What takes 4 years and a billion words
of hype to make? Unreal. This is the supposed
Quake 2 killer. It would have been the Quake killer
but it took so damn long to make that Quake 2 was
already out. As for the game, its a
first-person-shooter. Guide your humanoid
character through 40 odd levels vanquishing your
foes. Promises for Unreal abound. Everything from
dynamic lighting to roaming monster AI (artificial
intelligence). How much of them made it into the
game? Let us find out.
Graphics:
Sometimes the graphics will blow you
away. Sometimes you get jerked back to reality
when a bug (design element as some would call it)
appears. Sky graphics have been laughable up til
now in all the Doom, Quake, Duke Nukem games.
In unreal we finally get something realistic. In fact
the skies look startlingly real at times. The opening
intro scene shows the "Bluffs" level which has a
starry sky with clouds. You could literally stare at
the sky for 10 minutes in awe of what Epic has
created. Photo-realistic would be the only way to
describe it. It's whispy yet voluminous - kinda like
real clouds! However, on some levels the "sky"
isn't high enough and you can actually fire your
blaster and HIT the sky. OOPS. I can't recall the
last time something bumped into the sky.
Obviously Epic is using an elaborate texture map
on the top of the level but they needed to code this
another way. Having that illusion shattered by a
simple laser blast was kinda lame.
Texturing is a showcase here. No other
game can touch Unreal at this point for the
quantity and quality of textures used. These
textures are so well done that they almost look
bump mapped (dynamically lit). Even when you
walk right up to a wall, the texture maintains detail.
Usually textures just get blurry at close distances
in other games but they have managed to avoid
that.
Weapon effects are good and bad. The
primary blaster weapon looks a little tame even
with its trail and sparkly effect. Other weapons like
the Eight-Ball gun lack punch and have wimpy
explosives. There is a railgun type of weapon but it
too looks a little bland. The flak gun, and razor gun
too, seem wimpy. Game developers only need look
at Forsaken or Turok to see how weapons should
be properly done. To this day, nothing has
compared to the earth shaking effects of Turoks'
weapons. Its nuke gun and scepter totally
vaporized the screen. Overall Unreal beats Quake
2 for weapon effects, but only by a small margin
and not in an impressive way. Quake 2 just had
really boring effects so Unreal wins almost by
default.
Level effects however, are really
impressive. A new idea known as "portals" makes
an appearance in Unreal and its quite good. It
creates a sort of "window" into another area. It
usually shows as a doorway where you can look
into another room but if you look behind the
doorframe there's nothing really there. Walking
through causes you to step into this new
dimension upon where you can look back through
the portal and see the room where you came from.
In the doorway itself the game uses a shimmering,
translucent effect which can be really breathtaking
at times. Another huge effect is dynamic lighting.
Certain areas have light that actually changes
according to the source and objects which block
the rays. For example, there is light shining
through a vent with a fan in it. As the fan spins the
light rays change and the pattern on the floor
below follows with it. This shatters the old way of
lighting a level which is to pre-render the lighting.
Pre-rendering of course looks fake as soon as you
have movement. You expect the light to change
but since your basically "walking through a
picture" it doesn't. Hopefully, all future games will
use dynamic lighting to some degree as it truly
looks amazing. It lends a realism to levels that was
previously impossible. Lava and water are another
innovative area in Unreal. Instead of the cheesy
water texture that you see in Quake 2, you see a
fully flowing mass of liquid. It bubbles and ripples
just like the real stuff. This is another feature that
you'll end up just staring at every time you see it.
One level had a box with some water on the top of
it, and you'd swear it was wet. Volumetric lighting
is another biggie in Unreal. You'll first notice it on
the very first level. As you proceed through the
airshaft to escape the spacecraft there is a smoky
portion. This is done with volumetric lighting which
treats only a certain space with the effect to create
a foglike or smoke appearance. It shows in many
more places later on, but this is the first obvious
example. Colored lighting is another big feature in
Unreal. Instead of the sickenly saturated colors
that id used in Quake 2, Unreal uses a varied and
usually subtle choice of shades. The light also
blends together. A red light and a blue light
actually make a purple light where they cross.
Quake 2 was supposed to do this but that got
canned in the final release. Outside levels use
white light instead of the disgusting yellow light in
Q2. Good call Epic. Lights themselves have an
effect not seen up til now. They have a variable
halo around them depending on the distance away
and it goes away when you get up close. It looks
good, but it feels like its backwards to reality. I
would think that the halo would be greater when
closer to the source instead of further away. It's
impressive the first time you see it but not the
hundreth. Screen tinting made it into Unreal, but I
have always hated that effect. It shows primarily
underwater but also when your hit with lasers. It's
somewhat realistic but usually it just ruins your
vision. To disable it, just go into Advanced options
> rendering > 3dfx > corona and choose disable.
