UT2007 Becomes UT3

UT 2007 Becomes UT3 on GameSpy reports a name change to Unreal Tournament 3 for the project formerly known as Unreal Tournament 2007. Accompanying the news is a new gameplay video showing off weapons and levels from the game, which is now expected for the Xbox 360 and PS3 as well as the PC. The year in the title was originally intended to reflect annual updates to Epic's shooter franchise, but after successfully following UT2003 with UT2004, the next installment was dubbed UT2007 in anticipation of a 2006 release. With that installment delayed until later this year, it seems the title change reflects the reality that the lengthy development cycle of such projects has doomed the possibility of annual Madden-style releases.
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65.
 
Re: Unreal Pr0n
Jan 26, 2007, 20:19
Prez
 
65.
Re: Unreal Pr0n Jan 26, 2007, 20:19
Jan 26, 2007, 20:19
 Prez
 
Thank God. Annual releases like Madden suck. Same game, new year in the title.

"The assumption that animals are without rights, and the illusion that our treatment of them has no moral significance, is a positively outrageous example of Western crudity and barbarity. Universal compassion is the only guarantee of morality."
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64.
 
Re: Unreal Pr0n
Jan 26, 2007, 17:08
64.
Re: Unreal Pr0n Jan 26, 2007, 17:08
Jan 26, 2007, 17:08
 
In fact, another look at your 1) seems to suggest that even you recognize that adding vehicles makes sense for companies. "Vehicles attract new players. New players stick to modes and maps with vehicles." Seems like all the argument that is needed for adding them to a game.

Make no mistake, I know all too well that vehicles are popular and why it is in the best interests of publishers to include them. Mass appeal = money. Unfortunately, mass appeal usually conflicts with my own interests and in this case, I simply don't think vehicles belong in FPS games. I've already explained how I find them annoying and how they taint the purity of FPS combat so there's not much more I can say.

And yeah, generally, if people do something I don't like, I find that bad. Isn't that how the wholly subjective definitions of "good" and "bad" are formed?

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63.
 
No subject
Jan 26, 2007, 11:44
63.
No subject Jan 26, 2007, 11:44
Jan 26, 2007, 11:44
 
There go their plans to make this series of Unreal games a yearly release.

62.
 
No subject
Jan 26, 2007, 10:52
62.
No subject Jan 26, 2007, 10:52
Jan 26, 2007, 10:52
 
i will really hate if they do not add official and native widescreen resolutions to pc versions becasuse he latest games i played are a shame (vegas, splinter cell double agent).
i DO NOT WANT TO HACK MY GAMES, specially when on xbox360 are already widescreen!

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61.
 
Re: Unreal Pr0n
Jan 26, 2007, 10:28
61.
Re: Unreal Pr0n Jan 26, 2007, 10:28
Jan 26, 2007, 10:28
 
Heheh, I can't count the number of times I pegged people in Mantas with the avril. It became the most fun part of Onslaught. 'How many Mantas can I kill today?'
Amen. I really like Manta jousting with the Avril. There's nothing more satisfying in the game than killing some Manta flying son-of-a-bitch at point blank range with the Avril.


This comment was edited on Jan 26, 10:29.
60.
 
Re: Unreal Pr0n
Jan 26, 2007, 10:25
Bet
 
60.
Re: Unreal Pr0n Jan 26, 2007, 10:25
Jan 26, 2007, 10:25
 Bet
 
The vehicles in UT2004 are far from indestructible and not just against other vehicles. The Avril is a terrific weapon to balance things, and some vehicles in UT2004 like the Manta can be taken out with just one shot. That is why piloting a Manta and staying alive takes a lot of skill.

Heheh, I can't count the number of times I pegged people in Mantas with the avril. It became the most fun part of Onslaught. 'How many Mantas can I kill today?'

If I have to use a homing missile or another vehicle to counter enemy vehicles, I don't like it. Regardless of game, I doubt any implementation of vehicles in an FPS would appeal to me. I didn't like the vehicles in HL2, I didn't like them in Q4, didn't like them in the BF games, didn't like them in Renegade. Guess I'm just old-fashioned.

In UT2004, using the homing Avrils on tanks is the slowest way to kill them. I knew guys that could take down tanks en masse with dumbfire rockets, flak cannon, or shock combos. And at a distance the shock rifle wins just for the hitscan nature of the thing. You COULD wait for a series of homing Avrils to take it out, but you're risking them being shot down as well as other people on foot coming up and ruining your day.

They're nice and balanced since they have hitpoints just like everything else. If you're good at killing people in the game, you'll kill vehicles even easier. And remember, this is the arcade-action game UT. Not the semi-realistic Battlefield series. Like people have said, getting in a tank in UT without actually know how to use the thing right will get you killed at least as quickly as running around on foot in Deathmatch, if not quicker.

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59.
 
