Join Date: Dec 2000 Location: across ARCADES this SUMMER! |
spatiu se poate face, dar pentru 10 minute cat o sa-l joc (destul de probabil) nu cred ca merita atata deranj.. poate daca jocul e fun o sa ma chinui sa-l joc pe minim :/
(acum urmeaza sa-mi recomanzi un upgrade in urmatorul secol  )
edit: anyway Quote:
StryfE posted a review of his experience at Digital Life on ProUnreal. I'll copy and paste:
"Well, since I've been asked more times then I can count to cough up info about the game, I figured I would just make a post and shove everything into it.
The Setup:
First of all, this was not Epic or Midway or anyone that has anything to do with Unreal Tournament displaying the game. This was Dell, showing off their laptops that contained Ageia's mobile PhysX card's. To further show off what their cards "can do" they made this custom map called "CTF-Tornado" that came with destructible environments.
This map will not be in UT3, there will be no destructible environments in the game, and all this stuff was strictly for Ageia. However I was told that all the weapons speeds/damage rates, run speeds, physics of the characters themselves etc were all untouched.
There were two laptops that only ran this map, you could play each other with some bots throw into the fray. The GFX were all at max, and as a result their "monstrous" cards ran it at a cool sub 30 FPS....so it was hard to do much of anything. This alone may sway my opinions of the game so take all of what I write with a grain of salt, this is all based strictly on what I played hands on at this booth.
The Movement:
Right off the bat you will feel the movement is "heavy". And by that I mean there is like double gravity compared to UT2k4's movement. It feels heavier then UT99 also. The only way I can describe it right now is Quake 4 out of the box with dodging. Everything is stiff, yet crisp and precise.
The run speed is faster then any UT I've played, I guess they had to make up for the removal of dodge jumping. You can get across maps pretty fast, even though the delay between doing one dodge after another seems to have increased by a tiny amount.
Double Jumps - Yes, but you do not go nearly as high as you did in 2k4. You also fall down a lot faster. (again, "heavy")
Wall Dodges - Yes
Dodge Jumping - No
The Weapons:
Impact Hammer - It looks like a British bondage queens sex toy of choice but is pretty much the same old thing from UT99. I managed to kill someone with a full charge and it did seem accurate compared to the complete random crap from 2k4.
Primary - Full charge, release for blast
Secondary - Small puffs of damage continuing
Enforcers - Very different then UT99, and pretty much any starting gun I've ever seen. It does a lot more damage then the AR does in 2k4, so I guess damage wise it is comparable to UT99's, but more accurate.
Primary - Slow single shots
Secondary - 3 Shot burst fire
Guns Akimbo - Yes
Bio Rifle - This thing is an absolute unbalanced monster right now. Primary fire is fast shots of goo like every other game. However, the secondary charge is just insanity. You charge a giant glob as always and release it, but the thing stays in place for a good 25-30 seconds now without exploding. When it does explode it does some unbelievable amount of damage. For example, I was 199 HP w/ a helmet, I was about 1 dodge away from a load on the ground, it exploded and completely killed me. I can't imagine what it's damage is if you actually walk on top of it. You can literally just throw the thing on top of an armor and it will act like a sticky bomb for half a minute, your enemy runs over it and dies. Needs changing for sure...
Primary - Fast goo shots continuing
Secondary - Charge up for bigger amounts of goo
Shock Rifle - Everyone is going to like this one. The primary beam is a bit wider it seems then the other games, but much slower then UT2k4's newnet rape shit. The ball is faster, and the combo explosion is bigger. The damage seems to be the same, about 45hp per primary hit but don't quote me on it. The combo damage is definitely increased, but I wouldn't know by how much.
Primary - Slower yet wider beam
Secondary - Faster ball
Combo - Bigger, stronger
Link Gun - By far the most improved gun out of everything. This thing got a much needed make over and even the quakers are going to love this thing. It's primary is small like a Q3 plasma rifle, and it's secondary is almost exactly like a Q3 lightning gun. The beam stays straight and doesn't bend like some ghostbusters ectobeam. When you hit an enemey with secondary they completely light up like a christmas tree, making it very easy to track them with it. That mixed with the heavier movement is going to make this gun used more then LG was in 2k4.
