Tag Archives: Epic Games

Chivalry II Review

Wow. It’s been a long time since we’ve seen a game from Torn Banner Studios. Their first major release; Chivalry: Medieval Warfare was a fantastic, if buggy game that blended the Push mode gameplay of a Battlefield game with an innovative swinging mechanic unseen up to that point. And it had just enough janky animations to give us some unintentional comedy along with the depth of the combat.

PROS: Expanded mechanics. Cross-Platform play. Large scale maps. Upgraded visuals.

CONS: A bit light on launch content. Unlockable things involve a huge time sink. Bugs.

EPIC: Exclusivity will turn off a substantial amount of potential PC players.

Torn Banner followed that up with a fun expansion pack based off of the Deadliest Warrior TV show, which gave fans some combat tweaks, and deathmatches. Sadly, it didn’t have the Objective mode that made the base game famous. Most recently they tried their hands at making something newer with Mirage: Arcane Warfare. That game used Chivalry’s sword fighting combined with some light RPG elements and magic spells in a competitive team game. It was a really good game that didn’t sell well and was quickly abandoned. Something many buyers still haven’t forgotten. This, and the fact that the publisher of Chivalry II, Tripwire Interactive did a timed exclusivity deal with the Epic Games Store will undoubtedly mean some people will have some trepidation here.

Fortunately, Chivalry II seems like it has already done infinitely better so far than Torn Banner Studios’ last game. So it doesn’t look like it’s going to suffer the same fate. Be that as it may, there are still going to be a lot of people who may decide to wait for the game to show up on Steam or GOG in a year or get the game on their PlayStation or Xbox console of choice instead.

If you do decide to nab this one, I don’t think you’ll be disappointed with the gameplay though. Chivalry II is fantastic. Especially if you were a fan of the original release. For starters, almost everything you would have loved in the first game is here. You get the swing manipulation that made the original game famous. Chivalry II again has three primary attacks. A horizontal swing, a vertical overhead swing, and a stabbing motion. But unlike most games, you don’t simply end it at pressing an input. On PC, you’ll use the left button on the mouse to do a horizontal attack and the mouse wheel does the other two attacks. Rolling up stabs, and rolling down does your overhead. But it doesn’t end there. Immediately upon doing one of these attacks you’ll, be able to “steer” them by moving the mouse (or thumbstick on a controller). This opens up a ton of possibilities by letting you turn an overhead into a diagonal slash. Or a horizontal swing into someone’s leg. The right mouse button can be used to parry or block attacks. In the old game you needed to equip a shield to block. But in this new entry anyone can block by holding the button down. This makes handicap situations where it’s you up against 3 opponents a little bit easier though, you’ll still likely die until you get in a lot of experience.

Parries are done by pressing the right mouse button just as the enemy weapon is about to hit you, and you also have to “steer” the parries as if it were a weapon. If you do it, you’ll open up other combat options like ripostes where you can get a free hit, or a window for something evasive. Some other changes are to the class system. Now every character can do a dodge. In the original this was reserved for a Man-At-Arms class. This along with the blocking addition gives everyone more options and allow you to get within the side view or even behind an opponent if you’re good enough.

Both of these options use a lot of stamina though, so you’ll have to do so wisely. If you over do either of these you can expect people to easily figure out ways to make you exhaust yourself, and get yourself into a situation of helplessness. You can become disarmed both figuratively and literally. Another mechanic they’ve added is the inclusion of shield damage. In the original game, you could equip all sorts of shields and it was cool. You could use them to protect yourself from arrows, and incoming strikes. This is still true in Chivalry II. However, now shields can take damage which means you can’t completely hide behind them. Eventually, they will start to degrade, losing pieces as you continue to use them. That isn’t to say they’re like glassware or paper though. They can take a lot of punishment, and even in disrepair they can still be effective. But the days of crouching in a corner behind a tower shield barely taking damage are over. Eventually the shield will break to the point of uselessness.

But, the game has a few other mechanics that have been added or retooled. Two of the ones that jumped out at me were the charge ability and the throw ability. You can hold down the attack inputs to trade off a long windup with a more potent swing. That means that although you will be more vulnerable, the swing will do more damage. You’ll still need to play mind games though. If you ONLY go for these high powered swings you’ll be easily cut down as people can see it coming and either stab you before it comes out or evade it then attack you. The best of the best will parry you or interrupt you. Throwing weapons and other items is another cool new feature. You can throw your sword into an archer before they can line up a shot, or you can throw a disembodied head at opponents as a message.

And with so many objects you can pick up on the battlefield the possible projectiles become endless. Flaming chickens, branding irons, wagon wheels, cabbages, and more await your baseball arm. And in the case of foods you can eat them for health replenishment. Everyone also starts with a bandage too, so if you come out of a skirmish near death you can use it and replenish yourself faster than trying to find cover and wait. Another health update in the game is the inclusion of being downed. If you’re a big Fortnite fan, you’ll already know how it works. For the rest of you it’s a second chance mechanic. If you are defeated on the battlefield you won’t always die in the fight. Sometimes you’ll eat a hatchet and end up 99.7% damaged. In this state you can’t fight and have to crawl to a teammate to help you. In most cases you’re going to be finished off though. Unless you know you have 10 or more people directly behind you to pick you up, opponents will stab you as you try to escape. It’s not uncommon to see some players intentionally seek out those on their hands and knees to get some quick scavenger kills.

Beyond all of that, you’ll still be able to do feints, a quick cancelling of a move input at the beginning of its animation. This will fake out a lot of opponents who will try to counter or parry early and allow you a free hit. You can still combine moves together by swinging at just the right time during a previous movement. But sometimes you’re going to find opponents who know what you’re going for. So there are also now interrupt moves where you can get in a cheap punch to flinch them and allow you a minor chance at a comeback.

