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The date: Thursday 8th November
2007. The venue: Cutting edge gamer's paradise Omega Sektor in Birmingham,
sporting 450 cutting edge PCs all networked together with Internet
access as well. The event: The launch of what promises to be one
of the biggest shooters of the decade, the unparalleled Unreal Tournament
III.
Picture the scene; everywhere
you look there are journalists wandering around, a buzz of excitement
in the air, rows of PCs lined up with more journalists exploring
the delights of the various modes that UT3 has to offer, music pumping
in the background, posters splashed all over the walls, the low,
red lighting completing the atmosphere. This is one of the biggest
launches for one of the biggest games of the next generation - and
it promises to come in with inimitable style, mercilessly fragging
the opposition!
After meeting up with fellow
reviewers John Barnes, Tom Clark, Ian O'Neill and Martin Oddy, and
enjoying Epic Games' Vice President Mark Rein's short but sweet
introduction to the event, I got straight to 'work' on the nearest
free PC, and dived headfirst into the insanely frenetic world of
Unreal combat. This is a shooter that makes all others feel as though
they're played in slow motion - it's unbelievably fast and nothing
short of split second reactions and pinpoint accuracy will get the
job done against the fearsome opposition, be they the incredibly
adept bots or other human players. Over the next few games I enjoyed
UT3's steady learning curve; I was mercilessly fragged in my first
game, barely getting a handful of kills before the winner reached
20, then I gradually did better each time around until I got my
first killing spree and won my first match. Ah, the sweet taste
of success!
Not only is the game fast
and furious, but it flows beautifully, with not a hint of lag or
slowdown over the network we were using. You can whip around in
an instant, double jump in all four directions (professional players
leap around like acrobats whilst shooting the crap out of you!)
and whichever weapon you're using, the controls and mouse aiming
are so responsive that if you get fragged, you've only got yourself
to blame.
My first hour or so was
spent in the oriental-flavoured Shangri-La, with multi-level corridors
and balconies on the outside surrounding a central courtyard where
much of the action takes place. The general tactic here is to grab
your weapon of choice from around the outskirts and then charge
on in to gun down any opposition before they get you, or take advantage
of sparring players and mopping them up while they're distracted
by trying to kill each other. There are plenty of sniping points
too though, and the jump boots are on a long walkway that leave
you vulnerable if you try to reach them, while the damage amp is
on a fountain in the courtyard and very risky to attempt a grab;
the rewards are more than worth it however!

After
checking out a couple more maps of equally cool design, some of
them spacious and open, others claustrophobic and restrictive, I
moved on for a long hands-on session on the PS3, with a network
of six machines attached to massive HDTVs. I couldn't believe it
when I saw how great the visuals were looking on PS3 - pretty much
on a par with the stunning PC version - and that there wasn't a
hint of juddering or slow down that has plagued some early PS3 titles.
It's smooth like silk, and the PS3 controller is mapped perfectly,
to the point that I had no problem at all adjusting to the different
way of playing the game. The main difference between the PS3 and
PC versions is the speed - the PS3 version is still faster than
the average console shooter, but considerably slower than the PC
version, and in some ways I preferred it like this. It's a necessity
to slow things down given that a controller doesn't give you the
same immediacy as a mouse and keyboard, but the gameplay doesn't
suffer as a result - it's still hectic but a little more manageable
and very accessible for the average console gamer.
It
was here that I was able to check out some of the new vehicles,
the range of which is unsurpassed, and the awesome new hoverboard
that you always carry with you on all maps with vehicles. After
a couple of games of Vehicle Capture the Flag, we explored a few
deathmatch maps and I'm proud to say I dominated the session, even
beating a couple of the folks from Midway and Epic! It was here
that the ingenuity of the level designs and the depth and variety
of the graphics really struck me. Take Deimos for example, a space
station orbiting Earth with not only our beautiful planet in the
background, but a massive asteroid belt and some sort of space portal
as well. I stared at this for a good minute before tearing myself
away to get back to the fragging. Deimos is a wonderfully designed
level, with low gravity outside (yes, you can go outside the space
station) and a couple of areas of liquid that you literally swim
through, slowing you down and making yourself a target as you swim
up to the sniper rifle or through a long corridor to reach other
goodies.
