Flaws of Legend's Return to Na Pali

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Vortex Convict

New Member
May 23, 2010
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Although I was disappointed with how Legend developed Unreal II, and I am fond of what they did in the one and only mission pack for Unreal 1, Return to Na Pali. Overall, I admired their level design (even though some maps were originally in the cut Beta), the new enemies, the story they were going for, and the mood. It felt like they were almost channeling a bit of SiN into its design (and one of Legend’s employee’s did work on SiN and Wheel of Time), and almost a bit of Half-Life. In fact, one of the level designers was trying to go for more realistic or moderate level design, because he thought the level design in Unreal was too, well, unrealistic. (Confusing, I know). Although I liked their approach, there are things which still disappointed me:

*All the cutscenes were just narration over the view of one of the levels. I wanted to see the people who saved the heroine (or hero), and have interactions with them and explore the ship. Seeing the protagonist in action through cutscene (the his/her body, not the escape ship) would have been nice, like the heroes of Mysteries of the Sith or the two Quake mission packs. (Yes, we do see the protagonist briefly when she was getting betrayed in cutscene, but there was still no effort).

*The narration didn’t feel like that of a prisoner. The prisoner lingo found in the Vortex Riker longs is missing. I did like how the narrator was expressing apprehension from encountering the Scaarj again, but since Legend started out as an adventure game company, the character’s development is below their standards.

*The human enemies, though interesting, were brief. Also, they lacked movement variety. All they do is glide and shoot. I would have opted for having the humans fight like a combination of Unreal’s bots and Half-Life’s soldiers, and disregard the cumbersome armor they’re wearing. Missed opportunity. Encountering these guys throughout Na Pali’s natural terrain, trying to flank and snipe you would have been fun. Another borrowing of Half-Life would have the soldiers fight the Scaarj, and you sneaking past while they’re busy.

*Last boss was cheap. Another Warlord? Except this time, he lurks underneath a floor of a stable with lava, two crucified Nali, and platform with no means of escape if you fall in? It’s as bad as having Quake II’s last boss be the last again in Reckoning, or having two Cerberuses be the last bosses in Cryptic Passage for Blood 1. This mission needed a new boss, not a repeat. The giant spider was a big boss, but he was too easy to kill. Kind of like how the giant gasbag was way too easy a boss to kill.

*Lack of unique new weapons. The addition of the rocket launcher and grenade launcher were interesting, but they’re firing ability was shorter than the eightball. Okay, they were perhaps more powerful, and I liked the heatseeking ability of the rocket launcher, but more new weapons. The CAR might’ve benefitted from a grenade launch function. Legend could’ve taken some tips from the added weapons in other expansion packs. UT98 was way more inspired in its additional weapons.

*Another mission pack would’ve been nice. After reading Leo’s post on the canceled expansion, I wished that another company could’ve tried to develop it.

In conclusion, what Return to Na Pali needed was: new bosses, better implementation of human enemies, newer weapons, better narrative, better cutscenes, more interactivity and immersion, and more Unreal effort. It could use a reimagining, or at least redesigned levels and fan made additions.
 

UBerserker

old EPIC GAMES
Jan 20, 2008
4,798
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Skaarj not Scaarj.
Also the Marine encounter being brief was better than not being brief. Botsbotsbots. I still despise human enemies in Unreal.

The CAR did get a grenade launcher secondary fire in some SP mods like 7B, however the original still remains really good and much better than the Minigun in every way (except the weapon design).
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
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The CaR is the best weapon in RtNP and one that fits the other Unreal weapons the most too.
But as for what you said, you need to relaize that this expansion pack was rushed and that Leged hardly worked on it fully, only a small part of what was Legend even back then worked on rtnp, after all the people who worked on rtnp were modders/mappers from quake-early unreal days, don't forget that and it never got a chance to get a polish like their main game at the time, wheel of time, did. The rocketlauncher once had even a motion detector attached to it, there is a screenshot in existence having this and arctic marine, however i couldnt find link tot hat one lately, many sites it was hosted to are dead by now.
The thing with the marines is a bit messed up, they had to make them a bots subclass due to marinematch and everything, and they had the crashsite gameinfo which added them voices, except the buggy intermission system between maps switched the gametype back to the default, so you never hear the radio speech in vanilla rtnp/unreal gold unless you open crashsite2 right after you start unreal, then they suddenly have the voices. Also, thanks to the way Epic messed up the bots in 224 plus versions, monsters cannot attack them anymore since they forgot to add checks in their ai, it was different because bots were originally under scriptedpawns so in vanilla unpatched unreal the monsters can fight bots. Legend would need to rerite much more and since the current version was 224 at the time of release, they had to go with it and do it that way.

Unreal 2 is a chapter on its own and its failure is mostly the blame of US Infogrames having iron grip over the developement, also forcing Legend to release the game at the time even though they wanted to finalize more stuff on the current engine update and not to forget, they made Legend remove the multiplayer altogether and they all decided to make it more approacahble and easy for new american players which this game was targeted for, therefore from open non linear worlds and plot changing decisions just like in Deus Ex only expanded, it ended up being a straightforward very linear shooter with no multiplayer aprt from the later u2xmp release and the xbox version which had u2xmp plus coop. I did see the system files, except the libraries, the coop is there and even retail unrealed can load these system files but actual game won't run without the correct libraries. But lots was rewritten for the coop support, it doesnt have a coop gametype but rather if there are two players there are lots of behavior chan
ges to the normal gametype and there even is reviving in co-op as well.
But the PC version never got co-op neither the co-op mod that was once in developement never got finished, if only they released what they had worked on..
 

Vortex Convict

New Member
May 23, 2010
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Sorry Uberserk. I should have remembered it was Skaarj. I'll keep that in mind.

Thanks for the info, Leo. I'm not condemning Return to Na Pali. I like a lot of the stuff in it, though I do wish they were allowed to finish it at their own pace. Thanks for finding out more about the development process. One of the reasons I mentioned it, was because I think it would be cool to recreate as mod. The closest thing we would get to an enhanced RtNP was the recently deceased Battle for Na Pali, a fan sequel to the mission pack which had a lot of ambitious ideas. It sucked that it died.
 

UBerserker

old EPIC GAMES
Jan 20, 2008
4,798
0
0
Then I guess the closest thing you'd want is Firestorm (if it's still considered a RTNP "fan-sequel")
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
Yea, Firestorm is/or at least used to be a lot RtNP influenced. Not sure how the story stood up in the around 2008 versions since I never played them but I know the story was heavily improved for the better since the 2005/2006 versions, which felt very random and most of the levels felt just like recycles from rtnp/unreal, but that issue was fixed later on as well. I do not know how the firestorm is now, but I do still have a confidence that it will be memorable mappack, even though he may have went overboard with the statismesh/stuff from what i've seen on the unrealsp comments, but then again I didn't try it so I can't really judge it and it has changed quite a lot since the beta version i tested mostly at co-op(and co-op was decently supported btw).