Browsing the archives for the Unreal Tournament category

Official XBox UT3 Article

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Games, Unreal Tournament

Via the Official UT3 forums I ran across these couple of scans concerning UT3 from Official XBox magazine… I have to say a lot of what I read left me kind of cold, but then again I figure anything coming from “Official” XBox magazine is going to be glorified fanboism for the console. Ignoring the obvious and justified reasons for hating FPS on consoles, the article has some nice looking new screenshots and a few snippets of new information in the article. If you’ve been following the game’s development like I have, it’s definitely worth a look.

OXBox49

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More Unreal Tournament 3

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Games, Unreal Tournament

In stark contrast to the example set in my previous post, here’s a bunch of scans I found on the Epic games forums. The scans are from the latest issue of PCZone featuring a look at Unreal Tournament 3. It’s a pretty decent article and goes into a bit of new information concerning the singleplayer campaign, the gameworld and some of the new gameplay features Epic is looking to introduce.

PCZone UT3 Scan

PCZone UT3 Scan

PCZone UT3 Scan

PCZone UT3 Scan

PCZone UT3 Scan

PCZone UT3 Scan

Since I’m on the subject of UT3, I figure I may as well post this video, an interview with Mike Capps on UT3:

Lastly, here’s another low-resolution gameplay footage video taken from the GDC.

Unreal Tournament 3 at GDC

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Games, Unreal Tournament

A quick video update for those who may be interested in Unreal Tournament 3. This footage comes from the GDC and shows off CTF in UT3 on the PS3 (talk about acronym hell?).

I notice the darkness and video compression at YouTube doesn’t really do this video any favors. It is, at this point, probably the best actual gameplay footage I’ve seen yet. If you’re interested, do yourself a favor and download the copy I’ve uploaded here. It’s about 35MB, so it’s pretty reasonable, although it is in .mov format…

Update: A little video comparison of Console FPS play vs. Computer FPS play…


Unreal Tournament 3 sur PS3
Uploaded by drloser333

Unreal Tournament 3 Gameplay Footage

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Games, Unreal Tournament

Posting up a video of some new Unreal Tournament 3 gameplay footage that was released recently. This shows off some Deathmatch / Capture the Flag and shows most of the weapons in action. Overall it looks pretty good, the level is clean and not cluttered with pipes and other crap like the maps were last time the game had an engine upgrade. The players are large and human in scale (in other words, they aren’t half as wide as they are tall). The scaling on the environment relative to the players looks good, visibility is pretty decent (for a low resolution video like this), and it generally reminds me of the original Unreal Tournament and not a circus.

For those of you who want to view it in all of its pixellated 640×360 glory, I’ve included a downloadable version here.

Unreal Tournament 3

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Games, Unreal Tournament

The rumor-mill has been working overtime this morning since today is the day of a big Midway-Epic press event where presumably they will be showcasing UT2007. Via Epic Forums:

Epic and Midway will show a playable version of UT2007.
There will also be:
- new screenshots
- a new treiler
- new information about gametypes
- and a mega surprise which is top secret

Journalists of the biggest media companys will be there.
So wait for previews in game magazines…

So the big rumor as of right now is that the “top secret / mega surprise” is that Epic is dropping the 2007 and instead renaming the title Unreal Tournament 3. I’m excited if this is the case, it means they’re finally dropping the asinine sports-themed title and connecting the game with the original Unreal Tournament. Not to mention “Unreal Tournament 3,” and especially the acronymal “UT3″ flows off the tongue so much better than “Unreal Tournament Two-Thousand-and-Seven” or “UTTwoKayThree.”

Update: It’s official, UT2007 is now UT3. It’s also coming to the XBox360, which is probably both a blessing and a curse — Let’s just hope Epic doesn’t forget that the real staying power of UT is due to the PC community investing time and effort making content to keep UT fresh for years.

We also get a new trailer. Kind of short, and really hard to tell what’s going on in the second half, but looking hopeful…

Update 2: High definition version of the trailer. It’s about 20MB and hosted locally. You’ll need something capable of playing WMV files (Try VLC media player if on a non-Windows machine).

