Just in case you haven't been keeping up UT2007 is now UT3.
http://media.pc.ign.com/media/746/746632/vids_1.html
The hell with every thing else that is coming out this year. I want this game the most.
New UT3 video.
- TigerRaptor
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Re:
Unreal Tournament 3 Movie Trailer (42mb high def) - courtesy Beyond UnrealDiedel wrote:Dang IGN - hires version for "IGN insiders" only.
Is there no other d/l source?
Re:
No offense Isaac, but are you slightly retarded or something?Isaac wrote:why would one be age restricted?
and is this game gonna be a frist person rpg like halo or something? It looks like it's going to have a thick story line.
- DarkFlameWolf
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It really is difficult to be impressed when it's the fourth iteration of the same game that was made eight years ago. Aside from graphics, each incarnation of UT has brought little new to the table.
I don't know. After I played Half-Life 2 Deathmatch, I got really spoiled on the physics engine. Being able to manipulate and use the environment to your advantage is immensely satisfying. Gears of War was pretty, make no mistake, but it was also completely static. Look, but don't touch. I can't imagine UT3 being any different since it probably uses the same physics implementation.
Another thing I've come to like about HL2DM is the distinction between walking and running. In UT and Quake, you are always running and there is little reason to ever walk. In HL2DM, you walk by default (granted, it's a fast walk) and can sprint short distances. What this provides is an added dimension of movement on a 2D plane, which is vital because HL2DM's environments tend to be realistic and flat. UT has, for years, tried to compensate with insanely overcomplicated, multi-tiered maps with corridors and passages that are comparable to Descent-on-foot. The homebrew level community has taken this to ridiculous lengths.
Myself, I prefer simple-stupid deathmatch layouts with at most two tiers.
I don't know. After I played Half-Life 2 Deathmatch, I got really spoiled on the physics engine. Being able to manipulate and use the environment to your advantage is immensely satisfying. Gears of War was pretty, make no mistake, but it was also completely static. Look, but don't touch. I can't imagine UT3 being any different since it probably uses the same physics implementation.
Another thing I've come to like about HL2DM is the distinction between walking and running. In UT and Quake, you are always running and there is little reason to ever walk. In HL2DM, you walk by default (granted, it's a fast walk) and can sprint short distances. What this provides is an added dimension of movement on a 2D plane, which is vital because HL2DM's environments tend to be realistic and flat. UT has, for years, tried to compensate with insanely overcomplicated, multi-tiered maps with corridors and passages that are comparable to Descent-on-foot. The homebrew level community has taken this to ridiculous lengths.
Myself, I prefer simple-stupid deathmatch layouts with at most two tiers.