Sanctuary
is another fantastic design, set on an island surrounded by amazingly
fluid water, all the more impressive considering that it's just
a backdrop. Here I finally got my hands on the Redeemer, which now
looks ridiculously cool as you pick it up - and the effect of the
missile exploding is better than ever too, as I discovered when
I redeemed my first unwary victims (to cries of "what the hell just
happened?!") Again, the power-ups and weapons are spread out very
nicely and one of the best features of Unreal is that weapons don't
vanish when they're collected; they remain in place so that you
can get them any time, while the extra ammo scattered around does
disappear, to respawn a short while later. All of your favourite
weapons are back and cooler than they've ever been, lethal killing
machines that are wonderfully animated with some of the best explosions
and weapon effects I've ever had the pleasure of enjoying.
There's
so much more I'd love to say about Unreal Tournament III, but with
my fellow reviewers each giving their overall impressions, as well
as focusing on a particular aspect of the game, I'd better leave
it at that relatively brief overview. So, without further ado, let's
hear what the others have to say!

The
Weapons - by Ian O'Neill
During
my time at the UT3 launch event I was lucky enough to get hands-time
on with both the PC and PS3 builds, which first of all I must note
differ considerably. After arriving we immediately got stuck into
the PC build, where I was impressed by the wealth of custom armour
modifications to choose from. Only a few of the full game's permutations
were on offer, but each gives the possibility of combining pieces
from each set, with great looking results. The characters are beautifully
drawn with immense detail and the great, rich-looking textures so
effectively provided by the Unreal 3 Engine.
Getting
into the game, we started with a Deathmatch, with our surroundings
sporting some great looking Far Eastern architecture. Once I'd managed
to pull my eyes away from the fantastic visuals, it suddenly dawned
on me just how fast paced this new instalment is. The game is literally
played at breakneck speed, whilst managing very well to maintain
fluidity throughout, with respawns happening just as quickly. Once
the game filled with players, the rockets were whizzing through
the air and flak bombs were landing all over the place! This is
a game of reactions, have no doubt about it.
As
a console gamer I was understandably eager to see the PS3 version
running, so after the lovely folks at Midway answered a few of my
questions, I eagerly made my way into a back room with a network
of six PS3s, where a demonstration version had been set up. We settled
in and after a brief intro were invited to play Vehicle Capture
the Flag.
As
with the PC version, the graphics are of a consistently high standard;
however, the PS3 version runs at a much slower pace to accommodate
the addition of the PS3's Sixaxis controller and although it is
as fast as any console FPS, it feels significantly different from
playing the PC build. In terms of gameplay though, this could be
the exclusive that the PS3 needs, even if that exclusivity will
probably only be temporary, as the 360 version is due to arrive
sometime early to mid 2008. The core mechanic has that element found
in few other games, like Halo's multiplayer or Epic's Gears of War
online, which at the moment no other PS3 title really has. Add to
that the inclusion of custom mods in the build for Sony's machine
and you have a great looking title here! Now, let's take a more
in-depth look at some of the weapons on offer in the game.

Every
shooter is judged by the arsenal of weaponry on offer and UT3 stands
up there with the best. Although there are apparently a couple of
super weapons in the full release, we were given the full set of
standard weapons to work with. Matches start with you wielding the
Enforcer, a high-powered pistol that features a semi-automatic style
burst fire as a secondary mode. Although this may be deemed as a
simple starter weapon, quickly scavenging a second enforcer suddenly
makes for an extremely effective dual wielding combo, with immense
stopping power. The pinpoint accuracy of the firing system also
allows you to wipe out players sporting flak cannons or rocket launchers
if you get a couple of headshots in.
And
speaking of the Flak Cannon, it's back and just as wonderful as
ever, with its powerful barrage of molten metal that's deadly at
close range, making for single shot frags if you catch a player
head on, while you can launch devastating explosive flak bombs with
the secondary fire. This is joined by the mid-range Bio Rifle, which
spurts a deadly gob of green biochemical waste or charge up for
massive damage effect. The Link gun returns, with a constant beam
that reduces humanoid players to a skeleton after a couple of seconds
of contact, or fires a fast barrage of energy balls, while the Shock
Rifle's combo of shooting a ball of energy and then zapping it with
the primary railgun style beam is highly lethal and has a large
radius of damage.
