My review

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  • rumple9

    #1

    My review

    I am one of UT's biggest fans having played the whole series going back to the 1999 original. I have been salivating over UT3 for so long, sucked in by the hype and the beautiful trailers put out over the last 18 months.

    Yes its the same old UT style of gameplay - I didn't expect anything else - its what we all know and love, intense, fast paced arcade action. Indeed, UT no longer has any rivals given that Id soft took a different direction with the Quake series to make it a Battlefield clone. Simply there is no other First Person Shooter like Unreal Tournament.

    Unfortunately UT3 is somewhat of a let down and here's why ....

    The graphics are pretty good, but nowhere near the standard that was put out in the trailers, similar to what happened with the recent Crysis. These companies hype games up so much over a long period of time, it is unsurprising that when they are released, gamers feel let down. What's confusing me about UT3 is that the graphics don't appear to be as good as Rainbow six vegas or Medal of Honour Airborne, both of which were built on the Unreal engine.

    I am also unimpressed by the character models. It feels like there's something distinctly lack lustre about them.

    Whilst the graphics are high end, this game runs flawlessly with everything maxed out, with nice frame rates.

    The game comes with several game modes, the flagship being the new Warfare mode which is based on UT04's Onslaught mode. Warfare is overly complicated which detracts from the run and gun fun of the game. Onslaught in its old form was sheer genius, and Epic should have stuck by the old adage, "If it ain't broke, don't fix it".

    The major let-downs of UT3 however relates to the maps. Yes while the graphics are good, the maps are overly busy with decoration. Many of the maps are similar and its hard to tell them apart. There is a lack of variety, with the maps mostly taking a Neo-gothic industrial theme. Another puzzling feature is that this is supposed to be a futuristic sci-fi shooter so query why there are 2 ,maps which involve running around ancient Japanese architecture.

    The most glaring omission from UT3 however appears to be revamps of UT04's best maps, namely Facing Worlds / Face Classic, Primeval, Citadel and Dawn, although they did see fit to put a Deck map in.

    In addition to the missing classic maps, are the missing game modes. For heavens sake where is the hugely popular Assault Mode, which many developers have since copied in other games ? Also, although it never really seemed to take off in UT04, I absolutely loved Bombing Run Mode.

    The weapons in my view are a huge improvement over previous UT games which is instantly noticeable, however its a shame to see the awful bio-gun is still included. Also given that this game harks back to the first game in the series i would have liked to see the inclusion of The Ripper.

    Surprisingly, in what has previously be a solely online game, a single player campaign has been included, although it is pretty poor consisting of a number of bot death matches linked together by cut-screens.

    The sound in UT3 is probably its best feature - nothing new but it is still as great as ever. I love the status announcers and there's something rather tongue in cheek with the sexy female voice in Warfare telling you to "Grab your orbs".

    Overall, I feel disappointed by what has been released, but I am not too concerned because in the past, Epic have had the best support of any game developer out there. We can expect regular updates, maps and bonus packs free of charge and I suspect that it won't be too long before the missing maps and game modes cited above are released in a free update. If not, UT has always been infinitely customisable, and with a rabid modding community behind it, they will take care of and gaps left by Epic.


    To be honest, it is with great disappointment that I have to say that UT04 is far superior to UT3. This reinforces the fact that UT04 is one of the classic games of all time, and goes to prove that great graphics don't make a good game.

    Although this is a fairly critical review, you must understand I am a UT fan-boy. If you have never played UT before this is a must buy. For now however I will be going back to UT04 and will be checking back when the bonus packs and mods come out. Nevertheless, this is still a great game.


    Graphics 9
    Sound 10
    Stability 10
    Gameplay 8
    Value 10
    Overall 8.5
  • Killerus
    Member
    • Oct 2007
    • 528

    #2
    your review had some decent points, but clearly your are biased. UT2k4 is a great game, but to say it's clearly superior is a stretch.

    Warfare mode is great and pushes Onlslaught to a level that UT2k4 just can't match. The addition of the orb now makes comebacks a reality instead of the lopsided matches often seen in Onslaught of the past. The orb is a major part of this allowing you to build/destroy nodes instantly.

    As far as being overly complicated i just don't see it. The announcer basically tells you where to go and all the nodes have giant signs that you can see across the map. The HUD also has yellow flashing circles telling you where to attack.

    I am actually kind of glad that UT put all new maps instead of just porting old ones. The community will make more than enough reincarnations of past maps to make you cry for mercy.

    For the missing game modes, did anyone even play bombing run? Assault may be gone but, objectives are added to the warfare maps, although it can be hard to see what they actually do at times. I am sure the community will cook up some great maps that feature more assault objective based warfare maps.

