Tag Archives: Unreal Tournament 2004

Competitive Awareness

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Recently, professional tournament player ThatSrb2DUDE made a video commentary about growing a community. In this case the competitive side of Splatoon 2. As someone who used to play in an Unreal Tournament clan back in the days of that franchise, I had a few thoughts about his points. As well as some things of my own that I couldn’t possibly reply on in a mere tweet on Twitter.

In the commentary, he brings up the fact that as Splatoon 2 is nearing the last run of updates, and will soon be in the final version of the game going forward. Because of that, some competitive players fear the competitive side of the game may go away. He goes on to tell people that rather than go around dooming the game, they should create awareness of the game. Make videos discussing aspects of what they love or don’t. Making debates about strategies, or any other number of topics about the game. And he very passionately talks about that content potentially getting people interested or even keeping people interested in the game.

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The potential for a bigger competitive scene in Splatoon 2 is absolutely there. The game has sold over 8 million copies and people are still buying it. There’s a lot of people playing it, and there’s no shortage of competitors when I’ve ventured into the game’s Ranked modes. Even if I never seem to get beyond the B ranks. But I digress.

He is right though. If you love a game and want people to look into it, you’ll have to bring it up. And it’s no secret that I’ve really liked playing the Splatoon series. The original and current entry have both been quite phenomenal. Still, while I’ve talked about the game a lot, I don’t cover this game exclusively here. But his video did make me think about some larger points. Some things I remember from my Unreal Tournament days are applicable to this topic, and even some things from other genres. Maybe you’ll agree with some of this. Maybe disagree. But I’m going to lay it out there anyway.

I’ll also preface this by saying while I was in a pretty good clan, we were by no means the top players in the world. Much like Splatoon did, Unreal Tournament really grabbed me. It had fantastic weapons. It had a wonderful aesthetic, and it had something no other FPS at the time did: A focus on movement. To become good at Unreal Tournament you couldn’t just simply master knowing the maps, or what gun was best for what situation. You had a dodge system. Mastering dodges was the best way to avoid projectiles and even get around maps faster. You could diagonally short hop down halls. Roll out of the way of missiles, and more.

The sequels 2003, and 2004 were more fantastical and added newer modes. But they also made the movement even more important. Adding greater distances, dodge jumps, and crazy animations that made characters harder to hit. Somewhere along the line, I decided that I just wanted to be good at the game. So I practiced and practiced. But I found simply doing this wasn’t helping. So I decided to take baby steps. I decided to get proficient with one weapon and give myself a small number of frags every deathmatch.

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I chose a weapon nobody seemed to use. The Bio Rifle. It shot little blobs of goo. If you held the secondary button though, it would charge a giant blob using all of its ammo. Often times this would kill people in one hit. Thing is, it was slow, and you had to have a great ability to lead opponents. It took time, but I would eventually consistently be in the upper half of the scoreboard.

By around 2005, I had played a lot on a server called The Super Witch server, where a lot of regulars noticed me. Again, I wasn’t great, but they were intrigued by how well I did with the Bio Rifle, before long, I was in the mXc Maximum Carnage clan. We played late night scrims with other clans. We were all really invested in the game, and by 2007 when the sequel came out things petered out. The new game changed some mechanics many in the community didn’t like. It changed the aesthetics to mimic Gears Of War more too. It was still an amazing game, but it didn’t have the staying power the old games had.

Be that as it may, I can see some parallels. Getting new people to embrace the game is going to be the first major goal. This is true of any game. Again, the potential for Splatoon 2 is definitely there in the sales numbers alone. One factor in this is what ThatSrb2DUDE talks about when he mentions content. Sadly, most console games don’t have mods. But that is one of the ways we kept the UT games going as fans. Sure, internet video would have been a Godsend back then, but mods did the same thing. If you were playing UT, and a friend came by you could load up custom levels. In fact, the second game came with the Unreal Engine utility if you bought a certain version. I actually got invested enough in the game to attempt making my own maps for Maximum Carnage. I went to Borders, (I miss that bookstore) bought a 900-page textbook on it, and tried to learn the basics. I figured out enough to make very blocky, poorly textured maps. But you know, other players who knew what they were doing liked my layouts. So a few of our members took them and polished them up. Lighting effects, some terrain, some modeling, and they ended up on map rotation.