I've never seen better skins. Monsters
are detailed and smoothly textured. This is due to
high resolution skins. Quake 2 must use the lowest
res possible for skins as the faces become blurred
chum when viewed from a close distance. Unreal's
skins are fully detailed at even an inch away. The
faces don't have that weirdo polygonal look, in fact
nothing does. Arms are curved and tails are round.
Conversely, a game like Jedi Knight had boxes for
legs and square blocks for heads. The contoured
graphics of the skins helped a little but the
geometric look was laughable at best. The
characters look maybe a little rubbery in Unreal
but they are definetely better than anything else so
far. Spec Ops and Half-Life are the only real
competitors here, each with their ups and downs.
If anything, the player models have an anime' look
to them. I played the botmatch mode and was able
to see many of the other humanoid characters. The
only thing extra they could do would be to talk.
The actual player motion however, is not as good.
It looks sort of jumpy and the models don't really
take steps like in Tomb Raider. Instead they just
slide around while pretending to step. Also, the
models don't have a walking backwards pattern.
Instead they just step backward using the
animation for walking. Try walking backwards and
you'll notice that you roll on your heels differently.
End result is that the character animation
looks...unreal (snicker).
Sound:
Let's look at sound effects first. Unreal is
creepy, creeky and eerie. Wooden walkways have
the sound of bending boards and guns echo in the
cave levels. Your footsteps sounds quite realistic
unlike the queer pitter-patter of feet in Quake 2.
The guns sound only decent but the bots screams
and yells in BOTMATCH are great. It actually
sounds like death. Gibs and splattering bodies
really go SPLAT like they should. What I call
"sound cues" however, are weak. The noises made
by bots or players in deathmatch don't illustrate
well the location of the soundsource. This is vital in
deathmatch as it helps you do determine where
other players are in relation to yourself. A3D is
supported though, so maybe the cues are better
on a soundcard that supports it. Most people don't
have soundcards with A3D support though. Echo
effects only occur in certain areas such as caves.
At times the echo is too artificial which makes it
just sound cheap. The sound effects are good
overall but I wasn't blown away by anything I
heard.
Music is an oddity in Unreal. A sort of
MOD type file is used instead of the more common
CD audio tracks or midi files. All 3 formats can
work or fail depending on the composer. To me the
music sounds corny. It's a techo type of
soundtrack but usually it sounds way to cheery or
happy considering the setting of the game. It also
sounds like mono to me which makes it rather flat
sounding. Mainly I didn't notice the music until a
cheesy section started and then by it's goofiness I
was alerted to it. If anything, put in your own CD
with good music, because this stuff just sounds
canned.
Singleplay:
The beginning of the game has you
escaping your jail cell in the spaceship. The ship
shakes and you have no weapons. You eavesdrop
on an execution and find an escape hatch. In a
later level you find yourself in the middle of a trap
when bars block you in a long hallway and the
lights start to shut off. This is the innovative part
of singleplay. This doesn't continue throughout the
game though. Later levels fall into a rut of getting
weapons and ammo and finding various switches
to open doors. Levels are too big for their own
good. You literlly get tired of walking around the
massive yet mainly empty levels. You occasionally
stumble upon the Skaarj but usually your left to
your own devices. Levels branch off into different
areas but they are usually completely worthless. A
hallway that lead somewhere may have nothing in
it of value, and ends up being a waste of time and
ammo. You find yourself just backtracking to
where the level split off and following another path.
I guess this is an attempt at open level design but
really it turns into a time waster. The gameplay has
an odd, disjointed feeling to it as well. The setting
is unfamiliar but it also feels phony. Certain areas
have an Aztec theme that suddenly turns into
Pirate of the Carribean (DisneyWorld), then into
medievil. All these strange settings and then a
monster-like race to battle with. The monsters do
NOT roam as was promised which turns this into
another doom game. Many times you will come
upon a Skaarj with his back faced to you. Then you
get to see him just sit there, waiting for you. To be
realistic the monsters would have to be free
roaming but this feature obviously got sent to the
chopping block. There is the occasional "boss"
creature to battle with but they aren't that
impressive or smart. The killer AI that we were
promised is laughable at best. It consists of
monsters who chase you endlessly but dodge left
or right when you fire at them. They don't get
reinforcements or hide behind boxes for cover.
They run away when hurt badly but that just leaves
them open for easy shots. Usually it's just one
shot as they tend to fight until on the brink of
death before hightailing it out. Overall, I'm bored
with the singleplay already and have no interest in
completing the levels.
Botmatch:
Don't skip this part. It's probably the
most significant part of Unreal. The infamous
programmer of the Reaper bot (quake 1), was
brought in to create the code for the Unreal bots.
A bot is a computer controlled player that you
battle in deathmatch. They try to play like a human
would to provide you with a deathmatch game
without having to find actual people. The AI is
pretty amazing in this area. These bots chase and
retreat and generally act like human players. In a
game with several bots you will find different styles
of play for each bot. One may be agressive while
another likes to snipe and hide in shadows. These
bots also fight each other. Other bots for Quake 1
and 2 fight but usually sign an immediate truce the
second they see you. So that supposed free-for-all
game turns into bots vs humans until your dead.
