Unreal Tournament 2007 Screenshots
by Maarten Goldstein, Aug 22, 2005 10:03am PDTIn case you missed them when reading the recent previews that went up around the net, we have the seven new Unreal Tournament 2007 screenshots up locally today. Oh so purty.
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Comments
in motion, however, theres no cohesion. the graphics look real, but the animation looks crappy, the physics are all bouncy and retarded, the particles are not real at all, and fuckin MALCOLM is the biggest idiot this side of mars.
true, i have inferred all this from looking at shitty quality movies. but still.
one game that came together really well is half-life 2. everything works well in that game and works towards an end. its as if they had a really good project director who managed to mix everything together very nicely.
with games like ut2k7, its like different people are incharge of the various departments, and theres no communication between them. they just bring everything together at the end.
sure this game aint comin out or a while... but i can bet a lot of money these things wont change.. cause probably, whoever is leading the project (isnt it the reaperbot dude?) is happy with the way its turned out presently.
anyways, still cant wait to play. just bickering.
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The polygon count is out of control, btw.
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Show me the physics!!!!
Show me the physics!!!!
The eye candy is there but Ill like to know how is the physics for the vehicles specially.
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I can't wait to turn them all off and down to lowest settings so I can kill people faster and see people through the objects that my low graphics settings have hidden for me!
:D
Of course, as soon as the action starts, I don't see the visuals anymore. The only time I really notice how good games look these days is when I'm not the one playing them, like if I walk up behind someone at a LAN party or something. I'll ask them "What the heck are you playing, it looks so good" and they'll say something suprising, like, "Oh, it's Area 51" which isn't the most visually stunning game out there to be honest, but when I wasn't concentrating on playing it, then I could appreciate all the shaders and details and environmental effects.
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I always thought a marvel of gaming engines was how q3 made curved/smooth surfaces and/or round shapes (like archways) - although you had to crank the detail up, it was there and looked great. (shaders?)....why doesn't any Unreal/UT game have that yet?
These shots are the closest...
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I don't care about the specifics, I realize this is no simple request, but having a seamless level loading engine be able to render complicated cityscapes with people inside/outside of it and able to look down on it from a hillside would be awesome for non-deathmatch crap games. Multiplayer FPS/RPG hybrids, MMOs, and the like. (Games that involve more than running around in circles for hours.)
Games keeping pushing more and more for photorealism, but I want more flexibility realism. My limited experience with mapping for HL1/HL2 made me realize just how poorly game engines perform with large amounts of potentially visible polys. There are tricks you can do to hide crap, give the illusion of more visible things/larger distance (esp with HL2 skybox stuff), but ultimately its still gimped out smoke and mirrors and careful layout for visibilities sake, gameplay flow completely aside.
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Ok. My eyes were fucked up somehow. It looks beautiful now.
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Oh, and bring back Nali Healing Fruit.
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I'd rather the game be more strategic than just a bevy of crap to hide the player in.
Meh, r_picmip 5 FTW I guess :)
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They have the "snow" levels, and the "ancient civilization" levels, and the "swamp" levels and "desert" levels and the "ultra modern sky rise" levels and it all fits.
But it is odd seeing these ultra high tech vehicles -- in these screenshots -- in this Old World setting; It looks like present day Europe w/ a lot of crazy neon. It's like all of the technology has advanced, but the architecture has remained for hundreds of years (and just been plastered with neon).
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I'm a bit tired of the standard FPS online deathmatch though. I hope it offers something unique but i'm not going to expect it. Shackbattles could be fun.
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I'd rather play a detailed RPG in this environment than a run & gun FPS.
I'm getting too old for competitive death match stuff.
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Displacement maps are being used so well here, I don't know where to begin!
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"They're environments, not levels." What James is getting at is how each distinct killing field is intended to be a believable place. The Carbon Fire deathmatch environment we were demonstrated, for instance, was a robot manufacturing facility. In different areas robots were being constructed, painted, shipped, and distributed.
Oh boy. This usually spells trouble. Hello gimmick levels, goodbye mapflow/gameplay.
Bad decision. Bad bad bad.
I guess here's where the "stop boo hooing, you can have both!!" guys reply, but I'll just have one thing to say to them: you're wrong. It's either/or.
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"The Scorpion Buggy... The Goliath Tank... The Raptor Fighter... Have you ever looked at me and asked yourself, 'How does the motherfucker do it?' Well, stay tuned and over the next half-hour I'll show you how!"
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