logo
Main

Forums

Downloads

Unreal-Netiquette

Donate for Oldunreal:
Donate

borderline

Links to our wiki:
Wiki

Walkthrough

Links

Tutorials

Unreal Reference

Usermaps

borderline

Contact us:
Submit News
Page Index Toggle Pages: 1 [2] 3  Send TopicPrint
Very Hot Topic (More than 25 Replies) Max Appearance Settings for Unreal 2? (Read 22905 times)
[]KAOS[]Casey
Ex Member


nedm

Gender: Male
Re: Max Appearance Settings for Unreal 2?
Reply #15 - Nov 17th, 2009 at 6:21am
Print Post  
Halo is a very generic game, I would say it's gameplay is slightly above unreal's but not by much. Even halo 3 is basically the same as halo 1, but looks better. I don't understand why people like it so much. and yeah I have played it.

Metroid prime is a superior game through gameplay, immersion and lore. And I believe the metroid series was the first to have a protagonist in some sort of powered armor or some such.

Unreal 2 is better than halo by a large margin, but Unreal 2 as a sequel fails miserably.

It's just like Deus Ex vs Deus Ex : IW. a total disappointment.
  
Back to top
 
IP Logged
 
GreatEmerald
Oldunreal MasterPoster
*
Offline


The Great Emerald

Posts: 5361
Location: Vilnius, Lithuania
Joined: May 21st, 2007
Gender: Male
Re: Max Appearance Settings for Unreal 2?
Reply #16 - Nov 17th, 2009 at 3:05pm
Print Post  
Well, it's not supposed to be a direct sequel. Except for RtNP, there never were direct sequels in Unreal franchise. Each UT isn't a direct sequel, each UC isn't one either. And their bitter-sweet finals are always left to hang and never continued. That's just their style.
  
Back to top
WWW  
IP Logged
 
KillerSkaarj
God Member
*****
Offline


Self-proclaimed Thread
Ninja™

Posts: 942
Location: in ur chapel steelin ur flak
Joined: Jan 25th, 2008
Gender: Male
Re: Max Appearance Settings for Unreal 2?
Reply #17 - Nov 26th, 2009 at 1:28am
Print Post  
GreatEmerald wrote on Nov 17th, 2009 at 3:05pm:
And their bitter-sweet finals are always left to hang and never continued. That's just their style.

I just noticed that that comment in itself is bitter-sweet, but that's not the reason some people weer mad at Unreal 2. Its atmosphere was vastly different from Unreal 1's. Unreal 1 could almost be compared to Metroid Prime in atmosphere, whereas U2 felt more like Halo  (OH SNAP. It's Metroid vs. Halo all over again!!).

In U2, we visited almost nothing but industrial areas (not including the second half of Sanctuary, nor the massive planet-covering thing's stomach, etc.) and fought more humans than aliens. All throughout this, someone's speaking to you through your suit's receiver. The Drakk Homeworld did a VERY good job IMO with the lonely, alien atmosphere, but that was it.

In Unreal 1, as we all know, the areas are kept fresh by varying between modern, mechanical settings (the ships, mines, etc.), ancient areas (ruins, temples, the castles, etc.), and outdoor areas (the villages). Every human we saw was dead, and our only enemies were nothing BUT alien life-forms. You were alone on the planet with no one to help but the Nali.

Unreal might not be about atmosphere, but atmosphere is what made the first so great, not to mention the gameplay. Unreal 2 no doubt was going to have an atmosphere at least hinting towards Unreal 1's (The underwater planet, that one area with the psychic guys), but Atari had to be an ass and force Legend to dumb the game down and make it less awesome. RTNP felt VERY Unreal-like, whereas Unreal 2, made by the same people, of course, does not. I think the fault here lies with Atari or whatever they changed their name to.
  