For
the long range there is the very solid feeling Sniper Rifle, which
has an effective zoom. Also, for those who like to pack some seriously
high calibre ammo is the Tarydium Stinger, an aim-assisted minigun
replacement that's ferociously powerful and features an alternate
fire that removes the aim assist but increases stopping power considerably,
firing a fast barrage of almost shotgun-like blasts. If you run
into someone carrying one of these then you'd either better run,
or be carrying my personal favourite, the Rocket Launcher. Simplicity
is exquisite in this case, with a simple homing rocket as its primary
fire (which leaves one of the most impressive smoke trails I've
seen). The secondary feature is awesome though; charging the alternate
fire button loads up all three rocket barrels at once, firing them
together. This is hugely effective, especially at closer range against
a vehicle. I spent a long time using only the Rocket Launcher and
quickly grew to respect it, as badly timed shots will kill you just
as quickly as your enemies!
The
overall feel of each weapon is very varied and the different choices
are incredibly well balanced. Each weapon in the game feels almost
directly suited to countering another, which promotes some interesting
tactics on the battlefield. All of the weapons we were shown also
looked great, with just as much intricacy of design as the character
models themselves. With the addition of a couple of super weapons,
you'll be having hours of fun deciding what's best for you.

The
Vehicles and Warfare Mode - by Tom Clark
Most
games become less fun the more you play them - you've seen it all
before, done very similar things to the last time you played and
collected most of the limited range of weapons. Unreal Tournament
3 however just gets better and better every time I play it - the
characteristics of a very good and long lasting game. Ensuring there
is always something new to see no matter how long you've been glued
to your seat are the plethora of multiplayer maps, smattering of
game modes, tons of cool vehicles, unpredictable opponents (either
computer-controlled bots or other human players across the globe
via online play) and of course those awesome weapons. Despite having
the hallmarks of quality, initially I found Unreal Tournament 3
a bit disappointing despite the high praise it has been receiving
- being very much like Unreal Tournament 2004 only with better graphics
(not that 2004 looked at all bad). Boy was I wrong though - by the
end of the day I was racking up the kill count in blissful ignorance
of the world around me and did not want to stop!
Something
that has changed from UT2004 is the number and type of vehicles
available. The first new vehicle must come as a surprise to all
UT fans - the hoverboard (a sort of low flying skateboard) - available
in all vehicle maps in place of the translocator (a personal teleporter)
and accessed with the press of a button wherever you are. When unpacked,
the camera switches to third-person view show off your character
while he, she or it zips around the map, making hoverboarding easy
to control and fun. With the hoverboard providing this extra speed
get to the action quicker - no boring unobstructed walking over
large areas any more - a really positive feature is that you cannot
fire or attack while riding it; even running over the enemy will
not work. Having no defensive or offensive capabilities means that
the hoverboard is only built for one thing - ferrying you to the
action or getting you back to base quickly having captured the enemy's
flag, the only vehicle that allows you to carry a flag. You can
gain some some extra speed by clicking the fire button when near
a vehicle driven by a teammate too, grappling on and snagging a
lift via a flexible energy beam.
One
place where the hoverboard is especially useful is the new Warfare
mode - a mixture of Onslaught, Assault and Bombing run from UT2004.
Each team - the maximum being two at the moment - has a Power Unit
that they must defend from the other team. These Power Units - where
weapons and vehicles spawn, ready for use by the controlling team
- are linked by a string of nodes, sometimes only one node in the
smaller maps, producing heated battles as teams fight and die for
control of the node. When a node is under your control and is linked
to other nodes and your team's Power Unit, the shield surrounding
the next node in the link or, ultimately, the enemy team's Power
Unit, is disabled so it can be captured - or destroyed to win the
match in the case of the Power Unit. It's all very similar to Onslaught
and Assault from UT2004.
