Gamespot Interview
Not much new, but a good read. 56 pics/art/renders (nothing new). He did expand a bit on a few parts of the game I was wondering about:
and
Not much new, but a good read. 56 pics/art/renders (nothing new). He did expand a bit on a few parts of the game I was wondering about:
We have also implemented the concept of recharging stations that recharge your health, ammo, or shield. Now, this doesn't mean that every time you pick up ammo, health, or shield that you have to stand still. This is because each recharging station has an initial holographic icon floating on top of it, which has a charge of, say, 25 percent. It takes time for that to reappear again after you've zipped over it and picked it up (just like a regular pickup). But if you are greedy, you can stay on the station for a full refill. This causes the station to get drained, and it takes time for it to fully recharge; you can't camp on top of it. All of this still gives you the opportunity to control certain areas of the map if you want to, since there are still physical stations that are very important to your arsenal, health, and shield.
and
One should see the vehicle as another weapon in Unreal Tournament 2's arsenal. So in other words, vehicles will be balanced against the handheld weapons. If you use your "l33t" skills successfully with any of these, you will be rewarded. So, we are most definitely not making massive maps, where all you do is run, as this will kill the fun factor of this type of game.