    In ending i am not saying in anyway that 2k4 was bad or sucked, i just think that alot of people are doing the comparison game when it come to the two versions. This is UT3, so spend some time with it before claiming that another version is far superior.

    Comment

    • Fusion

      #3
      Ive always enjoyes playing the UT games so when i came round i was hugely dissappointed. As mentioned by rumple the graphics did not live up to its hype, despite them still being very good. However, i had just played HL2:EP2 which is a brilliantly made game.

      The gameplay just didnt feel right for me when reflecting back to previous UT's so again that was dissappointing. It also felt as though the maps were a lot smaller.

      I cant fully criticize the game as i have only played the demo and not the full game, but from what i have read UT3 didnt rech expetations.

      Ill be playing the game on my mates PC next week which will deciding moment if ill buy it.

      Comment

      • Battl3fr0nt
        Member
        • Nov 2007
        • 300

        #4
        Very good review and a very good point about there being no other game's like UT3. I have never been into it but I got it because I need a brake from COD4. It is a very good change.. But is just to much like UT2004, I really do not see any type of change beside's the ghrapic's and it is really not that big of a change.. I have a feeling it will be the last UT..

        Comment

        • Limehouse

          #5
          Originally posted by Battl3fr0nt
          Very good review and a very good point about there being know other game's like UT3. I have never been into it but I got it because I need a brake from COD4. It is a very good change.. But is is just to much like UT2004, I really do not see any type of change beside's the ghrapic's and it is really not that big of a change.. I have a feeling it will be the last UT..
          Well, of course it's meant to be similar. If it was hugely different, it might as well be another franchise of game.

          Comment

          • L3adcannon

            #6
            I like everything about the game except for one thing, the bloody menu (UI). It sucks balls and should be replaced with UT99`s or UT2004`s.

            Comment

            • Killerus
              Member
              • Oct 2007
              • 528

              #7
              the UI will be addressed in an upcoming patch. Should be out before Christmas. There are about 100 or so changes/fixes that will be in the new patch. The patch is in beta2 testing at the moment. EPIC is very good at patching the game and i would not be surprised if we get some bonus content as well. EPIC usually releases 3-4 bonus packs for whatever game they are currently working on.



              Changelist:

              Gameplay:
              - Fixed scaling of certain player meshes (increased in size some human and
              robot meshes). Addresses meshes being smaller than collision box, as well as
              eyeheight issues.
              - Fixed feigning death into/through ForcedDirVolumes.
              - Fixed grenade effects in water.
              - Increased hellbender rear turret damage.
              - Reduced Goliath machine gun spread, plus slight damage increase.
              - Fixed warfare scoring for locking down a prime node not called "prime
              node".
              - Slightly increased momentum taken for damage by mantas and vipers.
              - Flak, Rocket, and Shock do slightly more damage to manta and viper.
              - Made sure Hellfire SPMA cannon can't fire through walls.
              - Increased incoming SPMA fire sound radius.
              - Fixed impact jumping with hoverboard.
              - Fixed bot Pawns losing their PRI at the end of the match, causing them to,
              among other things, be invisible
              - Fixed being able to switch away from the rocket launcher in the delay
              between the third rocket being loaded and the weapon autofiring.

              AI:
              - Improved bot AI with darkwalker.
              - Tweaked bot voice message frequencies.
              - Bot aiming tweaks.
              - Fixed bots attacking friendly player in rare cases when that player recently
              stole an enemy vehicle.
              - Fixed bots not handling the "Hold This Position" order correctly when the
              player giving the order is in a multi-person vehicle.

              Demo playback:
              - Fixed demo playback not ending/looping correctly when the demo ends due to
              the DemoRecSpectator being destroyed before the end of the file is reached.
              - Demos can now be paused.
              - By default, demo playback now runs at full speed and interpolates in between
              demo frames using the normal client simulation code. The old frame-locked
              method is still available by passing ?disallowinterp. Timedemos are unaffected
              by this change.
              - Fixed demoplay URL parsing counting the options as part of the filename
              unless an extension was specified in the demo name
              - Added a "Delete Demo" button to the demo playback menu.
              - Demo playback now properly handles rotation when viewing a Pawn in first
              person.
              - Fixed looking around while spectating a vehicle.

              Server Browser:
              - Implemented "Server History" tab page in server browser, with ability to
              "lock" favorites on that page.
              - Added 'Join as spectator' feature.
              - Server browser uses smaller font to display more servers.
              - Fixed custom mutators not appearing in server browser.
              - Fixed custom gametypes not displayed in server browser's window.
              - Fixed server browser's listed MaxPlayers being incorrect.
              - Added filter option for dedicated servers.
              - Fixed server browser showing an incorrect goal score and time limit when the
              .ini values were used.

