UnrealFans Interviews CliffyB

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UnrealFans talks with Cliff Bleszinski of Epic Games about a wide variety of subjects including UT2004 and, of course, his hair. Here's are a couple to get you clicking:
2. What are the differences between UTAS and UT2004AS?

First and foremost you can figure out where you're going and what you're doing in 2004's Assault. A 3d racing game style arrow is front and center at the top of your HUD. A slide in indicator checks off the various objectives and a nice announcer voice informs you of what needs to be done. Also, there's a spawn que of 10 seconds. Not incredibly long by tactical shooter standards, true, but in the fast paced Unrealiverse 10 seconds is an eternity and it changes the game dynamic so that a group of players meet another group rather than 2 trickles of players spamming each other.

Finally, there are the occasional defender objectives. In one level, Junkard War, the attackers must escape the level in a Hellbender 3 person vehicle. The defenders can blow up a pile of pipes or knock down a tower to force the attackers into alternate routes (where an ambush can be staged and executed)!

3. What about iAssult and iOnslaught how with the 2 known new game types work with instagib?

Instagib means that your weapon will gib players with one shot. Not
objectives, not tanks, not Hellbenders. We're taking a more pro-active approach this time around to mutators that can break the entire functionality of a game mode. In low grav Onslaught, for example, players are low-grav but vehicles are not.