Unreal2 Interview
by Steve Gibson, Aug 18, 2001 8:16am PDTActionVault has a new Unreal2 interview today discussing the Unreal sequel with Mike Verdu from the team. Mike gives some pretty good details about the game and what they are focusing on along with the improvements that can be expected when compared to the original Unreal. Some of you may still be waiting for the shareware release of Unreal though...
We gave weapon design a great deal of thought. We want to have cool, innovative new weapons that give the game a distinctive flavor in multiplayer - but we also wanted some familiar weapons that people will be immediately comfortable with when they fire up the game. The result is a large selection of guns, launchers, projectors, and beam weapons - some made by humans, some made by aliens, and all packing some pretty serious firepower. FPS gamers should feel right at home with the rocket launcher, grenade launcher, pistol, combat assault rifle, sniper rifle, and shotgun. They'll also have a chance to play with some new, exotic weapons like the hunter/seeker Takkra, flamethrower, and biological Leech gun. [screenshots]
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Comments
::gulps down a Nali healing fruit::
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every developer says the same thing, "we're coming up with new, cool,
powerful weapons...things that a fan of fps games will feel comfortable
with..." man, talk about freaking bland.....i wish someone would just
stand up and say, "we're going to use the tried and true weapons. and
we're gonna make 'em shred other players."
just my .02 worth.
bring on the snotgun!
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Deja vu; but not in a bad sense.
"...some made by humans, some made by aliens..."
Ditto for this part.
"...and all packing some pretty serious firepower."
Could it be? An Unreal game with weapons whose bark is actually WEAKER than their bite? I'm welcoming this change; the AutoMag, Stinger, and Minigun were too weak, the Eightball and Flak Cannon were too slow, and some of the other weapons were BOTH too weak and too slow, and the 2.18 patch (or whichever one snuck in "unrealshare.u") wreaked havoc on my mind by putting in better sounds for the same weapons.
All I ask of Legend is that they don't make this kind of mistake with U2. Back in 1998 and 1999, the only single-player game with weapons that didn't seem worthless or mistimed or otherwise inherently WRONG was Half-Life. Soldier of Fortune broke that dry spell, though.
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First quarter 2002?!
<Anakin voice>
Woopie!!!
</Anakin voice>
I had no idea this game was so close!
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People will laugh at me for this, but I really like the GES Biorifle in UT (more than I liked it in Unreal) - not spamming with primary, but loading a huge ball of snot in secondary, and unleashing into a brawl or on some unsuspecting bot.
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yawn.
I'm having a great time with Tribes2 lately. Prolly cause I found a good server where only 1/2 the players are retarded. Gameplay wise it offers so much more than any MP FPS out right now. If Dynamix hadn't fucked up the release the game would be twice as big. I'd like to see new FPS move towards team based multiplayer making use of new engines that use terrain. Theres a ton of new ideas that could be used. Just as long as the don't make it a mass multiplayer craptacular with pay to play.
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