Re: Bombing Run/xloc
Jan 26, 2007, 10:21
59.
Re: Bombing Run/xloc Jan 26, 2007, 10:21
Jan 26, 2007, 10:21
 
Conversely, it makes it easier for the offense to slip into the base very quickly.
While that is a problem with it, at least the flag carrier can't translocate. The defense has no such limitation.

I disagree. If the opponent is able to keep their translocator in your base for that long, it's the fault of poor base defense.
First, it isn't necessarily a long time. On small maps using the translocator the entire map can be covered very quickly. Second, in games with smaller numbers of players there simply aren't enough players to always cover every tiny spot where the translocator can be hidden. Plus the translocator itself makes it possible to hide the translocator in places that are out of plain sight and harder to reach. The translocator cheapens the game and ruins a lot of the level design elements like lifts, etc. because it renders them moot or at least trivial.

This comment was edited on Jan 26, 10:27.
58.
 
Re: Bombing Run/xloc
Jan 26, 2007, 09:12
58.
Re: Bombing Run/xloc Jan 26, 2007, 09:12
Jan 26, 2007, 09:12
 
The translocator makes it far too easy for the defense to camp and defend because it greatly extends the area they can cover.

Would you rather we leave a note on it that says "Do Not Take?" Conversely, it makes it easier for the offense to slip into the base very quickly.

It also makes it far too easy to prevent a score in CTF because players can instantly teleport into the opposing flag room and steal the flag.

I disagree. If the opponent is able to keep their translocator in your base for that long, it's the fault of poor base defense. Since translocating isn't possible with the flag, the defense should be set up to jump on that snag immediately or anticipate his most likely exit routes. The greatest gift you can give your flag carrier is a flag to come home to. Protecting that flag is an absolute priority once the carrier nears the base.


57.
 
Re: Bombing Run/xloc
Jan 26, 2007, 08:54
57.
Re: Bombing Run/xloc Jan 26, 2007, 08:54
Jan 26, 2007, 08:54
 
Am I the only one who misses Bombing Run?
No.

Re: Translocator -- for gametypes where fast maneuvering with it won't help you score (like CTF and BR), the translocator is absolutely essential for gaining ground.
That is exactly what I find wrong with it. It is a cheap tactic used to prevent a player from being beaten or overrun. Imagine a basketball game where a team can't fastbreak for a score because the defense can just teleport under the goal. The translocator makes it far too easy for the defense to camp and defend because it greatly extends the area they can cover. It also makes it far too easy to prevent a score in CTF because players can instantly teleport into the opposing flag room and steal the flag.

And before I got ferociously good at it and devoted to it, I hated it too.
Being good at it has nothing to do with hating it. The translocator is simply a performance enhancer that shouldn't be used. It's like being allowed to drive a car in a footrace.

This comment was edited on Jan 26, 09:05.
56.
 
Bombing Run/xloc
Jan 26, 2007, 08:41
56.
Bombing Run/xloc Jan 26, 2007, 08:41
Jan 26, 2007, 08:41
 
Am I the only one who misses Bombing Run? I know hardly anyone played it, but among those who did, I kept up with an extremely skilled contingent of players for a long time. That gametype was far more team-oriented than CTF, where it was possible for one person to easily dominate and score as long as they had full adrenaline, a health keg, and max shields. Succeeding in BR matches felt like much more of an achievement because you really had to rely on your teammates (much love to [Ci]Ogalthorpe's). Onslaught felt the same way but it was considerably harder to find balanced teams with enough players, while BR could be sweet as hell with just 2v2.

Re: Translocator -- for gametypes where fast maneuvering with it won't help you score (like CTF and BR), the translocator is absolutely essential for gaining ground. I think it's terrible for DM though. And before I got ferociously good at it and devoted to it, I hated it too.

55.
 
Re: Unreal Pr0n
Jan 26, 2007, 08:35
55.
Re: Unreal Pr0n Jan 26, 2007, 08:35
Jan 26, 2007, 08:35
 
1) Multiplayer games require other players. Vehicles attract new players. New players stick to modes and maps with vehicles. The servers that host these are the ones that have the most players. Conversely, the servers that don't host these are less populated. If there were no vehicles, then the gameplay modes and maps I actually like would get more players.

So if I'm understanding your argument correctly, you are suggesting that vehicles are bad because people prefer to play with them instead of playing without them? Or to generalize, if people prefer to do something that you don't want them to do, then that something is bad?

You can't honestly expect anyone to buy that as a valid argument against vehicles.

As for your 2), from what I can see it comes down to "I don't like vehicles". Which we already knew. Again, the fact that one customer (and I use the word loosely, as you didn't even purchase UT2K4) doesn't like vehicles doesn't seem like a good argument against their inclusion.

