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Ships Ahoy - Unreal Tournament 3

Midway announces that Unreal Tournament 3 is shipping, and Epic's shooter sequel is now (or soon) available in the US for the PC, with the PS3 edition to follow. A beta demo (story) offers a sample of the game, and here's word:

CHICAGO - November 19, 2007 – Midway Games Inc. (NYSE: MWY), a leading interactive entertainment publisher and developer and world-renowned developer Epic Games Inc., today announced that the highly anticipated and award-winning Unreal Tournament 3 game has shipped for PC. Building off 2006 Game of the Year, Gears of War's massive success, Epic Games has brought the world's premiere and multi-million unit selling first-person-shooter back to the PC. Unreal Tournament 3, rated "M" for Mature by the ESRB, is available for a U.S. suggested retail price of $49.95, with the PC collector's edition available for a U.S suggested retail price of $59.95. Unreal Tournament 3 is also scheduled to be available soon for the PLAYSTATION®3 computer entertainment system.

"Unreal Tournament 3's superior graphics and gameplay experience take the award-winning Unreal franchise to a completely new level," said Steve Allison, chief marketing officer, Midway. "The game truly defines what fast-paced, frenetic, intense first-person shooter gameplay should be."

"Unreal Tournament 3 delivers on the promise of high-caliber game quality that gamers have come to know and expect from Epic Games and the Unreal franchise," said Mark Rein, vice president, Epic Games. "The power of Unreal Engine 3.0 has enabled the development team to set new expectations for what cutting-edge graphical and gameplay quality for a first-person shooter should be."

Unreal Tournament 3 has been met with numerous awards and critical acclaim from some of the industry's most respected media outlets:

        • "Best of E3" E3 2007 - GameSpy
        • "Best of E3" E3 2007 - ShackNews
        • Runner-Up, "Best Graphics Technology" E3 2007 - IGN
        • Finalist, "Best Shooter" E3 2007 - GameSpot
        • "Most Innovative Games of E3" - E3 2007 - GamePro
        • Nominated "Best PC Game" E3 2007 - GameTrailers
        • Nominated "Best First-Person Shooter" E3 2006 - IGN
        • Nominated "Best Online Multiplayer Game" E3 2007 - Game Critics Awards
        • Nominated "Best Online Game" E3 2007 - GameTrailers
        • Nominated "Best Graphics Technology" E3 2006 - IGN

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53 Replies. 3 pages. Viewing page 1.
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53. Re: ... Nov 21, 2007, 16:25 Morgan19
 
Yep, finally found one in the area that got a shipment in today-- it sounds like shipments all over this region came in a day late, for whatever reason.

I had to turn off bloom and the distance fuzz before they drove me batty, but now it feels like good ol' UT again. Looking forward to getting some play time in.

m19

 
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52. Re: ... Nov 21, 2007, 10:04 nin
 
So has anyone actually found a store selling UT3 yet...?

I checked my local Target, WalMart, Best Buy, Circuit City, and EBgames and not one of them have the game in stock. There's shelf space for it, but no one seems to have actually gotten their shipment yet. Bizarre.


Got mine Tuesday night from Lamestop, via UPS...




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This comment was edited on Nov 21, 10:05.
 
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51. Re: ... Nov 20, 2007, 20:58 Morgan19
 
So has anyone actually found a store selling UT3 yet...?

I checked my local Target, WalMart, Best Buy, Circuit City, and EBgames and not one of them have the game in stock. There's shelf space for it, but no one seems to have actually gotten their shipment yet. Bizarre.

m19

 
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50. ... Nov 20, 2007, 07:02 theyarecomingforyou
 
weren't they supposed to have some aspects of XMP implemented such as deployable turrets, portable energy fences, etc?

They should've got the guys who were doing XMP for 2k4 and let them implement it as its own gametype in UT3. It's disgusting that they are just letting one of the most novel takes on the CTF gameptype in years just die.
That sounds just like Tribes 2, which was a much better multiplayer game. It's just a shame that the recent Tribes game completely blew.

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49. Re: Nov 20, 2007, 05:48 Beaner
 
Innovative ROFL. I'm seriously starting to think these publishers think eye candy is the same thing as gameplay which saddens me.

