Our impressions of the game based on the beta.
Enemy Territory started as a standalone mod for Return to Castle Wolfenstein, and featured class based combat and objective orientated gameplay. Things needed to be built and destroyed, defended, infiltrated and so on.
ET: Quake Wars returns to almost exactly the same gameplay. If you loved ET, you’ll love Quake Wars. The only real difference is the setting, graphics and a few weapons and items.

The biggest change is that Quake Wars introduces vehicles of all types. Unfortunately these vehicles don’t feel connected to the ground at all, and aerial vehicles feel more like hot air balloons than jet powered machines. The exception is the Strogg walker, which looks exactly like Invader Zim’s Megadoomer (“It’s got chicken legs!”).
The teamwork component of the game can work or not, depending on how competent the enemy is. Because the spawn points are pretty close to the action, one great player can complete all the objectives himself by switching classes continuously. This happens often with incompetent teams, where most of the team is simply a distraction while the expert does his thing.

The game really shines when you get two sets of great players against each other. Clan warfare will be amazing. It really is satisfying to complete an objective as a team, but unfortunately it will be a rare occurrence on public servers.

Judging by the beta, this game is a healthy mix of Enemy Territory and Battlefield 2. Fans of either game will find something to enjoy here, and I recommend you try it out.
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