First post, by mombarak
- Rank
- Newbie
I am currently playing Unreal 1 in hard on a P2 350 and a Voodoo 2 SLI setup and it is my first attempt to finish it. In the past I never got beyond level 3. The reason is quite simple, the game was not interesting enough to continue. So this time I forced myself because I cannot believe that a game with such high ratings in most magazines is uninteresting from start to end. From my perspective, the game improved from the first levels but I still dont fully get the hype of the past.
Usually I am big fan of story driven FPS games. I love HalfLife, Quake 2, Requiem, Shogo, Soldier of Fortune and Sin from this generation.
Graphics:
Nothing to complain here. It looks great and has some (still) very impressive locations. Playing last, after playing UT and predecessors, it feels a bit like UT with a bot story because of the architecture and the movement.
Sound:
Good although I must say that the soundtrack sometimes sounds like a trance album and does not fit to some of the darker castle scenes. Also it could have used weapons with more boom effect. Like the MP from HL or the Shotgun from Quake 2. Something worth remembering. Even the Flak and RPG in Unreal are not really impressive.
Gameplay: Its fast and UT-ish. I have no problem with it but the issue that I have is the interaction. If you do not read all the translator messages, some panels act as buttons but look like background elements and because you do not have a use button, you practically have to ram everything with your body in the hope that in some other areas, a door unlocks. I am not saying key cards make more sense but environment feedback and more recognizable interaction elements would help a lot here. Although the technology is superb, the movement too, I think the developer who was working on using ladders in this game had a stroke and did not tell anyone about it. It is so hard to use them correctly and so contradicting to the rest of the movement excellence. I have to admit that I had to disable dodge because in these areas where you had to do jumping and balancing, I fell so often, because I triggered a dodge move for some reason.
Enemies:
Not my favorite design because they all just look ok. There are no awesome designs like in Quake games. I think everyone just remembers the Skaarj because they were on the box and because of that scene where the lights go out slowly. Something that looks like a copy of one of the first Quake levels where this happens also on a vertical ramp. So its not even unique.
Story:
From my perspective, this does not work at all. Even if you would read all the messages lying around, the story might unfold better, but it stops the game flow. You are permanently on speed trying to survive but you have to find a corner to read a log of someone telling you he died because he ate the wrong frog. Cut-Scenes or environmental story telling like HalfLife would have worked better.
This impression is from half of the game. I might change my perspective but I doubt it will be a drastic change because that would mean the game changes a lot. I like the game but I do not see why this was the direct competitor of HalfLife, if you do not consider the graphics.
Whats your opinion?
Would you recommend the Addon or is that just more of the same?