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Noork's Elbow
18th Nov 1999, 05:29 PM
nt

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DrAcO
18th Nov 1999, 08:56 PM
Lets not start this. Its too early. =)
First lets get our greedy lil hands on ut and wear that out for the next couple of months. Than start worrying about U2 =)

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Cammy
19th Nov 1999, 06:54 AM
I think I would very much like to see at least a little bit of magic being added -- meaning at least one or two weapons and powerups which are magic-based. Hey, look at those levitating Nali and their wonderful temples -- don't they make you want to believe that magic exists in the world of Unreal?

Also, I think it oughta be fun to have female Nalis in the game. And female Skaarj, too. I know, there's the Skaarj Queen, but she's the only female Skaarj in the game so far.

Finally, I think it will be real cool if, maybe for the game ending or at some critical point in the game, an animated sequence will be shown in which the player will actually encounter one of the Nali gods. I think that will truly be... UN-REEEEAL!! /~unreal/ubb/html/biggrin.gif



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Hellscrag
19th Nov 1999, 05:49 PM
I would like U2 to be more like U1 than UT.

U1 had that immersiveness & atmosphere that a DM gane like UT just can't offer.

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Eliwar
19th Nov 1999, 10:37 PM
hey cammy, i thought you were the bane of all things magic. too much of the same i recall you saying. No offence meant by this comment but I just thought it as being funny /~unreal/ubb/html/smile.gif

Cammy
20th Nov 1999, 05:31 AM
To Darkliege:

I like magic. What I don't like are the ridiculous lengths to which some people carry it, and also the nature of the content underlying the magic. You should have read my posts more carefully.

Well, Darkliege? What would you like to see in Unreal II?

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Eliwar
20th Nov 1999, 04:48 PM
I know, i was joking. I know that you just don't like long drawn out magic based fantasy books. i still just thought it funny you would mention wanting magic.

I would like more of a technologicaly advanced game. Better physics, better animation, you know just better everything. I would like more of a plot, to show why the hell you're doing someing. More interactivity
with charactors and consiquences for your actions. I just want to be able to say "holy s*h*i*t!" like i did when i overlooked the canyon in the 2nd level

Satsu
20th Nov 1999, 10:33 PM
In Unreal 2, I would like cooperative play to stay. A friend and I intend to play Unreal 2 coop togethor from beginning to end so hopefully coop will stay and the network code will be better.

In Unreal 2 I would like it to contain the same style module-based music that Unreal 1 uses. The music in Unreal 1 was composed so well and it really helped create the environment. Hopefully EAX/Surround Sound will remain in Unreal 2.

It's really difficult to say how to improve the visuals in the Unreal engine, I'm convinced that Unreal 2 will be very satisfactory.

I'm not down with Unreal Tournament, I'm just gonna skip that and wait for Unreal 2. Until then it's Quake 3 Arena for me.

Just some ending comments; I think the Unreal creators have done a great job with their engine and I'm convinced that it's still better than what id has in Quake 3, you can't beat randomly generated fire and water, textured water/fire just don't look cool anymore.

Githianki
21st Nov 1999, 12:09 AM
More creature types and more cooperative intelligence among opponents. This shouldn't be too hard with the code created for UT to work from.

A much better story, with far more scripted sequences and interactivity. As, part of this I'd like to see more humans involved and some dialogue engine like Halflife. It would be a cool technology, to be able to add scripted dialogue sequences to help tell the story and add atmosphere.

As for setting, I'd like to see it set during the skaarj war before UT takes place. Some sort of commando adventure tied into a good story with an epic sweep (no pun intended). The whole thing would sort of be like a narrated, cut scene novel with the missions/levels being various espisodes or incidents from the story. Various outcomes could be plotted so the whole thing had some non-linerarity. "The Strange But True Tale of How I Won The skaarj War and Thus Saved Humanity, a Memoir". Then the community could continue to add to it, by creating chapters and alternate outcomes, using all the new resources, like models, textures, creatures and characters. Maybe the whole overarcing theme could be a detective mystery of some sort, with each chapter independent but providing clues to the greater story. Make sense?

