|
Source:
www.pcgamer.com
Author:
Chuck Osborn
Unreal
Tournament 2003
If
you’re going to buy only one Unreal Tournament in 2003, then
get this one
It’s
time to upgrade. Unless you’ve got an overclocked P4 3.6GHz
packed inside a mini-igloo flooded with liquid nitrogen and a
currently nonexistent GeForce5, running Unreal Tournament 2003
at its higher settings will bring your system to its knees.
To be sure, UT 2003 looks effin’ amazing. Using the
up-to-now newest version of the vaunted Unreal engine (still
pre–Unreal II in beauty, mind you), this is the best-looking
shooter you’ll play until Doom III rears its rotting zombie
head. And still, even with the much higher polygon counts,
enhanced lighting effects, realistic bump-mapped texturing,
and advanced particle system, UT 2003 doesn’t look that much
better than Unreal Tournament. Not “sell your soul for a new
Alienware” better, anyway.
As
the name implies, this 2003 edition of Unreal Tournament is
less a sequel than a refinement. Though it’s added an
obligatory nod to squad-based gameplay, deathmatch is what
it’s all about — thundering weapon blasts, outrageous
verbal taunts, and torsos ripped in half by flak-cannon
shards, all accompanied by a booming play-by-play as performed
by an overbearing Mr. Moviefone.
And like Madden 2003 or NHL 2003, the UT 2003 moniker means
something else: Unreal Tournament is now being treated like a
full-fledged sport. After setting up a character and playing a
few qualification deathmatch rounds designed to test your
readiness, the single-player game lets you draft bot-mates
from a roster of free agents before entering the main
tournament. (It comes with 30 maps in all.)
Picks are based on the stats of accuracy, aggression, agility,
and team tactics, as well as a bot’s preferred weapon. As
you ascend the ladders of Team Deathmatch, Capture the Flag,
Double Domination, and a new combat mode similar to soccer
called Bombing Run, you’ll have the opportunity to swap team
members for newly available free agents.
Unfortunately,
that’s as far as the sports analogy goes. Original plans
called for a salary-cap system and even squad formations, but
they were scaled back in favor of more conventional game
mechanics. Hopefully the sports angle will be advanced further
in the next iteration of UT; right now, it’s a slight
innovation that borders on novelty.
Don’t get me wrong — UT 2003 is fun. In fact, it’s the
most fun I’ve had with an FPS since Quake III came out.
There’s a good reason for that — and one that may not
please devotees of the original: UT 2003 is more like Quake
III than the original UT. It’s faster and more bombastic,
and though you’ll still find low-gravity levels, more time
is spent running and gunning firmly on the ground. (The
exception being the newly added “double jump” that lets
you perform a second jump at the apex of the first, and a few
John Woo–style dodge tricks. Yes, they’re
unrealistic…but they work.)
AI and level design have been similarly enhanced. Bots are
smarter than ever before, running away or camping depending on
their “personality.” And the levels are far more diverse
than in any Quake game: Sometimes you’ll blast through dark,
claustrophobic corridors; other times, you’ll stalk
expansive Egyptian-themed outdoor areas; and still other maps
are dominated by rolling hills of lush greenery.
Further new enhancements are “combos” that can be
activated after gaining 100 points of adrenaline — either
from collecting red-and-white capsules or from killing
opponents — and then tapping the appropriate button
combination (see “Adrenaline Rush” below). Emphasizing
skill over the being-in-the-right-place-at-the-right-time
nature of powerups, adrenaline is a welcome addition to the
game. Of course, you’ll still run across familiar powerups
like health, armor, and double-damage.
For some reason — my guess is to keep the sports analogy
going — the popular Assault mode from the first game has
been dropped, as has Last Man Standing. The new addition,
Bombing Run, is a blast to play, and I wholeheartedly approve
of its inclusion, but it just seems like the only reason to
leave out Assault this round is so Infogrames can put it in
the UT 2003 Platinum GOTY Collector’s Box when it inevitably
shows up next year.
On the whole, weapon selection is an improvement. Gone are
UT’s little-used Ripper and Impact Hammer; newbies include
the Shield Gun (self-explanatory), the Link Gun (a takeoff on
the pulse gun that lets you “link” energy with teammates
for a more powerful burst), the Lightning Gun (which acts as a
sniper rifle in secondary fire), and the awesome Ion Painter,
a weapon that nearly matches the Redeemer in destructive
firepower by calling down a strike from an orbiting ion
cannon.
The multiplayer interface is virtually the same, easily
letting you find LAN or Internet matches in whichever game
mode you desire. UT 2003 comes with 12 “mutators,” or
gameplay mods. Some, like Vampire (leeching health from slain
opponents), impact your strategy; others, like BigHead (the
better your score, the bigger your head grows), are just for
fun.
And finally, for the few of you who own them, UT 2003 supports
force-feedback mice. Now, don’t laugh — I found that using
one enhanced the fun without detracting from the play
experience. You’ll feel a slight shudder from weapon recoil
and a more obvious buzz when running over pick-ups, but
nothing so obtrusive as to throw off your aim.
I’d say Epic’s aim was pretty damn accurate, too. In
short, UT 2003 aims at doing one thing, and succeeds
remarkably well at it: It’s the best damned Unreal
Tournament on the market…at least until UT 200X rolls
around.
|