People Don’t Know What They Want

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Games, Guild Wars, Unreal Tournament

It’s an inevitable fact of life when it comes to videogames and particularly videogame forums — People don’t know what they want. Or, rather, people know what they want in the short term, but don’t have a clear enough mental picture of what they do like and want to foresee the consequences of their current desires in the long term.

I bring up the subject mostly in relation to the latest batch of testing that’s been going on in Guild Wars: Nightfall this past weekend (January 19th – 21st), but it’s pretty applicable to other games and ultimately any situation where direct feedback arises. For anyone who’s interested and familiar with Guild Wars, the game updates can be seen over here — However, the exact specifics aren’t all that interesting and probably seem like a mishmash of numbers and words for someone who doesn’t play Guild Wars at a high level.

Now to elaborate a bit on this situation here — Guild Wars, at least in the Player vs. Player sense, has a couple of different layers to it. The first and most obvious is “Balance” — A nebulous and hard-to-pin-down concept if there ever was one. The other major factor in Player vs. Player play is referred to as “Metagame.” The metagame is essentially a loose collection of ideas about the game which players have which influence play choices. For example, if a highly ranked Guild runs a certain specific “build” it’s highly likely that lesser players will copy the build. If it’s effective and successful for lesser skilled players it will probably become pretty popular. At that point the build will probably become stagnant — Dogmatic and uncreative players will require everyone in their party to follow this build to the letter. This eventually is broken when alternative, but related builds are introduced. The other side of this metagame development are people that refuse to run an effective build because it’s popular, or people who plan their builds specifically around countering another build.

In any case, since the release of Guild Wars there have been a huge number of complaints about this strategy or that. Some of them are legitimate, others are just posts by people who feel entitled to win and get upset when they don’t. And, naturally, the introduction of two new classes and something like 200 new skills necessarily disrupts the known Metagame. So this weekend ArenaNet rolled out a huge number of changes [temporarily] to try out some of the balance effects. And while the large majority of the changes were positive, there’s a lot of major downtweaks to important skills. I don’t want to really get into the specifics here, particularly because I felt like I haven’t had my playstyle hit by any of the major changes, but observing the reactions of other players is always kind of surreal.

Across the major Guild Wars fansites, people cry out for continued “nerfings” of this or that skill in order to rectify their perceived balance issues. This reminds me far too much of what happened to the Unreal franchise with UT2003. The elite level players decided virtually every weapon was too strong, so virtually every weapon in the UT2003/4 takes ages to kill anyone. In other words, it’s boring. The only real exception is the Shock Rifle, and damned if people aren’t pushing for the Shock Rifle to be downtweaked into oblivion for UT2007.

Guild Wars already has less dynamic, attrition-based play than I would like. Downtweak some of the major damage-spiking powers too much and the entire balance of the game between pressure and spiking can be thrown off. And while everyone could congratulate themselves on bringing balance to the game, chances are that with too much meddling we’ll end up with a game that’s just so boring to play that no one will — I’ll take unbalanced over that any day.

Keys to Unreal Tournament 2007′s Success

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Games, Unreal Tournament

Ran across this gem on the Epic forums. Reposting it here since I agree with pretty much every point made and it’s coming from someone who’s not just another nobody.

The Keys to UT2007′s Success
I don’t post on these forums, so as a brief introduction to those of you who don’t know me, my name is Brenton Sellati a.k.a. “Khyron”, and I was an active member of the original UT99 competitive community from 1999-2003. I competed in many tournaments, both online and LAN, and at the high point of my competitive success placed 3rd nationally in 1v1 Deathmatch at the World Cyber Games 2001 Los Angeles qualifiers, and then 5-8th at the World Cyber Games 2001 in Seoul, Korea. I’m not trying to say I’m better than anybody, but that I have played longer and logged more hours in UT99 than most people on the planet, so I do have some degree expertise in making the statements in this post.

