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Do you ever feel like games are getting a bit complicated these
days? Even with a genre as basic as the first person shooter, it's
all 'multiple paths' this and 'take cover' that, upgrade your kit,
relay commands to your squad, pick your weapons wisely, consider
your strategies before you approach a situation... whatever happened
to old-school, no-holds-barred, relentless, high octane run and
gun action? Well, developers Epic Games can tell you: it's here
in Unreal Tournament III where it belongs - and boy does it make
for a refreshing change!
While
most games have eschewed the purer joys of simpler times, when first
person shooters meant shooting in first person, Unreal Tournament
III is proud of its heritage and is sticking firmly to its guns
(ugh, sorry about that), providing you with a slice of retro goodness,
all wrapped up in a brilliantly shiny next generation package. From
the moment you dive into the game, be it in the new Campaign mode,
Instant Action with the most deadly and intelligent bots ever devised,
or online against the world's best (and worst, never hurts to have
some cannon fodder in the mix!), there is really only one strategy
to worry about - pick up the nearest gun and frag every enemy in
sight. Ah, I can feel all the squad-based tension just melting away
as I type.
That's
not to say that Unreal Tournament hasn't moved with the times though
- far from it. Beyond the simple pleasures of Deathmatches, there
is a host of more tactical modes that you can immerse yourself in,
from straight Team Deathmatches to Capture the Flag and the wonderful
Warfare mode, a unique and strategic game that requires strong co-operation
and team tactics to win the day. You can also go one on one for
a Duel if you wish, watching the tactics of others while you wait
your turn, or just setting up a two player server and waiting for
the next unsuspecting victim (or godlike destroyer) to come and
join you. UT III offers a range of options, so you can pick the
style of play you want, depending on what you're in the mood for.
The
secret to its success though is in the mechanics of its core formula,
which has three key ingredients: a fast pace, beautifully balanced
weapons and an array of awesome levels. I suppose you could add
in the controls as a fourth key ingredient for the PS3 version;
given how fast the game is, it's vital that the controls are well
laid out and very responsive, and there's no disappointment in that
area. But when I say this game is fast, I really mean it - if you're
a console gamer and haven't played UT before on PC then you're in
for a bit of a rude awakening, because the pace of this game is
borderline insane (and it's actually a bit slower than the PC version!)
It's faster than any other console shooter; you move faster, you
turn faster, and weapons blast out projectiles at an immense rate.
This is one of the things that makes UT III such a great experience
- it really gets your adrenaline pumping and when you're in the
zone, blasting all-comers and racking up double kills like there's
no tomorrow, going on killing sprees and rampages, there's nothing
else that can compare. It won't be to everyone's taste and there
is a steep learning curve at first (particularly online), but persevere
and once it all clicks into place, you'll be in FPS nirvana.
So
we've established it's fast, but what about the weapons? Are they
really that special? Well, yes they are, and I'll tell you why -
because there is no one weapon that dominates more than any other.
Even the basic Enforcer (the pistol you spawn in with) can get a
kill with a few well-placed shots, and if you pick up the Enforcer
of a fallen foe and dual wield then you can easily wipe out an enemy
with a rocket launcher or a flak cannon before they can land a hit.
Every weapon is supremely satisfying to wield, from the rocket launcher
that can blow you into a shower of gore and chunks of flesh with
a single direct hit, to the flak cannon that will shred you with
a single shot of molten metal fragments up close, or whittle down
your health from a distance. Admittedly it's probably easiest to
dominate with a rocket launcher in close proximity, when there's
no chance of missing, but out in the open it's a lot trickier, although
firing a volley of rockets into the distance and watching an enemy
accidentally sidestep into one is supremely satisfying, if more
luck than judgement.
Every
weapon also has dual firing modes, using R1 for primary and L1 for
secondary. The Rocket Launcher can load and fire three missiles
at once (although you can't hold the rockets once you've queued
them up, so you've got about three seconds before the launcher fires
and you need to anticipate where enemies will be), and the Flak
Cannon fires a grenade full of explosive shards that will exterminate
with a direct hit or get a lot of splash damage from a proximity
strike. The Stinger is probably the best minigun ever invented,
with a super fast rate of fire and a rapid-fire shotgun blast for
its secondary. These are probably the most favoured weapons in the
game, but the others are equally as deadly, if perhaps a touch harder
to use on console.
Precision
shooting is easy enough on the PC, but with a very fine crosshair,
getting a precision hit with a Shock Rifle beam is tricky, as is
landing a barrage of Link Gun blasts or keeping the solid continuous
beam trained on your enemy until you completely melt them to nothing
but a skeleton of their former self. The shock rifle's secondary
function fires a ball of energy that can be detonated by the primary
beam for a truly devastating explosion that literally implodes nearby
foes in a shower of bits that are sucked into the vortex, but this
is incredibly hard to utilise unless you stand still - and that's
the best way to get yourself killed in this game.