They’ve done a great job with all of this. And it continues into the game’s different modes. As of now the game has its classic Free-For-All Deathmatch and Team Deathmatches which are a nice way to practice the combat. And within that realm you can also find Duel servers, where you’re going to get into one on one fights. Again, another great way to get a handle on the melee combat. But the biggest reason to play this game is the returning Team Objective mode. This essentially works like it did in the original. It’s a Push mode where the attacking team tries to push back the defending team to different points on the map until they get to the final one and hopefully win the day. Unlike something like Battlefield or Call Of Duty though, players usually aren’t going to sit at a flashing letter for 60 seconds and then move to the next flashing letter. Each of the points is a tangible objective the attackers need to accomplish. Sometimes it involves razing a farm to the ground. Sometimes it involves stealing the Kingdom’s riches. Other times it involves using siege weaponry to gain passage into a castle. Things like towers, and battering rams. Often when attackers do push their way to the final point the game assigns a defender the role of a major character the attackers must assassinate and thus the defending team has to coalesce around them to wind down the remaining minutes for a last second win.

It’s really engaging stuff, and you’ll likely be really addicted to the gameplay on offer. Feeding into that is the revised class system. In the old game there were four: Archer, Knight, Man-At-Arms, and Vanguard. In Chivalry II there are four base classes, and then within each of those four are another three you’ll unlock over time as you play.

This is where some of the game’s shortcomings start to come into play. There’s a big focus on customization here, and so you’ll have to unlock things by playing. The grind to do so is pretty real though. You won’t take long to get the subclasses unlocked, but the weapons, and cosmetics are a much different story. You’ll have to put in an obscene amount of time to get a certain texture for your outfit unlocked. The weapons aren’t as bad in this regard. But it’s still a grind. Of course, like a lot of modern games there’s a pretend currency you can buy with real money to buy the cosmetic items early. But even if you do, you still have to be a certain level before you can equip it. So you probably won’t ever want to do this.

Created with GIMP

To it’s credit, there are a fair amount of things you can alter here on your different characters. Multiple faces, costume accents, and other skins. And you can also tweak the look of your classes between your time spent on the Agatha Knights, as well as the rounds where you’re assigned to the Mason Order. Plus you can do a set of characters with no affiliation for the FFA rounds you find yourself in.

Going back to the classes a moment, one thing I also didn’t get to mention is that in combat each of these has a special move that they can use to help their team. Think of these like the ones in Nintendo’s Splatoon games. Over time, frags, and objectives you pull off you’ll fill a meter. When the meter is full you can perform the move. Some classes like the archer class can build braziers so your team can set projectiles on fire before shooting them. Others like the knights can blow a horn that heals the team. Or place a banner for an area of effect healing circle.

Created with GIMP

In addition to that, Chivalry II has a host of new abilities for each of the classes that add more depth to the combat. Some of them can do a shoulder tackle, causing an opponent to get knocked over and rolled around a second or two before being able to get up. The Vanguard’s charge attack returns, leading up to a powerful leaping strike. In the massive crowds of opponents these can be quite the spectacle. And while I personally find it more complicated, you can play this game in third-person by pressing P on the keyboard. Some of you may prefer it in third-person as you can see more of the combatants, and those prone to motion sickness may also prefer this viewpoint. For me, first-person just felt more natural.

Now, Chivalry II is going to draw some obvious comparison with a competing game: Mordhau. And some of you may be wondering which is better. But it isn’t a cut and dry, or open and shut case. Both games do similar things, but do them differently in ways that aren’t always a better or worse scenario. Some things in Chivalry II are better in my opinion. Chivalry II has better servers. And this is a BIG edge because it means you will have far better online matches. There are more of them, and they (as of this writing) seem to have far more stable connections. I’ve had more rubber banding, ghost swings, and slowly degraded performance experiences in Mordhau. Now that said, Triternion has recently upgraded their servers, and promised more updates to fix this. But as of this writing, Chivalry II has (in my experience) better performance.

In terms of content, Mordhau does have a few things Chivalry II either doesn’t have or has less of. Off the bat, Mordhau has horseback riding. And on the large scale battlefields in Chivalry II, horses would make things far easier to navigate. And while horses in Mordhau can feel a bit overpowering at times, their existence is something that is still welcome. Torn Banner Studios has talked about adding them in future updates. But as of now this is a point for Triternion. Triternion also gets a point for having far more customization options in its create-a-character feature. You can reshape faces, do a lot of individual part swapping in the costume designer, and overall it just does more.

But Chivalry II has generally better performance, and the animation seems smoother in my opinion. If you haven’t played either, this is instantly noticeable and will catch your eye far faster. Models are a little bit more detailed, and the overall look is just a little bit more refined. Chivalry II also has a lot of performance options throughout the menus. You have a multitude of different lighting effects, texture quality settings, supported resolutions and more. On my system (AMD Ryzen 3900X, 32GB RAM, RTX 2060 SUPER, Seagate FireCuda 1TB M2 and a T-Force 1TB SSD) I’m able to run the game maxed out around 1080p with a high frame rate. There are MANY settings you can tinker with though, and the game still looks good on the lower settings. If you haven’t been able to upgrade a CPU, RAM, or a graphics card (which is completely understandable at the time of this writing as chip shortages have driven prices through the roof.) the game should still be a fun time for you on the computer with lowered fidelity. Of course, if you’re near the minimum requirements ( Intel I3 4370, GeForce GTX 660, 8GB RAM) you may want to wait or go with the PlayStation 4 or Xbox One version. I didn’t have a machine that old to test the game on, but I suspect using a nearly 10 year old card will involve tweaking files beyond the scope of the in-game options. Your mileage may vary at that level.

But there’s nothing like the feeling you get when you survive a fight and throw someone’s disembodied head into an opponent’s face. Chivalry II also gets up to 64 players in a game at the same time! But when it comes to the gameplay, both games are fantastic at giving you a melee system that will take you plenty of time to master. Mordhau’s chambering system gives it a different feel than Chivalry II’s despite being similar on a surface level.