It’s indisputable that no Unreal series game has had the success of Unreal Tournament 99 in creating an active competitive community—in fact, none have even close. Like many other UT99 players, I was EXTREMELY disappointed in the game play of UT2003 and UT2004, and as much as it pains me to say it, myself and many others have become disillusioned by Epic’s failure to create a new incarnation of Unreal Tournament equivalent to that of the original game, and harbor only a shred of skeptical hope that the story for UT2007 will play out any differently. In 2002, I made a similar post to this one on these forums and Mark Rein personally contacted me over the phone to discuss the issues I raised; I was supposed to be flown to Raleigh to test UT2003 myself, however this never materialized. If you happen to read this Mr. Rein, I’m open to another go around, and I hope the lackluster track record of UT2003 and UT2004 help convince you of the validity of the issues I raise.

There are two critical areas of UT2007 game design which need to be addressed: one is the game play itself in terms of weapon selection, function, and player movement, and the other is the incorporation of standard community-building social tools such as a built-in IRC client and World NG Stats tracking.

I’ll begin with the weapons and game play analysis:

UT99 Rocket Launcher vs UT2004 Rocket Launcher : GOOD

This change was okay. The fact that you could load up 6 rockets in the original Unreal Tournament was a little bit excessive—the amount of area you could blank for tons of damage from a six rocket volley made the gun a little bit too powerful—you could shoot down a good sized corridor and hit anything for massive damage with minimal aim. The increased speed and reduction to a maximum three rocket volley was a good change.

UT99 Minigun vs UT2004 Minigun : BAD

The weapons in UT99 were significantly more damaging than those in UT2004, and a lot of the truth in this statement is taken from the significantly watered down UT2004 minigun. While this gun was arguably a little bit too powerful in UT99 when placed in the hands of a skilled player, the strength of the other weapons compensated well enough to keep it from being completely unbalancing. In UT2004, the minigun isn’t strong enough to double as both a ranged (primary fire design) and melee (secondary fire design) weapon effectively, limiting its versatility. The UT2007 minigun should have about 80% of the damage capability of the UT99 version and the primary and secondary fire modes should function nearly identically to the original.

UT 99 Plasma Rifle vs UT2004 Plasma Rifle: BAD

The plasma was diluted the same way the minigun was. It should also be brought back up to do approximately 80% of the UT99 version, and the primary / secondary fire functions should remain unchanged. I am personally not a fan of the spiraling animation of the gun’s secondary fire because it makes it more difficult to track other players in open space, however this is probably the best counter-balance to increasing the gun’s damage potency to original levels.

UT99 Sniper Rifle vs UT2004 Lightning Gun: GOOD

This is, by the far, the best weapon change Epic made between games. The UT99 sniper rifle was the most unbalanced weapon in the game. A very fast rate of fire, incredible damage potential, and no tracer allowed players with good hit-scan ability to completely overwhelm players with even marginally weaker aim. Gitzz, the undisputed international dueling champion of UT99, is a perfect example of the sniper rifle’s potential for abuse: Gitzz was only moderately skilled with all other weapons besides the sniper rifle, however he built his entire game around this one gun and was able to completely dominate the dueling scene because of it. Imagine going for the jump boots with 150 shield belt and 100 health on Deck16][ and being dead in under 2 seconds from two head shots because Gitzz was by the rocket launcher portal with a sniper rifle. The slower firing rate, still potent firepower, and tracer of the lightning gun make it a much more balanced weapon, and should be kept the same. The UT2004 incarnation of the sniper rifle, with the puff of smoke is great as a nostalgic throwback, but it should be included only through a mutator because the new incarnation of the sniper rifle is just that: nostalgia.

UT99 Ripper vs UT2004 No Ripper: BAD

The ripper was one of the most overlooked guns in Unreal Tournament. It had the unique ability of allowing one to attack around many corners with the primary fire, and was also a great melee weapon because of its juggling ability using the secondary fire’s knock-back effect. Game play isn’t really hurt by not including the ripper, but it would be improved if the original gun were to be put back in with its original functionality unchanged. The ripper’s functionality is unique to the Unreal franchise, and I personally feel UT2007 could only benefit from its return.

UT99 Shock Rifle vs UT2004 Shock Rifle: BAD

The shock balls in UT2004 move much slower than those in UT99, and the power of shock combo explosions was also reduced. The reduction of the shock combo explosion was a good move; it was a little bit too powerful in UT99. However, the speed and the size of the ball should be brought back to original levels—a faster moving shock ball means that the gun is harder to use in close range melee, but not impossible for skilled players, which is the element of skill it should have, while also making the gun more versatile in making long range attacks and prediction shots. The UT99  UT2004 port of this weapon wasn’t horrible, but I think after both versions have been around for years, the fact that the UT99 one was more widely accepted should be a sign that this gun was taken a step in the wrong direction.

