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In the same way that many once believed the Earth to be flat and
not round, many also once believed the first person shooter to be
a keyboard and mouse exclusive genre - and any attempt to transition
it to consoles was considered bloody blasphemy. Much like the initial
fact eventually being dispelled, the latter belief was also proven
wrong - the likes of Golden Eye, Perfect Dark and Halo:
Combat Evolved began to show us that the Earth wasn't quite
as flat as we previously thought. These games and more showed the
world that the formerly PC-only genre could find a home on consoles,
as well as demonstrating the ability to achieve relative mass-market
success. Unreal Tournament III's very existence on console is a
testament to this fact.
Much
like Quake of the earlier years, the Unreal franchise has become
the flag carrier for a very particular brand of first person shooting
- the twitch shooter. The slightly slower mechanics and motifs you've
come to expect from the console shooter don't quite apply to Unreal,
where the slightly slower pace is exchanged for a faster, repetitive-strain-injury-inducing
style of play. Off the bat, manoeuvring your weaponry and character
around the environment won't feel entirely natural. It will undoubtedly
feel sluggish, unresponsive and awkward. The default turn speed
and sensitivity are bizarrely unfitting for a game of this speed,
and cranking up both settings in the option menu will provide you
with a much needed adrenaline boost, taking the Rainbow
Six pace to a faster-than-fast-itself velocity - now
you're playing Unreal Tournament III! Analogue sticks and waggling
wands have yet to truly match the accuracy, precision and reactivity
of the mouse though, as is made evident here - if you happen to
transition from the PC iteration to the Xbox 360 then you're going
notice the difference. However, if you're a player who's shy of
the keyboard and mouse then the console iterations will still feel
fast and frenetic. They are by almost any standard, but veteran
players will definitely notice the difference.
Although
you won't puzzle to find a counterpart, the arms line-up isn't inhabited
by entirely conventional weapons, but instead by standard weaponry
with an unreal flair. These are undoubtedly the staples of Unreal
Tournament and provide more of an identity to the series than almost
any character, map, vehicle or visual style ever could. As fun-to-fire
as the weapons might be, we've seen them before in previous iterations
(or at least, PC gamers have). That's not to say that the weapons
are stale as such, but they no longer correspond with the game's
namesake; the once insane, super-crazy, 'unreal' weaponry was original
- almost a decade ago. Firing flak and drowning an enemy in green
goo doesn't quite have the edge it did all those years ago; such
weapons are now as seemingly normal as a P90 or 50. Calibre rifle.
Those
more familiar with Unreal Tournament or shooters in general will
know that the franchise is virtually synonymous with the terms 'deathmatch',
'team deathmatch' and 'capture the flag'. In this respect, Unreal
doesn't exactly push the envelope, offering the standard affair
of the aforementioned. But what does stand out is the new Warfare
mode, which ultimately resembles a smaller-scale skirmish found
in your typical vehicles-and-all Battlefield
match. The goal of Warfare is to destroy the enemy team's power
core, but to do so you must sever the core from a series of connected
nodes. Once the enemy force captures the path of nodes leading to
your core, it becomes unlinked and vulnerable to attack. As well
as the frontline nodes responsible for the safety of each team's
core, separate, unlinked nodes also populate more remote areas of
each map and capturing these usually rewards your team with a powerful
vehicle or some sly advantage, such as an indirect means of damaging
your opponent's power core despite it still being secure. Warfare
is similar to Unreal
Tournament 2004's Onslaught and it requires a level of coordination
not normally needed in the likes of Team Deathmatch. The most successful
team will be the group of players who best manage their resources
and dedicate particular players to protecting or capturing particular
nodes.
Travelling
across larger maps on foot can be a daunting task in any game, so
to keep players in the action, Epic has placed a particular emphasis
on vehicles in the Warfare mode. And if at any given time you struggle
to hitch a ride, every player has access to a hoverboard to keep
travelling times to a minimum. If you do manage to get behind the
wheel of any of the mechanical goodies on offer then you're in for
a good time; Unreal's varied assortment of vehicles spans from the
earthy and sane to the weird and wonderful, obviously taking inspiration
from very particular science fiction. From humanity to the Necris,
both sides own exclusive vehicles though with a comparable counterpart,
if not in aesthetics then in power. When thrown into a crowd of
meagrely armed soldiers, vehicles naturally dominate, though the
likes of the rocket launcher and the Avril (specifically designed
to take down vehicles) give those on foot a much better chance of
surviving. To see the alien tripod, the Dark Walker, for the first
time is truly a sight to behold and by the time you've actually
beheld such a sight, you'll probably be already dead. Vehicle controls
are a matter of preference, with three options available - if the
initial setting doesn't work well then there's always an alternative.
For me, "Direct" was the most effective.
To
maintain its speed of play, Unreal defies laws that most other shooters
undyingly adhere to. Respawning isn't seconds, microseconds or nanoseconds
but is instant, keeping you constantly on the battlefield with little
interruption and never disrupting the flow of the fight. Reloading
is also scrapped, meaning that the chances of gibing an opponent
are dictated more by the amount of ammo conserved and general resource
management than an oh so unluckily timed reload. The lack of a melee
move-per weapon also limits players to gunplay even face-to face,
unless you choose to unleash the Impact Hammer, though using it
will probably result in little to no success. At close quarters,
Unreal becomes about jumping and predictive aiming rather than actual
targeting accuracy, and because of no native melee for weapons,
players can't simply attack with a fist or the butt of a gun and
must resort to bunny hopping to avoid incoming fire and, at best,
hope to catch their foe with a stray rocket or miscellaneous fire.