Cammy
21st Nov 1999, 06:45 AM
I find it hard to see how the 'detective mystery' idea would suit the story of Unreal; I mean, it's supposed to be just a pretty straight adventure story: you crash on a strange planet, you try to leave, and in your attempt to do so you wander through fantastic environments and encounter friends and foes. What 'mystery' is there to it, or what 'mystery' can you add to it? (Okay, let's say maybe at some point in the game you find the Skaarj and humans teaming up, and you wonder how the f*** this could ever happen... Would this be something like what you have in mind, Githianki? /~unreal/ubb/html/smile.gif)

As for plot and story, I think having too complete a plot or story could actually spoil a game, 'cos then there'll be too little room left for you to exercise your own choices or imagination. The story will be all spelled out for you, down to the last detail. You just follow it from start to finish. I might as well be reading a novel or watching a film, in which my role is totally passive. No, I think it would be preferable to have a minimal story and leave the rest to the player's choice and imagination, as is found in Unreal as it stands. Maybe you can interject interesting events in the story here and there to add to it, such as encountering one of the Nali gods, but otherwise I think the story should still be kept simple and minimal.

Don't mean to contradict you, Githianki, but I just couldn't resist voicing my views. You don't mind?... /~unreal/ubb/html/smile.gif

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Githianki
22nd Nov 1999, 12:27 PM
Actually that is what I had in mind, although not specifically skaarj and humans teaming up. What I meant was that there could be, independent adventure chapters just like the original (where you have a mission (escape, destroy x, whatnot), but with elements that contribute to an overall story, themed around something interesting enough to warrant investigation(thus the 'detective' part.

The history of the Unreal universe has been carried forward by UT to after the war, so I think it would be interesting to see how that war was fought. There are sure to be tons of stories in such an enviroment, not all of which even have to be action based.

Actually, Unreal's story did little for me and my main motivation was simply to see what the levels looked like. I already knew I was going to escape if I simply survived, and the ending was a let down for a reward. It would have been more interesting to lay out more of the goals ahead and then had the option of figuring different ways to get there. I guess this is what I have in mind for Unreal 2. You have a particular part in the war, which could change through plot revalations, but the paths you take to accomplish this are up to you. Paths meaning level choices, mission assignments, tactics, whatever.

Also, when I said novel I simply meant something of a sweeping story not a fixed ending. In fact providing alternate endings based on player choices and making these choices accessible to mod makers is part of the concept. For instance there, could be hooks (patterns of choices) built into each level that provide alternate paths to levels and stories. Some of these would be used in the Unreal 2 package and some left open for mod makers to fill in alternate sets of events.
This make more sense?

dinwitty
22nd Nov 1999, 10:53 PM
Well, legend is working Unreal2, and I hope the EPIC team can have some input for it.
Most likely it will pick up where the mission pak leaves off.
I think we're done with Na Pali.
I would look for some new and stranger
surroundings, and even more Unreal, heh.
Legend shouldnt make this a "gotta get it out" scheme, it should be well done, excellent game.
UT is the multiplayer experience.
SP is the one person encounters.
I dont care if it lands us on a foreign planet or back on earth (in a future way)
as long as its fun!

Cammy
23rd Nov 1999, 09:44 AM
Haven't been following UT closely so I don't know about this war thing. Certainly there didn't seem anything like a war in the original Unreal and the add-on, thought I must admit I haven't finished playing the game. What I have to say is this. I don't think it would work well to develop the story of Unreal into an epic about a war between humans and an alien race, or between two alien races, or the like. First, this theme is honestly a bit overused IMO. Second, it would seem to fit awkwardly with the original story, in which you're just trying to leave a strange planet and also perhaps to help the Nali. Third, I feel that a war story can only work with strategy games like Homeworld or Starcraft, in which you command and maneuver whole armies rather than controlling just a single player, as in a FPS game like Unreal. Individuals don't win wars, armies do. Of course, you can opt to turn Unreal II into a strategy game along the lines of Starcraft etc., but I think it would be totally out of character.