Both games have great dismemberment effects. Both games have situations where you’ll be able to fight on a few seconds longer upon losing an arm until you bleed out. Both games have great archery mechanics. In Mordhau, holding the bows back too long will make you sway wildly. In Chivalry II holding the bows back too long will drain your stamina and result in an almost recoil sort of effect. But in both cases finding that perfect blend of distance, and hold time results in a satisfying hit or kill on an opponent. In both games you need to lead opponents. Now some of you will find you like one more than the other, or one deeper than the other, but at the end of the day they’re both excellent in their own way.

Chivalry II is an absolute blast to play, and the only thing keeping it from perfection are some nagging issues that are going to annoy people. Most of these are the result of bugs. Chivalry II features other cool features I didn’t mention yet like cross-platform play. If you’re on a computer or a console, you’re going to run into players on either of the formats. Which is really cool. What isn’t cool is when you try to pair up with friends to find that the party system doesn’t place you on the same team! And while they’re FAR less common (at least in my experience) than they were in Chivalry 1, models still can be found jittering around after you die in rare collision bugs. There are also some occasions where your character doesn’t charge into battle with everyone else at the start of a match, and you have to choose your character again to get into the game. Things like this along with the microtransactions creating a grind hold back an otherwise fantastic game.

Chivalry II is a lot of fun, and it’s one I can highly recommend checking out. The objective based maps are some of the most fun I’ve had in a new multiplayer game in a while. The added lore here even benefits things as you can understand the motivations of both the Agatha Knights as well as the Mason Order in the game’s storyline. It’s told in some menu texts, as well as a couple of really well made videos. But then the game does a great job of referencing it throughout its environments and world building. And as in the first game, neither of the armies come out smelling entirely like roses. Both do some really nefarious things in the various missions, but for the sake of simplicity the Agatha Knights are sold to us as the Heroic Warriors and the Mason Order are the Evil Warriors.

The basic gist is that 20 years have passed since the original game and things are leading to an uprising. In the original Chivalry, the kingdom of Agatha was thrown into upheaval when King Argon led a crusade mission in which their mightiest warriors were defeated. With the King dead, his right hand General, Malric Terrorwin grew enraged as he believed they were put on a fool’s errand. After the defeat, Malric would form The Mason Order with those who agreed with his view. And before heading back to Agatha, would betray the remaining knights along with his group. But the Agathians had a fill in leader in interim King Feydrid Kearn. The events of that game led to a war for the crown between Malric Terrorwin’s Mason Order, and Feydrid Kearn’s remaining Agatha Knights.

By the events of Chivalry II, Malric has won that war, the Mason Order has become the de facto leadership, and Malric is now its despotic King. Killing people for questioning him as he sees his rule as absolute. However, Argon’s offspring Argon II emerges with a claim to his father’s throne. The Civil War between the Agatha Knights and Mason Order is reignited as the Agatha Knights hope to overthrow Malric and restore the kingdom to its former glory.

In the end, whether you end up fighting for the Agatha Knights or the Mason Order, you’re going to feel really invested in the world and its large scale 64 player battles. Torn Banner Studios did put out a roadmap which claims they’ll be supporting this game for years with fixes and content. Hopefully they can live up to those promises because Chivalry II is an excellent game. It’s just a shame it came out of the proverbial oven just a little bit too early. If you can look past the more egregious issues like the glitched party system, the microtransaction grind, and the limited number of maps at launch, you’ll find one of the most fun multiplayer games of recent years.

Final Score: 8 out of 10.

Unreal Tournament Retrospective Part 4

Unreal Tournament III was, and is the game that tried to be all things to the entire fandom. Sadly, the fandom didn’t ever see it.

Pros: Wondrous UE3 visuals, Homogenized movement, Worthy gameplay additions.

Cons: Botched launch. Steep (at the time ) requirements. Gamespy.

What The Poop? It’s rated M so why the watered down announcements, and taunts?

It’s no secret that Unreal Tournament, and Unreal Tournament 2004 were both major successes for Epic Games. Both games won all kinds of awards from publications, and websites like PC Gamer, Computer Gaming World, and Gamespot. Both games were featured in high-profile tournaments for huge prizes. Both games gave other FPS makers like id Software some really stiff competition.

But what the casual observer may not have noticed, was that Unreal Tournament’s player base was fragmented between the two games. Many gamers felt that UT2k4’s adrenaline pills, and required mastery of trick jumping may have been a little too unreal. They preferred to be grounded, and able to dodge firepower. But without looking like Keanu Reeves bouncing around in another Matrix movie.

Meanwhile, others had felt that the new additions 2k4 brought to the table increased the skill level for those who wanted to play seriously. They enjoyed the new Onslaught mode. They relished in the movement system, staying just out of firing range before returning fire, and scoring high frag counts. Going back to standard UT felt backwards.

Still, there were plenty who enjoyed both games enough to go back, and forth.

With UT3 Epic was whetting their appetite for console development. Sure, in the past UT had been ported to the PS2, and Dreamcast. UT2k3 had also been on the Xbox as Unreal Championship, and they had done an exclusive Xbox Unreal Championship 2 which was met with mixed reaction. But those weren’t done entirely in-house, and UE3 was poised to power many console games. So with UT3 Epic had to not only please fans, but also try to make a game they felt console players would give a chance to.

Upon looking at the fragmented fan base, Epic decided to make a bridge game. An Unreal Tournament that would please the diehards who never left the original game, as well as the 2k4 purists. But they also wanted to make something Playstation 3, and Xbox 360 only types would be able to play without giving up in frustration.

