Elite Online Mag Elite 88 | Page 183

Mixing things up is the character system. There are 9 Champions, each of which has different starting and maximum armour and health values, movement speed, and two abilities - one passive, one active. Some characters are recognisable from earlier Quake titles - the Quake Ranger returns from the first game, and he’s joined by Quake III: Arena’s Sorlag, Anarki, and Slash, along with a few newcomers. Walking eyeball Orbb is, sadly, nowhere to be seen. The health and armour differences are small enough to feel relatively meaningless in moment-to-moment action, especially when characters are buffed with extra health and armour pickups, but the abilities make for some pretty divergent tactics and play styles. Ranger, for example, can hurl an energy orb at an opponent. If it hits them, it inflicts heavy damage; if it doesn’t, he can teleport to it instead, enabling him to teleport behind enemies. Lizardgirl Sorlag belches out a stream of acid, inflicting damage over time on any opponents hit by the acid and also leaving a damaging area of effect on the ground; perfect for booby-trapping items. Lumbering mountain Scalebearer picks up speed as he runs, inflicting damage on people he dashes past at top speed. Yes, that is the Quake Ranger, back again. As for how Quake Champions will be monetised - the base game will be free to play, but you’ll only have full access to Ranger as a character unless you pony up some real money (or rent characters with in-game currency). You’ll also be able to buy loot packs with both real money and in-game cash, and Bethesda is keen to stress that you don’t have to spend any money in order to enjoy the game. Characters don’t level up or gain abilities with experience. instead there’s a For Honor style cosmetic system in place; leveling your account up gains you a loot box which contains random cosmetic upgrades, from colour schemes to armour segments. These can only be applied if you own a character, but do allow for some pretty extensive customisation. That said, the characters aren’t exactly the most engaging bunch; the designs are fine visuall y but they don’t come across as especially strong. Its hard to imagine them finding any traction outside the game itself, unlike Overwatch’s gaggle of characterful heroes. It’s possible Clutch is stepping onto a green tightrope... or it could be a laser. The sparsity of game modes is Quake Champion’s weakest link at present, but there’s plenty of time before it comes out of beta for this to be expanded upon. Currently games are limited to Deathmatch, Team Deathmatch, and Duel, an intriguing 1-on-1 mode where each player takes three characters into the fray and has to defeat the other player’s team. This mode brings the character differences to the forefront, but it’s not for everyone. There’s also the newly added Sacrifice, a 4-on-4 game mode with objective points to dominate. Elsewhere, everything about Quake Champions is solid, if sometimes unspectacular. The matchmaking is fairly swift and effective (with a few caveats), the net code is stable and robust, and there’s a sense that everything ‘just works’ as it is, impressive for a game still in beta. The character models look good and animate well, though the stage designs are a little bland and lack the artistic touches that would really make them stand out - they function just fine as levels, they just aren’t very memorable, and there are currently only three of them in the game, shared across game modes. But it’s how it feels that will determine Champions’ success and its status amongst the wider Quake community - free-to-play Quake Live still has thousands of active players - and in this regard, Champions excels. Even with the new character traits, this still feels like Quake. www.eliteonlinemag.com 183