This comment was edited on Nov 20, 05:51.
 
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48. No subject Nov 20, 2007, 00:19 cronik
 
Bring it on!

 
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47. No subject Nov 19, 2007, 20:24 Hump
 
weren't they supposed to have some aspects of XMP implemented such as deployable turrets, portable energy fences, etc?

They should've got the guys who were doing XMP for 2k4 and let them implement it as its own gametype in UT3. It's disgusting that they are just letting one of the most novel takes on the CTF gameptype in years just die.

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46. "Most Innovative Games of E3" Nov 19, 2007, 20:10 MacD
 
BWAHAHAHAHAHAHAHAHAHA!

Gamepro is a hack rag. I like UT3, I really do, but in what stretch of the universe can it be called 'innovative' I know not.

 
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45. ... Nov 19, 2007, 19:40 theyarecomingforyou
 
the next version was supposed to be called unreal tournament 2007 but they decided to can that and go for unreal tournament III
Also, UT2k3 and UT2k4 were based on the Unreal 2 engine, whereas UT3 is based on the Unreal 3 engine.

This whole concept of default, muted, vivid, and intense. No matter which option I use, every color seems dingy like it's got brown in it.
The only one I like is muted... all the others go overboard on the contrast and are far too bright.

I can remember the idea of being able to fight across multiple servers being planned ever since the original Unreal, the idea of streaming maps sounded too good to be true.
I have not heard any discussion of that and it doesn't really sound like a worthwhile feature... it would be more practical to divide a server into three and have people transferring between "realms" but even that strikes me as a bit pointless.

First and foremost the graphics aren’t nearly as decent as the early preview screenshots and movies shown, every game gets hit with an ugly stick before release but the obnoxious amount of blur and fake HDR bloom is over the top.
I didn't notice any blur, whereas I did in Team Fortress 2 (where it looked really good) and got fed up of it in Crysis (far too much). As for HDR - I agree, but that is fixed by selecting muted. And the textures are meant to be higher in the retail version, though still nowhere close to the initial screenshots they pushed out for promotion (the ones that looked amazing).

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44. Re: No subject Nov 19, 2007, 19:17 Lazymutant
 
i think they consider ut2002 and ut2004 the same game really... and that is really the truth... 2004 was more of a update to 2002

the next version was supposed to be called unreal tournament 2007 but they decided to can that and go for unreal tournament III


 
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43. Re: No subject Nov 19, 2007, 18:01 Overon
 
Also I noticed this with gears of war and ut3 demo. This whole concept of default, muted, vivid, and intense. No matter which option I use, every color seems dingy like it's got brown in it.

 
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42. Re: No subject Nov 19, 2007, 17:21 Kosumo
 
I just like to ask if anyone here ever played the carball mod for ut2004, if so, what did you think of it?

Cheers

 
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41. No subject Nov 19, 2007, 17:05 beigemore
 
"Most Innovative Games of E3" - E3 2007 - GamePro


....what?

 
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40. Re: ... Nov 19, 2007, 17:04 ViRGE
 
want to pay particular attention to the menus, the hud, and the server browser.
You'll be terrified to know then that they didn't change it at all for the shipping version. They'll fix the UI in a patch down the road.

 
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39. Re: No subject Nov 19, 2007, 17:02 Bundy
 
Not the entire scene had AA applied to it when you forced U3E games to run AA. I asked a friend who's a graphics programmer, as to why AA doesn't work with D3D9. This was his response. It's lengthy:

"Typically, in forward rendering, you would draw an object with a shader defined, which can include receiving light and shadowing information and you draw that directly to teh backbuffer. With AA on, the GPU is able to take the result of each shader (which runs per-pixel) and apply it on a per-fragment basis and this applies to both depth and colour. So when rendering to the back buffer, the gpu is able to fill up all of this per-fragment data giving you antialiasing (since there are multiple fragments inside each pixel). Deferred rendering is different in that, when rendering the geometry, you draw not the final lighting calculations, but the information that the lighting calculations require, to a series of textures that are stored inside the gpu this information is stuff like the normal of the pixel, the depth, specific texture information such as diffuse values, and so on. Then, lighting is applied like a post-process, similar to bloom: you draw the geometry that covers the light to the backbuffer, using a shader that looks up all of the data you generated earlier by just doing a texture lookup on the fullscreen textures. That is the essence of deferred rendering: storing some kind of information about the scene into a full-screen texture so that any further operations needing that data operate independently of the scene geometry.

