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We came, we saw, we exploded...
By Martin
Kingsley
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Unreal
2 cometh - dare you sippeth from the cuppeth?
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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.
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Recon
suggests we blow stuff up - pronto!!
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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.
They are 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.
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The future
is bleak...
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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.
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Atmosphere,
tension, suspense - it's all in there
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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.
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"Oh,
the bugs wanna play hard-ball, eh?"
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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
Game:
Unreal 2: The Awakening
System: PC
Players: 1-multi
Online: Yes
Developer: Legend
Entertainment
Distributor: GameNation
Rating: 90%

(Ratings
Key/Explantion)
Unreal 2: The Awakening is on the shelves now.


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