Unreal II Patch & Demo News

A post to the Infogrames Forums by Legend's Glen Dahlgren (thanks Jim Canuel) has word on plans for both a patch for Unreal II, and definitive word on plans for a demo, something that was up in the air prior to this point (story). Here's the update:
I wanted to give you all a quick update about what's happening on the home front. While we Legend guys haven't been posting here as much as we'd like (things are still pretty crazy here), I assure you we have been reading your comments and concerns, and we take them all very seriously.

As you may have read in the forum already, we're planning on releasing a patch sometime soon. It should address a number of the issues that people have raised in these forums. As well, we're going to be releasing a demo, especially targeted at those of you who want to 'try before you buy'. It should be a great benchmark to see how the game runs on your particular system.

In a later post, I'll try to get you some specifics about both of these, but it shouldn't be too long until you've actually got them in your hands.

Thanks to everyone for your support.
Update: This Infogrames Support Page (thanks Shacknews) has a new mini-patch that hopefully addresses crashing issues with EAX sound cards.
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17.
 
My review so far..
Feb 13, 2003, 22:59
17.
My review so far.. Feb 13, 2003, 22:59
Feb 13, 2003, 22:59
 
Environments 7
Character design/modeling 4/6
Sound/Music 5/3
Gameplay 6
Cinematics 2

Unreal II has crashed to desktop around four times, and my system is a dev system that is pretty much bullet proof. So I fear to run this game on the duel AMD at home.

Overall dam waste of a good engine, and intellectual property. I would have lowered the gameplay number, but I did like the force field placement levels, it was up'd two points for that "innovation."

The background/environments looked good, they have pretty much ripped off aliens property about as much as you possibly can without getting sued, but if your going to rip someone off, not a bad choice.

Nothing in Unreal II really jumps out as excellent, they are missing the kind of spectacular moments that you usually see in products of this expected caliber.

For example during the first or second force field levels where the drop ships are dropping guys off, and attacking the base. Why does the ship need to be 100 miles away from the player? Wasn't there anything that could have been done to make this more dramatic?

Have the drop ships attack the player.

Allow the player to shoot a drop ship down.

Have a drop ship be the final boss for that level.

Have the Merc's jump off the moving drop ship in front of the player while firing.

So many ideas, and these suck, but come on you guys had years to make this game. What really gets me is that you had all the elements sitting the editor in front of you, and none of this came to mind? Or was it so hard to execute in that engine that there wasn't the time? Seems like a huge waste of potential game play. This is just small example so many more I won't bother to list here. It just made me sad in the end to see all those environments wasted.

Finally, if I would have paid for UT23k, and Unreal II as one game for 50 bucks I would have been happy, but paying over a $100 for both makes me feel like I was ripped off. These games should have never been separated. Whoever is running this show needs figure out a better strategy, or these products will lose their luster for good.


-Vex

This comment was edited on Feb 13, 23:02.
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