Just when you thought the first-person-shooter
death-matching genre was all washed up -- Unreal Tournament
hits the shelves, and it has definitely left a mark bigger than your
mother's rear. Backed by the best 3D engine on the market (at the
moment), Unreal Tournament is a death-matching junkie's dream
come true. Every aspect of this title, hell -- even the installer,
seems to be a well-defined masterpiece. This game brings new
meaning to the term "Quake-Killer." -- but enough with the rants;
let's get to the details.
First things first -- before actually getting into UT, I was
walked-through a hardware auto-detection screen that set up my
UT video/display settings as per the hardware in my machine. I
have a p2-300 w/ 128 ram, and it suggested I use 512x384
resolution. I don't know what that's all about, but as soon as I got
into the game I switched to 1024x768, and the thing runs perfectly
fine. Once this was over with, I was presented with a nice little
intro screen. I'm not sure as to why this is done, but it is a lot nicer
than staring at a blank full screen window, waiting for something
to load. UT's initial load time does take quite a long time,
however once you're in the game, the levels load in a matter of
seconds. I highly recommend you DO NOT install minimal
components. It will only make your level load times longer. Next,
I got into the game and was presented with a nicely rendered
cinematic sequence. It proceeded to inform me of the storyline
behind Unreal Tournament. What the hell? How can this game
have a storyline? All the same, I listened carefully: UT takes
place in the year 2341, fifty years after death match was created
(which is 2291 for you math scholars) in attempt to control violence
among deep space niners. It seems I have now been selected to
fight in the professional league. Furthermore it told me that my
strength and brutality were legendary -- and *I* would most
definitely have to agree on that one. So after watching the intro
two or three times, (yes it loops infinitely until you hit a key), I
continued on to see the main interface.
The interface in UT is the best interface I've seen in a
video game yet. The menu system, and tabbed windows are very
easy to navigate through, and the display is totally customizable
with options like mouse-speed, font-size, and skins (what
application isn't complete without skins these days?)! To start off,
you should run through the menus and get acquainted with what
UT has to offer. A notable feature to check out is the weapons
browser. I believe you can get to it by clicking on the Weapons
menu, under Options. Here you can view all of the weapons UT
has to offer, as well as read some literature on the full names of
the weapons, as well as their alternate firing methods. You can
also set which weapons you think are more important by dragging
items in the left-hand list up or down. For example: If you move
the pistol to the top of the list, any other weapon you pick up along
the way will not automatically appear in your hands. Vice versa, if
you move the pistol to the very bottom of the list, any other
weapon you pick up will automatically be replaced by the pistol,
and appear in your hands. Another notable feature, probably the
best feature *EVER*, is the Internet Relay Chat client. Yup -- move
over Khaled, because Unreal Tournament has it's own IRC client
now. You can join other UT fans online and chat politics with
them. It's actually a really nice feature, in that you can easily
setup games with friends. Start a private message with your
friend, find a server, paste it to him/her, and all they have to do is
click on what you paste. How easy can it be? You can also tell
when friends are involved in games, and join the game they are
playing.
Or maybe you'd just like to chat with other fans about
the abundant modes of game play that come stock with UT? As it
has been in the past, we had to wait a good 6 months after a game
was released for any type of mods to be developed or even
released for it. Well with UT, you get your standard death match,
where everyone takes on in a slugfest of whizzing bullets and
booming rockets to see who can score the most frags while dying
the least amount of times. However UT doesn't stop there -- it
includes FIVE more types of game play: Team Death Match,
Domination, Capture the Flag, Assault, and Last Man Standing. My
personal favorite, Assault, separates players into two teams and
assigns one team the job of the assaultee, and the other
team the job of the assaulter. There are about 10 different
scenarios available to use on this mode of game play. Each map
has it's own unique story and objective behind it, but the particular
map that stands out in my mind is Frigate (which happens to be
the very first scenario in single player mode). While the
assaultee's attempt to different points of the train, the assaulters
attempt make their way across the plank, into the large battle ship,
and into the boiler room to destroy a piece of machinery. Next,
the assaulters have to make their way to the top of the ship to fire
the cannon and destroy the wall. The way it was setup on the
server that I was playing on was like this: The first team of
assaulters had 10 minutes to complete the mission. If they
completed it within the allotted time frame, the second team to be
the assaulters, instead of having 10 minutes, had the amount of
time it took for the first team to complete the mission. Otherwise
they had the whole 10 minutes. My second favorite mode of game
play, a close first, would have to be Last Man Standing. In this
mode, instead of tallying frags, players have a set number of lives
at the beginning of each match. Each time a player dies, he/she
respawns with one less life and ALL weapons. Once you lose all
of your lives, you become a spectator. There are no items,
power-ups, weapons, or health in this mode, which makes for
some serious fun. Domination involves three checkpoints with a
colored shape at each. Players are separated into teams, and the
object of the game is to keep each checkpoint your teams color.
