that frantic combat runs like butter on the AMD system I was playing on, too.


Alternatively, you can plunge into the Covenant’s dark cellars, which make for some excellent sneaking, though that strategy can turn on your quickly if you’re caught by surprise.

You can then make a quick escape by jumping across crumbling pillars that form a precarious bridge to other towering haunts. Jump pads scattered throughout allow you to spring high into the air to shoot at unwitting enemies below. Light sparkles through stained glass windows, and the vaulted ceilings create lots of headroom. The map is essentially a gothic cathedral that’s been twisted for some dark purpose, judging by the ominous blood pooled in the church’s central nave. The railgun, meanwhile, is still a favorite, and can be used to great effect in cramped hallways and stairwells, at least within the Blood Covenant map I was playing in.ĭashing into a strange new map can present its own set of challenges, but the Blood Covenant map was a joy to explore, even as I was still learning the spawn points. I delighted in spraying my enemies with machine gun bullets, leaping in the map’s open, cavernous halls, before switching to my shotgun as I got up close and personal with my opponents on a tight staircase. The verticality of the maps, along with the narrow tunnels and cloisters scattered throughout the Blood Covenant cathedral, demand a versatile arsenal. The only challenge lies in beating your enemies to weapon spawn points. There are no loadouts, and you’re free to carry as many weapons as you like. These weapons felt quite familiar in my grasp, with tactile, responsive animations that made me feel like I was stirring up havoc. The Champions’ abilities are more of an afterthought. Id Software was quite deliberate in making sure that 'the holy trinity' of weapons-the railgun, rocket launcher, and lightning gun-was preserved, and they’re all still entirely skill-based-your champion has no impact on how well you use a gun. While the Champions may feel new, the weapons are all classic Quake, but they fit the modern mold quite well. Which is probably what hardcore Quake players prefer. Unlike Blizzard's breakout FPS, where regular back-and-forth between Heroes subtly breathes life into the game, Quake’s Champions are silent vessels for you to perform some impressive gunslinging. Each Champion is well designed, but they lack a distinct voice or personality. If you’re looking for a hero shooter like Overwatch, you'll probably be disappointed.
