Tag Archives: Unreal

Retro Shooter Preview Round Up

Man, I know it’s been a frustratingly long hiatus. I’ve been working overtime at my job most weeks over the last several months. This has limited my free time, so I’ve ended up focusing more on my Twitch channel over the blog. Over there I play a wide variety of stuff as well as a fair amount of Splatoon 2. But lately I have been going through a number of FPS games in Early Access. Some interesting preview builds of games that hearken back to the early days of Apogee and id software. Being that they aren’t done, I can’t wholeheartedly recommend getting them right now. One of the risks in buying anything in Early Access is that there’s no guarantee the games will be done. And this isn’t the most original idea for an article as several bloggers and YouTube creators have made similar ones. Be that as it may, these are some of the ones I’ve found pretty interesting upon buying. Games you may want to keep your eyes on.

Of course, the resurrection of what many consider the original shooter formula isn’t new. They’ve been slowly coming out for a while. New Blood Interactive has been hitting it out of the park with games like DUSK and AMID EVIL, but we’ve seen plenty of other games too like the Rise Of The Triad 2013 remake, Ion Fury, and others. Anyway, these are of the preview versions I rolled the dice on, and some of my thoughts on them after playing them.

Prodeus

This is one of the most promising of the bunch here. If you really enjoyed the DOOM 2016 remake or it’s DOOM II: Hell On Earth inspired sequel DOOM ETERNAL, but wished it hearkened back to the old games a little more, this could be for you. What makes this one stand out? Well it has the DOOM 2016 look in terms of its world. It also has a similarly streamlined layout in terms of maps. Things are a bit more linear than they were in 1993, but it still retains some of the colored keys and secret hunting. But it also blurs the line more than the official Bethesda/id/Microsoft property does because you can have the enemies represented as either fully rendered models or you can choose to see 2D sprites! And while there isn’t quite enough there for a full campaign yet, the game does have a level editor and many fans have already done a bunch of fantastic community maps. The game also does an interesting Super Mario World style overworld map, showing you what you’ve beaten, and if you’ve found specific exits for secret levels.

ULTRAKILL

New Blood Interactive is one of those publishers that does appear to finish their Early Access projects, and all of them have been must play experiences so far. DUSK and AMID EVIL are two acts that are going to be tough to follow. But ULTRAKILL seems poised to do pretty well for itself. Where DUSK combined Quake’s aesthetics and gameplay and Deliverance’s unsettling backwoods horror, ULTRAKILL pushes the low polygon retro look further. Where AMID EVIL brought back the Heretic/Hexen feel that has languished, ULTRAKILL brings in elements seen in all kinds of games, old and new. It has a melee system that is tied to its health system. You punch away projectiles. Punch enemies so they’ll bleed on you and fill your health meter. But it also has a creative kill system in the vein of PlatinumGames’ Mad World, or People Can Fly’s work on Bulletstorm. You continually have to dash out of the way of projectiles one moment, and find creative ways to take out waves of enemies the next. If all of that isn’t enough for you, stages are chock full of secrets and the game already has several secret stages that each play absolutely nothing like the rest of the game. It’s also got an interesting yet popcorn storyline. Mankind is dead. Blood is fuel. Hell is full. The soundtrack is also this nice rush of industrial metal and techno subgenres.

Viscerafest

Like ULTRAKILL this game also has an importance on dashing and punching. But for different reasons. Instead of being creative for point awards, and continually refueling your health meter, this game has you doing it for survival and resource conservation. You see each stage only has so many ammunition pickups. So if you go full Lundgren on every alien you see, you won’t have the buckshot you need to kill a larger enemy type, or destroy a damaged wall to get that secret item you spy on the other side through a window. Another cool thing about this game is the save system. Instead of going full old-school and giving you a quick save function or rather than go full new school and implement a checkpoint system, they give you beacons. These beacons are limited, and found throughout levels. You can then plant one on the ground to create your own checkpoints. This is to keep you from cheesing your way to the top by quick saving every time you kill something. And it also keeps you from having to redo something you had trouble with clearing. You have to be careful though, because you can plant one too early and still have to redo a tough monster closet, or too late and miss something important. The game also has a unique art style as like Prodeus before, you have sprite based enemies and pickups. There’s no option to switch to models, but it works for the anime and Blake Stone: Aliens Of Gold pixel art blend they have going on. (Well I was reminded of Blake Stone anyway.) Cut scenes are done in these fantastically done animatics (Think Street Fighter V’s cinemas) while in-game graphics have everyone looking fresh out of an Apogee PC shooter circa 1993.