This post is sponsored by the Modify Button.
Back to top
 
IP Logged
 
[§Ŕ] ŤhěxĐâŕkśîđěŕ
Oldunreal MasterPoster
*
Offline


「エレクトロマスター」

Posts: 4444
Location: Out of space-time continuum
Joined: Sep 3rd, 2008
Gender: Male
Re: Max Appearance Settings for Unreal 2?
Reply #18 - Nov 27th, 2009 at 1:16pm
Print Post  
I personally didn't like Halo 3.

And I think Unreal *is* about atmosphere, as well as Unreal 2. They aren't even look-alike. In Unreal, you go through campaign alone (if not online I mean) and in Unreal 2 there are other humans. I think that's the biggest difference in atmosphere, you can't really compare the other stuff. It's not a very good idea to compare games, anyway. Comparisons like that are not really stable because someone will think game A is better than game B and someone else would think the opposite. However, some games are epic enough to receive compliments. And those who flame even those games which they believe are the worst, need to get a life. So what if you didn't like it, either be constructive and tell the authors of it how to improve or shut your mouth... (Not referring to any of you here.)
  

Back to top
WWW  
IP Logged
 
gp
Full Member
***
Offline



Posts: 134
Joined: Jan 9th, 2009
Re: Max Appearance Settings for Unreal 2?
Reply #19 - Nov 27th, 2009 at 7:57pm
Print Post  
I'd agree that comparing two separate games with different gameplay goals is mostly fruitless, depending on the conversation. Arguing with someone that one is "better" in gameplay terms is liken to argue with someone that they should like chocolate over vanilla because it is "better," even though one has no control over the other's taste buds.

However, I think that GT Interactive/Epic/Legend made comparisons between Unreal and Unreal 2 fair game as soon as Unreal 2 was given the Unreal branding. A sequel, as far as I'd argue, is supposed to expand and improve upon the original's strengths/story line/style; while keeping some of the original's own plot within it. And while I won't say that Unreal 2 is a game that its fans shouldn't enjoy, I just wonder why it was given the Unreal name at all, other than trying to capitalize on the IP. To me, it felt like Legend had finished creating their own game using the Unreal Engine 2, with its own game universe and unique plot, when they received a memo from management stating that it was supposed to be a sequel to Unreal. So they then changed a few names and modeled a few Skaarj, put into the game and called it Unreal 2. I felt like they tried to shoehorn a completely different game into the Unreal canon rather than carefully form a game around what the original established.

And that's what I was saying when I said I felt like Epic abandoned Unreal's singleplayer potential, and a series they could build upon/profit from, by allowing Legend to create such a different game. It was like they told Legend "We've got this Unreal Tournament thing going and it works for us, so do whatever you want." And I admit that I don't know about what Unreal 2 was supposed to be as much as some of the other posters here, but why couldn't it have been its own IP? Instead I'd assume that Unreal 2 ended the singleplayer series in a way that left most people with a bad taste in their mouths and not very excited about the notion for Unreal 3. And just so I don't come across as too negative, I'm glad for those of you that like Unreal 2. Cheesy

But at least we've got Firestorm coming, which I think will be a better Unreal 2 than what Unreal 2 turned out to be, in terms of plot, atmosphere and homage. Wink
  
Back to top
 
IP Logged
 
Hellkeeper
Global Moderator
*****
Offline


Soulless Automaton

Posts: 2878
Location: France
Joined: May 21st, 2008
Gender: Male
Re: Max Appearance Settings for Unreal 2?
Reply #20 - Nov 28th, 2009 at 11:21pm
Print Post  
gp wrote on Nov 27th, 2009 at 7:57pm:
I just wonder why it was given the Unreal name at all, other than trying to capitalize on the IP.

Don't wonder any further than this.

Now if I can add a few things, while U2 technically one of the most intriguing and impressive I've ever seen, turned out to be used at about 20% of its possibilities. Unreal 1 on the other hand, had not a lot of assets to begin with (I mean, compard to Quake 2 which was its main competitor, it didn't have any really important asset), but was used far more completely. The material used in Unreal are not numerous. Maps, textures in 256 colours, a few ill-optimised meshes, a bunch of creatures with few possibilities of control and its peculiar lighting. But they used all this pretty well.