As for new chapters, levels, mods, etc., I don't see how the original Unreal fails to inspire such things. One can find a lot of them on Planet Unreal for example. And they do contribute to the original story by showing you new realms for you to wander through and new things you encounter in your attempt to leave the planet.(I myself have been inspired by the original story into working on an Oriental-looking level; it oughta set the imagination afire to reflect on how in the world pagodas and Chinese temples could appear in the world of Na Pali. /~unreal/ubb/html/smile.gif)You might say that's not true of the DM maps, of which there are so many more, but hey when people play a DM level I really don't think they're interested in any story anymore, only in gunning each other down! Right?

Anyway, just voicing my views, and ultimately I guess it's to each his/her own...

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Hellscrag
24th Nov 1999, 05:31 PM
I am easy as long as it has the atmosphere of the original game (not boring drab techy places like Quake II [bleugh...]); I do think that having the Nali involved again would be good, so if Legend can find a way of following the Nali storyline but keeping it fresh, that would be great /~unreal/ubb/html/smile.gif

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rapinha
24th Nov 1999, 06:50 PM
bug free.

hal
29th Nov 1999, 09:16 AM
It has to be significantly different from Unreal/Na Pali. I like the cut scenes in Na Pali that explained the plot(what there was). But there has to be a better ending than what Na Pali had. That was REALLY sad.
Having said that...I am one of the few(evidently) that enjoyed Na Pali.

Hellscrag
29th Nov 1999, 06:34 PM
I enjoyed Na Pali!

Yes, the ending was sad /~unreal/ubb/html/smile.gif

Btw, did u notice the huge gaping hole in the plot? The cut sequences talk about there being another bunch of Marines holed up in a fortress... instead you get Krall and a Warlord.

Doh /~unreal/ubb/html/smile.gif

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EASY_Target
29th Nov 1999, 08:51 PM
Unreal II = Unreal I + patch 226

Think I'm kidding?

LoQi
29th Nov 1999, 10:10 PM
Cammy, as for magic in U2, the same programmer I talked to said there "won't be much magic in Unreal 2". He seemed releived about that, must make his work easier /~unreal/ubb/html/smile.gif

Jenkins
30th Nov 1999, 10:51 PM
What would be nice to see is a complete Nali game. Play either the humans trying to save Nali (or something) or a Nali trying to save his world, his village or something. New Nali weapons and all, doesn't sound that bad.

Jenkins

Cammy
1st Dec 1999, 06:38 PM
<BLOCKQUOTE><font size="1" face="Tahoma, Arial, Helvetica">quote:</font><HR>Cammy, as for magic in U2, the same programmer I talked to said there "won't be much magic in Unreal 2". He seemed releived about that, must make his work easier. <HR></BLOCKQUOTE>

Surely it won't cause much harm just to put in a wee bit of magic? Say just one measly weapon or inventory item of a magical nature? Will it make those fellas' work that much harder? Ah, well, guess I'll just hafta master the editor myself and put in my own custom-made weapons and items...

<BLOCKQUOTE><font size="1" face="Tahoma, Arial, Helvetica">quote:</font><HR>What would be nice to see is a complete Nali game. Play either the humans trying to save Nali (or something) or a Nali trying to save his world, his village or something. New Nali weapons and all, doesn't sound that bad.<HR></BLOCKQUOTE>

I like this idea. Maybe in addition you can choose to play a Skaarj! What objective could one assign to him, though? (The Nali's objective is to save his own world, of course.) Hmmm, gotta think about that...

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BillyBadAss
2nd Dec 1999, 01:49 PM
I would like to see it have a story that unfolds like Half-Life did. Half-Life did a great job of telling a story.

Cammy
2nd Dec 1999, 06:46 PM
Too much or too complete a story can ruin a game IMO, 'cos then you're forced to follow the story rather than exercise more choices of your own. Plus any new levels you wanna make must also strictly follow the story (or they'll be just weird), and for me that's not on. Not surprisingly, I didn't like Half-Life. (It was real excellent at first but quickly grew stale.)

