Tag Archives: Unreal Tournament

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!

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 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