Thing is if you love Splatoon 2 or any game you don’t have to be a master to contribute to the fandom around it. And growing that fandom can increase the number of people who want to play more seriously. Back in the day, there were a lot of Unreal Tournament fans making wallpapers, icons, maps, and mutators. You might not be able to mod Splatoon 2 but people have done the former. Over the last few years, a lot of talented people have done extensive animation. Even small bands have covered songs from the two games’ soundtracks.

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Where am I going with all of this? The point is you don’t have to be a professional gamer to potentially bring in a player who may want to play at a professional level. Like Unreal Tournament, that kind of stuff can get people to at least look at the title. To see what all of the fuss is about. Another thing you can do is simply play the game with friends or relatives. Bring the Switch over to their house and let them try it out. Talk about the basics with them. If they find it fun, they might go pick it up for themselves. Sure, you can stream the game, but people will generally keep coming back to see you more than a game. If they like it, they may recommend it to people they know. Keep in mind that doesn’t guarantee they’ll love it as much as you do. But somebody else they know may.

Of course people already hopelessly devoted can talk endlessly about tricks, strategies, and metagame topics. But a lot of that is going to appeal to people who have already decided they want to put in the extra time to master the game. This again is where someone who doesn’t mind talking about the beginning paces can be key. Potential newcomers to any game can find even dipping their toe into competitive environments daunting. The perceived complexity can bring a bit of apprehension or frustration to someone coming into a new game green. Especially if that game has been out for a while. This is why veterans should be mindful of new players. That doesn’t mean going easy on them or letting a newcomer win. That sort of thing doesn’t make it fun for the long-time fan plus, it can even feel condescending to the person who just started the game.

But it does mean letting go of some of the pride. We’ve all run into that player in our favorite game that has to let everyone know they’re top dog. That person who has forgotten that at one point they too were once a beginner. That person who will deride anybody who may suggest something that may potentially help someone just getting into the game at their detriment.

But those newcomers looking to become a competitive player need to also remember that it isn’t going to come easy. Splatoon 2 may look family friendly, and cute. But it is just as cutthroat as any other team-focused shooter. You have to have some self-confidence going into those ranked modes. But you also have to have humility. You’re probably going to lose an awful lot of matchups before you fully grasp the nuances. “How did I get shot by 20 missiles already?” The other side filled up their specials at the same time. “I shot that guy point blank! How is he not dead?” Did you see what perks they have equipped? This is where you’re also going to have to analyze your own habits, find where you messed up, and try to come up with contingency plans or ways to avoid the same situation.

And you shouldn’t give up. When things get rough remember that while you’re trying to be the best, it is still a game. Unless you’re in the midst of a tournament because you got to the professional level, and have big money riding on a win, a loss means nothing. But each loss can give you valuable data that you can learn from. Going again, back to my days in UT, (specifically UT2k4) It took me months of playing on Deck 16, to come up with the best possible path through the map. Memorizing the four main choke points, and how to shoot down the redeemer with a glob of slime. Did that mean I was always going to be at the top of the scoreboard? No. In fact, everyone who spent a lot of time in the Unreal Tournament games had a very good idea of how to move in that map as it was one of the most popular maps. But I did learn what rooms to avoid, or how to use trick jumps to escape a certain situation. If I had thrown up my arms, and pressed CTRL+ALT+DEL I would have never gotten as far as I had. That isn’t to say I never got angry. But I didn’t leave mid-match. I finished a grueling round.

Rage Quitting is also something you should never do. It doesn’t look good on you, and it drives away anybody who might have tried to help. Splatoon 2, in particular, is also a game that can turn on a dime. If you watch some of the Championship matches you’ll see matches that seemed like decisive victories for one team, completely change in the last twenty seconds. Even if you’re not having the best day, you at your worst is still better helping to the other three players, than not having a fourth at all.

This is applicable to all kinds of games. One of the bigger names on YouTube, Maximillian_DOOD talked about this a long time ago. But it’s still applicable here. Just as it was applicable to me back in my Unreal Tournament days. I can tell you, I can be a sore loser. Nobody likes to lose. But it is so much better to finish the round, then go calm down, than to take the ball and go home mid-match.

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But if you can roll with the punches in a game you really enjoy, over time you will improve. It’s like anything else. If you play regularly, eventually you’ll get better. A competitive environment isn’t easy, but it isn’t supposed to be. Don’t go in expecting to win or lose, go in doing everything you can to win but making small, reasonable goals that are more important. “I’m going to get five splats.” “I’m going to learn the side path in Walleye Warehouse better.” “I’m going to get better at finding, and destroying enemy beacons.” You might not get the win, but they’ll get you one step closer. Making the first time you do get that win to feel even more satisfying.