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Goldabar.
3rd Dec 1999, 02:23 AM
I want to see heaps of scripted events such as those seen in "The Liberation of Na Pali". (Its a user made level which I recommend you get from Nali City).

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Nucas
4th Dec 1999, 12:29 PM
what unreal wasnt

Hellscrag
6th Dec 1999, 05:22 PM
I just want it to be a great sequel that incorporates everything Unreal had and more /~unreal/ubb/html/smile.gif

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Cammy
7th Dec 1999, 12:50 AM
<BLOCKQUOTE><font size="1" face="Tahoma, Arial, Helvetica">quote:</font><HR>what unreal wasnt<HR></BLOCKQUOTE>

Then why call it Unreal II anymore? It might just as well be another totally different game altogether.

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[ISV-K]foreverman
7th Dec 1999, 02:24 AM
Uh, I just thought I would check in here. What is this magic crap? Magic+Unreal=Wheel of Time. Magic in Unreal isn't unreal anymore. While I love the Unreal weapons, some need to go. Only returning ones should be razorjack and flak. I am personally sick of the asmd and eightball, even though I am great with both, it gets stale. More outdoors ****. I love the Unreal sky. I get tired of cave dwellin after say the 3rd time. The outdoors stuff is bitchin.

Hellscrag
7th Dec 1999, 03:14 AM
Seems about right. I don't like the Razorjack though (or the Ripper in UT, although explosive secondary fire is cool). Weapons I would like to see return are:

Automag (it rocks)
Stinger (Call me crazy!)
ASMD
Eightball Gun
Flak Cannon
GES Biorifle
Assault Rifle

Well, that's most of the guns i know... the 8ball does get a bit dull but its multi-rocket thing is cool... what I don't like are the Dispersion Pistol (although the powerups are cool), Razorjack and Minigun. I would be happy enough to see these not in U2.

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Cammy
8th Dec 1999, 06:13 AM
<BLOCKQUOTE><font size="1" face="Tahoma, Arial, Helvetica">quote:</font><HR>What is this magic crap? Magic+Unreal=Wheel of Time. Magic in Unreal isn't unreal anymore.<HR></BLOCKQUOTE>

Well, then, tell me, what is it when those Nalis levitate cross-legged or vanish into thin air? And what about the teleporter in the Chizra temple? Is it something hi-tech? I don't remember seeing the Nali use some hi-tech devices or whatever to help them achieve those feats, nor did the teleporter look like anything hi-tech. No, it's all plain magic. And it's Unreal.

I wouldn't like to see U2 being made into a WoT wannabe. I've elaborated on this point on another thread. But surely it can't hurt just to add a measly coupla magical items or weapons, say maybe an amulet that grants you temporary invulnerability. That oughta spice up the game a lot IMO.

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BillyBadAss
8th Dec 1999, 11:27 AM
I agree with Cammy. Magic in Unreal would ruin the game. It would take away from what makes the game fun in the first place. You have to be able to aim. Magic just goes to the target and if you made it so you had to aim the magic, that would be dumb.

Bob The Magnificent
9th Dec 1999, 11:42 AM
I think a bit of magic is a good idea. For
example, a special jewel that opens a secret
door. Other ideas; 1) don't use that same wimpy voice-over that was in Na Pali. Sounds
like they wanted to save money and use one of the designers instead of an actor. 2) The
weapon sounds suck. I liked the original
sounds in Unreal. At least they sounded specific. In real life a laser blaster doesn't sound like thunder. 3) More secrets.
If I'm going to run for a full minute across
a field to see the other side I want to be
rewarded with something. 4) Prep screens at the beginning of new levels to tell you how many secrets there are and what you need to do. 5) Choice to have team bots. 6) Optional views. 7) Ability to pilot ships.
8) New scenarios -oceans, forests(pine trees) Blah blah blah I could go one and on.

Quick comment about Half Life. It started
good but the towards the end at the alien
universe it kinda sucked. I loved dealing
with those marines too.

chusher3
15th Dec 1999, 07:04 PM
U2 needs better D3d and OpenGL support!!!