UT3 features some stunning visuals. There are some really beautiful environments, and some of the classic UT maps from previous games like the iconic Deck make a triumphant return. Even seven years after it’s release the textures, lighting effects, sounds, and animation will impress. The uninitiated may pick this up, install it on their PC or console, and wonder why this game didn’t take off.

To answer their question the game really did do what was advertised, but not entirely.

UT3’s movement system is indeed a hybrid of UT, and UT2k4. Like UT the gravity is more grounded. Gone are the superhuman double jumps, replaced with a double jump that feels like a jump, and a half. One of the most vocal oppositions was the removal of the dodge jump. In 2k4 a player could tap any direction to dodge. Pressing jump immediately afterwards would allow them to jump very far. In some maps this may have cleared a room. To be fair, UT3’s maps are designed around this new system, but it somehow turned off both the UT, and 2k4 fan bases despite how well it really does homogenize the two systems. For instance, even though dodge jump is gone, wall jumping is still here. It’s still possible to cart-wheel over rockets, goo, and flak balls. Just don’t expect to be halfway down the hall afterwards.

UT3’s weapons also changed to accommodate the rest of the game. In previous games the Bio Rifle would also spray on the floor, or you could fire a single full charged shot for what was often times an instant kill. In UT3 A fully charged shot instead sticks to opponents, and drains their health. Sometimes still leading to an instant kill. The Rocket launcher reverted back to its original UT firing modes, while the Flak Cannon’s arc was changed. The Shock Rifle’s combo attack was also tweaked to slightly reduce the blast radius. Unreal Tournament III also brings back the command to feign your own death. This is really only effective on new players however, as series’ veterans will shoot corpses.

One of the more unpopular changes however was the character designs. Presumably to appeal to the Xbox crowd (Which ironically got the game last), UT3 almost seems to take place in the Gears Of War universe. Gone are the over the top races of 2k4, and standard science fiction designs of the original UT’s races. Instead characters have big bulky Space Marine designs eerily similar to those of GoW. If you are coming into this game late, don’t expect to see the UT1 styled Necris designs, or UT2k4’s Mr.Crow, Egyptian costumes, or other designs. Longtime fans turned up their noses at this. To be fair, the Robots are back (albeit in a new look), and the new Krall models are playable. You can also do some light costume edits on your models, choosing boots, belts, shoulder pads, and visors. But it is a far cry from the variety of earlier games.

Unreal Tournament III brings over the standard Death match, Team Death match, and Capture The Flag. There is also a Vehicular Capture The Flag that introduces vehicles to the mode. One of the most popular modes in UT2k4 was Onslaught which was updated, and called Warfare. In Warfare nodes are still captured, but now there are orbs added into the mix. Orbs can be carried to the nodes to more quickly set them up or buff their defense shields.

Doing so is important because it makes things that much more difficult for the enemy team to take the nodes down. Every node becomes a frantic battle for control. By capturing enough of these areas, your team will lower the force fields around the opposing team’s reactor core. Once the defenses are down you can attack the reactor core until it is destroyed.  Hover boards have also been added to every character in the mode allowing players to get around faster than walking if they can’t get into a vehicle.

 

Also while not an official mode, Death match now had stock maps with vehicles for Vehicular Death match. While some scoffed, and still scoff at this idea, it is actually one that works. Furthermore, it keeps people who simply like to goof around, and wreak havoc with vehicles out of the Warfare mode. This can relieve some of the more team oriented player base. Also other games such as Battlefield Bad Company 2 seem to have taken a cue from UT3, putting vehicles in their DM variants for likely similar reasoning.

Unreal Tournament III also has a campaign, that tells the story of series’ newcomer Reaper. In it the Necris return to destroy an outpost colony by releasing an army of Krall. Reaper’s group; The Ronin, are slain. After being rescued, He trains with Malcolm to get revenge.

 

The campaign isn’t a traditional one either. Instead of an 8 hour single player game you will play through a tournament ladder. This is to get you accustomed to how each of the multiplayer modes work. Some of the ladder stages may throw in an objective to advance the story. But it mainly serves as a tutorial. Along the way, you can complete side challenges to obtain cards. The cards can be cast to make other missions easier. It is possible to play the campaign in Co-op, but most players will likely stick to the other multiplayer modes.

Love or hate these changes UT3 is still a very fun, and very good game. Console players who are intrigued will find something completely different from the umpteenth Call of Duty clone, and open-minded fans of the previous games will still find a lot to like. The console versions of Unreal Tournament III are much better than the ports of UT, and UT2k3 on previous consoles. The Playstation 3 version has all of the content from the initial launch of the PC version. It can also run mods or content PC players make with the editor. It can’t run the editor itself, and the mods have to be specifically made for the PS3 in mind. Still, for fans with both versions, or PS3 owners who have friends who mod on the PC it is a nice feature. The PS3 also received some the updates, and patches over time. The Xbox 360 version came late, and with some exclusive content. However due to Microsoft’s Xbox Live restrictions at the time didn’t get as many updates. It also cannot run mods made by the community on the PC version.

Unfortunately the biggest problem for even the most devoted fan at release was a buggy launch. UT3 had a demo come out shortly before release. Despite feedback from a vocal community, UT3 launched in a state not too different from the demo. There were crashes, instabilities, and performance issues for the first couple of months. Also while it was heavily promoted that the PC version editor would be able to make levels PS3 version buyers could use, there were also complications with this feature. It also used Gamespy for matchmaking which reduced a lot of the ease of server browsing with its account system. Strangely, the salty yet funny award announcements had been changed to substandard PG rated names. Despite the fact the game had about as much gore as ever.

Finally, the system requirements were criticized for being steep at the time of release. Crytek’s Crysis came out around the same time, and was berated for the same reason. This, coupled with a glitchy launch hampered early sales of the game. Also homogenized gameplay seemed to fracture the fan base further rather than bring it together.