Anyway, I realize I’ve been rambling, not all of it may seem related, and I don’t know how much this helps. But if you love a certain competitive game like Splatoon 2, and want to grow a competitive community talk about the game with anyone who will listen. Be welcoming to newcomers, while helping them realize it takes a little bit of time, and practice to become better than average. If you have a skill apply some of that to the fandom. It’s part of the reason why fighting games made a resurgence, and even why arena FPS attempts have come out of the indie space. I have no doubt there will be another Splatoon, as both the original Wii U game and the Switch sequel have done so well for a relatively new I.P. But ThatSrb2DUDE raises a great point. If you like a game, don’t cast a self-fulfilling prophecy of doom on it. Celebrate it. Have fun with it. Share it with as many fellow players, and collectors as possible. Also, if you are competitively minded and Splatoon 2 intrigues you check out his channel.

Until next time…

STAAAAY FRESH!

Toxikk Review

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The arena  first-person shooter. It’s been awhile since the subgenre has been anywhere near the public eye. Oh sure, some people will tell you that Overwatch, and Team Fortress 2 are arena first-person shooters. Mainly because they have some zippy movement, and outlandish characters. But they’re not arena first-person shooters in the classic sense. When many people wish for an arena shooter they mean the very late nineties, and early two thousands. Shooters like Quake 3 Arena, The Unreal Tournament series, and even a dab of Tribes.

PROS: UT2k4-esque movement. Great weapons. Great map design.  Wonderful tutorial.

CONS: Skill Class system could use minor tweaking. Needs a bit more identity.

FATALITY: This game takes a cue from UT99, and adds environmental fatalities.

For full disclosure, I bought the Early Access pass on Steam last year. I know it makes me a bit hypocritical as I never buy EA passes normally. There’s no guarantee a game will get finished, and so I generally wait. But in this case, I caught wind of it, remembered my days in the Maximum Carnage UT2k4 clan, and was wistful. I liked what I saw at the time, but never really talked about it much because there wasn’t much content. You can’t really review something that isn’t complete.

Now that the game is done, and I’ve thoroughly played the final release, I can. The final version, is really, really good. It does everything it advertises, bringing players a game that hearkens back to the old days. Which weren’t that old, as the last UT game came out in 2007. Still, nine years is a long time in video games. There were other attempts like Nexius, but they fell flat even if they weren’t bad for a variety of reasons. They didn’t have an interesting enough look, or they weren’t talked about enough to give them a look. Or they didn’t connect with the players for other reasons.

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But with Toxikk, Reakktor, the game’s developer, seems to be trying to avoid some of those problems. For starters, there’s a demo. That gives you access to all of the game content. I’m serious. You can go download it, play to your heart’s content, and see if it’s something you’ll enjoy. But if you buy it outright you’ll get a lot of features you’re going to need if you plan on playing it with friends for a substantial amount of time.

But before I get into that, let me tell you what the game is all about. I’m sure there are some of you moaning “It’s an Arena FPS! We know!” But I’m sure there are also a number of people out there who have never played one of them. Toxikk is an arena first-person shooter. There is no single player here. The entire game is meant to be an arcade experience where you play against friends or strangers. The core game mode is a Death match mode. Basically it’s a free for all mode, where the person with the most kills wins when the time runs out, or whoever hits the score limit first.

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But what makes the game a bit more challenging is that it uses a similar movement system to Unreal Tournament 2004’s. So instead of simply running around, and shooting people, you can make yourself harder to hit. You can double jumps. You can do massive long jumps. You can do short dodges. You can do cartwheels off of walls. This means enemies have to step up their aiming game. Likewise they can do the same thing. The maps are all designed with the movement system in mind. So you may need to use an elevator jump to get to a certain room. Or there may be a huge gap between rooftops you can’t simply jump over. But using the advanced tricks you do a dodge jump toward the left, then wall jump off of that surface to make the rest of the jump. This system makes travelling through the stages faster, and worth the time to master.

The movement system is paired with a pretty cool selection of weapons. You’ll start with a pistol, but you can run through the maps to find shotguns, sniper rifles, flame throwers, rocket launchers, plasma rifles, and even a nuclear rocket launcher. These weapons all have influences from Quake 3 Arena, and Unreal Tournament. The great thing is, they all have secondary fire modes. So you’ll have to master when to use a primary or a secondary mode. There are also health boxes, ammo boxes for each of the game’s weapons, along with armor pieces to pick up. You’ll also find some stages have a jetpack, health that takes your meter up to 200, and armor that does the same. In most cases you’ll need to know the movement system well enough to get to them though. They’re also in places where you’re a prime target. So there is a nice mix of risk, and reward. The key to victory in a Death match is to keep everyone else from getting the power ups, and good stuff. Even more than your goal of killing everyone. Because it makes them have to fight an uphill battle. All of these elements add layers of depth to what may seem simple on the surface.

