Unreal II Trailer

The official Unreal II: The Awakening Website has relaunched, offering a Flash intro to the upcoming Unreal sequel in the works at Legend Entertainment, along with some new screenshots, and a new video trailer from the game. The site is a bit hammered at the moment, and the gameplay movie has been mirrored on Worthplaying and on Tiscali Games where it's been converted to smaller and larger DivX-format files.
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No subject
Jan 14, 2003, 18:35
92.
No subject Jan 14, 2003, 18:35
Jan 14, 2003, 18:35
 
I appreciate what you had to say. You took a lot of words right of my mouth. However, I think we have a misunderstanding and that I feel that is the reason why you said what I was probably going to say.

I agree on many accounts including how Doom, Quake, and Half-Life are merely tools for exploring the possibilities, technically and creatively. I also agree how the storyline should not be spoon-fed to the player.

What I think, is the reason for this misunderstanding, though, is that I did not write enough of what I had thought of the subject to avoid misunderstandings. Perhaps I can tie the knot with this post.

What I do mean to say about a missing storyline in HL is when there is a lack of material. Perhaps if there were books to read, computers to explore, more NPC’s to talk to, help, ect, then perhaps I would have enjoyed the game more fully. Our impasses occurred when I did not state that while the method of storyline delivery is good there was a lack of material being delivered. Puzzles and exploring areas filled with monsters is not delivering a storyline as much as it is delivering new gameplay.

I do agree, though, that using scripts and NPC’s is a great way to tell a story, but without the aid of a cut scene to set the situation which is out of the power of a scripted event the situation will feel unconvincing.

I say this because the gaming industry is not up to my standards. I realize the possibilities of using a cut scene/scripted event/NPC combination, as well as FMV’s to illustrate an event that is outside the power of the game’s engine. Perhaps we will see all of these techniques used properly one day.

The beginning of HL is a good beginning that could have been improved upon by an FMV. Imagine the beginning of HL becoming more like a movie, starting with some music, followed by credits and then addresses Black Mesa, perhaps the outside. I could see the train ride being left in there, but a cut scene which is left out of the player’s control would be one when the reactor explodes. There are many ways to improve upon HL, just as there are many ways to improve upon many other games.

I think it is important to realize that the more tools you have to use the more material you can present to the player and more methods of presentation. Keeping in mind that we are merely conversing about the storyline, mind you. There are techniques of gameplay and other areas of games that are unheard of. It is when developers attempt to use more tools that they will realize how useful those extra techniques are.

Shogo didn’t utilize complex scripts or NPC’s to present its storyline. It remained convincing because of the level design, an area that I am well-versed in.


_____

The possible pain, suffering and sacrifice of discovery are by no means an excuse to remain ignorant.
_____

The possible pain, suffering and sacrifice of discovery are by no means an excuse to remain ignorant.

The bartering of things sought earned are by a means which only little men can abide by and hope to achieve.
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