Months later Epic was able to get out a comprehensive fix for the PC version with a lot of free bonus content added. Called the Titan Pack, it fixed many of the glitches the original release had. It also cleaned up performance issues, and on top of that added new maps, and weapon balances to the game. Titan pack also added Titan mode. In this fun mode players could turn into a giant if they met certain conditions during a game. It really is a lot of fun, and is definitely worth checking out. The Titan Pack also brought a new UI that PC gamers should have had during launch. Now they could change all of the various visual settings the original release locked them out of.

Unreal Tournament III is a great game that didn’t really get the attention it deserved. Playing it today certainly gives that impression. It runs fast, it has the wild weapons the series is known for. The modes are highly enjoyable, and the PC version still includes the Unreal Editor for free. This a great deal for anybody even remotely interested in-game design as you get to play with the very same utility many games are still being made on. While not as plentiful as previous games, one can still download all kinds of community driven content for PC, and PS3.

If you’re a PC gamer who missed or skipped UT3 when it originally came out in 2007 you may find yourself pleasantly surprised if you play it today. With its beautiful graphics, fast paced gameplay, and hundreds of hours of free content one can’t help but wonder what could have been had there not been so many missteps during its original publishing.

For Xbox 360, and Playstation 3 owners in their teens, and early twenties who have only experienced Epic’s later franchises, UT3 is a great way to see what shooters were like in the days of hyper competitive old, fast paced, difficult, yet fair.

PC gamers can get this underrated entry on Steam, While Console users may be able to find it in bargain bins for a comparable price. Epic is also transitioning away from the Gamespy service so UT3 players can still find games when Gamespy shuts down.

Final Score: 8/10

 

Unreal Tournament Retrospective Part 3

UT2k4 was, and is everything a director’s cut should be. Featuring all of the content UT2k3 brought to the table, as well as a bunch of new maps, models, the return of Assault, and Onslaught mode.

Pros: Everything from UT2k3, and more!

Cons: Steep learning curve

WTF?: Bukkake announcement after scoring so many kills with a Bio Rifle.

Balancing the weapons, touching up some rough spots, and bringing back more of what people love. UT2k4 comes out swinging. Nearly everything from UT2k3 is present here. All of the maps, weapons, player models are back.

Death match, and Team Death match are once again back. Kill everyone. Except in the instance of TDM. Then kill everyone except those on your team. The first player or team to hit the kill count or have the highest when the timer expires wins. Last Man Standing is the long running variant of Death match. Everyone has one life. The last person alive wins.

Also returning is the Assault mode from the original Unreal Tournament, which even includes a stage in which you have to invade a space station in a small fighter ship. Once you’ve docked, it’s time to go on foot through the enemy team’s star ship to destroy the warp core.

Speaking of ships, UT2k4’s biggest addition to the series has to be Onslaught mode. At the time of release, DICE, and Electronic Arts had come out with Battlefield 1942. A game that was so good in fact, that it siphoned away some shooter fans from playing Epic’s series of Sci-Fi arena shooters. It focused heavily on tactics, capturing areas marked by flags to control territories. Teams would fight each other over these territory flags.

Similar to BF1942’s flag system. Onslaught mode puts teams of players against each other on really huge worlds. On these worlds there are several nodes peppered throughout the environment. When one team captures enough of these nodes, it brings down the defense system in the opposing team’s base, rendering it vulnerable. The object of course, is to bring down the enemy’s shields, then send a team of attackers to destroy the reactor core inside the base for victory.

This isn’t easy. The control points themselves have shields on them once a team captures one in a line. This pushes forces back to points closer to their own base of operations. All of this making capturing, and recapturing nodes result in epic skirmishes for control. Onslaught also takes a page from BF1942’s inclusion of vehicles.

The first up is the Scorpion. A small dune buggy, it features a laser bolo cannon, and the doors double as blades. It’s a satisfying vehicle to use because it can give fast passage to an enemy control node, or even the enemy base. At the same time in a full map, the blades can make quick work of infantry allowing for quick killing sprees. The trade-off is that it is also a weak vehicle so it’s imperative drivers have enough dexterity to avoid rockets, shock combos, spider mines, and all kinds of other firepower. A sniper can also headshot a driver while that driver is driving. (Say that five times fast) This can lead to a lot of fun action movie moments where the driver dies. Then the ensuing crash leaves the passenger to have to think on their feet.

The Raptor is part plane, part helicopter. It can hover over the entire play field shooting lasers or launching heat seeking missiles at targets. Crafty pilots can fly low, and sneak into control points or bases. It’s also a great way to cover ground troops as they try to advance. Like the Scorpion however, Raptors have low health so beware those snipers, and ground to air missiles.

The Hellbender is UT’s sci-fi Hummer. It has a shock cannon, which acts like an buffed up Shock Rifle, and a ton of health. To balance things out it is a slower vehicle. But it works as a great support vehicle, clearing out platoons with shock combos, and taking out Scorpions with ease.

The Goliath, is the Tank of the game, and behaves the way you’d likely expect. It drives slow, fires high damage mortars, and can take a ton of punishment. Perfect for turning the tide of a losing battle, or plowing through a crowd of enemies.

The Leviathan is similar to the Goliath, except that it has scoped lasers in lieu of explosives. It can also house 5 people. The laser cannon can be charged, and fire a blast with the fury of The Death Star.

The Manta is a hovercraft with giant fans on the sides. This allows you to grind up infantry while you run in guns blazing.

Advanced movement is still here but it has been tweaked. Dodge jumps don’t go quite as far, but are still very useful. Weapon changes come into play too. Many of the weapons have slight adjustments to firing rate, and the amount of damage they dole out. Only the most die-hard followers of the series will notice them. There are two changes everyone will notice though. The lightning gun arc has been altered, and the sniper rifle returns from UT. This time though, a small smoke sprite shows up after firing it. So the more astute players can get a rough idea of where you shot at them from if you miss with it.

