For those interested, here is my short recap of playing quake4 for about 4 - 5 hours, the majority of the time was spent playing ctf - as that seemed to be the go for the moment.

Single Player - played 10 mins and went to multiplayer (I'll play this some other time)

Multiplayer...where to start.

Tournament mode - only played a few minutes but there doesn't seem to be an arena style area (ala ra3 1v1) if you lose or are a spectator.
There also seems to be a bug where if a player leaves nothing gets reformated for that spot in which that player left. Like I said, was there in tourney mode for a short time.

Rocket Launcher - perhaps my most loved weapon in quake3, is now literally ruined..in some respects. There is a delay between pressing down the button and the rocket firing (ala quake2/ut) and i could probably throw a football faster then a rocket coming out of the rocket launcher. Rocket speed I'd say is somewhere between quake2 and quake3 rocket, but somewhat in the quake2 area. The blast radius is also small, rocket jump angles that i could perform in quake3 just can't be done in quake4. Also I doubt you'll see many bouncy fights (ala quake3) as there doesn't seem to be much push.

Machine gun - Somewhat similiar to the quake4 mg - although I think it only does 5 damage ..didn't really check this to be sure but that's what i noticed when i had 4 health and died and my hud displayed -1 health. MG zoom is like furiously clicking in diablo2 except with some accuracy and it felt like I was doing more damage with it.

Shotgun - Felt like the quake3 shotgun, but with a wider spread. Good for people who can't use the shotty in quake3 (puts hand up)

Nailgun - start up is the same as the quake2 chaingun - takes a long time to whirl up but it seems to do 25 damage or somewhere near those lines for each bullet - this gun with quad eats the enemy up.

Hyperblaster - basically the quake3 plasma gun without having any testicles - excuse me while I throw a bunch of toilet rolls at you that do some damage. Didn't like this gun much, yet somehow I did kill a few people with it.

Railgun - Quake2 railgun - delay between click and slug firing. delay seems to be similiar to quake2 rail aswell.

Grenade Launcher - "save me i'm almost dead" weapon. You can barely see the grenades that are fired from it and it seems to do alot of damage.

Lightning gun - It felt like the UT lightning gun - it is has a shorter range then the quake3 lg and doesn't have push back. the lg impact is also on the cursor aswell, not lagged.

Dark Matter - didn't see it this gun.

Zoom function - for some reason the zoom sensitivity doesn't go down when you zoom in. Imagine changing to cg_fov 45 but not changing sensitivity, thats kinda what its like.

q3dm17 remake - quake2 rockets just dont work on this map.

q2dm1 remake - didn't play it because there wasn't anyone dueling..

One of the most annoying things I found was the player models, freaking firetruck. The models almost camouflage into the walls and are not large (ie keel size or anything to that extent). To get a rough idea of what its like, get sarge (default sarge model) and put him into q3tourney2 next to the teleporter, and there you have it quake4 models but the quake4 models have a small spot of orange or green on them. Could have honestly added more colour to them so that they can be easily recognisable. I had teamates shooting me constantly as they thought i was the enemy, until they see the little circle above my head.

Quake4 ctf in general - Caps seemed to be going at an extremely quick rate - either because no one can aim that well, or because people are just able to pick up strafe jumping quick. or something.

Quake4 Arena ctf - this needs some work - there are 4 power ups for each team - doubler (double damage) - Guard (first pick up goes 200/200 - then it only regens health) - Scout (run like forest gump yet somehow shoot twice as fast as anyone else - can't pick up armour but can pick up mega/small health) and Ammo regen - regenerates ammo to the minimum pickup (ie 10 rockets for rl) and allows you to shoot faster. You can't drop the power ups aswell, and if you die they spawn back in their original place - this mod needs some work I think.

Weapon models in the game (not the hud type model) are actually small, they're the same size as the grenade launcher in quake3. Hard to distinguish the difference between some weapons unless you know what is is before hand.

Aiming in general seems to be harder aswell but i'm sure this will pick up later anyway.

Weapon switching - slower then quake3. meep meep.

It seems like I'm pretty much bagging the game for everything its worth, yet for some reason I kept playing it and playing it. It seemed like the game wasn't finish in some respects and I've got a feeling we'll see a patch being released soonish aswell.

I actually enjoyed playing quake4 ctf, even though I didn't have binds and it was freaking 8v8. I didn't bother playing team dm as it would have been the same as playing free for all without shooting 3 other guys and also without binds (ugh).

In a way, Quake4 feels like quake2 mixed into doom3, with some extra weapons and I guess this is probably what Raven are after, seeing as this is a Quake2 sequel after all.

On the positive side, I got a quake4 hat. Its now 1am and I've got to wake up at 6:30 to go to work, I'm still wondering if I should bother going to work tomorrow. I'll figure that out once I hear the lovely sound of that alarm bell going off.