Jenkins
15th Dec 1999, 11:21 PM
Unreal just needs to be different, and new. Maybe the Skaarj attacks Earth... whatca think?

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Hellscrag
16th Dec 1999, 05:39 PM
Nah, that wouldn't be Unreal enough.

Nali rock.

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Recon14
18th Dec 1999, 11:10 PM
Hey Jenkins, your thinking the same thing I'm thinking! (Save the Nali) (Skaarj invade the Earth) The Modeling was great, the architecture was great, and the AI was great Unreal was unreal.....

Jenkins
19th Dec 1999, 02:32 AM
One thing is, I'd rather have the original Unreal creators make Unreal 2, not some other company.

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Hellscrag
19th Dec 1999, 10:37 AM
A word about Legend Entertainment, who have been contracted out by Epic for U2...

Legend wrote the Unreal mission pack, Return to Na Pali. Na Pali was good, but not up to the standard of the original game - less balanced gameplay etc etc

We'll have to wait and see how well they do.

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Recon14
19th Dec 1999, 07:08 PM
If the people that did the log voices thought it was so great to see the Nali again, then why didn't they make it so you save em'? It's weird....

Hellscrag
20th Dec 1999, 01:47 PM
heh that's probably what they're planning in U2

Na Pali was good, but there are plot inconsistencies... for example...

1) The planet is not called Na Pali (ask me to explain and I will).
2) The log entries describe the end shuttle as guarded by Terran Marines, instead you fight a bunch of Krall.
3) "It was good to see the Nali again" - that's level 3, two maps after the only Nali you have seen so far.

Don't get me wrong, I enjoyed Na Pali a lot, I just hope that U2 is more consistent.

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hal
21st Dec 1999, 06:19 AM
It's gonna have to be Half-Life (tons of scripted events) meets Unreal (story/weapons) if it's going to get a chance. All these people jumping on the UT bandwagon are going to be none too happy when the emphasis goes away from multiplayer.

Having said that, I'd love to see a combination of the two. Or at least heavy emphasis on Co-op play(with some modifications of course).

I'd also like to see some true branching pathways to choose from. I want to make some choices that really impact the outcome of the game.

My 2 cents.

Hellscrag
21st Dec 1999, 02:26 PM
The idea of a game that can go two radically different ways is a nice one in a way, but then surely there's the problem of not being able to cover everything in one play-through of the game, which would be kind of an advantage in some respects but could also be really annoying...

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Cammy
23rd Dec 1999, 12:42 AM
<BLOCKQUOTE><font size="1" face="Tahoma, Arial, Helvetica">quote:</font><HR>It's gonna have to be Half-Life (tons of scripted events) meets Unreal (story/weapons) if it's going to get a chance.<HR></BLOCKQUOTE>

If they're to incorporate any elements of HL it had better be the right ones. I wouldn't want a confused hybrid that can't make up it's mind whether to be Unreal or HL. Just because something works for one game doesn't mean it'll work for another.

Frankly, I find it hard to see what elements of HL you can introduce into the Unreal saga. The stories are totally different to begin with. HL is about an experiment gone awry and the subsequent fight for survival amidst the aftermath, whereas Unreal is about being lost on an alien planet and seeking to find a way home while interacting with various intelligent aliens. The gaming style and concept are different too. In HL you have precious few toys to collect besides weapons and ammo, but not in Unreal. And there can be no greater contrast than that between the unbroken sense of claustrophobic creepiness in HL and the liberating feeling of wide vistas of fantastic scenery in Unreal.

As for scripted events, Unreal already has them. Consider that part at the game's beginning where you hear all the screams before the door opens and you see a Skaarj dash off. I can therefore only agree with Hal to the extant that Unreal can do with a greater variety of scripted events, which would perhaps reveal interesting things about the lives of the Nali and the Skaarj etc... /~unreal/ubb/html/smile.gif.

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Wolf Blackstar
1st Jan 2000, 02:47 AM
About the magic: Perhaps a couple of magic-based weapons would be nice, but I don't think it should be like in an RPG.