The great thing about this is how well the movement system works with both the traditional arena shooter modes, as well as the new Onslaught mode. Players who learn the movement in all of its intricate detail will find themselves outmaneuvering vehicles as well as players. Everything one does in any of the other modes translates to Onslaught very well. This gives everyone incentive to at least try each of the game modes to see which they like best. This doesn’t even take into account the countless mods made by the community.

A decade later, and visually the game is still pretty good. A lot of awesome textures cover the landscape, and player models. Lighting, skyboxes, and a lot of little details can still bring a lot of “Oh wow!” moments when you revisit the game. The lower geometry standards of the older Unreal Engine version show their age these days. But it is still a nice game to look at. Especially all of those small details on weapon skins, or fringes on player models. Things that you might not have noticed upon release if your computer at the time couldn’t run the game at maximum settings.

As with Unreal Tournament, and Unreal Tournament 2003 players can adjust any setting imaginable. Resolution, V-sync, special effects, are the tip of the iceberg. Players can change the size or scope of the HUD, cross hair shapes, and color for each individual weapon. All of this before one even thinks about community made add-ons.

The game yet, again comes with the Unreal Editor tools. So budding developers, hobbyists, and Unreal Tournament enthusiasts can make their own content. It isn’t the easiest utility to use, but with a good guide book even a beginner can make their own levels. The tools also allow players to import models, sounds, art, and other home made content into it.  Many people were able to break into the industry by making mods that became popular, and it is still a great way to get a handle on the fundamentals.

Unreal Tournament 2004 came out in several releases.

The original release came out in a 6 CD long installation. It was also released on a DVD through preorder. The DVD edition also came with or without a headset depending on when you bought it. The DVD edition also had a tutorial disc for using the Unreal editing tools. Both the DVD, and CD came with a rebate offer for those who had UT2k3. Mailing in the manual cover to UT2k3 with a receipt for UT2k4 would net you a $10 check from Atari. An Editor’s Choice version followed which included some bonus content on the disc. The content was also downloadable at no charge for previous buyers. Around the time of Unreal Tournament 3‘s release Midway (Now part of WB) the new publisher put out Unreal Anthology. This was a compilation disc that gave buyers Unreal, Unreal II, Unreal Tournament, and Unreal Tournament 2004 on one disc with most of the community bonus content intact.

If you find any one of them it’s well worth your money. With all of the modes, an easy to pick up, challenging to master movement system, and countless free add-ons you’ll have thousands of hours of gameplay. It’s also available fairly inexpensively (As is the rest of the series) on digital storefronts like Steam,  and Good Old Games!

Some may prefer the original UT over UT2k4. But when one considers all of the strengths it brings to the table, UT2k4 is a worthy addition to the Unreal Tournament line of games, as well as a must play for anyone looking for a hyper competitive shooter. The advanced movement, expanded gameplay modes, add depth to an already great game.

Final Score: 8 out of 10

 

Unreal Tournament IV details.

Ironically, as I’ve been working on the Unreal Tournament retrospective Epic has also gotten seemingly wistful. Last week Mark Rein hinted that a new UT was going to be in development via Twitter. A lot of folks began wondering what exactly would happen. A full-fledged $60 UT4? A port of UT or UT2k4 to web browsers a la Quake III? A Free to play game full of micro transactions?

Well it appears we have an answer. Personally, I’m having a bit of a mixed reaction. Because on the good side of things, the game will be freeware. Not a F2P, pay wall filled game asking you to buy every little thing. A free game. It is also going to be on the latest version of Unreal Engine. Which also means those who wanted AAA visuals will get them. (If not AAA then certainly pretty close.) A lot of UT veterans are working on it, which is also a good sign. There will be a lot of fan input meaning, that a lot of the really serious fans of UT/2k3/2k4/3 may see the balance they want, along with features they want. There will be a vast amount of fan, and official content as optional expansion packs with creators splitting profit with Epic. Development is also focused on PC platforms Windows, Macintosh, and Linux. This is going to make it great for the mod community who want to do projects that are ambitious, and large.

On the bad side of things, this is new territory for Epic. They have always been about bleeding edge blockbuster games for full price. Even in the days of shareware, demos of Jill Of The Jungle, Jazz jackrabbit, and more, were pushing MS-DOS games to their limit. They rivaled their competition like iD, and Apogee even back then along with the major publishers. The idea of a compelling game going out the door for free making all of its money through community expansion packs is still a great risk. There is the chance that some of the purchasable content made by fans sours the game’s reputation if it turns out poorly.  Also just as fan input can be very good, it can also be bad in some cases.  Sometimes the things competitive gamers want can alienate the gamers who just want something easy to get into with less serious friends. Sometimes factions develop within competitive communities too. Each wanting contradictory things. So there is the chance that the infighting drags down development. The hope there is that the open nature of everything means that there will be expansion content for every kind of player.

All of that being said, I am cautiously optimistic about this news. No attempt at an arena styled FPS has really made waves since Unreal Tournament 3. UT3 also had its own troubles, and steep competition from other contemporary styled shooters. After it faded away few captured its feel. But even those that did failed to capture the player base required to have a vibrant community.

Hopefully, UT4 will be able to succeed where UT3 failed, appealing to a new generation of fans, while also dragging us old timers out of retirement. I certainly can’t wait to see how everything turns out.

Unreal Tournament Retrospective Part 2

Unreal Tournament 2003

Some sequels are a wondrous continuation of a glorious first effort. Others turn out to be the biggest train wreck this side of Speed 2.

Unreal Tournament 2003 is thankfully closer to the former.

PROS: Almost everything you loved about UT bulked up.

CONS: Even steeper learning curve. No more Assault mode.

WTF?: Mmmmmiiiiiiiissssstttteeerrrr Crrroooooooooooooooowwwww!

