Kyllian: About as much as there is between UT2004 and UT3, this probably even goes for the hide-in-native rate. The UT UI was completely done in UnrealScript, only the drawing functions obviously were native.
Fuzz: Maybe the UI options are back, but style is still consolized/pre-mouse. And don't ever mention the word "quality" in the same sentence as "UT" again, unless you put "lack of" inbetween. Yes, Epic fixed a lot, but the beta demo wasn't really that, it was alpha. And Epic made the mistake (again) to release the final game basically unchanged. Many console players probably never played a UT game before and they were subject to quite some advertising, while PC gamers had to rely on that crappy demo (There still isn't a new demo, right?) to decide whether to buy or not.
Firefly: Level design and coding didn't change much since UT2004, it's wrapping it all up what changed significantly and not always for the better. Firstly, it's completely irrelevant where you install the damn game, it still requires all custom content to be in a specific place. Secondly, that stupid cooking process, without which imported sounds and textures take up much more space than necessary and with which exporting stuff becomes impossible. These two things should really be possible without cooking, and even if I remove the source data (TGA/WAV), why can't UnrealEd export (or even import) DDS/OGG Vorbis data? Why does cooking for the PS3 requirew audio to be encoded in a such a special way and the required encoder does not even come with the game? Why split the community even more by preventing cross-platform play? Why cripple the 360 version by removing the most important feature of a UT game - moddability?
Fuzz: Maybe the UI options are back, but style is still consolized/pre-mouse. And don't ever mention the word "quality" in the same sentence as "UT" again, unless you put "lack of" inbetween. Yes, Epic fixed a lot, but the beta demo wasn't really that, it was alpha. And Epic made the mistake (again) to release the final game basically unchanged. Many console players probably never played a UT game before and they were subject to quite some advertising, while PC gamers had to rely on that crappy demo (There still isn't a new demo, right?) to decide whether to buy or not.
Firefly: Level design and coding didn't change much since UT2004, it's wrapping it all up what changed significantly and not always for the better. Firstly, it's completely irrelevant where you install the damn game, it still requires all custom content to be in a specific place. Secondly, that stupid cooking process, without which imported sounds and textures take up much more space than necessary and with which exporting stuff becomes impossible. These two things should really be possible without cooking, and even if I remove the source data (TGA/WAV), why can't UnrealEd export (or even import) DDS/OGG Vorbis data? Why does cooking for the PS3 requirew audio to be encoded in a such a special way and the required encoder does not even come with the game? Why split the community even more by preventing cross-platform play? Why cripple the 360 version by removing the most important feature of a UT game - moddability?