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PCPP#026: Unreal Review

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PCPP#026: Unreal Review

Fri, 14 July 2008
posted by: This e-mail address is being protected from spam bots, you need JavaScript enabled to view it | originally written by: George Argy
published: July 1998 | commentary: The game that spawned UT was teh shizz, back in the day

(click the cover for a full-size image)

The big unknown is how long Unreal will hold the title, but for the moment, this is the Best Game Ever.

John Carmack must be having nightmares. It's been well over three years in the making and just when everyone thought it was vapourware, like all the other first-person shooters slated for release this year, Unreal has finally been released. Ladies and Gentleman, welcome to the next level in gaming...
Multiplayer
Even though I fear the reprisal of almost every Quaker I know, I'll say here and now that Quake/Quake II Deathmatch does not compare to Unreal. For starters, Unreal includes built-in games like King of the Hill and a new Darkmatch concept (the level is ptch black and everyone carries a flashlight) in addition to the ordinary Deathmatch and Team Deathmatch. OF course, weapon viewing is now de rigeur in multiplayer games, which makes me wonder why games were never made without it. Unreal's weapons are visible and (mostly) distinguishable which means you can run from the guy with the 8-ball when all you've got is a pistol

It wouldn't be a multiplayer game without multiple characters to choose from. You get to be male, female or Skaarj in the multiplayer game, which is a little like Quake II's male, female and cyborg, except that Unreal's characters actually have attributes. The chicks are faster and jump higher but are weaker; the lads are middle of the road, and the Skaarj are slower but beefier. Size also does matter as, unlike Quake II, the larger characters have more body area, making them easier to shoot. If you fancy yourself as a bit of a sharpshooter, you can aim for the head and take out your opponents in one shot! Someone giving you a hiding? No worries - just feign death and jump up to frag them when they turn around.
Involving plot
Believe it or not, Unreal has a storyline and it's one that you constantly think about as you explore your surroundings. You are a prisoner on the Vortex Rikers, a prison vessel that has crashed on an alien planet. Your first task is to get out of your ship and find a way off the alien planet. You start with no weapons, no items and enough health so that a particularly nasty mosquito bite would take you down. When you finally do get off your ship, you encounter a race of creatures called the Nali - six handed poker sharks that lived on the planet in peace, the fools. Of course, they were prime targets for the vicious Skaarj, a warlike race (that look not unlike the predator) who hunt the Nali for sport. If you feel up to it, you can help the Nali as well as destroying the Skaarj and they will reward you with goodies and secret areas you wouldn't ordinarily find. You can kill them after you do this, of course, because even a peaceful target gives you some practice.

Superb single-player
You're not alone if you have been thinking that all 3D shooters that have been appearing lately are most fun when you get to shoot your mates, and the single player game was only there so you could test the weaponry on some inane beastie before letting rip on your LAN/Net buddies. Put those thoughts in an early grave, because not since Doom has a game had such an effect on a person. It can be summed up in one word: atmosphere. That all too elusive concept in games that cannot be written with code, atmosphere derives from many elements in perfect combination designed to suspend your disbelief so totally, that you actually think you are 'really there'. The visual effects mix perfectly with the sound effects, the music comes on in particular situations and is made for the moment, the enemies are intelligent and well placed - I could go on, but I'll use an example to illustrate me point.

Best Game Ever!

Big call, we know. It just happens to be true. While everyone has their favourite game and will defend its qualities to the death, Unreal is the complete package, delivered with an unprecedented level of quality. Gameplay, graphics, sound, design - Unreal is simply the best there's ever been.
You may not even like 1st-person action games - not everyone here at PowerPlay does, but Unreal transcends genre barriers because it isn't merely a little bit better than anything we've seen before, but it is of a completely new generation, one which we honestly didn't expect to see for another couple of years.
It is an astounding piece of work, and I dare any sceptic to at least watch it being played for a couple of minutes and not agree.

Ben Mansill
Editor
Total Immersion
You're walking back along a brightly lit corridor after turning off a couple of switches which de-activate a force field. There were no monsters on the way here, and no doors, so you're not expecting any company on the way back. Still, you tread cautiously because after all, this is an alien and hostile planet and you just never know. You round the corner and spot the door you came in from. Sure enough, the way is brightly lit and free of alien nasties. You head toward the door but as you do, machinery comes to life - there's a hiss, a rumble and the corridor is sealed by a horizontal grate. Your turn around - shit! Both ends are sealed. What now?
Everything is dead quiet, and before you have time to consider your predicament, the lights start switching off - one by one, starting from the entrance to the corridor. Click, click, click, click... until you are left in utter, silent darkness. As you scroll through your inventory to look for a flashlight, a flare, anything that emits light, you hear a low growl behind you. You spin around to see a pair of red, slanted eyes staring at you. Without warning, red lights begin strobing around you as the beast starts running towards you, pulsating techno ringing in your ears. You look down at your ineffectual pistol and think to yourself that Quake was oh so much easier than this...



 


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