This one also throws in some sarcastic one-liners with its protagonist. Like Shelly in Ion Fury, Caroline here will do the same. Unlike Shelly, Caroline is far more psychotic. She relishes blowing away bad guys, eating the hearts they leave behind when they’re punched into giblets, and causing mayhem. There’s a lot more dark humor here, and the game never tries to be something it isn’t. It also has a rather fantastic Industrial Metal and Electronica soundtrack. This one by Michael Markie. The game only has one episode done, but the final game looks like it will have three based on what the current build’s hub level looks like. There are also a ton of skulls to collect throughout the stages, and it looks like there will be a place in the hub level for you to use them at some point. I really enjoyed playing through this game’s build. So I’m hoping the full game lives up to the first episode. The one bug I ran into (one that disables all of your weapons except the pistol) is apparently already being worked on. So the developers have been going out of their way to talk to players which is a positive sign.

Maximum Action

Maximum Action is an odd case. It started out nicely enough to intrigue New Blood, even getting partnered at one point. Then they were mysteriously dropped and the updates seemed to trickle. The game was picked up by Balloon Moose Games and carried on. A few days ago a major update finally dropped, adding a new stage and cleaning up a few things as well as changing composers. The game hasn’t excited me the way the others have, but there is a really cool hook here, and that is each level is a different movie scene. You basically play through the stage as pretend Dolph Lundgren, and at the end you can watch the replay. Which is pretty cool. And so the scenery of each stage is inspired by different action genres. Some have you doing James Bond style stealth missions. Others have you blowing away 80s drug dealers like the protagonist of a 1987 direct to VHS vehicle. And each stage also works as a sort of puzzle game as you have to figure out which bad guy to take out in which order. Or where certain bad guys enter a scene. Or when a vehicle will tear through. So it’s like a cross between Hotline Miami and Duke Nukem 3D. There are some goofy bugs though, particularly in the game’s playback feature where you can watch your performance. Here’s hoping this one can come out with some major fixes, because there is a really fun idea underneath it all. The Goldeneye 007 era blocky enemies are also entertaining.

HROT

HROT is another game that takes inspiration from the original Quake. It’s got the similar brown, drab palette. What really sets this one apart though isn’t just the Eastern European horror show it puts on display. It’s set in Czechoslovakia during the 1980s and the story centers around some mysterious activity. It’s entirely coded by one guy in Pascal. That in of itself is quite impressive. It’s also got some fantastic level design, on par with the classic id game. And like DUSK it does a lot with very little. It’s a bit on the short side as of now, but it’s one hell of a short ride.

WRATH: Aeon Of Ruin

3DRealms is publishing this one by KillPixel and what stands out on this one is that it is actually being made in id Software’s original Quake engine. But it does diverge from the Quake mold a bit. After all Quake II skewed the series purely into action, while Quake set things up in more of a dark, foreboding adventure mold for a possible continuation of its story. While Wrath doesn’t completely do that as it still has plenty of monster closets to deal with it does change things up a bit. Similar to Viscerafest you’ll need to collect items to create checkpoints. You’ll find a wide variety of different weapons to dispatch monsters with. The game also takes the hub world approach with different areas opening up levels to go through. Think in the vein of something like the original RAGE. There’s a fair amount of variety in terms of the different environments too. And despite the focus on exploration over action, there is still plenty of action. You’ll come away from many firefights on your last legs, praying you’ll find some health and ammo before finding another group of bad guys. Like Viscerafest and ULTRAKILL, Wrath also adds a dash attack. This function is quite useful navigating some of the vertical sections here as well as allowing you to conserve supplies by stabbing low level enemies instead of shooting them. It’s a pretty feature rich game too with a lot of customization options for all types of PC configurations. However, I have never gotten it to play nice with screen overlays, so I haven’t been able to livestream it myself. Still, it’s another interesting one you may want to look into.

And with that I’m off. I do have another few shooters in my Steam wish list so as I get to them I may do another one of these preview lists. And when some of these are completed I may be doing full reviews of some of them so stay tuned!

Unreal Tournament Retrospective Part 4

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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

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

 

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

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

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

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

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

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

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

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

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

Final Score: 8/10

 

Unreal Tournament Retrospective Part 3

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

Pros: Everything from UT2k3, and more!

Cons: Steep learning curve

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Unreal Tournament 2004 came out in several releases.

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

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

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

Final Score: 8 out of 10

 

Unreal Tournament 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