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Hook's UT Place
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Hook *Captain (Site Administrator)*


Joined: 29 Mar 2007 Posts: 597 Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
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Posted: Fri Dec 28, 2007 2:37 pm Post subject: GameSpy PC Comments about UT3 ... |
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| Nexus wrote: |
| GameSpy.PC wrote: |
If nothing else, Unreal Tournament III is a game faithful to its franchise. The combat is as tight as any FPS fragfest out today, the graphics are bleeding-edge, and it's loaded with a ton of gameplay modes that can be played online or off against some of the toughest AI bots around. UT3's got a lot of game, and most of it's pretty kickass.
And yet, over the course of a few days of playing UT3, one question kept nagging us: why did this game take three-and-a-half years to make? After the stellar Unreal Tournament 2004 -- one of the best multiplayer games of the decade -- UT3 feels strangely skimpy and unpolished in comparison, from its oddball attempt at a single-player campaign to the lack of anything particularly innovative in multiplayer. It's still one of the best games in town, but after such a long wait, it's a little disappointing to find it's in many ways a step back from a game we've been playing for years.
Unreal Tournament III is actually the fourth game in the series; the "III" is more a nod to it being a third-generation UT game (UT 2003 and UT 2004 were both second-generation Unreal engine titles). As with the previous games, there are plenty of classic deathmatch, team deathmatch and capture-the-flag maps to keep you busy, and they're generally solid. There's the usual array of sci-fi and gothic architecture, crumbling cities and fortresses, and exotic locales like a spaceship with pockets of varying gravity. In a nice touch, there's a "Deck" remake; a few more would have been welcome, especially a "Facing Worlds"-style CTF level.
Beyond these basic modes, the landscape of Unreal Tournament has changed quite a bit. Gone are Double Domination, Bombing Run and (our favorite) Assault. Even Onslaught, which was the marquee mode of UT 2004, has been retooled and given a new name, Warfare.
At first glance, it would be hard to tell Warfare apart from Onslaught. The basic premise remains unchanged: set on sprawling outdoor maps, two teams push back and forth along a chain of power nodes, attempting to reach the other's base and attack its power core. Once again, a variety of land and air vehicles are available to help you get around, including the returning Goliath tank, Scorpion buggy and Manta hovercraft.
One of the key twists added for Warfare is the addition of an orb (one for each team) that can be carried to instantly capture the next vulnerable power node. The orb performs a similar function as the medic invulnerability in Team Fortress 2: when one team has dug in its heels, the orb offers a chance to break the stalemate and keep things moving. If the person carrying the orb is killed, it's dropped and eventually self-destructs; in a nice touch, a member of the enemy team can willingly detonate the orb in order to get it away from a key power node. |
* 8 GB of Free Hard Drive Space
Recommended System Requirements
* 2.4+ GHZ Dual Core Processor
* 1 GBytes of System RAM
* NVIDIA 7800GTX+ or ATI x1300+ Video Card
* 8 GB of Free Hard Drive Space
Trust me, this game is worth it!
-Rich |
_________________ {xCBx}Hook (Site Administrator)
Hopelessly Addicted to UT99 & Mapping for it!
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