In fact, another look at your 1) seems to suggest that even you recognize that adding vehicles makes sense for companies. "Vehicles attract new players. New players stick to modes and maps with vehicles." Seems like all the argument that is needed for adding them to a game.

54.
 
Re: Unreal Pr0n
Jan 26, 2007, 08:13
54.
Re: Unreal Pr0n Jan 26, 2007, 08:13
Jan 26, 2007, 08:13
 
That is a big issue for me too Flo. I know I will be able to buy UT3 for my 360 and it will play it just fine. My PC that runs UT2004 and most of today's titles just fine, probably won't. Maybe it will play on "low".

And just the thought of Tribes makes me all nostalgic. I loved Tribes2. I have never played a game before or since with such depth. Its just too bad that they killed it with the "free" fiasco. If they had done that right, then there would still be plenty of full Tribes2 servers today.

53.
 
Re: Unreal Pr0n
Jan 26, 2007, 04:30
53.
Re: Unreal Pr0n Jan 26, 2007, 04:30
Jan 26, 2007, 04:30
 
I didn't play it enough to discern those qualities but after Tribes, I've become pretty jaded. No MP games since have been able to match the speed, mobility and teamwork that Tribes really epitomized.

Refer to this video to see what I mean:

http://video.google.com/videoplay?docid=2209926384955970402&q=tribes+legacy
Man, that video always makes me misty eyed. I miss the days of Tribal glory.

52.
 
Re: Unreal Pr0n
Jan 26, 2007, 03:54
PHJF
 
52.
Re: Unreal Pr0n Jan 26, 2007, 03:54
Jan 26, 2007, 03:54
 PHJF
 
No, it makes me an asshole. Trolls haphazardly, repeatedly bash things without providing support for their claims. I make valid attempts to defend my claims, whether I believe them or not.

------
"Oh how awful. Did he at least die peacefully? To shreds you say. Well, how's his wife holding up? To shreds you say."
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51.
 
Re: Unreal Pr0n
Jan 26, 2007, 02:59
Flo
 
51.
Re: Unreal Pr0n Jan 26, 2007, 02:59
Jan 26, 2007, 02:59
 Flo
 
Thank God it's coming to the 360, now I dont have to upgrade my PC.
Supporter of the "Chewbacca Defense"
50.
 
Re: Unreal Pr0n
Jan 26, 2007, 01:42
50.
Re: Unreal Pr0n Jan 26, 2007, 01:42
Jan 26, 2007, 01:42
 
No... the fun comes from arguing your side so much that it ends up boiling blood on the opposing side. It's fun getting people pissed off at the most trivial things.

Wouldn't that make you... a troll?

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49.
 
Re: Unreal Pr0n
Jan 26, 2007, 01:13
49.
Re: Unreal Pr0n Jan 26, 2007, 01:13
Jan 26, 2007, 01:13
 
Renegade certainly had network performance issues especially when it was first released, but despite that I still consider it one of the best team FPS games I have ever played.

I didn't play it enough to discern those qualities but after Tribes, I've become pretty jaded. No MP games since have been able to match the speed, mobility and teamwork that Tribes really epitomized.

Refer to this video to see what I mean:

http://video.google.com/videoplay?docid=2209926384955970402&q=tribes+legacy

Avatar 20715
48.
 
Re: Unreal Pr0n
Jan 26, 2007, 01:11
PHJF
 
48.
Re: Unreal Pr0n Jan 26, 2007, 01:11
Jan 26, 2007, 01:11
 PHJF
 
No... the fun comes from arguing your side so much that it ends up boiling blood on the opposing side. It's fun getting people pissed off at the most trivial things.

Clerks II: Star Wars vs. LOTR comes to mind.

------
"Oh how awful. Did he at least die peacefully? To shreds you say. Well, how's his wife holding up? To shreds you say."
Steam + PSN: PHJF
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47.
 
Re: Unreal Pr0n
Jan 26, 2007, 01:08
47.
Re: Unreal Pr0n Jan 26, 2007, 01:08
Jan 26, 2007, 01:08
 
Yes, but the fun comes from trying to prove that your opinion is better than others'.

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46.
 
Re: Unreal Pr0n
Jan 26, 2007, 01:08
46.
Re: Unreal Pr0n Jan 26, 2007, 01:08
Jan 26, 2007, 01:08
 
Actually, I have played Renegade, which was quite terrible.
Renegade certainly had network performance issues especially when it was first released, but despite that I still consider it one of the best team FPS games I have ever played. It had a great selection of characters/roles, weapons, and vehicles, and the gameplay mode was a really innovative and refreshing idea versus the glut of CTF and team deathmatch FPS games that preceded it. The fact that you could be the MVP for your team and never fire a shot speaks volumes about just how diverse that game is. No matter your gameplay style, it has something for everyone.

Guess I'm just old-fashioned.
On that we agree.

This comment was edited on Jan 26, 01:10.
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