originally posted by Apache[VE] at the Voodoo Extreme Forums:
Here are some quick notes I jotted off from the PC Gamer article so far:
quote:
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Q1 2002 Release date
"It's impossible not to stare slack-jawed for a few moments before attempting to process the beauty of what you're witnessing" - Rob Smith
"Unreal II will take the best parts of Unreal and Unreal Tournament," says Legend's studio head Mike Verdu. "We're creating a single-player game with a rich story that surrounds 13 combat missions [25 levels]."
No previous storyline weighing it down. It's an all-new world, and all-new character to play, and an all-new style. While set in the same universe as the first game, Unreal II will introduce five alien races in a story that's designed to be tight-knit.
In a nutshell you're a "Terran Colonial Authority Frontier Marshall" who patrols the ass-end of space in an old scout ship named the Atlantis.
Within the 25 levels you'll be conducting infiltration, search-and-rescue and other missions. "We want to capture the magic of Assault in UT," says Verdu.
Smaller scale battles of four or five monsters at a time, maximum.
AI bots/marines will be used in tactical situations to help out.
12 months left in its development.
Multi-player -- Deathmatch, team DM, Last man standing and CTF, plus a character driven (ala Team Fortress) new mode of play.
Artifacts/runes will be present on the maps
GeForce III optimized with 10 times the number of polygons for particles and characters compared to UT, with typical enemies sporting 3,000-5,000 polys and your crew having 7,000-10,000 polys. The improved terrain and level geometry will push 100 times the polycount of UT. There's also an improved messing system that combined with the new skeletal animation allows for awesome character movement.