I've returned to Na Pali for discussion....
Anyway, I hope you guys can help me with a nagging question: what the hell happened during Unreal 2's development. I mean, I read the scans of a PC GAMER preview featured on one old thread in this part of the forum, and it seems to me that even though Legend had very ambitious ideas for the game, such as using Half-Life and Deus Ex as models for the how they would approach the sequel, they also had unrealistically high expectations for what they could do with the Unreal Engine 2 technology (particularly a number of ideas surrounding breaking windows, as I recall from reading the preview). The ironic thing, is that after setting out to do an immensley large and ambitious game, the result was a badly written and cheesy adventure with none of the power of the first game, or even much of an attempt to surpass the first game.
I recall one experienced developer on the team thought that the game failed because of the Atlantis interludes, but I disagree with him. Breaks in the action of an interactive and immersive FPS are no problem (Elite Force did it with much better effect, and so did Deus Ex): it's only when the ship is not really that well designed and containing annoyingly limited characters are they a problem.
He also states that the developers were far too lost in the background detail of the planets to focus on the design. They should've remembered
Unreal 1's approach to level design by making the planet detail a part of the level design.
I mean, it also it strange that a company known for its well executed adventure game stories would've have written conventionally contrived dialogue, sayings, retorts, and scenarios for a game that they should've excelled at making interesting. Though... come to think of it, they probably didn't write and record the dialogue for the prisoner in Return to Napali that well either, but still, this considering that Unreal 1 was such a crazy blend of sci-fi and fantasy, and Legend excelled at fantasy storylines, I would've thought that they could have applied how they wrote their fantasy games to the sci-fi games.
One example of stupidity of the game is the genius babe of the ship, whose superior intelligence somehow missed that the balding office clerk commander is the real evil one. Another is the main character's tendency to trust the lamest of explanations, and offers the most simple-minded helping words when it comes to coping with the grief of killing a whole alien civilization for the betterment of other lifeforms.
Oh, and the last is the bad voiced guy in the first mission who gets killed before you could save him.
Insights, anyone?
Anyway, I hope you guys can help me with a nagging question: what the hell happened during Unreal 2's development. I mean, I read the scans of a PC GAMER preview featured on one old thread in this part of the forum, and it seems to me that even though Legend had very ambitious ideas for the game, such as using Half-Life and Deus Ex as models for the how they would approach the sequel, they also had unrealistically high expectations for what they could do with the Unreal Engine 2 technology (particularly a number of ideas surrounding breaking windows, as I recall from reading the preview). The ironic thing, is that after setting out to do an immensley large and ambitious game, the result was a badly written and cheesy adventure with none of the power of the first game, or even much of an attempt to surpass the first game.
I recall one experienced developer on the team thought that the game failed because of the Atlantis interludes, but I disagree with him. Breaks in the action of an interactive and immersive FPS are no problem (Elite Force did it with much better effect, and so did Deus Ex): it's only when the ship is not really that well designed and containing annoyingly limited characters are they a problem.
He also states that the developers were far too lost in the background detail of the planets to focus on the design. They should've remembered
Unreal 1's approach to level design by making the planet detail a part of the level design.
I mean, it also it strange that a company known for its well executed adventure game stories would've have written conventionally contrived dialogue, sayings, retorts, and scenarios for a game that they should've excelled at making interesting. Though... come to think of it, they probably didn't write and record the dialogue for the prisoner in Return to Napali that well either, but still, this considering that Unreal 1 was such a crazy blend of sci-fi and fantasy, and Legend excelled at fantasy storylines, I would've thought that they could have applied how they wrote their fantasy games to the sci-fi games.
One example of stupidity of the game is the genius babe of the ship, whose superior intelligence somehow missed that the balding office clerk commander is the real evil one. Another is the main character's tendency to trust the lamest of explanations, and offers the most simple-minded helping words when it comes to coping with the grief of killing a whole alien civilization for the betterment of other lifeforms.
Oh, and the last is the bad voiced guy in the first mission who gets killed before you could save him.
Insights, anyone?