              User Interface:
              - Can now save settings/progress even if have never created a profile.
              - Added ping and connect time to scoreboard.
              - Removed annoying confirmation menu when starting a game.
              - Removed unnecessary top settings page (can use tabs at the top of the
              settings to navigate).
              - Added a Messages tab to the mid game menu.
              - Friends messages now saved until explicitly deleted.
              - Finer control over mouse sensitivity, using an edit box instead of a
              slider.
              - Added framerate smoothing and FOV options to the advanced video menu.
              - Increased max players/bots in menus to 32.
              - Fixed auto switching to vote menu at end of match.
              - Improved mid game menu performance (don't render world behind it).
              - Added version number to main menu.
              - Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in
              the [WinDrv.WindowsClient] of your UTEngine.ini to enable
              gamepads/joysticks).

              HUD:
              - Added the killer weapon to victim messages.
              - Fixed flag and orb scaling in minimap at high resolutions.
              - Fixed node teleporter not showing "You can't teleport with orb" message on
              clients.
              - Fixed situations where "get in vehicle" pictograph wouldn't work correctly.
              - Still draw the clock on the scoreboard after the game is over.
              - Fixed Duel HUD issues.

              Networking:
              - Implemented STUN support (Simple Traversal of UDP Through Network Address
              Translators) to enable clients and servers to connect from behind a NAT.
              - Fixed team scores very rarely not updating for a client.
              - Fixed bot faction option when running a listen server.
              - Fixed link setup not reset correctly when going from a map with a custom
              link setup to one using the default.
              - Fixed a case where Duel would place an incoming player on the wrong team
              when some players were still travelling.
              - Bullseye stats are now properly recorded.
              - Fixed clients not travelling to downloaded maps correctly.
              - Fixed the client and server getting into a loop sending each other close
              messages in some situations.
              - Quick match incorporates player rating into search decision.
              - Fixed issue where Vista clients would not receive all servers from a server
              browser search.
              - Applied proper fix to suppressing voice on dedicated servers.
              - Fixed issues with players not getting on right team in Duel and
              Duel+Survival if a player leaves in certain timing windows during map
              transitions.
              - Fixed previous level PRIs showing up on the scoreboard/leaderboard after the
              client travels (making it look like players have already scored lots of points
              when those clients are in fact still loading)
              - Fixed losing your custom character mesh after changing teams during a
              match.

              Server Administration:
              - Reduced tick rate for dedicated servers with no clients (saves CPU on idle
              servers).
              - Dedicated servers do not require CD keys.
              - Added -configsubdir= command line option to cause .ini files to be
              loaded/saved from the specified subdirectory of Game\Config\
              - Added QueryPort configuration and command line option.
              - Added an "AdminChangeOption [option] [value]" console command for server
              admins. This allows changing most simple .ini values (e.g. GoalScore) from the
              client. This command will not override URL options. The change will take
              effect after the next map change.
              - Added an "AdminPublishMapList" console command for server admins. This
              overrides the server's map list for the current game type with the one on the
              client that used the command.
              - Uses GameReplicationInfo.ServerName if set for the name of the server on the
              server browser.
              - Added "AdminForceVoiceMute" and "AdminForceVoiceUnMute": Stops/Starts a
              player from sending voip to others
              - Added "AdminForceTextMut" and "AdminForceTextUnMute": Stops/Starts a player
              from send text messages to others
              - Updated AdminPlayerList to show the PlayerID of the players on the server.
              - Updated Kick/Ban to allow for using either the player name or the id

              Map Specific:
              - Fixed WAR-Avalanche terrain LOD popping issue on high end PCs.
              - Fixed bots rarely getting stuck in mid air in DM-Gateway in the city
              section.
              - Fixed some VCTF-Suspense pathing issues.
              - Fixed issues with circular lift on DM-Deimos.
              - Fixed translucent mesh sorting issues in DM-Gateway.

              Campaign/Co-op:
              - Fixed a bug that could cause too many bots to be added to co-op matches in
              some cases.
              - Added support for seamless travel interrupting a travel to start another
              travel. This fixes single player breaking if the host selects the next mission
              before the clients have finished travelling to the mission selection level
              - Fixed extra copy of a character when a human player leaves a co-op game at
              the right time.
              - Changed network loss during single player to result in player signed in
              locally.

              Modding:
              - Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some
              entries are in this array, the mutator will only be visible in the menus if
              the selected gametype is found in the array.
              - Fixed custom gametype midgame menus not being used correctly.
              - Shipping script compiler now allows localized/config defaultproperties
              because otherwise autodownloaded mods have no way for their localized/config
              variables to work.
              - Added Get/SetSpecialValue() stubs to Object to allow mods to expose values
              that can be modified without creating a dependancy.

              Comment

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