Rodzilla said:
It's a remake of Doom. Not only that, but the reason alt-fire works in UT so well is because of the type of game this is. What's the alt-fire on a shotgun for a marine in a space station? Or alt-fire on a machine gun? Ok, maybe they could've let you throw the pistol at the demons when you're out of ammo, but really...and all the other guns are basically experimental prototypes in the game.
alt-fire ?
Let's see :
= changing firemode for the machinegun (single shot / burst / auto) ...
= melee-attack ... pretty useful when there's a demon in front of your face and switching weapons would be too slow
= for a double-barreled shotgun : fire either barrel by pressing the corresponding mouse-button
granted ... it's not much, but it sure as hell beats having nothing at all.
// darkness of the levels
IIRC one of the early level-design faqs I've seen (it might even have been for Doom ...) said something like that a dark level wasn't scary, but a single dark room was ...
I definitely get the impression that the darkness isn't there because of the 'suspense', but because of limits set by the hardware or engine itself.
...
first of all, why would this guy think having nightvision would make the game better? that would ruin the feel. and second of all, unlike this pasty dork, most of us play games for fun, not as a job. who thinks up stupid questions like this over a video game?
Why doesn't the game offer an explanation for the lack of night-goggles, weapons with flashlights ?
It apparently does attempt to offer one for the chainsaws ...
*that* is the question that needs to be answered. And if the only answer is 'because Id says so' then I really wonder why they even bothered with the rest of the 'background' and fluff in the game.