IGN have brought to their site yet another preview of the PC version of Quake IV.
"All MP modes start you with an assault rifle and saw blade device. There doesn't appear to be any locational damage, though, at least in this build, so it's a matter of unloading a lot of rounds into your target. I also didn't notice any grenades, which would have been nice when you're running around with the starter weapon and faced with the guys with rocket launcher and hyperblasters. Team deathmatch and CTF give the teams two different-colored outfits, and you also get a color-coded arrow above a guy's head for easy identification. We were also very briefly treated to a DM map set in space, complete with ledges leading into the abyss."
"In terms of production value, Quake 4 looks and sounds spectacular. With all the bells and whistles and graphical splendor of DOOM 3, Quake 4 looks like it will come out of the dark and offer plenty of outdoor areas to keep the game from looking like DOOM 3.5. The player models look fantastic, the weapons feel and sound extremely tight (much meatier than many of the weapons in DOOM 3), and the game just rumbles at every turn. Although there's no official word on how close the game is to finished, the game ran silky smooth throughout all our playtesting, even in the large outdoor areas. "
Plus a few new videos, which include vehicles, multiplayer, and gameplay in insane WMV quality (which you can also see on our videos page). Check them out!
And finally, Gamespot have also posted up their new preview of the Xbox 360 version of Quake IV.
"Both the hovertank and the walker feature regenerating armor and shields. So, like in Halo, if you take damage to the shields and the armor, all you need to do is find a quiet spot and wait a few seconds until they slowly regenerate. Of these vehicles, the hovertank felt the most unique to a Quake game. Since the hovertank hovers above the ground and doesn't create any friction, driving it feels almost like you're controlling a bumper car. You can slide left and right, and glide backward and forward, ram Strogg infantry (and see them tumble away thanks to the physics engine), and pound a target from a distance with the cannon. The outdoor levels are fairly large, though open and plain, and the level we played was reminiscent of the canal level in Half-Life 2, only without the water. The toughest part of the entire level was coming upon some sort of Strogg boss who locked missiles onto the tank. Thankfully, a warning Klaxon lets you know when they've got a missile lock, so then you can target and shoot down the incoming warheads."