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UNREAL 2: THE AWAKENING (PC)
We came, we saw, we exploded...
By MARTIN KINGSLEY
In
1997, Epic Megagames produced Unreal, a Quake-killer and rather excellent
game in its own right.
With relatively
high-poly models, OpenGL support, cool character design, volumetric fog,
and some funky water textures, it single-handedly opened up a world beyond
anything we had ever seen before, a world that did not feature zombies,
lightning guns or Trent Renzor and his Nine Inch Nails.
This world was alive. Gigantic
dragonflies tried to rend you asunder, 7-foot tall 6-armed green men wandered
around and got blasted into chunky kibbles.
Piranha
swam around in the virulent blue water, just waiting for an unsuspecting
gamer to take a jump off the opening level's cliff and find that "THERE'S
SOMETHING IN HERE!".
In short, the game world was
alive, but everything in there was designed with a singular purpose in
mind: To make sure that you weren't.
Nevertheless, Unreal had atmosphere
down to a fine art. You could wander through the Vortex Rikers prison
ship, lights down, sound up, with nothing but a rather weak flashlight
and your natural ingenuity to guide you. Scary stuff. And I ain't even
going to talk about the first time you see a Titan.
It's like: oh, alright, killed
a couple of monsters, feeling pretty good about myself, strolling along
What
the FLUNK is that ?! Yahhh-Garglegarglesplat!"
Sort of getting
the idea? Since that fateful day in 1997, we've been granted more Unreal
goodness, in the forms of Unreal Tournament, Unreal Tournament 2003 (Unreal
Championship to all of you out in console land) and an extremely inconspicuous
Unreal expansion pack that disappeared off the shelves in mysterious circumstances
that are likely to remain mysterious for an indefinite period of time.
Unreal 2 has been in development
for a long time, no doubt about it.
However, it was never given
the same kind of reputation of Daikatana ("snailware") and Duke
Nukem Forever ("foreverware"), as it treaded that sort of thin
line between being hyped up and hushed up, with decent amounts of screenshots
being unloaded upon the gaming public at measured intervals.
It's been a fact of some controversy
that Unreal 2 was not actually developed by Epic Megagames per se, and
instead has been coded and created by those lovely if somewhat scarce
people at Legend Entertainment, best known for their Unreal-powered game
Wheel of Time, based on the books of the same name by Raymond E. Feist,
who in turn is best known for the Betrayal in Krondor/Antara books, which
were also both turned into excellent if slightly frustrating RPGs.
Some suspicious individuals
took this to mean that Unreal 2 would automatically turn out to be crud.
Now Unreal 2 is here and, happily, I can say without any kind of subtlety
that it's worth every penny you'll be spending to get it into your hot
little hands.
The story picks
up some years after the original Unreal. You are a Colonial Space Marshall,
assigned to protect the outer territories of space and solve any little
disputes that may arise in your tiny corner of the galaxy.
Unfortunately, spending your
time "up the asshole of the universe" is not the way you wish
to spend your life and you have been consistently requesting transfer
to the Marines, a request that is consistently denied.
You are captain of a "rusty
bucket of bolts", crewed by a strange and motley assortment of beings,
consisting of a quite amusing Hex-Core pilot (imagine 20 kilos of glowing
radioactive goo seated inside 300 kilos of space suit crammed with electronics
and you're halfway there), Aida (your lovely and totally cynical assistant),
and Isaak, (your drunkard, chain-smoking armourer).
The first time you see these
guys, you become instantly endeared to them, simply because they feel
so real. The way they refer to each other, talk, move and screw around
is something that has to be seen to be believed. Just take a second to
study Isaak quite calmly going through cigarette after cigarette after
cigarette and you'll know what I mean.
Getting back to the storyline,
this quiet corner of the universe is about to heat up, almost to the point
of an intergalactic war. Remember the good ole' Skaarj from the original
Unreal? Well, in the words of one generic horror movie villain, "THEY'RE
BAAAACKKKK!" And they aren't the only ones.
To reveal anymore of the storyline
would be just cruel, so I'll let you figure the rest out yourself.
The most vaunted
and impressive thing about Unreal 2 has to be the engine. A slightly updated
version of the UT2003 engine, this is the bee's knees of graphical beauty.
Crisp textures, Inverse Kinematics, excellent lip-synch, huge poly-counts,
volumetric lighting and truly impressive fog are only the tip of the iceberg.
