I've become a little fed
up with id Software's
domination of the
first-person shooter
market. Other than
perhaps Duke Nukem
3D and Jedi Knight,
there haven't been many
titles that are even in
the same league as
both Quakes-and none
could compete with id's
technical savvy. Enter
(finally) Epic
MegaGames and Digital
Extremes' much-hyped,
much-anticipated, and
oft-slipped Unreal.
It offers a better
single-player experience
than Quake or Quake II
and is powered by one
helluva serious 3D
engine. Unreal is
hands-down the most
unique-looking shooter
to come along in an
extremely long time-if
not ever. The
environments are vast,
varied, lush, and
breathtaking. The
textures are much larger
and more detailed,
colorful, and varied than
those in Quake II,
resulting in a much
more interesting exploratory experience as you delve through the variety of
levels-from dark, dank caves to huge outdoor settings with kaleidoscopes of
bright colors.
The special effects this engine can produce are truly amazing. Water
cascades and ripples; lights blend, pulsate, and shimmer realistically. And
the reflective surfaces of some of the floors are jaw-dropping. Sure, it's more of
a "see what we can do" feature rather than one crucial to Unreal's level
design, but it looks pretty. There's also per-pixel fogging in software and 3D
acceleration that really lends itself to the atmosphere pervading most of the
game. You'll encounter this in the first level as you explore some foggy
air-ducts, a game opening that really sets the mood.
The 3D sound-effects are also amazing, particularly if you have an
A3D-licensed card. The sounds of monsters' footsteps, engine hums, water
dripping, waterfalls, bird cries, and gunshots change dramatically according to
your position relative to them. On some of the more cavernous levels, you'll
find that sounds echo convincingly. The electronic music, however, pretty
much sucks-I recommend you turn it off or throw in your own CD.
Why am I spouting off about Unreal's
technical merits before getting into its
gameplay? Because Unreal's technology is
its most noteworthy element. When you get
to the gameplay, Unreal is essentially of the
same old find-your-way-to-the-next-level
variety-it's just a much more beautiful
journey.
You're cast as a prisoner aboard a
prison-transport ship that crashes on a
mysterious planet. You awaken amid the
ship's rubble bruised, battered, and
confused. Your first task is to find some medical attention, then find a way out
of the ship, and eventually find a way off the planet.
It seems other ships have crashed on this planet as well, and a race of aliens
known as the Skaarj have taken it upon themselves to reign supreme.
Together with a host of alien baddies, the Skaarj are up to something-which
includes the subjugation of the planet's native residents, the Nali.
As you progress, you'll spend most of your time roaming through spaceships
and Nali gothic temples and villages. During your journeys, you'll discover
more information about the Skaarj and what they're doing, the planet you're
on, and the Nali via your handy-dandy Universal Translator (never leave home
without one).
You'll also find various weapons-10 in all-with
which to combat the Skaarj and their
minions. Each weapon has a secondary-fire
feature that's usually more powerful than the
primary firing method but takes more time or
ammo. For example, the primary-fire trigger
on the 8-Ball Launcher fires standard
rockets-up to six at a time depending on
how long you hold the trigger. Its
secondary-fire option launches grenades.
Your standard weapon is the Dispersion pistol, and there are five power-ups
that make it substantially more deadly.
The weapons are fairly well balanced and interesting in single-play, but
Unreal's monsters are even better. Where Quake II tries to overwhelm you with
numbers, Unreal tries to overwhelm you with quality-there are fewer enemies,
but they're more detailed and tougher to kill. There's been much hype around
Steven Polge coding the AI (he created the Quake Reaper Bot), and the team
claimed that fighting them would be like fighting human players. Well, not
quite. But the Skaarj (and variants) do duck, strafe, roll, dodge, flank, and fire
better than any enemy AI seen before in a shooter. They also patrol levels
rather than staying put in the same spot. The Skaarj and their variants are by
far the most interesting. The rest don't pose much of a challenge-not even the
massive Titan, who is awe-inspiring but not that difficult to defeat.
Unreal doesn't redefine the genre, but it does have a look and atmosphere all
its own, resulting in a compelling single-player experience. And it definitely
has its great moments, like the tense one in Dark Arena when four doors
slightly obscured by fog start opening. Emerging from behind one is a
gargantuan Titan, slamming the ground to send you flying, then hurling
massive boulders at you. A few levels later, the Skaarj drop down from the
Terran ship's ceiling vents in numbers, intensifying that "me alone vs. the
aliens" feeling. Other moments are equally impressive but more subtle:
emerging from a claustrophobic hallway into an expansive, gorgeous Nali
world with birds flying overhead and rabbits hopping around; the mooing of the
Nali "cows"; the transporter portals on the Skaarj mothership.
Better story exposition and development (the
ending was incredibly cliché and the game's
final confrontation lame), more scripted
events, and more unique things to do would
have elevated the game into truly unreal
status.
So would more attention to multiplay.
Games run smoothly on a LAN, but not over
the Internet. Few servers were up at the time
of this writing, and playing on them was a lagfest of shameful proportions.
Hopefully this'll be improved in coming months via patches. It must, or Unreal
will remain an also-ran in the world of online gaming.
The weapons are also serious underachievers in multiplay-it seems to take
forever to kill your target. In addition to standard deathmatch multiplayer
support, you get teamplay, King of the Hill, and co-op play, and there's the
option to play with and against bots-and they're pretty challenging. If it weren't
for these customizable bots (which can be included in deathmatches), Unreal
would be a complete bust in the multiplayer department.
Another boon: the game includes an
unsupported beta version of the Unreal Level
Editor (a full, retail version will be sold
separately). This is by far the easiest
3D-level design tool I've encountered, once
you patch to get it running. No doubt it'll
spawn a healthy online community-provided
Epic can iron out the game's Internet bugs.
Unreal's biggest hurdle by far is its meaty
system requirements-this game had my P200 MMX machine with 64MB of
RAM and a Canopus 6MB Voodoo accelerator gasping for breath like no other
shooter before. Dropping to 512-by-380 res (the max for a 4MB Voodoo card)
and low-detail textures helped, but it still didn't play completely smoothly.
If your PC has the muscle, you'll get a lot of enjoyment out of Unreal. It isn't
the Second Coming, but it's pretty damn good.