Is Unreal 1 more popular than UT3?

  • 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.

KillerSkaarj

Art for swans is dope!
Jan 24, 2008
486
0
0
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.
 

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
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.

QFT! Though we can see that Epic are looking into Unreal 1, because of all those U1 sounds, the map on Na Pali etc.
 

jackrabbit

New Member
May 9, 2008
42
0
0
news flash! epic fails at story writing... just look at GoW....

its a lost hope people... Unreal was Unreal because of the people who worked on Unreal. Now apparently epic has hired a bunch of Best Buy Geek Squad workers who wouldn't know inspiration if it bit them in the ass. Don't get me wrong.. Epic Megagames can make one hell of a gaming engine... and that is more than enough to satisfy my craving for technology (which isn't very high.. but still there nonetheless). I think the healthiest thing for "us" the community to do is make original content for the U3 engine which is based off of the Unreal Universe. Unfortunately, projects like Unreal Evolution are failing to really give that public interest in their project.. but maybe that will change... maybe not.

I will say that 'Hourcences' The Ball is a prime example of what people should be doing, but are not doing it.
 
Last edited:

jackrabbit

New Member
May 9, 2008
42
0
0
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.

qft.. yes I bluntly disagree with my previous statement. I do play and own GoW1 and GoW2. Its really one of those games where you don't really need a storyline.. just hard pumping action with a buddy. I can respect that! I do respect that.. 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..

Sure, the engine is capable of it.. but as I quote myself before, "those guys wouldn't know inspiration if it kicked them in the ass". This can change, and hopefully it will change for the better. There is a major difference between creating a good DM, TDM, WAR, CTF, etc. map and creating a new single player series which combines themes to create an actual game. The way I look at it, all the UT3 content is simply a techdemo test for their engine and nothing else. A bunch of areas made by guys who took from previous maps in UT2kX and pumped them up to the next level. I'm not trying to say thats a "bad thing" to do.. in fact it is quite healthy. I am still surprised at the low numbers seen on the UT3 server list. All in all, people just don't have the $$ to keep up with the technology Epic is using for their game. [see KillerSkaarj] Otherwise, I really do think people would be playing UT3 a hell of a lot more. It is a good game believe it or not.
 
Last edited:

Sir_Brizz

Administrator
Staff member
Feb 3, 2000
26,020
84
48
I really like the Gears series just fine, but I'd also like the same attention and detail put into the Unreal series.
 

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
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..

Uh, what makes you think they'd do Unreal like GoW? I mean, they do understand that GoW != Unreal, or at least they have never shown that they don't yet. Even UT3 is colourful (although not as much as UT2004). And they could really use those quirks they put into UT3 in a SP game, as UTs should be more competitive...

Imagine this: You are standing in front of a rather small building in an icy plateau, guarded by 10 Skaarj, 10 Brutes and 5 Krall. You save your game and approach. One Skaarj sees you, runs off and presses the alarm button. And now all around you Izarians appear from behind rocks and bushes. All the combined forces attack you and you die quickly. You load your game and go exploring the world. You find a small trapdoor, hop down and find a Shaped Charge. Then you explore some more, while you find some barricades. You drop the charge there, wait for it to explode and for the avalanche to kill all your opponents except those in the basement of the building.
 

jackrabbit

New Member
May 9, 2008
42
0
0
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. The gameplay was simple (with a few puzzles), the maps were constantly changing in theme and area (interior vs. exterior) 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. 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).

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.
 
Last edited:

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
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.
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.
The gameplay was simple (with a few puzzles), the maps were constantly changing in theme and area (interior vs. exterior)
You had to blow all those enemies up just to enter an inside area, remember?

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 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.

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).
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.

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.
We don't know, and we'll know only after they'll release U3.
 

jackrabbit

New Member
May 9, 2008
42
0
0
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.
 
Last edited:

TurdDrive

sam k
Oct 31, 2008
3,445
2
38
WALES
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.

and how do they know its called harbour village

its they're first time on the planet
 

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
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.
 
Last edited:

TurdDrive

sam k
Oct 31, 2008
3,445
2
38
WALES
i wansnt saying he was wrong i was just saying ''ohh i just thought it was a dead prisoner, but now i am corrected yeppe''

all of tht exept the enthusiasm
 

jackrabbit

New Member
May 9, 2008
42
0
0
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.


I think you forgot something... you DO know what your after and you DO know your objective in Unreal II. The Artifacts.

^ this isn't a bad thing though.. it can work for a game just fine. I've recently beaten Unreal II for the second time and all in all (with my new hardware) it was a pretty good experience. It was far from anything Unreal but it still is a pretty good game on its own. With that said.. its way too damn short. It was also very annoying to have to revisit the ship after virtually every mission. I'd rather stay on one planet than have to hop from one to another uisng a central hub such as that ship.
..hopefully those guys will execute that much more fluently in Residual Decay (i'm sure of it actually)

*thinking to himself: I should have asked that on the Q&A!!!*
 
Last edited:

Sir_Brizz

Administrator
Staff member
Feb 3, 2000
26,020
84
48
The charm of Unreal was just trying to get off the planet, though. I agree that there were innumerable story flaws in Unreal, but that is because the game had style and charm first. The only plot that mattered was "Survive and escape". You could choose whether or not to follow all the subplots in the game.