What
isn't similar is the reason I, unlike most reviewers, implied a
connection with the Bombing run game mode from 2004, sadly removed
from UT3. Each team has an orb - a small glowing ball that spawns
at a point indicated on the minimap. When you walk over the orb
to pick it up, you can carry (or drive) it to the nearest node controlled
by the enemy to instantly switch the control to your team - hurry
through, because whenever you have the orb you become an irresistible
bullet-magnet for the enemy! The enemy team also has orbs and if
you take out the person carrying the orb then they drop it, starting
a ten second timer. If that timer becomes zero then the orb disappears
and your enemies will have to wait a while for the orb to respawn
- announced in a suitable and clear voice to their team when the
orb is back in play. If an enemy finds the dropped orb before the
timer reaches zero then they can pick it up to continue the control
switching attempt. To prevent the pesky enemy recovering a lost
orb, you can opt to remove it from the battlefield as soon as it
has been dropped by going up to it and pressing the 'Use' key -
denying your enemy a significant tactical advantage, namely having
the control of a node switch instantaneously to the opposing team,
which can dramatically alter the outcome of the game. Unfortunately
this has the disadvantage of instant death via a rather nasty explosion
- but that's the cost of trying to be a hero!
This
might all sound a bit complex but Warfare is handled in a very easy
to use fashion; nodes are clearly marked with health bars in the
colour of the controlling team, beams of light rise high into the
sky from the top of nodes ensuring they are always visible and the
minimap highlights every significant location. Easy to use or not,
Warfare is only one of the game modes that employs vehicles. In
these modes, all vehicles from previous tournaments return - the
Hellbender, a three-man truck with shock core turret, the high flying
Raptor, a small one-man fighter equipped with missiles and blasters,
the Manta, a kind of hoverbike with huge fans to rip peoples heads
off and Turrets, stationary gun emplacements with powerful dual
laser cannons. When entering a turret, the huge side-mounted guns
swing around your back and lock in place on either side of your
head with a satisfying clunk to really enforce their devastating
potential.
Swelling
the ranks of this already large array of vehicles are the new and
often even cooler ones. My favourite new vehicle has to be the Darkwalker
- a towering (that's an understatement) tripod capable of causing
mega carnage on the battlefield, not to mention the fear and awe
of the sheer sight of this mechanical terror roaming around. Think
of the walking mechanical monsters from War of the Worlds and you'll
get the picture. Being so tall you would think it would be near
impossible to get into - thankfully the Darkwalker's legs fold up,
leaving the open cockpit at ground level. Upon entry, the whole
cockpit and your vision slowly rise with a majestic and powerful
grace, giving onlookers a sense of dread. In terms of power, unfortunately
but understandably the Darkwalker (or Deathwalker as I call it)
is quite slow and its twin laser beams of death turn slightly slower
than you can look, making it hard, but not impossible, to vaporise
small, fast-moving objects.
There
are simply too many vehicles to go into detail with and I don't
want to spoil things for you when you do get behind the wheel, or
flight stick. I will mention the new engineering vehicles though
- the Nightshade, which look similar to chunky, oversized metal
fish and have limited weapons. With only a weedy laser beam turret
as a weapon, they may seem like deathtraps to would be drivers -
however, they do have a lovely cloaking device that engages as soon
as someone climbs in, remaining on as long as you aren't firing.
Coupled with the slow movement, the Nightshade might seem of little
use but it can be invaluable for defence. Pressing spacebar deactivates
the cloak temporarily so you can place one of four defensive objects
- a selection of mines and the wonderful new cube of glue. This
greenish, three dimensional glue slows down anything that enters
it to a crawl be it rockets, other players, vehicles or flak. Slowing
down time in specific areas gives a great defence - surrounding
your flag in it makes it more difficult for the enemy team to capture,
while not compromising offence and slowing teammates down - provided
they stay out of it of course!
There's
little doubt that Unreal Tournament 3 sports the most diverse and
imaginative range of vehicles ever to be included in a shooter,
and when combined with the various modes on offer that utilise them,
your tactics on the battlefield will only be limited by your own
ingenuity.