Frags are not counted in this mode -- what is counted, is the
amount of time you keep the checkpoints at your particular color.
A team wins when they have X amount of time tallied (where x is
defined by the server). It seems every 2 to 3 seconds that a
checkpoint has your color you get another point. The final mode
of game play that I will discuss, is Capture the Flag. UT came
packed with some of the nicest CTF maps that I have ever seen.
Facing Worlds, the most fun to play involves two towers on some
sort of planet. Players have to trek across the open playing field,
dodging snipers and rocket thwarting enemies, into the tower,
around the corner to snag the flag. Once the flag is in their
possession, they have to make the trip back to their own tower.
Depending on whether or not the other team has their flag, the
player can either score by bringing the opposing team's flag to
their own flag, or the player can wait around for their own flag to
be returned by a teammate. Waiting around for the flag to be
returned is quite a task being that enemies can easily invade your
tower.
As if the interface wasn't good enough, UT had to go and
soup up the in-game display as well. To start off with, UT lets you
pick the color of your in-game display. Make use of UT's custom
color creator (not the real name of it of course), to create any color
you can think up. After choosing the color, you can set the opacity
value of the display so that the stats on the screen don't totally
block out your view. Different modes of game play display
different things. If you're duking it on in the death match mode,
you'll see a weapons bar along the bottom of the screen, with your
health, armor, ammo, etc displays on the top right. If you're
playing on the assault mode or capture the flag, you'll have no
weapon bar, just health, armor, and ammo displays centered at
the bottom of the screen. If you so choose to turn on the FPS
display, UT will give you a very minute text read out of how many
frames per second you're getting. This is very helpful for
benchmarking so that you have an idea of your rates without
having to watch a 60 second time demo. The best new aspect of
UT's in-game display is the "spread" display. Not only does UT tell
you your score in the bottom left hand corner, but it also tells you
how far behind, or how far ahead you are from first place. Now
you won't have to hit F1 every 30 seconds just to see how you rank.
Another aspect where UT doesn't fail us is the music
department. Some of the most fitting music in a soundtrack I've
heard yet. (Now I have to figure out how to play these UMX files in
an external player -- read on). The tracks start up as soon as you
jump into a level -- and some of them really get you going. All of
the music seems to be a little techno-ish with a nice hardcore edge
to it. It really goes along with maiming and destroying your
friends in a blood-spewing death match. I recall one instance that
I was involved in a heated online death match with some friends.
The action was intense and the music was one of the quicker
tempo tracks. I took a rocket straight to the face, and my body
parts went flying in every direction. As I respawned the music
slowed down to a tactical sounding medley. I collected a few
items and ran into a few enemies as the music picked right up with
the action. Either they made it that way, or it was just common
sense -- but any which way you look at it -- my god, it was
exhilarating. The only problem, A BIG PROBLEM, is that the audio
isn't CD-Audio. UT uses (*.umx) files for music, so I can't listen to it
on my stereo -- ugh. Anyway, the sound effects in the game are
also top notch. Each weapons has it's own crystal clear sound
effect to go along with it, as well as your run of the mill
blood-curdling screams, grunts, and `ooofs`. The announcer is a
new added "fluff" feature, which doesn't really serve any purpose
or add to game play what-so-ever. He'll let you know when you're
on a killing spree, or a rampage (you get certain statuses after
killing X amount of people without dieing). He'll also count down
from 9, the seconds that are left in assault mode. As well, your
enemies now let you know when they kill you, and your
teammates let you know when they killed someone else. After
being smashed into pieces by an opponent, you'll often hear your
enemies mocking you. The most annoying one of all would have
to be when a female player says, "I'm sorry, did I just blow you
up?" You can bind keys to different sayings, and annoy the hell
out of people simply by hitting that certain key. There's also an
option that will auto-taunt for you. So that when you kill someone,
you'll shout a random saying at him or her. Another option, "No
Mature Taunts", which will only make you shout -- duh -- immature
taunts at opponents.
There are literally a TON of maps included in UT: You
get your old, original Unreal maps along with a plethora of new
maps for every mode of game play there is. A quick run down of
the number of maps in the single player modes of game play are
as follows: Death match offers 13 maps, which don't include the
original Unreal maps. Domination offers 9 different maps, which
the most enjoyable for me is, the Oil Rig. It's nice in that from
each checkpoint, you can see another checkpoint. So it's pretty
easy to keep all your checkpoints in check. err. Next, Capture the
Flag offers users another 9 maps. I think the best level designs
exist in the capture the flag maps -- again -- just check out Facing
Worlds. Speaking more on single player mode -- I think it has a lot
of goodness to offer. In fact, so far I've been playing more single
than multiplayer. The way it works is like this -- each mode of
game play has it's own section (except for team play and last man
standing). You have to begin with death match and progress
through each level, placing in first on each to continue. Each
mode of game play also has a nice tutorial for you to run through,
although unless you're new to first person shooters, you probably
won't need these. Once you defeat 2 or 3 levels on the death
match mode, Domination will then be available to you. You
receive a trophy when you conquer every level within a category.
