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REVIEW UNREAL TOURNAMENT III |
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PUBLISHER
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ACTIVISION
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DEVELOPER
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EPIC
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GENRE
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FIRST-PERSON SHOOTER
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PLAYERS
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1-32
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PRICE
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£49.99
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RELEASE DATE
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OUT NOW
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Finally, a version of Unreal Tournament
that can proudly stand shoulder-to-
armour-plated-shoulder with its PC
brethren. Epic has
created a monster
of an FPS that’s only
slightly let down by its
single-player mode. |
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SCORE
07/JAN/08 |
88% |
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| UNREAL TOURNAMENT III GAMEPLAY VIDEO
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To view this trailer, you will need to Adobe Flash Player already pre-installed.
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Inside every gamer lurks a primitive voice
that cuts through all the talk of ‘emergent
gameplay’, meaningful narrative and
originality, and incessantly reminds us of
our base videogame urges. “Killz!” it barks,
“speed!” it yelps, “guns!” it shrieks. This ‘inner-
gamer’ grows more demanding with each
passing year, and insists on bigger explosions,
quicker speeds, and more bombastic methods
to make things die. It usually
gets what it wants as well,
and staggers away from most
experiences with its primal
appetite well and truly sated.
But every now and then a game
arrives that not only satisfies our inner-gamer,
but spanks it so violently it goes scampering off
to our inner-child in tears. Such games usually
bear the name “Unreal”.
Yes, Unreal Tournament III is finally here,
and has managed to take its predecessors’
trademark blend of twitch gameplay,
outlandish gunfights and unmitigated
destruction into new and insane levels.
However, before we tease you with vivid
descriptions of ‘Heat Rays’, Dark Walkers and
hoverboards, let’s get all the bad stuff out of the
way with first, shall we?
Most critics consider the Unreal Tournament
franchise as a series of focused, online,
multiplayer experiences, and have always
disregarded its rather ‘tacked-on’ single-player
modes. However, developer Epic Games
recently revealed that half of those who bought
the last UT (UT 2004) never took it online. This
probably explains why Unreal Tournament
III’s single-player campaign – unlike any of its
predecessors’ – has been generously fleshed
out with cinematic cut-scenes, scripted
characters and numerous missions. So it’s only
right that we give it some special attention, and
here’s where that ‘bad stuff’ gets in the way.
Firstly, you’ve got some hackneyed story
concerning a generic steroid-bag protagonist,
who joins a crack unit of troops in order to
avenge the destruction of his city. What makes
this story more banal than the sum of its
parts is that the action transpires exactly like
it does in multiplayer. Yep, we’re supposed to
believe we’re fighting a war by playing ‘Capture
The Flag’. But it’s okay, because you’re not
actually stealing capturing a flag, oh no, you’re
capturing a Field Lattice Generator (which
looks exactly like a flag). Deathmatches are no
longer about killing your enemies more times
than they kill you, they’re about “destroying
your enemy’s respawner”... by killing your
enemies more times than they kill you.
Yes, we know it’s just sci-fihokum, but what
happens in the cut-scenes and the mission
briefings, seems so at odds with UTIII’s actual
gameplay that it’s impossible to care about
the story. Epic might as well have interspersed
scenes from Neighbours and told us we’re
capturing flags because Harold and Madge
want an ad-hoc blanket to screw under. |
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What makes this even more irritating is that
the team at Epic had a perfectly good single-
player concept staring them in the face. Maybe
we’re being naive, but if a game has a two-word
title and one of those words is “tournament”,
then perhaps it’s a good idea for its story to be
about a tournament. This is the crazy approach
UT 2004 took with its single-player mode,
which required players to progress through the
ranks of a bloodthirsty competition set on a
deep space mining colony. It was a threadbare
narrative, but at least it didn’t have to explain
why you can’t put a flag inside a car and drive
back to your base. If pilfering flags is such a vital
part of intergalactic warfare, why haven’t they
figured out how to fit one inside a tank?
But UTIII’s single-player campaign harbours
irritations beyond its contrived story. Epic
usually does a stellar job with its AI controlled
bots, and we’re happy to say UTIII continues
this fine tradition, but with one exception
– Warfare mode. Warfare is basically a tweaked
version of UT 2004’s Onslaught mode, which
pitted two teams against each other on a map
dotted with ‘nodes‘ that must be sequentially
captured. When all the nodes are captured the
opposing team’s ‘core’ is vulnerable to attack
– destroy the core and you win the match.
Warfare mode adheres to this format, but
introduces ‘The Orb’ – a glowing ball that
instantaneously captures a node on contact. It’s
a brilliant feature in multiplayer, infusing battles
with an unstable ‘capture the flag’ dynamic.