Rounding
off the selection is the Impact Hammer, a melee weapon that is rarely
used but great fun to kill with, the Sniper Rifle with a powerful
zoom function, tricky to master but only requiring two shots for
a kill (or one head-exploding bullet if you're very accurate), the
Bio Rifle that fires gobs of radioactive goo that attach to enemies
and explode, its secondary fire building up and holding a massive
glob that kills on contact, and the all-powerful Redeemer, a short
range nuclear missile that you can guide around in first person,
steering it right into the face (or most satisfyingly of all, in
my book, the groin) of an enemy, vaporising everyone within its
very wide blast radius and shaking the whole screen with a blinding
flash and rumbling explosion. Beautiful.
It's
not just the design of the weapons though; it's the way they are
placed and the way you can collect them all. Unlike most modern
shooters, you don't have to think, "Hmmm, shall I ditch my rocket
launcher for this sniper rifle, or not?" You can pick up and hold
every weapon in the game, switching between them using a circular
onscreen menu or just tapping R2 to cycle through them. A very cool
feature allows you to tailor your order of preference for weapons
in the options menu, and the auto-switch function means that when
you pick up a weapon that you prefer over the weapon you are currently
using, you switch to it instantly - very handy considering that
death is potentially only a split second away when an enemy charges
into view. Also, again unlike most modern shooters (avoiding the
consistent balancing problem of the almighty Halo
3, that of hogging the best weapons), the weapons in UT III
are placed at specific locations around each level, but they don't
disappear when they're picked up - so everyone has access to every
weapon at all times. This is frankly an ingenious approach that
has always been a UT staple and I wish more games would follow suit.
To balance this, each weapon comes with limited ammo; there are
ammo pick-ups dotted around the levels that disappear and respawn
quickly, but running out of ammo is rarely a problem in UT III,
as you won't often survive long enough to worry about it! You can
also find various health and armour pick-ups, as well as the lethal
damage amplifier (which enhances the damage of all of your weapons
for a short time) and the jump boots, for leaping through the air
like Superman.
And
speaking of leaping, the jump button is integral to the gameplay,
as you can double jump around the place, including to the side,
in order to dodge incoming projectiles (strafing won't do it a lot
of the time, the game is just too fast!) It's a skill that you can
do without at first, but if you want to compete with the best then
you'll need to turn yourself into a lean, mean, jumping machine!
So,
we've established that the game has a fantastic pace and that the
weapons are both beautifully balanced and a joy to use. Now all
we need is somewhere to use them - and again, Unreal Tournament
III puts all of its competitors to shame in this regard. Almost
forty maps are available (with more on the way in the first downloadable
pack), subdivided into categories depending on the mode (the vehicle-based
maps and indeed some of the Capture the Flag maps are so massive
that it'd take ages to find anyone in a Deathmatch game). Every
map is a work of art, the perfect melding of form and function -
Epic Games know how to design maps like no one else. From the claustrophobic
confines of the narrow corridors and open upper floor of the tiny
Biohazard to the multi-tiered labyrinth of the eye-poppingly gorgeous
Deimos, every map is a joy to play in. There are multiple levels,
lifts, enclosed corridors, open spaces, buildings to explore, courtyards
to run riot in; every level is laid out in a way that make it simply
fascinating to explore. The larger maps for Capture the Flag, Vehicle
CTF and Warfare are equally as varied and well conceived, with buildings
at each end and sprawling countryside or industrial sites in between,
packed with short cuts, hidden areas and multiple routes just waiting
to be exploited. Once particularly memorable level has a massive
bridge in the middle, with towers you can get up on with the super
jump - perfect for sniping, until a flying Raptor comes along and
cuts you down!
These
maps aren't just imaginative in their design though; they're truly
varied and a joy to look at, with cutting edge visuals and a range
of excellent, meaty sound effects, along with one of the best game
soundtracks ever. Each level has its own tune, a range of fast-paced
tunes with a techno or rock flavour, and a few with a more dramatic
orchestral or Oriental theme, sounding suitably futuristic as the
beat pulses and the harmonies kick in, adding to the intensity of
the experience. The locations are tremendously varied, from outdoor
levels set in the countryside to futuristic complexes suspended
in space, to archaic temples with grand architecture, to industrial
facilities and Oriental-themed levels. No amount of description
will do the visuals justice - you simply have to see them for yourself.
While the locales are impressive, they're almost upstaged by the
intricate detail and fluid animation of the many different characters
you can select from and customise - but it's the weapons that steal
the show, with awesome, devastating effects when they fire and strike
home, and very fitting (and familiar) sound effects. Throw in the
cries of agony as people die, the various taunts you can activate
when you get a kill and the throaty voice of the announcer shouting
things like "First Blood!", "Mega Kill!" and "Rampage!" and you've
got an experience that's visually and aurally sublime.
