Tag Archives: Unreal Tournament Retrospective

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