The
Levels - by John Barnes
Well,
suffice it to say, Epic's level design geniuses have done it again,
delivering a superb batch of spangly new arenas alongside some returning
favourites. Those who have played the multiplayer demo released
a few weeks ago will already be familiar with the grand scale and
incredible attention to detail that dominates each and every lovingly
crafted killing field. But in case you've been off visiting the
Skaarj for a few months, let me fill you in on the finer points
of level design in UT3.
Take
all that was great about the original Unreal Tournament - the fast
pace, the claustrophobic areas so important for racking up the frags,
the weird and wonderful architecture - and add to the mix the gorgeous
graphics of this release, and you should begin to get an idea of
how the new maps play. Ranging from underground mining facilities
(á la Gears of War), through outer space platforms to the idyllic
vistas of Shangri La, you'll be hard pressed to find a game with
a more diverse selection of arenas. And let me tell you, you'll
need nerves of steel and the wits of Stephen Hawking to survive
this time around!
Many
of the new maps feature large, central areas that keep the action
thick and fast. Shangri La's central courtyard features sniping
points, the Ultra Damage pick-up, multiple tiers and plenty of nooks
and crannies to hide in (or escape to!) As I found out during the
deathmatch tournament, this is where you'll spend most of your time
engaging in duels to the death, surrounded on all sides by non-too-friendly
types. But that's not to say that you'll only ever spawn there,
as the surrounding corridors offer surprises of their own. Twists
and turns, hidden exits and height differences mean you really have
to concentrate unless you want to end up as Nali-chow! The bigger
weapons are all safely tucked away near the edges of the maps, so
you'll have to always keep moving to get the best ammo and gear,
and smaller fights break out around these better weapons as players
all try to get the Rocket Launcher first.
CarbonFire
is a map set in a robot factory orbiting a far away planet. This
mechanical-themed map shows off the finer details of the engine
beautifully - tiny machines are visible behind the external workings
of the factory, cogs and gears whirr in synchronicity, robot torsos
travel along light beams to their destinations and all around the
factory asteroids spin in joyful weightlessness. CarbonFire is even
faster paced than Shangri La, with its meandering corridors and
split-level rooms; it's easy to get waylaid unless you've played
it a few times. One of the more unique features of this orbital
behemoth are the platforms that whisk you away from one side of
the map to the other in mere seconds. On more than a few occasions
I had been tracking my foes during the tournament, only to see them
shoot off to some far flung corridor before I could get even fire
a shot!
Deathmatch
certainly seems to possess the largest percentage of the multiplayer
map count, with over ten maps to choose from, but it is the Capture
the Flag and Vehicle CTF maps that really shine. Containment seems
normal at first (or as normal as a futuristic outpost with mammoth
laser guns can be) but as soon as you venture into the central area
it's clear that this map is something just a little bit special.
Blindly I wandered into the area surrounding a massive container,
remembering too late the name of the map. Just what was this area
built to contain, I asked myself. Before long, the answer was clear;
looming above me in the icy chill air was a Dark Walker! Sure enough,
the monstrosity's heat ray made short work of my puny form and I
was sent back to a spawn point in shame. But the crux of this map
is that the Dark Walker is still contained, meaning that it can't
travel out of its prison. Knowing that, my team quickly sapped its
armour in an all-out attack and defeated it once and for all! This
balancing of the teams is testament to the brilliant design skills
of the Epic team and means that one team never really gains too
much of an advantage.

VCTF
is a superb addition to the line-up, and also shows off the new
vehicles excellently. Kargo is set on a huge container ship and
surrounding docks. Once all the vehicles start whizzing around it
becomes a hectic free-for-all; jeeps fly from ramps to the ship's
deck, tanks guard the docks like Dobermans and sometimes it's all
you can do to focus on the goal of getting that flag! Necropolis
is a map set in the Necris capital, with all its alien architecture
and sand-blasted deserts. Ramps and valleys provide hidden routes
into the citadel at the map's centre whilst the buildings and rock
formations keep foot soldiers hidden from the long range weaponry
lurking in the dunes. Suspense is featured in the multiplayer demo
and is set on a huge suspension bridge spanning a swift-flowing
river. Despite its simplistic layout - the main route is a straight
line from base to base - the map offers many different routes across.