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But you aren’t only getting a Death match mode to play. There’s a Team Death match, called Squad Assault where one team goes after the other.  A point capture mode, where the game puts three points on the map for your team to hold. You walk over them, turn the spots into your side’s, and try to keep it. The challenge here is that if you have enough players for the map you’ll have three endless skirmishes. You’ll want to keep some team mates on each point to ensure the other side can’t simply walk up, and take it. Whichever side took points more times wins. So if you can hang onto them longer you’ll keep the odds leaning in your favor.

There is also a Capture the flag mode called Cell Capture. Basically one side tries to steal the other’s cell, then bring it back to their base. The other side is trying the same thing simultaneously. So across the different modes you have a variety of old-school game types. But it gets better for people who love the CTF, and Point Capture modes because some of the maps feature vehicles. Just as UT2k4, and UT3 had them, so does Toxikk. In this game you get a ship that operates a bit like a helicopter, a hover craft, a jeep, and a FREAKING GUNDAM. Each of them is a blast to use, and can add a lot of tension in the battles. The ships can shoot missiles from above, cut people down with a chain gun. The Gundam can step on people, take out several people at once. The hover craft can steam roll people. The jeep can have a rider take control of a giant gun on the back of it while they drive to get the cell.

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But if all of the vehicles sound like they add insurmountable odds, they surprisingly don’t. For one, vehicles all have fairly low health. Even the Gundam. If you’re good enough at maneuvering with dodges, jumps, and the other movement tricks, you can avoid a lot of the firepower. Most of the vehicles will go down from a handful of missiles. If you’re inside a vehicle when it blows up, the other team is also getting a frag. In Cell Capture, you also can’t drive or pilot a vehicle if you’ve picked up the enemy cell. You have to make it back either on foot, or on your hover bike. And if you choose to use the hover bike, you can’t shoot any of your weapons. So you’re pretty crippled, and really have to hope your team can cover you when you’re bringing back a cell.

If the movement system sounds rather daunting to you, Toxikk does have a pretty well thought out tutorial. The very first lesson is just the movement system, and basic weapon handling. From there each lesson gives you a handle on, more, and more. I would recommend every player to at least try the tutorial before going online. Because it can at the very least give you  a handle on the basics. It will also force you to acknowledge when someone is honestly that good. Seeing someone clear a rooftop jump, while shooting down three enemies, and landing unscathed can feel intimidating.

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But that intimidation is why Toxikk has a Skill Class system. As you play the game it measures what you’re doing, and will give you a rating between 1, and 12. This is always in flux. So you can have a ranking of 8, play ten really bad rounds, and find yourself a 7. Likewise, when you improve you’ll go up. This was put in place because the developers realize a lot of people won’t have fun if they’re constantly getting crushed by 12’s with no hope of learning everything. When you go on the server browser in the full game (more on that later) you’ll see servers allow some ranks, but not others. One server may be ranked 1-4, another may be 8-12, with others in between. You have to be within those ranks to join them.

That said, there are servers that don’t utilize the system. So if you would rather learn by playing against the heavyweights than training against  a cruiserweight division, you do have that as an option. Unranked servers are also great for groups of friends because you don’t have to shut out that friend who is too green, or that other friend who is a seasoned veteran.

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Separate from the Skill Class, is point system is an MXP experience point system, and this isn’t really all too important. But if you enjoy the game, and play fairly enough, over time you can increase this number for some cosmetic armor options for your character. There’s an assortment of different heads, torso options, and camouflage options you can use to customize your look. Everyone can change the color of their combatant. But people who like the game can add a few more tweaks over time. The coolest being a fearsome skull mask. This is one of the few grievances I have though because nothing about the core game requires any grinding. Perhaps it was put in for fans of that sort of thing, without effecting the game play. But it just seems odd. Since everything is open anyway, why make costume pieces on a ladder?

It doesn’t matter too much though because everything gives you boatloads of MXP. Fragging someone. Completing a tutorial. Utilizing trick jumps in a match. Piloting a vehicle. Virtually everything aside from dying gives you some points. You even get MXP in team modes for assists. Hell, if you’re bad at the game, but just really want a cosmetic item bad enough you can play against bots on the lowest possible difficulty.