Primary - Very fast, but smaller (then 2k4's) projectiles
Secondary - Link beam that's actually possible to use as a gun to start a fight off with and finish it without switching
Stinger - This thing is supposed to be our new minigun but it's nowhere near as useful as anything we've been given in U1, UT99 or 2k3/4. The primary is the faster mode for it, but it's still way to slow. The secondary is like a shotgun blast of multiple shards (like U1's stinger) but doesn't seem to do much of anything. The link will definitely replace this as a "finishing" weapon.
Primary - Slow continual shards
Secondary - Shotgun style blast of multiple shards
Flak Cannon - Seems to be following nicely with the updated games, looks wise at least. The primary is a lot more accurate then anything we've gotten, the shards seem to concentrate where you shoot them rather then bouncing around randomly everywhere. The secondary though, has like no arch to it. It, much like the movement, just kind of "falls". It is also the size of a damn beach ball, much like we saw in the Comic Con videos. It's as damaging as always, maybe a bit more, I didn't get many shots in with it. The splash damage is definitely less though, but I guess it's size makes up for it.
Primary - Accurate/focused shotgun style blast of shards
Secondary - Much bigger, more gravity, less arch flak ball with less splash damage then earlier games.
Rocket Launcher - Doesn't seem to be much changed here. UT's rockets have never been like Quake's, and they never will I'm sure. They did not seem sped up to me compared to 2k4, but if they are it must be miniscule. The secondary was a charge of 3 rockets or less and I saw no way of firing grenades out of the thing. Sho was spectating someone else using them, so I guess they are in the weapon but you don't fire them with secondary or both buttons together. Damage seems unchanged, but again, it was to hard to tell.
Primary - Single rockets, bit faster then 2k4
Secondary - 3 Rockets max charge
Primary + Secondary - Rocket spiral
??????? - Grenades
Sniper Rifle - Flat out, 2k4's will hate it, and UT99 players will be alright with it, I don't see anyone loving it. It's speed is somewhere in between UT99 and 2k4, with it being faster then 2k4 and slower then 99 by about equal amounts. The choppy-ness of the set up made it impossible to hit anything so I don't know about damage. I took a few shots and noticed I kept getting dropped to 30 HP so I guess it does 70. It does have a tracer, but I still couldn't tell where in the hell I was getting hit from.
Primary - Average speed, same damage as 2k4
Secondary - Zoom, nothing special
The Armor System:
Helmet - +20
Thigh Pads - +30 (I think...)
Vest - +50
Shield Belt - +100, but acts as a second health bar
Playing CTF on some god awful map is hard to make judgement in a real environment of the game but I can see a few flaws in the way armor is set up. We all know about the helmet imbalance, but for those who dont:
Helmet = 20 hp of armor, but it completely blocks a single headshot and then you lose it. The problem with this is, you take zero damage. So, for example, if you have LG, with amp and you hit a head shot, that should = 280 damage. If the player has a helmet, it turns into 0. Definite problem, and I don't see it being used in 1v1.
With a keg and shield belt you technically have 299HP, and then with the other armors thats another 100. I couldn't pick up the same armor twice, so I guess you can't stack them on top of each other like that but it already seems excessive without that. Something has to be re-arranged with the armor system for 1v1/TDM and it looks like removal of the shieldbelt would be the best thing if the others have to stay.
The Skins:
The videos do make them look bright, but again, due to the set up it may be forcing me to say that they flat out suck. Yes they are better then 2k4's of course, but they just look like a blur when running past you. I knew all the bot patterns and just watched them run around and I could not track them with my eyes yet alone with my hands to shoot them. Rockets looked like they were flying out of the shadows and snipers were coming from god knows where. The only time I could see anyone was when they had a giant flag on their back. Brightskins will be needed within the first 15 minutes of installing.
All in all I think in it's current state at this booth the game was completely lack luster. However, the real game itself will definitely be different and feel like it should. Can UT3 be the next big thing? Yes. Will it be better then 99 and 2k4? That's relative. Can it be used in competitive play all around the world? It better damn well be."
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Last edited by Aquashark; 04-10-2007 at 16:48..
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