..... Nearly two years .....
Blimey...
That about sums it up
Hey! Talking about me n'all. UT Demo. The memory still feels very fresh to me. The very first time I played. The reviews had heated me up. I had played Unreal 1 and wanted more. 'UT has got no storyline' ... er
Well I tried it anyway.
That was it. Other games, good as they were, did not keep my attention.
This includes DX. I'm still only half way through it and I started it when it first came out.
OK ... what keeps me coming back. Well
1 No story line. There is no illusion of completion to cinvince me that it is time to put it away because there is the ending.
OK, completing the tournament ladder is a form of completion.
But at what level?
The skill levels are very well graduated so that there is not the Q3 situation where the skill levels are embarassingly easy and then nearly impossible.
UT skill advancement is in tantalizingly small increments so that the bots can be just where I need them to be so that I can play a respectable game, but one in which I have to fight like hell to come within the first three.
To be able to go at different skill levels and to tweak the game speed. Nice. further gradations of control.
And then being able to configure the individual bots in terms of playing characteristics. Neat.
The bots themselves. Great movers and always capable of giving me enough surprises. They never get stale.
NOW THEN ... Respect for Q2, but the bots there kind of lacked certain elements of environmental responsiveness. They were a bunch of thickos with guns. [apart fron those vampire type women, a bit like the Necris. They were good]
Barktooth, for example in LLiandri Core in the SP Ladder. As Impact Ho's go, he was a so and so. He was a role model for some of my earliest Online experience.
Some of those levels in the SP Tournament kept me going for weeks. and the games were always different enough for me not to get that feeling that I get in SP games where I have been killed and then It's time to play from the last save. Feels a bit circular. Things just don't seem to get circular in UT.
For example. DavidM ... Won the Five Cubes contest last year. His winning map is my default map. For quite a few months it has been what I start my day with. Bloody great strong espresso coffee. OK ... Lavazza, but sometimes I get my hands on the special stuff. Even though Safeway's own blend is pretty good.
Boot up, Load UT, and then PLAYINGMYAZZOF...x0r *cough*
Simple map. Elegant. Cover, but at the expence of being at the dogend of a z-axis scenario. Weapons, but exposed, though exposed with more time to think. But ammo means having to do where the z-disadvantage is.
Phew .... And the beauty of the map is that the bots are given the opportunity to make it work. Some maps create their own system and as it were dominate the gameplay. this one, the bots are doing it all. and they are good.
I mention this map because to me it is an example of simplicity ... like draughts or snakes and ladders or tiddlywinks. Something like those games will always exist. This map kind of underpins what I feel to be the Eternal quality of UT. There may be some better graphics in future. There may be enhanced AI, but this basic concept is not one I'd move away from for long.
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And that was just the single player aspect ....
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Online - well, the weaponry means that there will be good variation. Changing weapons is not just a matter of style-snobbery. [though I have to admit that I caused my friend who witnessed me on my very first UT game a lot of mirth when I jumped out of my chair hollering warlike bellows and cusses when I suddenly found myself in posession of TWIN ENFORCERS.
I have wallowed in that magic moment enough in another thread. I wil not go into detail here.
Where was I? ... Oh yes ... the weapons each require a specific and different skill. Different players become kind of identifiable by their fighting style. Again it's the sheer wealth of choice that UT gives to the player that makes it great.
USER-MADE MAPS
This IMO is one of the UlTimate powers of UT. It's transparent to the UT Community. It can be modded, tewaked and bent into all kinds of shapes. Since I generally play plain deathmatch on adept, turbo, 115% gamespeed, then It's the maps I have most experience of. These are a tribute to the developers of a game and to the people who made them. These maps, many of them are the kind of works of art that I would prefer pottering around more than in some art galleries. I won't bother to mention any names, but some of these User-made Maps would make the game engine worth having, even if there were no bots or potential for fragging. [Well, I went a bit over the top there. where would I be without Freylis and Malcolm to keep me company - bad tempered and violent though they may be.]
Those are some of my feelings about UT. Thx for posting this thread. I know that I love this game and I appreciated the opportunity to share some of it.
OK. I look forward to the U2 and Uwars. I'm tewaking my finances so that I have a hope in hell of having a system that will run them. I certainly hope that they will keep at least some of the UT magic ... or they'll be going the way of DX
[edited for typos 07:15, Thur 15Aug]