As with the original, Legend
have managed to recapture the feeling of atmosphere I talked about in
relation to the original Unreal.
From your dank and somewhat
rickety bucket of bolts to the planetary complex of Eden to the far reaches
of deepest space, everything is beautifully designed and set up. From
watching a workman clawing at the slick metal floor as he is dragged underneath
a blast-proof door to staring over the railing at the Eden tower, watching
the landscape so tiny beneath you.
I have no hesitation in naming
Unreal 2 as one of the prettiest things I have seen in a long, long time.
Of course, there is a downside to that fact (monstrous system requirements,
if you hadn't guessed already).
Anyone without the help of
Geforce4 and at least 1.4Ghz behind the processor is going to struggle,
but those of you who have stayed on the leading bleeding edge of gaming
technology will benefit greatly from all that disposable income being
disposed of.
As a Colonial Marshall you,
of course, have the advantage of a better damn arsenal than the poor convict
from the first Unreal outing. Before I begin on the customary weapons
load-out, I think it's worth mentioning the animations, some of which
are quite cool.
I first noted the
animations when I grabbed the Dispersion Pistol, whose secondary fire-mode
is a charged-up round, which you increase in power by holding down the
alternate fire button.
On-screen, you watch your Marshall's
hands start to shake as the pistol starts to charge. This progresses to
full body shaking, your view starting to jitter about on screen, and,
finally, full power, where your arms are starting to fly all about the
place and you are forced to hold the gun in place lest it fall from your
grip.
This is just one example of
the thought that has gone into designing The Awakening, and a good example
it is too. It shows that Unreal 2 is more than just a game. It is a product
of love, of caring. Someone actually cared enough to handcraft each of
these animations to the point of perfection and then some. There are maybe
a handful of companies in the world who would go that far, and Legend
is one.
But enough with the praise,
let's take a look at them there machineguns, shall we? Apart from the
trusty sidearm mentioned above, you've got the standard Assault Rifle
(always good in a firefight) and the Grenade Launcher, which can carry
around 6 different types of ammo at once.
This is what you get to start
with, but you rapidly find yourself in deep water and the armoury starts
to change accordingly. Prying weapons from the cold dead tentacles of
your enemies starts to become second nature after a while, and you find
that you feel a certain sense of glee upon grabbing another alien weapon
that looks cool but, more importantly, gives no indication as to what
the hell it does, therefore necessitating that you taketh this shiny new
toy and wreak havoc upon thine enemies, raining down fiery judgment from
on high. Or something like that.
In an interesting
twist, Legend has given you the ability to strike up conversations with
different NPCs scattered through the universe, and you can then choose
different conversation options.
For instance, in the combat
training session cleverly disguised as a holo chamber, you can ask your
virtually-there instructor "Why am I talking to a hologram?"
To which he replies, "Who knows? My mother talks to her cat, so
"
Now, much has been made of
the Unreal 2 AI and how it interacts with the player and the game world
in general. I have to say that, in general, the AI has to be the most
intimidating piece of binary brilliance since Half-Life, and that's saying
something.
While the reptilian-style creatures
you'll face for the first half hour of the game are not the smartest pieces
of crocodile meat to ever star in a video game, they are quite capable
of flanking you. It's the humanoid intelligence that really steals the
show, though. They provide covering fire, work in groups, use pincer movements
and give orders to each other. It's really quite something to see in action,
let me tell you.
As with all good First Person
Shooters, a lot of people are concerned about the multiplayer functions.
Well, I say to you: never fear, as you can expect more of the same multiplayer
goodness you saw in UT2003, only with the advantage of slightly better
looking maps.
Bots and such are in attendance,
but you really need to go online to experience online warfare as it was
originally intended. On a decent Australian server, ping is really quite
acceptable, despite all the things that would make you think otherwise
(systemrequirementscough).
Unreal 2: The Awakening has
lived up to the hype. Legend and Epic Megagames have delivered once more,
and we can all once more look forward to more sweaty, sleepless nights
spent sitting in front of a flickering monitor in a pitch-black room,
subwoofer pumping out bass and speakers blaring. This is as good as it
gets, my friends, as good as it gets
ORIGINALITY 90%
SOUND/GRAPHICS 100%
PLAYABILITY 95%
ADDICTION 95%
ENJOYMENT 95%
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