Now
that you know just what to expect from the gameplay, let's take
a look at what's on offer. The Campaign mode features a basic story,
but it's little more than a bare bones excuse to string together
a series of one-off matches against AI bots. You play a solider
whose colony is wiped out by an alien foe and you take your team,
including your sister, on a mission of vengeance. The opening CGI
cut scene is very impressive, sporting gorgeous graphics, some wonderful
slow motion moments and some great direction, but after that, for
the most part, each mission is introduced by a simple voiceover,
which gives you something to occupy your attention while the level
loads in. While the Campaign is enjoyable and a great way of learning
the ins and outs of the gameplay and each mode, it's probably best
to dive straight into the Instant Action mode and set up some bots
on the Average skill level until you're up to speed, then keep upping
the level until they're kicking your ass. Or, if you want a baptism
of fire, head straight online with the Multiplayer mode, which offers
you all the usual options for setting up and customising your own
games or joining others, catering for up to sixteen players.
As
an exercise in testing out UT's unrivalled enemy AI and giving you
an idea of the kind of levels available, I played eight levels of
Instant Action with maximum bots (fifteen plus me!), starting at
the lowest AI skill and working up to the highest. Starting on Defiance,
a run-down district of old, concrete buildings surrounded by futuristic
skyscrapers on all sides, I reached 20 kills without dying once,
leading by 12 kills. As with every level, Defiance's layout is intricate,
with at four levels interconnected by a maze of stairways and wide
passages. Next up was Diesel, a very grey, industrial themed level
with many corridors to explore and an open area at its central core.
With the bots on Average I died three times and reached 20 kills
with second place on 9. Next up was Rising Sun, a small, Oriental-themed
level with a central raised section surrounded by courtyards and
corridors in each corner. The Experienced bots killed me 5 times
and I reached 20 kills with a lead of 8. I returned to a favourite
from past UT games, Deck, for the Skilled level - it's an indoor
level with a huge central area featuring multiple, criss-crossing
walkways and corridors set all around the outside. This time I died
13 times and only reached 20 with a 4 kill lead.
Things
were getting tough now! While on the lower levels bots just walk
around, often standing still to shoot, they move a lot faster and
dodge and jump a lot more as their skill increases, as well as being
much more accurate with their weapons. I entered Fearless with the
bots on Adept, a dark, cramped, hectic level with almost biomechanical
style architecture and some ominous, towering statues, where I died
17 times but still came first with a 7 kill lead. Gateway was the
level of choice to go up against Masterful bots, a fascinating level
with three different-themed sections linked by portals - a luscious,
forest area, a snowy warehouse area and a futuristic area with jump
pads that launch you high into the air. Here I got killed 20 times
and somehow scraped victory with just 2 kills in it! I went to one
of my favourite levels to face the Inhuman bots - Sanctuary, a large,
island-based level with the Redeemer placed at the end of a narrow
walkway that leads over a chasm (running down here makes you very
vulnerable!) and wide, open spaces surrounding the central ancient
temple, inside of which much of the action takes place. This level
is particularly eye-catching, with fluid water effects around the
outside and gorgeous, intricate architecture. I had finally met
my match here - I lost the match with only 9 kills and 22 deaths,
and I considered that I'd done well!
I
picked my favourite Deathmatch map to face the Godlike bots, the
highest AI skill level. Deimos is arguably the best looking level
in the game, and indeed in any shooter, as well as one of the best
designs ever created. Set upon a space station orbiting a spectacular
Earth-type planet with a stunningly rendered asteroid belt circling
it, you'll almost certainly get fragged while you stop to admire
the nebulae and special anomalies that add colour to the vast, blackness
of the void. On this level there are multiple jump pads and when
you go outside the space station you enter a low gravity zone and
can soar through the air, plus there are liquid forcefields that
you can swim through, which hold great weapons and pick-ups but
you're very vulnerable when entering them. With several distinctive
indoor and outdoor sections and endless eye candy, this is the ultimate
deathmatch level, but not one for small groups, as it's so spread
out. Despite losing very badly for the first half of the game, I
somehow managed to galvanise into action, losing with 11 kills and
only 25 deaths - a stunning achievement considering how tough these
bots are.
The
great thing about the range of bot AI is not only that they are
so much like playing real people, but they're a great way to practice
your skills and learn the layouts of this fantastic array of maps,
while going up against bots that challenge you - if you're a novice
then stick to the lower skill levels until you improve and if you're
a UT veteran then go in at the higher levels, which will challenge
even the best players in the world.
