CG Online concludes the preview mentioning that the game should be out by spring 2002, which seems sooner than some of us might've thought (it surprised me).In the new expanded game, class-based player teams will fight for control of planet surfaces and alien artifacts using nanotechnology replicators to build ever more sophisticated weapons and structures. Each of up to 32 players may be a Marine, a Mercenary, or a Skaarj, and can choose among three different classes. Available are the Grunt-soldier type, an all-brawn, all-combat hard hitter who will be able to use all of the heavy weapons in the game; the "Spook," a Light class unit who can move very fast and use all of the more exotic weapons; and a Tech soldier who can control replicator units that build all the weapons, ammunition, and equipment, as well as place force field generators, rocket turrets, health and armor healing stations, sensors, recon and repair robots, and any other items you can build to modify your base.
Okay, I know I'm going to catch hell for saying this, but I'm not going to let this one slide, otherwise misinformation will spin things out of control and make us look worse in the end. Without trying to throw a slam at our PR people or anything, I'll merely say that Mr. Frary should have consulted us before making his statement. The ASMD/Flak issues were in discussion between Legend, Epic, and Infogrames well before the topic was even brought up here on these forums. I'm not saying that we're ignoring the fanbase here or anything (we're certainly not), but by the same token, we've been considering these issues for some time now.
That said, the ASMD and Flak cannon *MAY* make it into U2, and the current trend in our discussions (which may have led Mr. Frary to jump to a conclusion here) is that they will... but this is not carved in stone. [snip]
As we've learned in the past, game designers use carving stones for final decisions, and that hasnt occurred just yet. update: Looks like it is now CARVED IN STONE!!!
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]
PC.IGN also has some impressions.As such, Unreal II will have some gaming conventions that people don't really associate with action games--conventions like text trees, for example. But Unreal II won't be an adventure game in any sense of the word. Powers said that the varied missions will include stealth-based levels, hostage rescue, bomb defusal, and squad-based combat. Some levels will even force you to defend a base from oncoming attackers by manning different stationary weapons and giving out orders to other marines to do the same. And while Unreal II will largely be a single-player game, it will have a sizeable multiplayer component. In addition to deathmatch and capture-the-flag maps, Unreal II will have a mode called expanded multiplayer or XMP
- How long will it take to finish Unreal 2 and what are the elements that make gamers play it again and again and again?
- Legend: WeÂre hoping to make a single player game with 15-25 hours of game play for an average gamer. Of course there is much more game play in the multiplayer - you can fight bots or go on-line and spend many, many hours playing. ItÂs worth noting that there are some single player missions with considerable replay value. ....
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