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Unreal 2 Fact Sheet

by Maarten Goldstein, Aug 15, 2002 6:26am PDT

Infogrames sent out an Unreal 2 fact sheet with a list of features in the sequel that Legend Entertainment is developing. Six screenshots have been released as well, but unfortunately these are not new unless you didn't read any of the recent Unreal 2 articles.

Key Features - Innovative Game Play - Unreal 2: The Awakening combines intense, pulse-pounding action with the magic of exploration and discovery and RPG-style character interaction - Devastating Arsenal - Fifteen flesh-chewing instruments of destruction are available, ranging from familiar alien-bashing favorites like the Rocket Launcher and Combat Assault Rifle to all new exotic alien variants like the Leech Gun and the hunter/seeker Takkra - A Large Bestiary of Creatures - The fearsome Skaarj return along with 24 all-new enemies, each hell-bent on eradicating the player and his compadres ...




Comments

23 Threads | 71 Comments






  • I seriously need to ask both Epic/DE and Legend a few questions:

    - Will the fully-auto weapons finally have their true rate-of-fire, auditory RoF, and ammo consumption rate synchronized? So far (to my best knowledge), no Unreal-engine game has done that, mostly due to last-minute weapon balancing and the firing sound sample consisting of a multiple-shot loop. The DNF E3 2001 video did show an assault rifle with a matching true and auditory RoF, but that could've been a post-recording audio trick.

    - Will UnrealEd finally be a fully stable editor and resource viewer (texture viewer, sound player, etc.)? I can't even run the first version of UnrealEd because of some "unexpected error" (dunno if that was the case right after release), and it took a 4-meg patch just to be able to fix that (and other things). Even now UnrealEd2 has nasty quirks when trying to scroll the texture preview page, and I'm sure there's other problems that others have encountered. Please, Epic, rewrite UnrealEd so it at least looks more stable than QeRadiant.

    - More than 16 simultaneous sound effects? I still haven't seen any game show me that it can do that, aside from some beta builds of ZDOOM with the FMOD sound engine. I'm assuming that Epic entirely rewrote Galaxy since they won't be using mod music anymore, and they want that 5.1 setup (probably only with Creative cards, it seems). Come on, 16 channels isn't enough for ambient sounds, which lead to immersion, which let us enjoy and keep playing your game.