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Article #119

Re: Finished Unreal: Impressions

#119
From: elany
Date: Wed, 27 May 1998 00:00
89 lines
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Well Said!!!!!!! My thoughts exactly!!!! A very good game but no Quake2 killer..

Bill Williams wrote:

> I just finished Unreal (took about 30 hours on medium skill) and here are
> some of the thoughts I had. First here is the system I used:
> Pentium 200 (non-mmx)
> 64 mb Sdram
> Diamond Viper v330
> CL Voodoo2 (12 mb)
> CL SB Awe 64 Gold
>
> Performance: I started out running in 800x600 which looked very nice but I
> got too many slowdowns to be playable. Ran the rest of the way in 640 x480.
> Still had a few slowdowns but it was very playable. Had a problem a few
> times when in areas with lots of fog. Framerate would be so slow I couldn't
> make certain jumps over lava. Turned volumetric lighting off and performance
> improved considerably.
>
> Weapons: To be blunt, the weapons suck. Only one or two are actually useful.
> I ended up using the flak gun, eightball (which is still lame) and ASMD (or
> whatever it's called) most of the time. None of the weapons pack enough
> punch.  The weapons in Quake2 completely blow Unreal away. IMO, Unreal needs
> something like the Supershotgun or Railgun, something that will take out any
> of the little monsters with one hit.
>
> Monsters: I was only really impressed with two of the monsters. 1) the
> skaarj and all their variations. 2) The Krall. The models for both of these
> were very nice looking: good animation, sorta scary looking. The AI was
> pretty good too. The rest of the monsters are ok. I was kinda surprised when
> the spiders were tougher than some of the larger monsters. They are really
> just annoying (kinda like the flyer in Quake2; don't do alot of damage, just
> annoy the hell out of you). The different Boss monsters seem well done.
> Although the inclusion of one of them is kinda strange. I don't want to ruin
> it for anyone, but lets just say the thing in the big red cavern seemed
> really out of place with the rest of the game(shoulda been in Hexen2).
>
> Level Design: Level design was sporadic at best. Some of the levels are
> incredible, while others are really lame. There was a lag in quality of the
> levels around the 8th or 9th until about 13th. (I wasn't counting, but that
> seems about right). The outdoor areas a just plain huge which was nice, but
> it led to a few problems(like wandering around forever and not knowing where
> you are supposed to be going). Also, some of the levels only have 2 or 3
> monsters in them. They seem to be more of a transition area than anything
> else. A few of the levels are really, really huge (such as the castle and
> the bell tower levels) and you really have no idea what to do. You end up
> visiting the same place 3 or 4 times. Another thing that was annoying was
> constantly going back and forth from one genre to the next. For example, you
> start out in a tech level, then go to a native outdoor level, then into a
> combo tech + native level. This continues on throughout the game. Once or
> twice would have been fine, but every third level you are in a different
> genre. One more thing, whoever thought that running through the dark and
> trying to fight monsters was a good idea needs to have their head examined.
> I think it could be ok for MP, but the player is at a distinct disadvantage
> when the monsters know right where you are and you are running around like a
> chicken with your head cutoff. It took me like 15 restores to finally beat
> that idiot level. It stopped being fun and got tedious. BTW: the game is way
> too long. It could have been ten levels shorter and been fine. I just kept
> hoping it would end.
>
> Controls: The controls are pretty good. You can pretty much use the setup
> you use with all other FPS. I had to turn off dodging after I went off this
> big ass cliff in the bell tower level. I think it would be more useful in MP
> though. One big problem with your characters movement is how slow he swims.
> It seems like you are swimming through molasses. This is a huge problem in
> the Bell tower level because of all the water. It takes forever to get
> anywhere (and this is a huge level).
>
> Special Effects: I was impressed with some of the special effects. The
> engine is really nice. Trains that move as well as rotate, lens flares,
> fire, water ripples, etc. This is the new benchmark in 3d engines. There are
> also some cool effects in the later levels that reminded me of 2001(warps
> and such). I would have liked to hop into one of those biosuits though. That
> would have been sweet.
>
> Overall: It is a very good game. Is it the best game ever made? Who knows.
> The true test is how many times you will replay a game. For Example: Jedi
> Knight was a really good game too, but after winning it as both light and
> dark jedi, I had no desire to go back and play it again. Same thing with
> Hexen2. I still go back and play SP Quake2 occasionally, and I play the Hell
> out of it in MP (especially CTF). In a month or two, I'll know better how
> much I like it, by how much I'm playing it. Hopefully, Epic will have the MP
> problems worked out by then.
>
> Replies Welcome.
> --
> remove nospam from my email address to reply (damn spammers)
> bsw...@mpinet.nospam.net
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From: elany <el...@concentric.net>
Subject: Re: Finished Unreal: Impressions
Date: 1998/05/27
Message-ID: <356CDEC5.390D1CE6@concentric.net>
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