Developed by Splash Damage under the supervision of id Software, Enemy Territory: QUAKE Wars (ETQW) is the spiritual successor to the free multiplayer game Wolfenstein: Enemy Territory released back in 2003. ETQW is set roughly fifty years into the future during the Stroggâ€™s initial invasion of planet Earth. The Strogg are the antagonist race featured in the Quake 2 and Quake 4 games. ETQW then serves as a prequel to these games telling how the human race, led by the Global Defence Force (GDF), repelled Stroggâ€™s attack on our planet.
The Enemy Territory (ET) franchiseâ€™s key gameplay is objective-driven that two teams of varied classes try to accomplish during a match. In the default game mode, you gain experience for completing team-oriented goals. These range from completing an objective (blowing up the bridge) to team support (making sure your team mates are stocked with ammo). A certain number of experience points grants you a new character level unlocking special abilities or weapons. After the default 3 map-campaign, the experience points reset and everyone starts again on a new campaign.
ETQW, like its predecessor, is fast paced, unrelenting and unforgiving. If you prefer slower moving games like Battlefield or long-lasting duels as in recent Quake games then youâ€™ll have to adapt. ETQWâ€™s core tactics promote thinking on your feat, a good aim, and a good mental overview of the battle. If you try to bide your time youâ€™ll find your timing always off but if you decide to Rambo-rush the enemy without a coordinated strategy itâ€™s going to be hard getting past your first kill.
Rather than just promoting it, ETQW demands teamwork to win. The game has five available classes in both teams which would take many pages to fully detail so Iâ€™ll just give two examples: the engineer repairs vehicles, deployables and constructs certain objectives while the covert ops hacks deployables and objectives and infiltrates the enemy ranks. The best strategies make use of all five classes though because of the objective system at any given time one class may be more important than the rest so thereâ€™s a degree of management that has to occur if teams want to maximize efficacy.