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Now people who just want to play the core game can use the free demo. It isn’t timed. You aren’t blocked from any of the levels or weapons or movement. It’s all there. But if you enjoy it, or have friends you want to play it with, it’s well worth picking up the e-tail version. Buying the game means you’ll get a server browser. So you can actually find a server you, and your friends can all join without having to worry about an outlier not being able to get in because it was a certain rank limit. Paying customers also get the ability to host their own server, be it dedicated or by playing peer-to-peer through a router. You can set up private games over the internet too.  There are other perks for buying the full game too. You get to use the character customization I talked about, as well as the game’s SDK.

What does that mean? Well you can make your own content. New stages, modes, characters, whatever you want. If you’re proficient enough in using Unreal Engine 3, the sky is the limit. Because of this, even if you don’t plan on designing mods, or stages you benefit. Buying the game means that you can also download, and install mods other players make through the Steam workshop. So there is a wealth of potential stuff you have access to if you buy the game outright.

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Unreal Tournament games were played for years after release due to the prevalence of new maps, modes, skins, characters, weapons, and other content made by fans. The same could be said for the Doom, and Quake games. So hopefully, Reakktor Studios’ insistence on taking the path set by Epic, and id many years ago will have a similar payoff.

It all hinges on a player base sticking around. At launch some of those fears were quelled as a lot of people seem to have discovered the demo, and seem to be liking it. Toxikk is a fun game I think everyone should at least try. It’s a beautiful game too. Reakktor has pushed this iteration of UE3 about as far as it can probably go. There are a lot of cool visual tricks, and filters they’ve utilized to make it keep pace with even some of the newer games on bigger budget engines coming out. The environments are gorgeous. Great textures, wonderful designs, the entire world looks like it takes place in the same universe. Even the homage levels Dekk, and Cube feel like they belong here even though their layouts are taken straight from Unreal Tournament (Deck was in all of the games), and Doom 2 (Dead Simple).

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There are a wealth of menu options too. You can tweak all kinds of graphics settings, turning off some of the visual fidelity, lighting effects, bloom, and motion blur if you’re on fairly modest hardware. You can even turn off the frame rate limiter which starts on 60. But for a game of this nature you should really push it as high as it will go. It’s a much more responsive experience, and worth dealing with some tearing if you have a standard 60hz monitor.

You can also customize your entire HUD. The colors of the weapons on your selection bar. The crosshairs on your weapons, you can  even turn off your HUD entirely if you want. The hit markers when shooting someone, the size of them, the sound it makes. All of it. That’s besides the fact you can set whatever key binds you wish, weapon priority order, and a whole lot more. Toxikk is not giving you a shortage of performance or personal style options here.

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The audio is one of the weaker points in Toxikk. The sound effects are actually really good. But the soundtrack  could stand to be markedly better. The game tries to accent everything with a score of thumping techno, and electronica. But nothing really stands out. There aren’t any catchy loops, or hooks the way its inspiration possessed. UT, and its sequels had great songs like Go Down that would be stuck in your head even months after playing. Even people who aren’t fans of electronica can enjoy the UT OST. Toxikk’s soundtrack isn’t bad. But it feels too generic at times. It fits the atmosphere of the game, but doesn’t do much beyond that.

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The only other issue I have with Toxikk  is that while the character designs are really cool, they aren’t anything you haven’t seen in other games. They could use a little bit more personality, and perhaps some fleshed out back story. The most you hear about is that there are two factions; the Drayos, and the Exocom. There isn’t much told about either group, or the world. While I do think it is imperative any multiplayer game, focus on the actual game being fun (which this absolutely does.) it could have given players a little bit more detail on its universe. It may have gotten some players a little bit more invested, by having them care about the world. The UT games did this well with much of the story being put into the world, and in bios for the characters. There was also an intro in them to explain the setting. All without having to make people play through a campaign.

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That said, I still highly recommend Toxikk. If you miss playing old school arena FPS games I think you’re going to like it immensely. If you’ve never played Q3A, or a UT game but love playing competitive shooters in other subgenres you may like it. In the short time it’s been out there are already plenty of new players learning, and adapting. That’s in addition to veterans of the old games who have discovered it. If you’ve wondered where this style of game has been, or you’re someone tiring of modern progression systems Toxikk is definitely worth looking into. If after my long-winded review, you’re still on the fence check out the demo. You have nothing to lose by doing so.

Final Score: 8 out 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