I somehow ended up revisiting Unreal II: The Awakening
I should start by mentioning I haven't played the first Unreal much at all. I've twice tried to give it a go mostly because I absolutely love all the tracker music Alexander Brandon, Michiel van den Bos and all the others made back in the day and I have also always really liked how the first Unreal engine games look aesthetically, but the game just never clicked with me. I petered out quickly on both tries so I can't really compare Unreal II to the first one, but it seems to me the two don't have much more in common other than the world they take place in. The tutorial does have a little nod for both Unreal and Unreal Tournament and the way Skaarj are introduced seems veeeeeeeery familiar but other than one other thing that seems to be it.
In a nutshell I think the game is a B-tier FPS. But it's a B-tier FPS I kinda have a bit of a soft spot for. Scifi setting is always welcome in my books and its levels are pleasently varied, which is something I'm always glad to see. They often are surprisingly short too which I honestly see as a good thing here, keeps things going and it helps the game not overstay its welcome. Also its music, while nowhere near as good as what the previously mentioned wizards put out is still pretty good. The end credits look great too, I hope who ever made them got a pat on the back.
It does have some problems though. The first one you'll notice is the painfully slow running speed, this game has to have the slowest movement speed I've ever seen in a FPS. It's not a huge problem indoors usually but you do occasionally find yourself in more open areas and there it's not great. Solution: open console and write bemymonkey to enable cheats and then setspeed 1.5. Enabling cheats sticks but the setspeed part needs to be re-enabled every time you reload or load a new level. I ended up getting somewhat used to the default speed and increased it only in certain parts of the game.
Other things I can't say I'm a huge fan of are how some enemies can be a bit too spongy for my liking. Also the game has a rather annoying habit of starting every level with measly amounts of ammo on you. Oh we are stopping for repairs and magically know we are going to get attacked? Better take only these two clips of ammo for every weapon with me! Then there's the three other crew members you interact with in between missions on your ship. The two humans come with pretty forcefully written uninteresting backstories they struggle with but the weird alien blob in a space suit is the worst of the bunch. He speaks like it was translated by google translate and every time the game forced me to talk to him I just sighed deeply. And yeah, the story is crap but what else is new.
There's some technical issues too. The game uses DirectX API called DirectMusic that was apparently deprecated after WinXP, which causes issues if played on OS's later than that. These issues can be mostly fixed by replacing the pruned DirectMusic files with ones taken from WinXP but it doesn't seem to be a 100% complete fix, on my Ivy Bridge Win7 system music still sometimes took a moment to remember it should be playing. Under WinXP it has the Unreal Engine 2 WinXP microstutter if played with NVIDIA GeForce 8-series GPU or later, though it's very minor. It's not at all as apparent as in UT2004, I didn't even notice it at first during my testing and had to go look at certain things to see it.
Oh and the in-game V-Sync doesn't work too great and should be forced via GPU drivers. Except it's one of those games where enabling V-Sync makes loading times about 20x longer. How the hell does that even happen, tying up loading speed to frames? Sheesh.
All in all I think the game sits in that hazy no man's land between mediocrity and good. It doesn't blow my mind but I nevertheless did have mostly good time playing it again.