Yes, that thing about the lights was a good example of what Unreal was capable of. About the Half-Life stuff, I'd like to be able to meet survivors, instead of just finding out more about the story by pulling translator logs off their corpses. All the other humans in Unreal were dead.

Finally, I'd like to see something like a Nali Defense Force or Nali Resistance guerilla warfare group. I know the Nali are deeply religious and into the Mahatma Ghandi-type nonviolent resistance, but it didn't seem fair that they were just slaughtered like that. The only purpose they served, other than helping you find weapons and stuff, was Skaarj cannon fodder. I'd like to see some of these guys say "enough" and star kicking some Skaarj @ss.

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Cammy
20th Mar 2000, 07:04 PM
<BLOCKQUOTE><font size="1" face="Tahoma, Arial, Helvetica">quote:</font><HR>I'd like to see something like a Nali Defense Force or Nali Resistance guerilla warfare group.<HR></BLOCKQUOTE>

They now have that in the UT patch. /~unreal/ubb/html/smile.gif

Apt to wonder, BTW, how many of all these suggestions Epic (or Legend?) will take note of, if any...

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StormHammer
20th Mar 2000, 08:48 PM
Personally, I'd hate to see a re-run of Unreal. Yes, some of the weapons definitely have to go. So do a lot of the monsters. I've covered all these points before in my Wish List for Unreal 2 thread.

The thing I disliked about Unreal was the lack of a gripping story. In direct contrast, I liked playing Half-Life (not in the alien realm) although the ending was rubbish. But my favourite game, mostly because of the storyline, is Jedi Knight.

JK has it all. The cut scenes are very good (considering budget restrictions /~unreal/ubb/html/smile.gif ) and the story of one man's quest for retribution and elightenment is simply brilliant. It has never been bettered in ANY FPS game so far. It is also a classic example of having a choice - to become a light or dark jedi, and live with the consequences.

I love UT too - but I only play on my own against/with the bots. I wouldn't want the UT style of gameplay implemented in Unreal 2 - except for co-operative bots. They just add so much more dimension to a game - this is what I've missed since the days of Eye Of The Beholder. Having a team working co-operatively toward a common goal. Yes, I know there are other RPGs out there - but I haven't seen any recently that allow you to control a team from a first-person viewpoint - they're all isometric 3D and Bird's Eye view crap!

Daikatana looks set to break the mould in this regard, and about time too. I think Unreal 2 should definitely have co-operative bots. Just imagine having a Nali sidekick, or other marines, or whatever.

All of your so-called 'intelligent' enemies should have the same AI as the UT bots too. They shouldn't just stand there while you dish out harsh punishment.

I have a lot of faith in Legend Entertainment too. After all, they did produce the astounding Wheel of Time game. Look at the level design in that game - the textures and the atmosphere. If anyone is up to the job of improving on Unreal, it's them. Keep in mind they did the Return to Na Pali as a sideline while working on Wheel of Time. I'd say they've stacked up a lot of experience by now. The fact that one of their employees, Warren Marshall, has been snapped up by Epic says a lot, too.

I'd like to see a lot more different environments in Unreal 2 - and definitely a lot more secret areas that I can access, instead of having to rely on the Nali.

If they can develop a game with the same depth and scope as Jedi Knight, they'll definitely be on the right track. Getting shipwrecked on an alien planet just doesn't cut it as a storyline, as far as I'm concerned. Sorry, but there it is.

http://www.planetunreal.com/images/bullet2.gif
'The enemy can't press a button if you disable his hand...Medic!' (Starship Troopers)

Hellscrag
21st Mar 2000, 01:59 PM
Personally I reckon the Nali are pretty reliable. Unless you shoot them, that is /~unreal/ubb/html/wink.gif . Actually I think Unreal had a great story. Not set in stone, it let you use your imagination, and I also think that the idea of exploring one flowing alien world was a great one.