You add these trophies to your trophy room, which is viewable
from the single player game select screen. Once you get trophies
for all of the modes of game play, a final category, Challenge,
opens up. This category consists of 4 maps -- however since I
haven't yet gotten through the first one, which is a death match on
a space station, I can't tell you much about it. One of the better
things about UT, that Unreal was a bit test about, is that the bots
aren't TOO EXTREMELY difficult this time around. I recall playing
the original Unreal and not being able to win a bot match at all.
However on the other side of things, the bots aren't TOO easy
either. I had one helluva time finishing the last level of Capture
the Flag.
The weapons in UT aren't too spectacular, but they do
get the job done. Like in Half-Life, weapons have alternate firing
methods. This adds another level of game play to your fragging.
Also, like in Half-Life, you now house multiple weapons per slot (1
thru 0). Actually, I can only think of one slot that houses multiple
weapons -- the first slot -- which includes a chainsaw (that I haven't
yet found to be in the game), the Impact Hammer (of which I've
found, but can't ever use effectively), and the Translocator (which
you drop somewhere, and you can return to that spot by pressing
alternate fire). Other weapons you can find along the way are: the
Redeemer, Rocket Launcher, Flak Cannon, Minigun, GES Bio Rifle,
Enforcer (of which you can hold one in each hand), Shock Rifle,
and the Sniper Rifle. A lot of these weapons are just rehashed
from the original Unreal and don't offer much of anything new.
However, I do think that the UT team did an excellent job of
balancing out the weaponry. No one weapon does a more
effective job than another weapon -- they all have their own
strengths and weaknesses. UT also has one of the coolest features
dealing with the weapons that I've seen. I noticed it while sitting
in a very dark space (check the screen shot). Some of the
weapons actually have their own displays -- take the rocket
launcher for example. If you look at the rocket launcher when
you're running around, it tells you how much ammo you have left
on a little LCD screen.
So how does Unreal Tournament size up? Well the only
word that comes to mind is BRILLIANCE. I have no idea how
Quake 3 Arena is even going to begin to compare to this title.
Unreal Tournament is an out-the-box-success. No week-later
problem fixer patch is needed here. Everything in the game is
utter perfection. Whether you're in it for the single player quest or
the online extravaganza Unreal Tournament doesn't have what
you need -- IT IS what you need. And after all this -- if you're still
not satisfied - at least you got yourself about a forty-dollar IRC
client.
I'm sure I'm stating the obvious to a majority of you; the multiplay
in Unreal was bad. So bad, in fact, that I was not relishing the
release of Unreal Tournament. I figured it would be Unreal with
more multiplay modes and the same laggy slow-paced netplay.
Fortunately, since I first played (and gave up) with Unreal
multiplay, the code monkeys at Epic have been steadily improving
the netcode and features of the Unreal engine. Let me just say the
resulting engine has been put to great use, resulting is a great
game with tons of play modes, beautiful levels, and above all fun
that shares nothing with it's predecessor except the gorgeous
graphics (and that's a good thing).
Unreal Tournament makes full use of the beautiful Unreal engine,
providing bright colorful textures, smooth animation, and detailed
models. The game environment has become more futuristic and
industrial as oppose to the lush organic world in Unreal, however
there is a huge variety of textures which are well used in making
every level unique and memorable. The characters are well
animated and detailed, however I wish there were a few more
models to choose from, in a game stuffed with extras the lack of
models is a little surprising. However, this is not a big deal, the
models provided are more than adequate and you can choose the
face, skin, and color all separately which allows pretty good
customization. Weapons are all quite nice looking, a small
problem I have is that the shrapnel gun kinda looks like ammo
when you're in the middle of a heated match, I wish it was a little
more obvious. The weapon effects are great, big bright colorful
explosions and projectiles really add to the pace of the game.
The game menus are very well layed out, it looks similar to a
windows application so it's easy to navigate. I managed to find
everything quickly and set up my controls, video/sound settings,
and player without descending 50 levels into an options menu.
Very easy to use, I like it a lot.