UT2k3 added a lot of revisions to the standards set by UT. The first change was an entirely new run of character classes. Whereas UT featured mostly human characters, and a few Unreal Universe villains like The Skaarj, Nali, and Necris. UT2k3 put a more E-Sports spin on the Tournament story adding a wider cast of races. These included The Juggernauts, who resembled Warhammer 40k’s Space Marines. The Liandri Corporation’s AI Robots. The Nakhti, a group of humans in Ancient Egyptian garb. The Nightmare, a group of mutants, transhumans, and experiments gone awry, and The Gen Mo Kai, a group of reptoids.

Each of these races also had their own attributes. The Juggernauts for example could take a higher number of hits before dying than the other races. They also had a little bit more power behind their hits. But they were the slowest characters in the game. The Nakhti were a lot more acrobatic in their air jump animations making them harder to hit. They were also a little bit faster while sacrificing some resistance to weapons fire. The Liandri bots fell in between extremes, making them a popular choice. As were the Gen Mo Kai. The craziest faction were the Nightmare. To this day, Mr. Crow remains one of the most memorable things about UT2k3, and it’s follow-up UT2k4.

In addition to these attributes, UT2k3 also added a new mechanic called Adrenaline. Throughout a game your character would earn pills either by collecting them on the battlefield, or when killing an opponent. After collecting 100 of them players could tap four directions for super secret power moves:

Booster: This increased your health (So long as you’re not being shot) every second until you ran out of pills

Speed: This made you run faster

Berserk: This made your attacks temporarily more powerful.

Invisible: This made you cloak so that you were a lot harder to see.

The third change UT2k3 made was expanding upon the movement set by the original UT. Now not only could you dodge by double tapping directions, you could do wall dodges. By dodge tapping away from any wall, your character would kick off the wall. Players could also now double jump by pressing jump a second time. They could also combine double jumping with wall dodging for even greater mobility. Finally, there was the dodge jump. This move allowed one to jump after a dodge to do a great leap. Dodge jumping would be an imperative skill when trying to escape enemy shock combos.

Movement was vastly more complex here. Maps were also built a lot around the new system. Where UT used dodges to mix things up, the sequel made these advancements imperative. Because not only did they make players harder to get a bead on, they also allowed players to get around a lot faster.

Some of the movement, and adrenaline changes alienated some UT fans, keeping them playing the old game. There was also one omission that would cement that fact: Assault mode. Assault mode was one of the more popular modes from the original UT, and when gamers saw it had been replaced by Bombing Run ( An object carrying mode in which two teams would try to get said object into the opposing side’s goal) many players stayed with the original Unreal Tournament.

Bombing Run wasn’t a bad mode. It could be fun when played with two evenly matched teams. It was a cross between Football, and Capture The Flag. Some of the community really enjoyed bombing run, and preferred it to many of the other modes.  But ultimately it would prove the least popular mode in the game for die-hard fans of the original.

Other modes were the staple Deathmatch, and Team Deathmatch types. Also returning were Capture The Flag, along with Last Man Standing. UT2k3 also had Invasion, a mode that was essentially a horde defense game. In it players worked together against A.I. enemies. Finally there was Mutant, where one player had to fight everyone until he or she died, and his or her killer became the new Mutant.

Grievances aside, UT2k3 carved out a nice niche for itself, as people looking for a game with a lot of depth, and challenge would stick around. Graphically the game was a huge leap over UT, as there were huge environments, higher resolution textures, improved lighting, improved skyboxes, and all kinds of little touches. The changes to movement made the game more aerial, as people learned advanced movement would find, dodges, and jumps allowed for faster navigation along stages. UT2k3 also added rag doll physics, a newer convention at the time. Gone were the canned animation of headless combatants flailing around. Instead, rocket splash damage sent characters flying.

The weapons were also tweaked, and retooled. In addition to this, UT2k3 added a Lightning Gun that replaced the Sniper Rifle from UT. It too had a scope, for headshots. But it would fire a large arc of lightning that could be traced back to the point of origin. Unfortunately the saw blade shooting favorite doesn’t return here.

Customization was still a big part of Unreal Tournament in UT2k3. Players could change the typical resolution, texture, and geometry settings. They could change crosshairs for each weapon, their HUDs, and access console commands. As in Unreal Tournament, the game once again gave players access to all sorts of tools they could use to create their own maps, or mods. There were countless maps, mods, and even total conversions done as the game had gone from Unreal Engine to Unreal Engine 2.

Not only did the engine upgrade make for a very pretty Unreal Tournament game, it also gave its community of fans the ability to create a lot of great content. More than the original game.  Much of this content became so popular on servers, that it caught the eye of game developers everywhere.

Atari, and Epic had hoped this would mark the beginning of an annualized series. They had looked at Electronic Arts’ Madden series, as well as THQ’s wrestling games at the time, and thought they could do for  shooters what those games did with sports, and sports entertainment. Nowhere is this more apparent than in the game’s story. UT games tend to put in a single player training ladder to get players used to the various modes. During these tutorials, UT2k3 featured a lot of in-game engine cut scenes. All heavily inspired by pro wrestling. From the Titantron videos, to the custom entrances, to heckling fans you’ll see it all here.

For a host of reasons this idea of annual Unreal Tournament never came to pass.

With it’s improved graphics, physics, and new gameplay conventions UT2003 was an awesome addition to the Unreal Tournament series. however it wasn’t without its flaws. It had dropped a very popular mode fans of the original loved, and it’s requirements at the time were high enough to keep some players from adopting early.  Overall, though the wide variety of characters, the advanced movement, and additions to the gameplay made for an ambitious sequel. However, as good as the game was upon release it’s hard to recommend because of a certain little follow-up. You see Unreal Tournament 2004 would include everything in Unreal Tournament 2003, and more.

Final Rating: Try it out! 6.5/10 (If you can find it.)

