zombe on 25/5/2018 at 09:29
I never played the original Unreal - however i spent way too much time in UT2004. Now looking back at it via the powers of youtube - yeah, i would have liked it. No idea why i skipped it even though i remember reading articles about it and being quite interested - probably my PC just was not ready for it.
Another thing i noticed from youtube memory line is that the weapons were quite similar to what they ended up as at UT2004 time. Really liked the complementary utility and uniqueness of all the weapons in UT2004. Add plethora of mutators and you got a winner.
Probably too late to revisit the original Unreal for me tho :/.
Also: (
https://www.youtube.com/watch?v=jw0VQM1xrAs) Amusing UT2004 Goodlike campaign speedrun (with live commentary) - that damn aimbotting.
froghawk on 25/5/2018 at 22:44
I've played Unreal + expansion, UT, Unreal 2, and a good chunk of UT2004 and UT3. The original Unreal is the best of the bunch. I know they released an early build of a new UT which I never checked out, but I guess the game isn't officially out yet? (
https://www.epicgames.com/unrealtournament/blog)
icemann on 26/5/2018 at 04:27
What we need is a new Unreal game. The UTs are fine, but I want more singleplayer stuff. To be fair, Unreal 2 was really average. But I'd stay give a new entry a try. Be hard to pull off the magic of the original but meh who knows. Doom (2016) pulled it off, so anythings possible.
The best we got was a mode in one of the UT games where you versed an invasion by the enemies from Unreal.
Yakoob on 26/5/2018 at 07:10
One thing that Unreal/UT/UT2004 did phenomenally well is creating a sense of unique weaponry. The bast-laser-boom mechanic of the shock rifle to the bouncy razors or bio blobs. Even the flak cannon, altho glorified shotgun, felt unique. So many FPSes feel like rehashing the same pistol-autorifle-shotgun-rocket launcher-etc. mechanic. UT did a good job of feeling distinct, imho.
WingedKagouti on 26/5/2018 at 11:27
Quote Posted by Yakoob
Even the flak cannon, altho glorified shotgun, felt unique.
I believe that is partially due to the secondary fire mode and partially due to the fact that the primary fire shards would ricochet at least once if hitting a wall instead of being a bog standard hitscan gun.
lowenz on 26/5/2018 at 12:38
Quote Posted by Yakoob
One thing that Unreal/UT/UT2004 did phenomenally well is creating a sense of unique weaponry. The bast-laser-boom mechanic of the shock rifle to the bouncy razors or bio blobs. Even the flak cannon, altho glorified shotgun, felt unique. So many FPSes feel like rehashing the same pistol-autorifle-shotgun-rocket launcher-etc. mechanic. UT did a good job of feeling distinct, imho.
So true!
icemann on 26/5/2018 at 14:36
Trying to think of a FPS that was on equal level weapons wise but can't think of any. Quite liked the weapons on offer in Doom (1993), but Unreal's were great in both singleplayer and multiplayer.
UT was a blast to play even in singleplayer against the bots.
froghawk on 26/5/2018 at 14:53
Not to bring back this comparison, but the original half life had some pretty creative weaponry as well alongside some staples.
WingedKagouti on 26/5/2018 at 15:14
Quote Posted by froghawk
Not to bring back this comparison, but the original half life had some pretty creative weaponry as well alongside some staples.
Most FPS games of that era (including Half-Life) had mostly the "standard" weapons + 1-2 special/unique weapons. The Unreal weapons could be broadly categorized under that umbrella, and still almost every weapon had something non-standard about it even if only due to the alternate fire modes for some.
Clave on 26/5/2018 at 17:14
Even you can not believe that it's been so many years
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