However,
while the Instant Action is fun, but UT's appeal has always been
in its online multiplayer, and UT III is no different. The human
opponents you'll face will range greatly in skill; some will seem
almost invincible and constantly be on killing sprees, while others
you'll frag with ease again and again. Deathmatch, really, boils
down to a race - as long as you can kill players at a rate faster
than anyone else, you'll win the match. This might sound like an
obvious statement that is true for any shooter, but with instant
respawns and opponents dotted liberally around the place, it feels
more like a race against the leader than most other games, where
you sometimes have time to breathe and consider your tactics. Team
Deathmatch doesn't feel like as much of a team experience as it
can do with other shooters, although you will come up against opponents
who work together better than you do, which this does make all the
difference, even if again it largely boils down to running around
and fragging your enemies. The fact that there's no map and that
you can't easily discover the position of your teammates is frustrating
though, meaning that you just have to run around until you meet
them, hoping that you don't meet a group of enemies first - unless
you've got your Rambo bandanna on and are ready to take them all
down!
Capture
the Flag is where teamwork really starts to come into play as a
necessity - the maps are symmetrical, meaning that if you know the
layout of your own base then you know the layout of the enemies'
base, and generally speaking you're at opposite ends of the map,
so you must get the balance right of leaving enough people to defend
while others go and attempt to get the flag. However, you generally
spawn back into your base when you die, so it doesn't hurt to charge
in early on - if the enemy gets your flag then you can always blow
yourself up and respawn in your base to find them. Compasses show
the direction of both flags, giving you an indication of where they
are, but only an approximate one. The translocator is very useful
in this mode, a gun that shoots a disc that teleports you to its
location in an instant when you hit the secondary fire button. By
repeatedly shooting this and teleporting you can traverse the sprawling
CTF maps very quickly, but you can't do this when you have the flag
in tow, so you'll need back up to bring it home (although you can
still fire while carrying the flag).
Vehicle
CTF introduces the game's excellent array of vehicles - over ten
are available, from the zippy but weak Manta hovercraft with rapid
fire blasters to the powerhouse Goliath tank that's slow but heavily
armoured and incredibly powerful, and the flying Raptor, which can
soar high into the sky and lock onto vehicles for a homing attack
or just barrage ground-based troops and vehicles with its plasma
cannons. Then there's the much-vaunted Dark Walker, an organic-looking
towering tripod of death and destruction with a lethal heat ray
attack, or the Hellbender jeep, with a rapid-fire shock core launcher
that can be detonated with its shock beam and an a ion cannon turret
for a second player to double up its firepower. Each vehicle is
great fun to use and often devastating when brought into play, but
you don't feel totally safe in a vehicle as they're not too hard
for players on foot to destroy with conventional weapons, providing
they can stay alive for long enough! The Avril Longbow comes in
very handy against vehicles, a weapon that fires powerful homing
missiles, as does the hoverboard (the translocator's replacement
in vehicle-based levels), which is a quick way of getting across
the map - and quicker still if you grapple onto a vehicle and hitch
a ride! The hoverboard is really enjoyable to speed around on and
you can carry the flag on it too - but you can't use your weapon
and if you take a single hit you'll be knocked flat on your face,
costing you precious seconds as you get back on your feet.
The
addition of the array of vehicles (which respawn regularly) and
hoverboards adds a whole new dimension to the gameplay, offering
a wide range of tactical options, as well as a speedy way to quickly
get from one side of the massive maps to the other. This is no more
apparent than in the granddaddy of the modes, Warfare, which sets
up each map with a series of nodes. Each team has a primary node
that's linked to their nearby power core, with a bunch of neutral
nodes scattered across the map between the two bases. Your objective
is to capture nodes in sequence, either instantly by carrying an
orb to them, or gradually by standing near to them (you must first
destroy enemy nodes to make them neutral again), in order to link
your primary node with the enemy's. Once you're linked up, you can
then take over the enemy's primary node, which makes their power
core vulnerable - then you need to hot foot it over there and blast
it to bits, something that takes a good number of shots, before
they can retake their primary node and start fighting back. With
side nodes on offer that unlock extra weapons like turrets and tanks,
Warfare battles can rage back and forth like a tug of war contest,
and even when your power core is down to a few per cent strength,
if you can retake your primary node and beat the enemy back temporarily
then it's still entirely possible to make a comeback - it ain't
over 'til it's over! These matches are intense and challenging,
requiring smart tactics and co-ordinated teamwork, as well as skill,
to win the day.
Unreal
Tournament III is a powerhouse of a game and a real boon for the
PS3, which is in dire need of some fantastic shooters. It won't
be to everyone's tastes, but the combination of its old-school sensibilities
and cutting edge looks provides some of the most eye-catching, visceral,
fast twitch gaming you'll ever experience. Throw in the superb array
of death-dealing weapons and the astonishing range of inconceivably
well designed, gorgeous maps, and you've got a shooter that, in
the online multiplayer arena, is hard to match and will last you
indefinitely. As a gaming experience, unreal is probably the only
way to describe it.
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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