But in Unreal they continue to fight other bots as
well as you, depending on various criteria such as
proximity, weapon comparison, etc. It all adds up
to a very entertaining game even though none of
your opponents are actual humans. These bots
also play fairly. They miss shots on you and don't
do the super-strafe. They turn like a normal player
would and measure their jumps one at a time
instead of player perfect leapfrog from ledge to
ledge. They also don't jump down to the lowest
point in a map. Almost all bots up til now have had
this crappy fear of heights and you would rarely
see them in the upper areas of a level. The Unreal
bots stay high sometimes and even snipe the
victims below. The bots themselves can be
individually configured so you can tailor them to
the type of game you like. I would call this AI
programming the most significant part of Unreal
even though most people will barely notice it.
Multiplay:
Multiplay is really the hot ticket these
days in PC games. Unreal however, divebombs
completely in this area. Gamespy was supposed to
be the way to find servers but presently it is still in
PRIVATE BETA (lame), so you'll have to just
arrange inpromptu games with friends. The netplay
code itself, stinks. Even with a cable modem host
and only 2 33.6 modem users, the gameplay was
severely jumpy and lagged. It was virtually
unplayable and not enjoyable in the slightest. So
as is, Unreal is a peice of crap for multiplayer
deathmatch. Patches may or may not be
forthcoming. LAN play is fine I'm sure, but that is
available for about 5% of the gamers these days so
it's not even worth discussion. There is co-op play
but it's probably even slower than deathmatch so
who cares.
Requirements:
Unreal is probably the most demanding
game ever made. It appears that nothing less than
a Pentium ][, a 3Dfx Voodoo 2 - 12 meg, 128 megs
of ram, 500 megs of hdd space and a cable modem
are what it requires for truly smooth single and
multiplayer action. If you don't have a Pentium ][,
you'll experience slowdown in the more complex
areas or when battling several Skaarj warriors. If
you don't have a 12 meg Voodoo 2, the game will
look horrible and run slowly in any resolution
above 512x384. If you don't have 128 megs of ram,
then the game will swap constantly which also
hurts performance. Cable modem also appears to
be the only way to play smoothly on the net. I
found Unreal chugging badly when fighting several
skaarj and the swap file was a ridiculous 96 megs
even though I have 64 ram. Add to that the 377
megs needed to install the game and you have a
game that needs about 500 megs of hdd space.
Can you say, bloated pig?
Summary:
Unreal sets out some loftly goals. It
treads new ground in the graphics department and
the setting and theme is fairly original. Important
elements of singleplay were not included (roaming
monsters) so all in all I didn't like it. Replay value is
virtually NIL for me as I can't imagine ever wanting
to play the levels again, especially since I know
where all the tricks and traps are now. Botmatch is
a great way to play though, and this alone makes it
worth getting the game. The bots are surprisingly
entertaining and should provide lots of gameplay
value. Multiplayer as I said earlier, is pretty much
useless unless you have a cable modem. On a
dial-up connection, it's just too lagged. Hopefully
this will be fixed in patches but I'm not too hopeful
about this. Finding servers is another problem
until a public release of Gamespy 2 comes out. To
play smoothly, I think the requirements are just
ridiculous. Most people don't even have a P2 let
alone also having a voodoo 2 AND 128 megs of
ram, so the majority of us are getting choppy play
or must use the ugly, lower resolutions. If you
have a p166 and no 3Dfx card, I feel sorry for
whatever gameplay you get with Unreal. Given the
flimsy singleplay and the flakey multiplay, I can't
possibly give an ultra high rating for Unreal. Even
if multiplayer is improved, the singleplay is still
dopey so your left with only half a game at best.
The fact that this took 4 years (approx) also makes
me wonder just what the hell Epic was doing for
part of that time. At the end of this road I still see
Quake 1 and 2 as being better games for
deathmatch and Half-Life will probably overshadow
Unreal's singleplayer design.
Good stuff:
graphics are cutting edge
botmatch is great
good sound effects
great architecture
Bad stuff:
outrageously high system requirements
bland singleplay
trashy multiplayer code
not so great weapons
crappy music
Graphics: 20 / 20 Never seen better graphics and what an amazing sky.
Sound: 12 / 15 Good sound effects but lame music.
Gameplay: 19 / 25 Mixed bag.
Fun Factor: 15 / 20 Not all of it is fun.
Multiplayer Play: 1 / 5 Lousy unless you have cable or T1+
Packaging: 3 / 5 377 megs is too damn big for one game.
Overall Impression: 7 / 10 Flaws abound. Missing features. Amazing bot AI.
Overall Rating: 77 / 100
Tested on:
intel p200mmx
Asus HX 512k MB
64 edo ram
4 mb matrox mystique
Orchid Righteous 3D 2 - 12 meg
AWE32