UT99 Translocator vs UT2004 Translocator: BAD

This change single handedly ruined UT2004’s chance at having a good CTF community. The only problem with the original UT99 translocator was its original ability to fire with no delay, allowing players to exploit its telefragging ability. This translocator abuse was a key tactic of the prolific (and successful) UT99 CTF Clan MurderDeathKill {187}, and was fixed through a patch. This patched translocator was perfect: it took players SKILL to effectively transverse vertical terrain (think getting up to the redeemer on Facing Worlds) or avoid attacking players. The UT2004 translocator, with its “charges”, tracer, and huge launch distance really hurt the game play of CTF and is one of the main reasons UT2004 CTF never went anywhere. The UT99 translocator served its purpose more or less perfectly and needs to be brought back.

UT99 Piston vs UT2004 Shield Gun: BAD

The replacement of the piston with the shield gun had horrendous effects on UT2004 game play and is, overall, the single worst change from UT99 to UT2004 besides double-jumping. It was meant to hinder the ability of a player with map control to continually spawn-kill opponents because it allowed just-spawned players to much more easily survive attacker pursuits. It also allowed flag carriers to absorb much more damage, and made it far too easy for a player who was on the verge of losing an encounter to put up their shield gun and retreat, frustrating the player who rightfully won the battle. The shield gun is a weapon which only improves game play when playing in assault / onslaught type game modes, because players often have to traverse huge open areas while prone to enemy fire. For CTF and Deathmatch game types however, the shield gun is extremely unbalancing because it destabilizes a player’s ability to maintain map control or follow through on killing blows, which is one of the key skills in being a successful player at top levels of competition.

UT99 Flak Cannon vs UT2004 Flak Cannon: Good

The flak cannon is one of the staples of the Unreal Franchise, and its transition from UT99 to UT 2004 was perfect. It still feels true to its predecessors, and I have no suggestions for improvement on this one.

UT99 Bio-Rifle vs UT2004 Bio Rifle: Good

The UT99 bio-rifle had very limited uses and if it was the only weapon you had, wasn’t very effective in defending attacks from other players. The UT2003 Bio-Rifle was a little bit too strong: the weapon did too much damage and the secondary fire moved too quickly, however this was fixed in UT2004 and I feel as it currently stands, the bio-rifle is as good as it ever has been.

UT99 Dodging vs UT2004 Double-Jumping : BAD

This change was BAD, BAD, BAD. The “dodge” ability is one of the game play aspects that really defined the difference between Unreal and Quake, and while it’s inclusion in the Unreal franchise was considered somewhat radical, it turned out to be very successful Unreal series signature favorite. Then came double-jumping, wall-dodging, etc. This is skill is gimmicky at best, and game play breaking at worst, depending on how you look at it. The wall-dodge-double-jump combination allowed players to move around levels MUCH faster than in UT99, wreaking havoc on the ability to estimate an opponent’s location and predict their next move. Levels had to be designed on much larger scales to compensate for this increased mobility, which explains the lack of small, compact maps like Codex, Coret, Turbine, etc, in UT2004 which were very popular in UT99. Close range dog fighting became much more about dancing through the air and bouncing off walls than anticipating where your opponent thought you were going to move and leading / predicting their movements yourself. Not only did this completely change, and I would say ruin, player engagement tactics used in UT99, but it also caused the style of maps themselves to completely change, further making UT2004 feel like a completely foreign creature to UT 99 veterans. Double jumping should be removed from standard game play and exist only as a mutator; the original dodge system worked perfectly and should be brought back as it was originally. The UT2003/2004 dodge-jump mechanic is the single biggest game play mechanic which made UT99’ers hate the feel of the UT200X series. Like the shield gun, this game mechanic is really only suited to modes like onslaught, and ruins conventional game types like CTF, TDM, and dueling.

