So, all and all, people that have played UT3 are coming back to UT99, the same way it happened with UT2kx. All that UT3 is, is modding friendly to win contests and learn game designing with the engine. And no matter what you do, it won't feel like the real thing (UT99).
When are you people going to learn that UT3, UT2kx and UT99 are all completely different games?
Honestly, it's like asking for every 3D Mario game to be Super Mario 64 with better graphics instead of moving on to Mario Sunshine and Galaxy. It ticks me off so bad when everybody wants UT3 to be another UT99.
Also, as I've said in another thread, I believe the only reason UT3's story sucked was because they were forced to center every level around arena-style levels and large yet closed off battlefields, and because they haven't made an Unreal (and by that I mean "non-UT") game with a story since Unreal 1 (remember, Legend Entertainment made RTNP and U2, while UT2004 contained just snippets of history in the Unreal universe). I think they should look back to Unreal 1 to try and gain inspiration to create better storylines based off the first game's.
It would seem people disagree with you, since between it and Gears 2 it's sold at least 7-8 million copies, which is probably more than all of the Unreals and UTs combined.news flash! epic fails at story writing... just look at GoW....
It would seem people disagree with you, since between it and Gears 2 it's sold at least 7-8 million copies, which is probably more than all of the Unreals and UTs combined.
but a follow up to Unreal without different colorful and unique environments and messages explaining those environments is no Unreal sequel. Do I think Epic Megagames is capable of creating something like this at this time? No. So let them prove me wrong..
Let's say the second time you come there, you see someone else running off with the Shaped Charge, and when you drop down the shaft you get face to face with a Skaarj.that scenario you explained just doesn't feel Unreal to me. It may look and play cool, but replay-value is a must.. and blowing stuff up which will guarantee enemy numbers to decrease isn't going to appeal to me the 2nd time I run through a game. Unreal didn't include scenarios like this for good reason.
You had to blow all those enemies up just to enter an inside area, remember?The gameplay was simple (with a few puzzles), the maps were constantly changing in theme and area (interior vs. exterior)
I don't remember a single Unreal where side stories would affect the story development. But I don't see why that would be bad, it's fun to influence the game.and small side stories were told though the use of the Universial Translator device which affected in no way the development of the storyline in the actual game.
I don't know of any game where you could understand the history without paying attention nor one that you would be forced to pay attention to.Unreal was a game where totally clueless at the beginning to what is going on, and depending if you pay good attention, you might still be clueless at the end of the entire game (coming back to where you started in the first place.. a dark cramped ship). To understand some the Unreal universe (to quote Leo "is incomplete") you need to relate your environment with the events going on in your Universal Translator. You need to understand in what context the message is being written including the target audience and the speaker. Its not an easy thing to do the first time you play though Unreal, which gives the game great replay value (hence the numbers of coop servers).
We don't know, and we'll know only after they'll release U3.Does Epic understand the last paragraph I just wrote? Well, a few of them might, but my guess is that the majority of them have not a clue.
GreatEmerald said:I don't know of any game where you could understand the history without paying attention nor one that you would be forced to pay attention to.
True, but Unreal has so many setting changes that makes it that much harder for the player to figure out where the hell he is heading. The translator messages in Unreal keep refering to a place ahead of the current location, but don't explicitly say what going there will accomplish or why your traveling there in the first place.
Example: "Harobed Village is on the other side of these mountains. I will wait until the two suns have set and proceed through Rrajigar mine. It is the only way."
If you read this message, you know where your heading but you don't know why. This happens many times during your adventure thoughout Na Pali/Na Pali Haven.
Nope, a dead Nali.
http://liandri.beyondunreal.com/Rrajigar_Mine#Translator_Messages
The messages are cool in a way that first you have no idea what those places are ("Rra... What?!"), and when you play through it, it's quite interesting to read the logs as you already know what's ahead... But that's exactly what is in Unreal II as well, you get briefings and first you have no idea where you're actually going (holotank doesn't help much), and when you play the second time, it's funny to look at the mini worlds in the holo tank. The only difference is that in Unreal, you collected the messages scattered one by one, and in Unreal II, you got the briefing before each of the missions. They should do something like this for U3 too.