Sound is fantastic as well. I have a SB Live card so I used the EAX
setting and I was very impressed with the audio. Everything
sounds crisp and clear and above all LOUD. The automatic voice
taunts are well done and don't repeat to a point where they
become annoying. The weapon effects are the best I've ever
heard, they all ooze power and make you feel great shooting them
off. Environmental sounds are sparse but well placed; I think they
could have included a few more environmental sounds in some of
the levels but again, not a big deal. The music is good, high
intensity and techno-esque, however there is hardly time in the
game where you can hear the music, what with all the explosions
and grunts and screams going on.
I won't dwell with control very much, it's standard FPS keys and is
very responsive. One thing that is very cool is the in-game voice
control menu in CTF mode. You press the V key by default, and
you are given a Start-Menu like menu where you can order your
teammates to do specific tasks (you can order them independently
or all as one), inform your team of what you're doing, and taunt
the other team. It's a very slick interface, and saves having to bind
half a million keys to each specific function.
I can't get enough of the gameplay in UT. There are so many
modes, so many maps, so much variety it's very impressive.
Whereas most games come with the bare minimum then ship
patches to add gameplay modes, UT ships with every kind of game
mode possible. We're talking Deathmatch, Capture The Flag,
Assault, Domination. We're talking 1 hit kill mode, turbo modes.
The list goes on and on. The maps are fantastic too, there is such
a wide variety that it's very hard to get bored. I kind of wish there
were a few more maps in some of the gameplay modes (Assault
comes to mind, I would love a few more Assault maps), but the
overall number of maps is great. The netcode has been VASTLY
improved since the Unreal days. It might be a tiny bit slower than
Q3A Demo, but not by much. It is fully playable on a modem
according to public opinion. This I cannot test myself because I
have a cable modem, suckers!
Alright, so multiplay is fantastic, how is the single play?
Surprisingly, almost as good. The actual tournament part of UT is
really enjoyable. You basically complete ladders in each of the
gameplay mode, once you make it to the top of the ladder you are
awarded a trophy in that event and you move on to another. Other
events open up at particular places along the tournament. For
example, you can only do deathmatch until you reach the 3rd rung
of the ladder, then the domination ladder opens up. The reason
the single play is so enjoyable is the bots. They are good. Really
good. They move intelligently, use cover to their advantage,
collect powerful weapons, and run away if they are outmatched.
The higher the difficulty level, the smarter the bots. For once, this
doesn't mean bots that aim better, it actually means bots that play
better. It makes a huge difference, if you're being dominated by
bots on a high difficulty settings, it's not because they can shoot
you through a window across the map, it's because they play
smart. Speaking of difficulty settings, there are tons. Instead of
easy, medium, hard, there are about 8 so you don't exactly fall in
one of the 3 categories then you're still covered. Also, you can
play adaptive skill where the bots will dynamically become more
difficult if you're totally destroying them, and will ease up a little if
you're getting trounced.
Bots are also great on a team, they cooperate and follow orders
well. If they're in the middle of something they won't go trotting
off to do your order, they are smarter than that. If you have the
flag and a teammate bot sees you, they will escort you and guard
you. It feels like playing with a real team, except the bots play as
a team much better than humans! Overall the bots in this game
are fantastic, and really work well in making the single player an
enjoyable experience and adding to the multiplay experience.
Weapons? I'm happy to say they are great. The secondary mode
on each weapon increases the versatility, it is usually a lot
different from the primary mode. The weapon balance is pretty
good, however the rocket launcher seems to be a little too
powerful, especially with the ability to load up to 5 rockets at a
time. With abundant rocket ammo you will often see people
running around shooting 5 rockets constantly. I think it's great but
perhaps a little less rocket ammo / ammo pack or a little less when
you first pick up the weapon would force people to have a little
more variety in the weapons. However, every weapon is useful in
the right hands, which is the important thing. One minor gripe, the
bio green-goopy weapon was goofy in Unreal and still seems
pretty goofy to me now. Oh well, the rest of the weapons make up
for it :).
If there was one thing I'm not terribly happy with, it's video card
support. Unreal was developed originally with Glide (3dfx-based
cards only) and only relatively recently added D3D and OpenGL
support, both of which are still flakey. I've heard reports of the UT
setup program not correctly setting TNT2 cards to D3D, instead
setting it to software mode. This can easily be changed, but some
people might not know what is going on and end up playing with
software mode with their TNT2 sitting more or less idle. I
personally play with my V2 8mb. I have a 16mb TNT1 card and it
runs slower than my V2, even though it's accepted as being a
much better video card. Not great, but it's not a monstrous
problem.
Overall I think this is a fantastic game. The graphics are great, the
sound is great, the quality and amount of levels and gameplay
modes is great, the bots are great, and the game is just plain fun.
This is a game definitely worth buying. While I haven't tried
UnrealEd, I hear it's a nice and easy to use editor so I suspect we'll
be seeing plenty of user levels and mods and weapons etc.
coming out in the near future, extending the life of this game
indefinitely. Now let's see how Q3A compares...