Part 2: Community Building Social Tools

Built in IRC Client

I would not be here writing this right now if I had not, out of curiosity one Saturday morning connected to IRC for the first time ever–through my Unreal Tournament client. I never expected that the rabbit hole I continue to tumble down would have been this deep, but I’ve enjoyed the ride. It’s going to be impossible to grow a strong competitive community when the majority of the remaining UT99 competitive community resides in isolated, esoteric IRC servers. People who might otherwise have been interested in joining the community, like myself seven years ago, will never know about the competitive scene if there is nothing included in the game out of the box to point them in the right direction. UT99’s built in IRC client was the, I repeat THE main reason the UT99 competitive community surged to a size far greater than the modest community the original Unreal had acquired. Please, please bring back a built in IRC-client and default channel, or else no matter how great UT2007 is, a huge majority of the people who would’ve joined the competitive community won’t do so because they’ll never catch wind of its existence.

Built in World NG Stats

This was also a unique and critical element to UT99’s success. Not only could you view detailed stats on every game you played, but you could also check out the global rankings to see which players were ranked highest that week. This allowed good players to cultivate reputations—if you played against a top 10 NG stats ranked player on a public server and fragged them, it meant a lot more to you—it was like you killed a famous warrior. Furthermore, trying to reach the top of that list, and striving to be competitive with those top players is one of the key motivators pushing new players to raise their skill level. I don’t care if it forces you to raise the cost of the game five dollars, Global NG Stats or something like it needs to make a return in order for a resurgence of the competitive Unreal community to be realized.

Demo Recording / Playback

Demos are important because they allow players to watch the best of the best playing from their own point of view, as well as improve their own skills through replay analysis. I don’t know if it’s possible to prevent servers with slightly different file packages (e.g. different versions of CSHP) from breaking demo compatibility, but at the very least the inclusion of a .unr  .mpg or other universally playable media format converter would allow anybody to watch matches between top players, regardless of whether they even own the game or not. This would increase the audience which could potentially be exposed to the competitive community and would further aid in adding to its size and activity.

From what I’ve heard, UT2007 is an attempt at combining the best elements of UT99 and UT2004. This is my opinion on what a detailed list of what that combination of things should be if UT2007 is to equal or surpass the success of UT99. I hope any Epic staff reading this who are in a position to make some of these changes will give serious consideration to the suggestions I’ve laid out. UT2003 and UT2004 were not successful; they may have sold millions of copies, but in the eyes of the competitive community, they were both still-born dreams of a return to the glory days of Unreal Tournament. Having played both games extensively, I hope you will take some of the things I’ve said to heart, as I only want what every other Unreal series fan does: for UT2007 to be the most successful Unreal game yet.

- Khyron

Design Decline

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Games, Unreal Tournament, Visual

UT2007UTR1

Above we have a promotional picture from Unreal Tournament 2007 (or possibly Unreal Tournament 2008 if the release schedule slips…). The characters above are Malcom and an as-yet unknown character belonging to a team called the “Twin Souls.” Both seem to be carrying what looks like a large yellow brick, or perhaps a UT2007 version of UT2004′s worst, and second-most overpowered, weapon the Mine Layer.

Now, I don’t recall where I heard this, but the yellow brick these characters are carrying is neither a yellow brick nor a new minelayer: It’s the Flak Cannon. Aside from the Shock Rifle, the Flak Cannon has to be one of the Unreal Tournament series’ most iconic weapons. How can this boxy monstrosity compare to the classic lines of something like this?:

UT2007UTR2

More below the cut…

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UT2007 Gameplay Footage

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Games, Unreal Tournament

A few days ago I posted a link to a UT2007 trailer that had just then been released. Turns out, there’s an unedited shakycam version of the footage being played at a convention in Germany. The original trailer was roughly 2 minutes long, this version is 4 minutes longer, for a total of 6 minutes.

Unfortunately the quality is such that you can’t really tell much of what’s going on, but it certainly looks like they’re changing around the gameplay from Onslaught substantially. The player in this video hits two power conduits and only one powernode – I’m not sure what the purpose of these conduits is, but it’s different at least. You can also get a sense of what the layout of this level is like — seems fairly small, in actuality, although it’s possible the Necris team is just zerg rushing towards the Axon team to provide good action footage.