Hey, I think that Unreal's single player was perfect (except for the Mothership) and I would like to see a sequel following a similar premise. Unreal, when you think about it, and using your imagination, had quite a good storyline. Those inscriptions in Chizra, and the diaries of the tormented Nali, in stark contrast with the official communications seen in Skaarj installations... hey, I could rave about Unreal for ages.

http://www.planetunreal.com/images/bullet2.gif
Hellscrag, Unreal single player nut :) . In deathmatch look for me as [SkW]Deathwish of UK clan SkaarjWarriors. Email me hellscrag@lineone.net.
Check my website http://surf.to/scragsite for Unreal Walkthroughs and other cool stuff or my clan site http://surf.to/skaarjwarriors for my UT designing projects

summonermw2
24th May 2001, 06:35 PM
I know that this isn't exactly the subject but, in return to na pali the last level there's a nali skelton and a jurnal with this text
"They tell me I must hurry, The sky demons(skaarj) have uncovered our secret. There is much work here, Time escapes me, Nevertheless, the future shines bright in my eyes. we shall be victorios in the next life, but for now everything must come to an end..." call me dence, but I can't figure this out!

[. I know the Nali are deeply religious and into the Mahatma Ghandi-type nonviolent resistance, but it didn't seem fair that they were just slaughtered like that. The only purpose they served, other than helping you find weapons and stuff, was Skaarj cannon fodder. I'd like to see some of these guys say "enough" and star kicking some Skaarj @ss.


-Wolf Blackstar]
ME TO! I was thinking of making a NALIBOT but I need more uscript experience!(I don't have UT)What I would like to see in U2 is mines that you can pick up, drop some where and remote detonate or remote activate proximity detonater. of cours in a multy player game there would be a problem of people mineing spawn points, but the game programers could allways make it so any mines put to close to a spawn point would detonate instantly or not at all.:rl:

Asgard
25th May 2001, 09:39 AM
Well if it came to guns.. I would like to see a shrink gun like in Duke Nukem.. I used to love squashing people :)

New guns are always nice..Or havent you critics played with a redeemer??

WiLD2
25th May 2001, 11:59 AM
haha, it's funny to read through the retro "I want Unreal 2 to have" thread.

In U2 there will be no nalis :D so that means no female nalis. I doubt there is magic, unless you count the telekinetic abilities of the squid d00ds. I'm happy U2 doesn't carry on the story from where Unreal:RTNP left off.

Hellscrag
25th May 2001, 04:42 PM
Who dug this up?

WildfireX2000
26th May 2001, 06:03 PM
What I want Unreal2 to have is what Unreal had and what other games had. What I loved about Unreal was the continous sense of wonder and surprise that went along with the game. And I loved the weapons, they really seemed ALIEN or HUMAN. For example, the "human" weapons handled like Quake2's, while the alien weapons handled like...well...alien weapons. And I say, screw weapon balance! Remember Unreal 1 DeathMatch? The wildly different weapons, and the lack of a super-weapon? Take a look at Half-Life. This is NOT what I want Unreal2 to become. In the beginning, it was okay, but the square-ular models, repetetive texturing, and the REALLY over-used signs(CAUTION RADIOACTIVE CHEMICALS and CAUTION, HAZARDOUS MATERIELS), and Half-Assed bad guys that were soooooooooo stupid. I mean, you shot that thing with the tentacles in its mouth that appears to puke on you and you know what it does? It jumps up in the goddamn air! And you shoot it again! The "highly intelligent marines" weren't much better, they just appeared to be smart through scripted events. They never actually navigated their environment in the way that the Skaarj did, chasing you down and mauling you. And PLEASE, no magic weapons, just Unreal's well...unreal weapons. And NO Counter-Camp IN ANY WAY, SHAPE OR FORM!!!!!![repeat 10,000,000 times] Counter-Camp is LAME. RESPAWWWWWWWWWWWWNNNNNNNN!!!! Take thy ASMD and ventilate his glock-weilding arse!

Mind Maze
30th May 2001, 03:56 AM
Awesome game, no other looonggger descriptions.

Just a thing, it will use DX8 and new features from Nvidia/ATI lastest GPUs, so kind of a game which needs a heavy PC to run smooth and a Ultra high-end PC to run with all features possible.

U2 will kill U1 but won´t do it with UT for a long time, few people will have PCs to run U2 with high FPS to play online frag feasts.