UT 2004 Demo Review

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

scumble

New Member
Jan 28, 2002
9
0
0
Visit site
I never thought UT2003 was that bad, but then I never put in really serious time in UT - I don't think I got attached to it to the extent of more devoted gamers.
On the whole though, I think all of you have made a good review - some of the immediacy of UT has come back. I think it's only now I've played UT2003 a lot recently, then played the UT2004 demo, that I've noticed this. There was a huge leap in the graphics department to UT2003, but there's now been time for the rest of the game to catch up.
 
D

DocB

Guest
Great review! The greatest difference in my book is the feel of the character movement. 2K3 was floaty. 2K4 is much crisper and much more controllable. Is it me or have the special moves been toned down a bit? They are still there but just seem a bit less easy.

Vehicles are great. The control of the flying units is very intuitive but I find the ground vehicles take some getting used to. Disconcerting to look one way and go another (too much Halo).

Overall I think we have a winner!

DocB
 

Shuriken

Cordless Pixie
Apr 11, 2002
153
0
0
36
Yoo`kay
www.planetunreal.com
All of the familiar gametypes return from Unreal Tournament 2003, DeathMatch, Capture the Flag, Team Deathmatch, BombingRun, Invasion, Mutant, and Last Man Standing.

The returning gametypes are the tops in their class. There really isn't a better DeathMatch, Capture the Flag, or Bombing Run experience to be had in any other game. <...> The lesser played gametypes, Last Man Standing, Invasion, and Mutant provide variety and supply just about everyone with something of lasting value.

Missing something? =P
 

Go&nd

Meow
Jul 3, 2002
195
0
0
Visit site
This was the best description and review of teh demo I've seen.

You gave us analytic, articulate and fair observations on every aspect.

I hope other Unreal sites link to BeyondUnreal for this article. It's a must read.

Great job, guys. :tup:

(Edit: I also really hope someone at Epic reads this review. Hey CliffyB: drop us a quick note of you read it. ;) )
 
Last edited:

MÆST

Active Member
Jan 28, 2001
2,898
13
38
40
WA, USA
yeah, the best review I have read for the demo yet and one of the top reviews I have seen of any kind. Very well written hal and I love the insertion of other peoples input. It's like reading multiple reviews at once without the hassel. Great work.
 

Ulukai

Active Member
May 2, 2000
1,524
1
38
It's verging on unneccesary over-analysis. Still, the crowd is fickle, I suppose.
 

hal

Dictator
Staff member
Nov 24, 1998
21,409
19
38
55
------->
www.beyondunreal.com
Compared to Onslaught.. yeah. It's like Onslaught and CTF combined.

The player classes instantly make XMP something that you just can't jump right into. The fact that only certain classes can have certain weapons and do certain things makes it more complex. Then there is the aspect of having to bring artifacts back to your base.

It's not a bad thing, it's what people like about XMP.

When I said hyper complex, I was contrasting the two games because there were many people who were already familiar with XMP. And as far as First Person Shooters go, it IS complex. Not Universal Combat complex, mind you.

Onslaught has a depth, but it's in the gameplay and not the objectives or rules.
 

Ulukai

Active Member
May 2, 2000
1,524
1
38
Thievery owns!
Sorry, it's been so long since i posted that.

Unfortunately, my UT2K3 CD is b0rked beyond recognition, so I can't make anything until UT2K4 arrives.
 

Twrecks

Spectacularly Lucky
Mar 6, 2000
2,606
10
36
In Luxury
www.twrecks.info
hal said:
The player classes instantly make XMP something that you just can't jump right into. The fact that only certain classes can have certain weapons and do certain things makes it more complex...

I feel this addresses the whole "Arsenal on your back" syndrome of FPSers. Having 9 plus weapons available at any given time is a bit much. I would like to see a mod that limits what a player can carry and make it effeicient and easy to comprehend. Some RTS games try to do this but still go overboard. I'm not proposing "realism" as much as a wysiwyg style of combat where someone can't wip a Deemer outa their shorts. Afterall, when was the last time you saw someone throw a teammate a weapon?
Maybe a "one in the hand" and one on the back visible weapon models, oh sure side arms like the Translocator and a Enforcer(s). BTW, where's the Enforcer? Rumor is the Razorjack is making a comeback, just hope the net code won't lag the game. Last, I miss the feign death, it would be fun to go ragdoll on command without a suicide.
 

hal

Dictator
Staff member
Nov 24, 1998
21,409
19
38
55
------->
www.beyondunreal.com
Twrecks said:
Last, I miss the feign death, it would be fun to go ragdoll on command without a suicide.

Yeah, feign death was nice, if a bit useless. I think the explanation given for why it isn't going to happen was that once the player model goes into "ragdoll", there's no getting it back. Not to mention the fact that very few bodies in this game seem to be left "intact". ;)