"We want to make it a real moment-to-moment experience," says Senior Level Designer Scott Dalton, who cites some impressive influences: "I totally worshipped Half-Life and Deus Ex." Using AI comrades will add a unique twist, as you'll be able to command probably four or five supporting marines using an interface designed to be fast and effective.
"I'd like to have ground battles of eight to 10 units, but it's more likely to be four to five maximum," says Verdu
In creating the weaponry, Legend Entertainment has taken the best idea from Rewolf's so-so Gunman Chronicles and created a user-definable arsenal. The grenade launcher is a good example. This compact unit is able to fire incendiary, fragmentation, poison gas, smoke, EMP and stasis grenades, all of which can be programmed to detonate on either impact or proximity. The Takkra is another imaginative design that unleashes swarms of small hunter drones either to track down an opponent or close ranks in a defensive formation around the player ...
But rumors say that they are developing a game called Unreal Championship, that will emphasize multiplayer gaming ala Unreal Tournament. Legend has only confirmed that they're working on an Xbox title.
If there is any truth to this, I would put my money on the XBox version of Unreal2 being Unreal Championship is all. Especially taking into considering that Epic is known to be working on a title called Unreal Warfare that is most likely focused on multiplayer itself. It would seem silly to have 2 products on your own technology competing in the same market. However I thought green stretch pants were silly but I was prancing around town in them just a few months ago.
The story unfolds through the briefings, cut scenes, in-game dialog with NPCs (mainly your crew), and the action contained in the missions themselves. One of the important goals with Unreal II is to create a game that has fast paced, high intensity combat and yet tells a real story - with interesting characters, according to Infogrames.
If you read on they dont really give away stuff that sounds really revolutionary. Of course if I was legend with a game still a ways from release I wouldnt be giving away any big secrets just yet.
- It's an all-new world, and all-new character to play, and an all-new style. While set in the same universe as the first game, Unreal II will introduce five alien races in a story that's designed to be tight-knit.
- GeForce III optimized with 10 times the number of polygons for particles and characters compared to UT, with typical enemies sporting 3,000-5,000 polys and your crew having 7,000-10,000 polys. The improved terrain and level geometry will push 100 times the polycount of UT.
- 12 months left in its development.
- 25 levels
- Multi-player -- Deathmatch, team DM, Last man standing and CTF, plus a character driven (ala Team Fortress) new mode of play.
The Unreal Engine includes exporters for Discreet's 3D Studio Max and Alias|Wavefront's Maya. These allow you to export fully textured objects and fully textured and animated characters. We've created a character model, and more importantly, a skeleton, that we're going to provide licensees to help get them get quickly up to speed with facial animation techniques in Maya. The Maya model contains 85 bones and is completely set up for detailed facial animation.
Of course everyone will start making comparisons to the DOOM stuff, so here ya go.
- It's an all-new world, and all-new character to play, and an all-new style. While set in the same universe as the first game, Unreal II will introduce five alien races in a story that's designed to be tight-knit.
- GeForce III optimized with 10 times the number of polygons for particles and characters compared to UT, with typical enemies sporting 3,000-5,000 polys and your crew having 7,000-10,000 polys. The improved terrain and level geometry will push 100 times the polycount of UT.
- 12 months left in its development.
- 25 levels
- Multi-player -- Deathmatch, team DM, Last man standing and CTF, plus a character driven (ala Team Fortress) new mode of play.
Those images were captured from an Mpeg movie that showcased technology demonstrations that we use from time to time to illustrate some of the advanced features and capabilities of the Unreal Engine. [...] The scenes in question were video-captured approximately 6 months ago from unpolished, work-in-progress Unreal2 levels [...] When we do release screen shots for Unreal2 we want them to be meaningful, special and most of all, memorable.
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