 

Unreal Tournament Retrospective Part 1

Unreal became a household name back in 1998 when it challenged Quake II, Half-Life, and SiN for the First Person Shooter crown. It had a solid storyline for a blockbuster game. It had a cool universe of its own, with numerous races, and factions. But most importantly, it had one of the better multiplayer death match modes anyone had seen.

Unreal, and Quake II’s multiplayer modes became so popular in fact, they exceeded the popularity of the campaigns. So iD would follow-up Quake II with Quake III Arena. Q3A was an entirely multiplayer affair. It was fast. It was frantic. It became an instant hit with competitive gamers everywhere.

While this was going on, Epic realized while creating Unreal’s multiplayer focused expansion pack that it was now advanced enough it could be its own game.

Unreal Tournament

The first in a line of one of gaming’s most popular arena shooters. This is where it all began.

PROS: Customization. Variety. Mod tools. Everything.

CONS: Graphics haven’t aged well.

HOLY WMD BATMAN: The Redeemer.

Unreal Tournament takes place in the same universe as Unreal. In it, the New Earth Government, partners with Liandri corporation to devise a bloody gladiator sport with characters representing each of the races in the Unreal mythos. As such you get to choose from a bunch of races, and characters to use.

Unreal Tournament is a vintage game that holds up very well for both original fans, as well as newcomers who missed it. UT was, and is novel because instead of simply copying Quake III’s “Faster! Faster! Faster!” philosophy it instead blazes its own trail. How does it differentiate itself from the competition?

The first observation a new player would note is the weapons. Instead of a standard hand gun, shotgun, machine gun, rail gun, and rocket launcher along with laser or plasma guns UT mixes things up.

Unreal Tournament does have some stock weapons in it, but even those are set apart by their alternate firing modes. Pistols can be fired gangsta style. The minigun can have faster spins with less accuracy but more power, or standard spins with less power but more accuracy. Rockets can lock on to targets.

UT does feature a sniper rifle too. But don’t go into it thinking it is going to be an easy job getting headshots from afar. Because of the frantic nature of the game staying in one spot camping away is usually a bad strategy. It’s only a matter of time before you’re spotted, and taken down.

Science fiction themed weapons get outright bizarre. The shock rifle can shoot slow-moving orbs with its secondary function, that can then be shot with its primary function causing it to explode taking out enemies in its wake.

The flak  cannon can fire shrapnel or grenades. The biorifle can either pepper an area with green sludge or slowly charge a single shot that will kill many combatants in one hit. This also fires on a slow arc, so it takes time to master.

The ripper is easily the most sadistic gun in the game. Firing giant buzz saws, players unfortunate enough to be hit in the neck will be decapitated. Moreover, the blades ricochet off of walls. So really skilled players can use that knowledge to rack up frag counts. The secondary fire won’t decapitate. But it does have farther knock back.

The redeemer is the showcase weapon. Firing the primary shot launches a nuclear missile. Firing the secondary shot lets players remotely control that missile, driving it into a crowd of potential victims.

If you do run out of ammo UT has you covered with the impact hammer. It’s essentially a jack hammer you can use to explode enemies, or boost jump at the cost of some damage.

But weapons are only a small part of the equation. The biggest contribution Unreal Tournament makes is the ability to dodge. Unreal Tournament allows you to double tap any direction to do a sidestep or a roll. This becomes key when playing because in a full game, there will be projectiles flying around everywhere.

Dodges can also get you moving down hallways faster than running in some cases. Making movement a really big reason why many still play UT to this day.

Unreal Tournament has a few modes that are staples today. There are of course the typical Death match, and Team Death match modes. These work the way they do in every other shooter, players or teams trying to get in more kills than the opponent until either the kill limit is reached or the time runs out. Last Man Standing also appears with every player fighting until only one remains.

Assault is one of Unreal Tournament’s modes that set it apart upon release. This mode has an attacking, and defending team with the attackers setting up targets to be destroyed. This has been adapted, and retooled in a number of other games. But it was here it really came into its own.

Domination is another mode that has been retooled by other games. In it teams try to hold control points on the map for as long as possible. The more points held, the higher the score becomes. This leads to skirmishes around the points as teams rally to increase their scores before the time expires.

Capture The Flag is also here, and while UT didn’t invent the mode, it is one of the most popular series to play that mode in. This is because of some spectacular map design.

In fact map design is so memorable that many of them reappear in sequels as well as many fan made mods for other games.  Maps like Deck 16, Fractal, and Face are prime examples of the games’ glory.

The music is also very memorable. Tracks like Go Down will never be forgotten by the fans of this series for a reason. The soundtrack is full of electronica crafted for the environments throughout the maps. It matches the tone of Unreal nicely.

While the blocky visuals, and lower quality textures won’t wow you the way they wowed audiences in 1998 the customization options just might. Over the years a lot of PC games have really watered down the options. These days you can turn on or off certain visual effects, set detail levels, set your resolution, and whether or not you want to have v-sync enabled.

UT takes it further. You can change every one of those options as well as fine tune your HUD, crosshairs (You can give each weapon its own) as well as a bunch of other under the hood options. You can also punch in engine commands by pulling down the console. It’s sad to see in retrospect how much tinkerers no longer have the ability to tweak without going into a buried .ini file somewhere in a directory.

Unreal Tournament (and its successors) also gives you the tools you need to make your own stages, mods, and other user content. That’s on top of the 16 years of community mods you can still find today.

Going back to Unreal Tournament now will give you mixed emotions. On the one hand the old visuals aren’t going to wow you at all. On the other hand the tight gameplay, advanced movement, and reflex requirement will make you wonder why such a fun, and rewarding style had to fade out.

Still, even 16 years after its release, Unreal Tournament has a small but devoted group of people still firing it up. Do check it out if you have even the slightest interest in video game history.

Final Score: 8 out of 10