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 ...
U2's mp was dropped because, frankly, making a truly next generation single player FPS experience is a ton of work and the game needs to ship sometime this century. The team is focusing on a great SP experience. You think the mod community won't figure out all sorts of crazy stuff with the game within days of release? They will. UT2 will fulfill all of your multiplayer needs.
Also in case you missed it last night, check out this Unreal naming change stuff. Yearly editions?
When Unreal Tournament 2 is released I think you're going to see mod makers taking to this engine like never before and I think you'll also see the engine being used for a lot more things outside of gaming. UT2 has 100 to 200 times the detail (on-screen poly counts) of the original game but, if you have the hardware to run it, there's nothing stopping you from creating content that's 1000 times the detail of UT, 2000 times or even more than that. That kind of hardware should be on store shelves and in consumers' hands before the end of 2002! So now all those interesting non-gaming uses that requires huge polygons counts have a game and a set of tools on which they can go to town. When the game gets released we'll not only release most of our tools along with it but we'll also release some of the documentation on the Unreal Developer Network. This not only has implications for Unreal Tournament 2 but also for Unreal 2 which is coming a few months later.
- Replay value. . . are we looking at the basic single player campaign, when it's over...it's over, move on to multiplayer?? or will Unreal 2 have multiple endings or other ways to enhance the games replay value??
- ThatÂs a hard one to say. In general, IÂm not a big fan of replayability in singleplayer environments. When I get to the end of a game, I want the satisfaction that I got as much out of it as humanly possible, not a nagging feeling that I may have missed something three missions back that would have lead to a different ending. ...
I wanted to issue a correction about the Unreal2 "Loading..." page in CGW. On Friday it came to my attention that there was a thread on Shacknews where people were questioning the legitimacy of the image used in the CGW "Loading" page. Matthias Worch made a statement saying that it was 100% real. Unbeknownst to Matthias, it had been modified by hand-drawing shadows into the screenshot after it had been taken. Player shadows weren't working at the time so I gave the go-ahead to add them and release the modified image to CGW for their "Loading" page. This is something I am 100% responsible for and in retrospect I should not have done it - I would like to take this opportunity to apologize to our fans and gamers in general for doing this. This is not something you would expect from Epic Games and I want people to know that I was responsible for it. I have included the original screen shot on which the image was based (before shadows were added) as well as some screen shots taken this weekend using the current version of the game in which shadows are working.
Mark Rein,
Epic Games Inc.
And here we go with the "it's fake" posts again. This shots was done 100% in the engine. The models are real. The geometry is real. The lighting is real. The particle effects (that includes the rocket streak and explosion with the lenseflare) are real. If you want to find something fake it's that we posed the shot (it was for a CGW double page, after all) - the overall composition was sketched out before and models were placed in the editor. But then we went into the game (on a P3/1Ghz with GeForce2), let the bots fight and pressed the screenshots key. THAT WAS IT :)
I know that some people won't believe it, and well, there's nothing we can do about it but tell them to wait for the game. And to be honest I've seen too many fake screenshots in my lifetime to not understand that people are suspicious. But this shot is real :) And no, we usually don't pose stuff, too much work, pretty much all other shots are simply taken by playing the game and hammering the screenshot key.
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