One major pitfall of this approach, compared to forward rendering, is the loss of antialiasing. This is because those textures you're looking up store per-pixel data not per-fragment data. So when doing all of the final rendering, you're operating on data that is too low frequency to do any kind of effective antialiasing with Unreal Engine based titles, they don't do full deferred rendering, but they do use that full-screen texture business for the shadowing part of their rendering, which without deferred rendering would force the scene to be re-rendered many, many, times (note: I'm pretty sure that's the only place when it's used; I'm not 100% on that). Anyways, that shadowing information cannot be antialiased on D3D9. The reason why it's possible to do antialiased deferred rendering on D3D10 is one added feature of that API, and that is being able to lookup a multisampled texture properly."

This comment was edited on Nov 19, 17:04.
 
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38. Re: No subject Nov 19, 2007, 16:56 4D-Boxing
 
Bundy

AA in Unreal or other games using the same engine can be achived by renaming the .exe to Oblivion or by installing nHancer and going into the compatibility tab select Oblivion under AA. (there is abunch of numbers after the word oblivion like 000045).

There is even a generic profile for all Unreal 3 engine games. So it works with R6 vegas, Gears of War etc...

DangerDog

Are you talking about the graphics in the demo or the final game? Epic said when the demo came out that it had medium & low detal textures.

GoW PC has better textures & looks better than Gears on the 360...UT3 looks better than GoW PC. Like the guys at Epic said it will look like GoW graphics on steroids or something like that...so if you hate the graphic style of gears....over the top HDR & motion blur etc...

You knew what to expect from day one & should never have considered getting this game after seeing the early preview screenshot.

PS. Post processing on highest level (intense or what ever) makes the game looks ugly on my end use the one before last.

 
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37. No subject Nov 19, 2007, 16:51 DangerDog
 
What is? Maps strung together to make up a conquest type setup?

I can remember the idea of being able to fight across multiple servers being planned ever since the original Unreal, the idea of streaming maps sounded too good to be true.


 
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36. Re: No subject Nov 19, 2007, 16:41 Bet
 
“Conquest” mode which ended up being “Warfare” was suppose to have much more depth of play “...a mix of [Unreal 2's] XMP, assault, and onslaught." Remember how they were talking about having maps so large that they would be more like a campaign spanning the distance of three or so normal sized maps?

You'll be happy to know that this is still in the game.

 
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35. No subject Nov 19, 2007, 16:32 DangerDog
 
Really wonder WTF happened to this game to get stripped of so many cool ideas and enhancements that were originally being planed.

First and foremost the graphics aren’t nearly as decent as the early preview screenshots and movies shown, every game gets hit with an ugly stick before release but the obnoxious amount of blur and fake HDR bloom is over the top.

“Conquest” mode which ended up being “Warfare” was suppose to have much more depth of play “...a mix of [Unreal 2's] XMP, assault, and onslaught." Remember how they were talking about having maps so large that they would be more like a campaign spanning the distance of three or so normal sized maps?

Oh yes, and this...

"Epic is also apparently looking to create built-in functionality for things like clan Web pages, matchmaking, and player stats all in-game (but it plans to run master servers for online play just like it has been all along, rather than rely on third-party applications). Epic aims to "at least have the functionality of Xbox Live," a service that has long offered features such as real-time voice-over-Internet and friends lists and is one that the developer is no stranger to. Epic is even investigating ways to help call out the best fan-created content, possibly as an in-game browser that can automatically queue up downloads (so that even casual fans can find the 10 best maps and mods quickly and easily)."

They don't deserve any of those awards because they were given based on complete bullshit and lies.

http://www.gamespot.com/pc/action/unrealtournament2007/preview_6123872.html?page=1

 
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34. Re: ... Nov 19, 2007, 16:30 SpectralMeat
 
The art style of this game is definitely pretty good looking. The gameplay however is kind of boring. Nothing really new. I felt like playing UT2003/04 with better graphics. I might still pick this up though I can see myself playing it every now and then.

 
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