Unreal's
most glaring weakness when compared to other shooters, even Quake,
is its lack of a true single player campaign. A campaign does exist
it doesn't correspond with the typical definition. Epic has valiantly
attempted to sugarcoat a multiplayer, bot-inhabited, arena-based
fragfest with a bare bones storyline, maintained by elaborately
produced cut scenes. For the sake of ticking a checkbox, it works,
though by no means is it even remotely comparable to the likes of
Call
of Duty or Halo.
The cut scenes provide only a loose context for the same maps, enemies
and vehicles that become played time and time again. The distinct
lack of a proper campaign would normally leave a gaping hole that
would usually be filled by such content, but in the case of Unreal
Tournament III, Epic has cemented that hole well and truly with
a staggering forty-six maps. If you're looking to complain about
any aspect of this game, the amount of areas in which to battle
honestly can't be one of them.
Anybody
to have spent an unreal amount of time wielding a console controller
isn't going to find this game too difficult by default. Although
this is somewhat remedied through Godlike bots or an Insane campaign,
you can't deny the game's notable lack of difficulty in general.
Whether the developers deliberately tweaked the AI to compensate
for the missing mouse or the Xbox 360 simply isn't pulling its weight
isn't clear, but an even higher difficulty would've catered to the
most unreal of players. In the later stages the game certainly becomes
more difficult, but not necessarily for the right reasons; with
any increase in difficulty coming from sheer numbers, the opposing
team usually has an extra player or three - so no matter how skilled
you are, eight guns are always going to be better than five. As
with any game patrolled by "bot brigades", to ultimately win the
day you'll eventually develop reliance upon lines of code. In the
campaign you're effectively just a single soldier, so if your bot
buddy's brains decide to go walkies then so will your chance for
victory. For every few flags captured or orbs safely delivered,
a bot will show an inexplicable moment of stupidity. This usually
results in that particular bot staring aimlessly at a wall or circling
in a seemingly endless loop, a problem that proves most aggravating
when said bot happens to be carrying the winning flag or manning
the most powerful vehicle. Thankfully these moments aren't overly
frequent and when the bots are on form they still remain some of
the best in the industry. If bots were to be labelled with mock
gamertags then you probably wouldn't be able to tell the difference
between them and human players, an impressive feat in itself.
Whether
or not you find the game particularly difficult can be offset by
help from friends in four player co-operative over Xbox Live or
two player co-op in split screen, the latter being a feature exclusive
to this version of Unreal Tournament III. Obviously you'll find
the game considerably easier with several competent players by your
side but you'll also find it much more rewarding too. Xbox Live
co-op play runs without fault and, in fact, my initial run through
was entirely online co-op. Throughout the entire experience lag,
drop-out or visual issues never reared their ugly head, meaning
that those with the option should undoubtedly look into co-op play
for the campaign above all else. For those without the data packets
to spare, split-screen play is also an equally viable option and
amazingly, the game's visuals remain intact during the experience.
You will encounter some slowdown but in very brief and intermittent
intervals. The option is also available to jump online with others
with a friend on the same console.
Those
looking for a true challenge will be compelled to jump online, which
of course is the true foundation for Unreal Tournament. As much
fun as the old school gameplay is, the "old school" online functionality
isn't, with any party or matchmaking system out the window. If you're
looking to play with friends but don't own the bandwidth to create
a match yourself then you're constrained to co-ordinating a server
to join together. Leaderboards and stats are included but this functionality
is virtually a given, leaving the absence of a party system as a
severe disappointment - any title in the game of being a multiplayer
mainstay should have matchmaking, and Unreal Tournament III doesn't.
The
engine that every developer and their word processors apparently
use, Unreal Engine 3, once again proves its prowess and reminds
us why this is perhaps the most utilized engine of this generation,
though it also leaves many to wonder why the infamous visual texture
"pop" still exists. Even after a loading screen, textures can often
take notable time to appear and in the latter part of the campaign
this problem proved irritatingly persistent on the larger scale
maps. Despite being minutes into the game, respawning in a different
region of a map caused the problem to reappear. To put graphical
faux-pas aside, despite the game's original debut last year, it
still remains one of the best looking console games to date.
For
many, the matter of user-created modifications might be a deciding
factor in which version to pick up. Even with the possibility of
Epic releasing mods via an update themselves, the advantage in this
category is ultimately exercised by the PC, with the PlayStation
3 not too far behind. The Xbox 360 edition doesn't natively support
user-created content, meaning that the game that ships on day one
is virtually the same game you'll be playing for the next century
or so. Extra content is already included on the disk with several
new maps and characters but this "advantage" of extra content by
default is far outweighed by extra content developed by avid fans
and techies on the other two platforms.
The
most compelling reason to play Unreal Tournament III is its rarity,
as such games are a dying breed. Regardless of your feelings toward
this vein of game, you can't deny that they're something a little
different than what born and bred console players are used to and
Unreal still proudly flies the flag for old school shooters with
great success. To judge a game labelled "tournament" on its single
player offerings wouldn't be entirely fair, but at this time in
the generational family tree, many might be expecting a more robust
package. The most famous of console shooters are known for a developed
single player and equally thought-out competitive offerings, so
when compared side-by-side, Unreal Tournament III comes off to be
the inferior game. But if you're exhausted by the thought of bubble
shields and seven-kill-streak air strikes then Unreal is certainly
a worthy alternative and provides a much-welcomed breath of fresh
air, if only relative to other shooters. If you're looking for an
old school experience with a slightly next-gen twist then Unreal
Tournament III is absolutely the game for you.
Reviewed by Adam Meadows for AceGamez (All Rights Reserved).
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