You can go all out and storm the bridge itself, you can choose to
navigate the various corridors at the sides of the bridge, you can
travel under the bridge (where the Redeemer is to be found) or risk
going over the cables to the heady heights of the bridge's towers.
This multi-path layout is exceptionally well realised and Suspense
is for my money the best CTF map ever designed!
Each
map is also suited perfectly to its game mode. Warfare maps are
terrain-based, with sweeping valleys and impassable mountains, featuring
little cover and plenty of long range opportunities. One such map
is set in a research facility in the icy wastes of a far-off planet
and features not only the normal vehicles - tanks, jeeps and, of
course, the new hoverboard, standard for all vehicle maps - but
also two fearsome Dark Walkers per team! Even compared to UT2004's
massive Onslaught maps, the Warfare maps are gigantic, but they
never seem too big or empty. The layout of these maps mean that
it takes very little time to get from one node to another and skirmishes
break out all over the map between groups of players desperate to
destroy each other's nodes.
But
it doesn't matter if you don't have Internet access, because all
the maps are playable against bots (and let me tell you, they put
up quite a fight!) plus the addition of the single player campaign
means that you can get just as much out of UT3 offline as you can
online.
Obviously
I didn't manage to get through all the levels of the campaign, but
needless to say, each one is superb. Admittedly the campaign is
pretty much a case of 'cut scene, deathmatch, cut scene, warfare,
etc.' but the fact that objectives are included makes it seem so
much more involved. Epic have said that campaign mode features even
more maps than the multiplayer modes and if they're all as slick
as the ones I managed to get through then Christmas might have to
be postponed this year!
Beginning
in Shangri la and moving around the world, your character 'Bishop'
has to track down the leader of the Necris army to avenge his family/village/dog/teddy
bear. It's a little similar to Gears of War, but not so much that
you'll regret playing it to the very end just to see what happens.
The level objectives feature tasks like disabling vehicles, planting
bombs and simply wiping out entire platoons of alien critters, and
it's all set in levels similar to the multiplayer.
Unreal
Tournament 3's map selection is possibly the greatest collection
of maps to ever ship with a game. Not one bad level exists to mar
the triumphant return of the daddy of first person shooters. Sublime
design, eccentric architecture, beautifully deadly environments
and brutally fast gameplay give each map 10 out of 10. If there
are any better maps in any game in the next decade (excluding the
next Unreal, of course!), then I'll eat my hat.

The Presentation - by Martin Oddy
Well,
where to start? I suppose a small confession is in order. I'm not
the world's biggest fan of the Unreal series, as I do tend to prefer
a more realistic edge to my first person shooters. That's not to
say that I don't think they are great games, or that I haven't enjoyed
the outings that Epic have thrown our way in the past decade. UT3
is no exception - in fact, it's the most fun I've had with the series
since the original back in '98.
Stepping
back into the visually slick, frag-happy Unreal universe was a familiar
experience. Everything about this rendition drips Epic's usual over-the-top
style, from the age-old theme music (which still sounds as good
as ever) to the familiar weaponry. So what's new? Well perhaps UT3's
biggest triumph is combining everything that made past installments
so great into one polished next-gen offering. Not only is there
the legendary twitch-based deathmatch modes that made the series
what it is today, but also an additional standalone campaign. I
didn't get much time to play the latter, but it certainly does sound
very promising, with multiple endings to discover and a wealth of
maps and modes to enjoy. Instead my time with the game was spent
fragging (and being fragged) by other journalists in a variety of
interesting ways - and having a blast in the process.
All
the expected weaponry is present, including my personal favorites
the Flak Cannon and Link Gun. Everything looks and sounds incredible,
which is just as well considering what's behind the scenes - the
ultra-polished Unreal Engine 3. The game glides along at a steady
60 frames per-second with no noticeable slowdown, an astonishing
feat considering the intricacy of the maps. Each of the six different
maps I managed to play felt amply diverse in both theme and layout.
Jumping and dodging my way around corners and reeling off flak shots
felt as fluid as ever - and then it hit me - I'd got the UT bug.
From my limited time with the game, it seems that UT3 is set to
achieve everything it has its formidable crosshair fixated on -
and I for one cannot wait to November 22nd to see what the full
game has in store.