However, while the orb is genius in multiplayer, it
becomes a hernia-inducing bauble of irritation
during single-player, as computer-controlled
team-mates who pick it up rapidly turn into the
deathmatch equivalent of a Chuckle brother
and go gallivanting off to a completely irrelevant
node. What makes it even worse is that your
team-mates always pick up the orb before
you do, which means single-player Warfare
missions can last for an eternity. So thanks Epic,
for trying to give UT a proper single-player
campaign, but frankly, we’d rather French-kiss
a badger’s arse than play through it.
Right, thankfully that’s all the bad stuff out
of the way. But we’ve now forced ourselves
into a negative little corner and our only way
out is to abruptly change tone like some
creepy alcoholic. But bear with us, we promise
there’s a sober reason for our two-facedness.
You see, once you break free of UTIII’s single-
player-shackles and venture all squinty-eyed
into the bright lights of the internet, the game
becomes a completely different beast. In fact,
it becomes utterly sublime.
How many videogames let you jump into a
tentacled aircraft (straight out of an H R Giger
wet dream) and rocket into enemy territory,
strafing neon green globules of explosive
goo, before disembarking and stealing the
enemy’s flag? How many videogames then
let you hoverboard back to your own base
under the cover of a raging sandstorm, while
colossal enemy tripods thump across the
battlefield, blasting out deadly Heat Rays in
a frantic attempt to bring you down? Genius
nearly always flirts with insanity and UTIII
illustrates this point with lurid intensity. It’s
utterly bonkers and throws so many vehicles,
weapons and dynamicity at the player that
it’s a miracle its battles remain so balanced,
and it’s a miracle we’re able to play it without
slowly curling up into a foetal position every
five minutes. |
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You’re given a total of six modes to mess
about with, including the aforementioned
Warfare mode, as well as Deathmatch, Team
Deathmatch, Capture The Flag, Vehicle
Capture The Flag (VCTF) and Duel, which we
hope are all fairly self-explanatory. Suffice
to say, there’s plenty to get stuck into. The
vehicles are so wonderfully implemented in
Warfare and VCTF (see ‘Revving Up The Frags’
boxout) that these two modes are strong
enough to jettison away from UTIII and form
their own fully fledged game. But that doesn’t
mean you’ll have less fun sans-wheels. In fact,
we found ourselves habitually drawn to the
claustrophobic and ruthless confines of UTIII’s
classic deathmatches, during which we could
rigorously test the most important part of any
UT game: the weapons.
While veterans will still find themselves
making a beeline for the rocket launcher’s
spawn point, there have been some important
changes to UT’s weapon cachet that are bound
to affect your tactics. The most contentious
being the reduced-strength Flak Cannon.
Calm down, calm down, it can still gib a n00b
in one hit, but you’ll have to get close enough
to breathe on them. The Enforcer is back as
a default weapon (which sucks) and so is the
Impact Hammer (which is awesome). The
Minigun has been replaced by the Stinger,
which is able to pin your victim’s corpse to the
scenery, and the Lightning Gun has completely
vanished (and we don’t particularly miss
it). Old favourites such as the Shock Rifle,
Biorifle and Redeemer make a return virtually
unchanged, and newcomers such as the time-
slowing Stasis Field and the face-eating Spider
Mine, ramp up the eccentricity levels to Colonel
Gaddafiproportions.
Gameplay tweaks have also been made to
suit the limitations of the PS3’s controller. This
has been largely accomplished via a slightly
slower movement speed and the introduction
of a small recovery period after landing a jump.
Constantly jumping while aiming and shooting
is, of course, a massive part of playing UT, but
incredibly hard to pull off with a control pad’s
finicky analogue sticks. It therefore makes
sense for Epic to reduce the player’s reliance
on such a tactic, as many Sixaxis users will find
themselves up against mouse and keyboarders,
whose left thumbs are able to perennially hover
over their Space button. The positive effect of
these changes is that UTIII is an absolute peach
to control with the Sixaxis. The downside is that
UT veterans may find the slight dip in game
speed adversely affects the accuracy of mouse
scrolling, and the less jump-happy gameplay
takes some getting used to.
So, there you have it. When it’s online, UTIII is
brilliant and without doubt the best multiplayer
experience on the PS3. It’s a blissful marriage of
tense and brutal deathmatches, desperate and
dramatic Capture The Flag runs and multi-
layered vehicle warfare. The ability to install
user-generated mods onto the PS3 – from
fancy new skins for character models, to brand
new levels and new game modes – breaks
new ground for console games (though
unfortunately the feature wasn’t ready in time
for our review). The only thing preventing
Unreal Tournament III from scoring any higher
is its miserable single-player campaign, but if
you have an internet connection that shouldn’t
even be an issue.
Christopher Reynolds
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