UT 2007 !!!
UT 2007 !!!
UT 2007
This looks incredable. I'm sure some of you have seen this already, but just in case, I thought I'd pass it along.
I'm shocked at the detail. I honestly didn't think we would see this kind of realisim for another 4 years.
This looks incredable. I'm sure some of you have seen this already, but just in case, I thought I'd pass it along.
I'm shocked at the detail. I honestly didn't think we would see this kind of realisim for another 4 years.
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I think it's commendable that they admitted not bringing out the game they could/should have. It shows they're on the right track. I read in an article in a gaming magazine that said they demo'ed the engine and some maps to the press completely devoid of artwork. They claimed that they were focusing on gameplay until they had it where they wanted it. Once they had a game that was fun to play, they would introduce the artwork. Seems like a unique philosophy in the land of tech demos marketed as games.
I just hope they don't dumb it down like they did with Tribes: Vengeance. What an incredible disappointment that was.
I just hope they don't dumb it down like they did with Tribes: Vengeance. What an incredible disappointment that was.
Dude, I don't know what you're talking about, I totally got into Half-Life.kurupt wrote:hopefully it doesn't suck as horribly as ut2k4, doom3, halo 2, and half life 2 did. i've been itching real bad to get into a game but there just hasnt been any recently that were great games that i just had to play.
Personally, I still like UT the best, though me and my roommate did play the Ut2k4 demo nonstop for a couple of weeks...
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i like that they didnt lie and say ut2k4 was a good game, but what they said was hardly commendable imo. they say "not as good as we wanted it to be" when in reality it was a joke competitively and not very many casual gamers got into it either. although, when you make UT and set the bar that high, you're screwing yourself in the long run because every game you put out will be garbage compared to that one. UT rocked and ut 2k3/2k4 was kind of meh in comparison, though it was way better than alot of games out at the same time.
i'm intrigued about this "whole new game" thing though. i wonder what they mean, i mean how different can any ground pounder really be from the others unless it isnt a ground pounder? i wonder what they have in mind. pariah was supposed to be a whole new game too, and that flopped HARD.
i'm intrigued about this "whole new game" thing though. i wonder what they mean, i mean how different can any ground pounder really be from the others unless it isnt a ground pounder? i wonder what they have in mind. pariah was supposed to be a whole new game too, and that flopped HARD.
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Midway took control of the Unreal franchise after a falling out between Epic and Atari.
I think UT2K4 is a very good game that hearkens back to what made UT99 so great, although it has its quirks (most notably, the insane load times). The selection of player characters and extendibility is great. I still think UT99 is the best FPS ever, though, and although UT2K4 comes close, it's not quite there.
I think UT2K4 is a very good game that hearkens back to what made UT99 so great, although it has its quirks (most notably, the insane load times). The selection of player characters and extendibility is great. I still think UT99 is the best FPS ever, though, and although UT2K4 comes close, it's not quite there.
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I didn't care for instagib in the original UT but I couldn't stop playing it UT2004. I played for months on end especially when it came to Instagib CTF. Until I got tired with itTricord wrote:I developed an instinct for Instagib in the original Unreal, and was happy to see that my skills also worked with UT2k4.
This isn't a new concept, every level designer I know does this already. Blocking out a level for gameflow is one of the first things you do, if only because it's much easier to move a few brushes around to make gameplay changes as opposed to moving several dozen brushes + meshes + re-tweaking the lighting, etc. One of the games Ritual is currently working on is at the "get all the levels blocked out with perfunctionary scripting tied together" phase with all the walls using the default editor textures before they "art it out". Nintendo did this way back when for 2d mario, too.punisher wrote:I read in an article in a gaming magazine that said they demo'ed the engine and some maps to the press completely devoid of artwork. They claimed that they were focusing on gameplay until they had it where they wanted it. Once they had a game that was fun to play, they would introduce the artwork. Seems like a unique philosophy in the land of tech demos marketed as games.
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Nope, it's not a new concept at all. It's easier with some editors than others, though. UnrealEd is very easy to use for this purpose because static meshes are very seperate from the normal BSP geometry (which is extremely fast and easy to created in UED). It also considers everything from a level-wide perspective rather than individual rooms like D3Edit does. It's tricky to do in D3Edit, but iterative passes are very common in most level design.Tetrad wrote:This isn't a new concept, every level designer I know does this already. Blocking out a level for gameflow is one of the first things you do, if only because it's much easier to move a few brushes around to make gameplay changes as opposed to moving several dozen brushes + meshes + re-tweaking the lighting, etc. One of the games Ritual is currently working on is at the "get all the levels blocked out with perfunctionary scripting tied together" phase with all the walls using the default editor textures before they "art it out". Nintendo did this way back when for 2d mario, too.punisher wrote:I read in an article in a gaming magazine that said they demo'ed the engine and some maps to the press completely devoid of artwork. They claimed that they were focusing on gameplay until they had it where they wanted it. Once they had a game that was fun to play, they would introduce the artwork. Seems like a unique philosophy in the land of tech demos marketed as games.
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Just from the screenshots, HL2 graphics look better. I wouldn't say it looks *amazing* but then again, any screen or technical movies may be different. The gameplay sounds neat though, especially with the voice interaction with the AI, &tc.
Although vehicles are awesome, I think that was partly the reason why UT2K4 lost some of the fun of UT. If you didn't have a vehicle, it was no fun. Once everyone got in a vehicle, it just became a vehicle battle, no sneaking around corners and face-to-face battles.
Although vehicles are awesome, I think that was partly the reason why UT2K4 lost some of the fun of UT. If you didn't have a vehicle, it was no fun. Once everyone got in a vehicle, it just became a vehicle battle, no sneaking around corners and face-to-face battles.
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Things that have to happen for Descent 4 to become a reality.Aggressor Prime wrote:One day, Descent 4 will come and save us all.
1) Matt Toscholog and Mike Kulas have to come together to form Parallax (Dissolved) to give consent for development.
2) Outrage (Dissolved) or Volition both now owned by THQ have to do the development unless rights waived.
3) Tantrum, a division of Interplay (Defunct), a subsidiary of another company that went under must either publish the game or release the rights to it and Parallax must sign off on those rights.
Not going to happen. That's like trying to move the Earth and Sea. And if all parties involved are gone that still leaves a problem. The life of a copyright is the life of the owner plus 75 years. Since corporations are registered legal entities and do not die unless disbanded, you have another problem. No matter what happens you can't get the rights back for 75 years because the corporation is dead and cannot sign for it.
I understand the reluctance to give up on this matter. Believe me I share it. I have a great deal of fond memories surrounding the Descent franchise. But this is the reason we are doing Core Decision and not Descent.
And the Core Decision screen shots were not meant to look great. They were just meant to show that we are working. Mainly they were released because people requested it. They are not a graphical representation of the final product in any way.
Zach