Visually,
there's little that needs to be said about Unreal Tournament 3 -
it's simply as stunning as you'd expect given that the daddy of
game engines that lies at its stern. The game simply oozes macho-futuristic
atmosphere, with more detail and depth than you could wave a Flak
Cannon at. At the launch event it wasn't uncommon to see members
of the press (yes, John, I mean you!) stopping mid-combat to take
pictures of the awe-inspiring vistas that makeup the environments.
There's a generous 40 plus maps on offer this time round and the
five or six we got hands-on with ticked all the right boxes. Swaying
bridges, crumbling buildings and lush backdrops that leave you wishing
you could explore them further, there is certainly plenty of eye-candy
to go around.
Performance
is part-and-parcel of the Unreal series, so it's good to see UT3
boasting some trusty frame rates. You see, high graphical detail
alone isn't good enough for Epic - if the game doesn't run like
greased lightning then it simply isn't worth playing. It's unclear
whether the Unreal Engine 3 in this, its home game, can remain as
impressive when crammed with up to 24 players at a time, but all
things considered, it's looking very promising.
Audio
typically has little room to impress in first person shooters, whether
it's the lasers and hi-tech gunnery of sci-fi shooters, or the gritty,
mechanical rattling of rifles in more contemporary offerings. Guns,
lasers and rockets all sound pretty much the same, right? Well,
there's certainly something to be said about the aural experience
on offer with UT3, with its garish, in-your-face explosions and
grunts complementing the visuals perfectly. All this is tied together
with a familiar sounding musical score, best described as techno-rock,
spoiling your ears even further. Likely in part due to the Creative
HS-900 headset I was wearing at the time, or maybe even the amount
of complimentary alcohol I'd consumed, but either way I still don't
remember previous instalments sounding quite this good. Throw in
that wonderfully gravelly voice that announces such delights as
"First Blood", "Double Kill" and "Head Shot" and you've got everything
you could possibly want blasting out of your speakers. Back to you,
Geoff!

Thanks
Martin! It's safe to say that the Unreal Tournament III launch was
an outstanding success. We had two teams of professional gamers
breaking gaming world records, the first official UT3 tournament
with a state of the art PC and a flashy new laptop as prizes for
the winner and runner-up, and of course the unforgettable presence
of Mark Rein, who it was a real pleasure to meet - this guy is brimming
with energy and enthusiasm, a real character with a wonderful sense
of humour and an infectious laugh. All the folks from Epic, Midway
and Lunch PR made us feel very welcome and I even managed to tag
along for the post-event night out, an experience I won't forget
in a hurry!
The
game itself meanwhile is just a powerhouse of a shooter, state of
the art in every single respect. Its flawless, beautiful graphics
are enhanced by an almost endless array of ingeniously designed
and perfectly balanced maps with an unbelievable range of locations
and environments, backed up by meaty sound effects, a pumping soundtrack
and the Unreal voiceover guy who we all know and love. Its incredibly
fast gameplay makes for an adrenaline-fuelled experience like no
other, with a range of death dealing weapons that are all highly
effective and extremely satisfying to use. And the new Warfare mode
and Vehicle Capture the Flag really mixes up the gameplay, with
an array of awesome new vehicles that offer almost limitless strategies
and tactical choices in each and every map. And there's a wealth
of features in the Editor that will make this one of the most varied
games when it comes to new maps, new mods and new content from the
gaming community. We barely scratched the surface of UT3 during
our time at the event and the hours flew by in a blur - we're just
grateful that there's only a short wait before we can get hold of
the full game and begin an expedition deep into its heart that will
last into the foreseeable future.

I'd
like to thank Kat, Ramona, Claire, Charlotte and Chris at Lunch
PR, Jason and Chris from Midway, and Tanya Jessen and Mark Rein
from Epic for organising such an awesome event and for making me
feel so welcome. And a special mention goes to Tanya, who set aside
some time to answer my many questions about the game - so click
the link below for plenty more new details about UT3 in our exclusive
one-on-one interview.
Feature written by Geoff Holland, Ian O'Neill, Tom Clark, John Barnes
and Martin Oddy for AceGamez (All Rights Reserved).
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