Unreal 2 had a ton of new assets and used them very badly. Conversation support ? Just for a few useless and tasteless dialogs. Vast outdoor environments ? Where you can only take one single path. Volumes, physics and Collision tools ? Completely useless. Complex bot scripting ? Ok, they used this one, but seriously, what did they do that was new ? it was basically a few people talking and a bunch of patrolling gards. Particle effetcs ? The only asset they used at 100% of its possibilities (and the result was great).

And of course, shipping the game with a broken and incomplete Unrealed was a backstab to the community which had been building maps for U/UT for 4 years. And no multiplayer. Yeah, no multiplayer in a game that made its name on its multiplayer. Great move (although it is commercially understandable, given the possible competition with their own ut2003).
  

You must construct additional pylons.
Back to top
WWW  
IP Logged
 
GreatEmerald
Oldunreal MasterPoster
*
Offline


The Great Emerald

Posts: 5361
Location: Vilnius, Lithuania
Joined: May 21st, 2007
Gender: Male
Re: Max Appearance Settings for Unreal 2?
Reply #21 - Dec 13th, 2009 at 10:05am
Print Post  
Hellkeeper wrote on Nov 28th, 2009 at 11:21pm:
Now if I can add a few things, while U2 technically one of the most intriguing and impressive I've ever seen, turned out to be used at about 20% of its possibilities. <...>

This is QFT!
The UnrealEd isn't broken, it's just unstable... Yet has a lot of awesome additions. Actor search, particle engine, working DrawStyles for static meshes...
Yea, the particle engine is awesome, but I don't even think they used it to 100%. It's so advanced yet easy to use and understand that the possibilities are endless! In my particle tutorial video I managed to create snow with no intentions of doing so Cheesy

Hmm, thinking about it, having two multiplayer games isn't really bad. Both UT2003 and U2 were created by Epic and produced by Atari, so either way money goes to them, it doesn't matter which one they choose, and having 2 games makes you stronger than the competitors. The way it turned out didn't imporve their income at all.
  
Back to top
WWW  
IP Logged
 
justinian
New Member
*
Offline


Oldunreal member

Posts: 5
Joined: Mar 29th, 2009
Gender: Male
Re: Max Appearance Settings for Unreal 2?
Reply #22 - Feb 25th, 2010 at 2:04pm
Print Post  
Just wow at all the people calling Halo generic and mediocre. My mind boggles at how someone can even put Unreal 2 and Halo in the same sentence unless you want to highlight Unreal 2's relative incompetence and laziness in almost every regard.

The games seriously couldn't be further apart in terms of FPS design and quality. Now before you go calling me some console 'tard who has never played a "true" FPS, consider that I've been a fairly hardcore PC shooter fanatic since Wolfenstein 3D, and that I am on these forums.

What Halo brought to the genre was a pure revelation. Before Halo shooters were all about ammo collecting and playing it safe so that you wouldn't lose health. There was no reward for waging into battle and creating dynamic tactics on the run. What allowed Halo to achieve gameplay that was deep, visceral and to this day pretty much still unique, are a few critical rethinks about what makes shooters fun:

- A recharging aspect to health. These allow a player to rethink how to approach a fight. Instead of skulking around corners, players could launch themselves into each encounter without worrying about losing health and not being able to find a healthpack.

- Offhand grenades and single button melee. Most shooters before Halo made grenades and melee seperate weapons which had to be switched to, reducing their immediate usefulness and viability in combat. Halo focused on melee, weapons and grenades as the 3 pillars of combat, creating combat situations where all 3 were important to success.

- 2 weapon inventory. While other shooters were about getting bigger and bigger guns throughout the game, resulting in a player carrying a huge stash of weapons by the end, Halo forced players to choose only 2 weapons at any one time. This created not only tactical considerations, but also allowed EACH weapon to shine in various situations throughout the game. No longer were the smaller sidearms only useful in the first 2 levels, no longer could a power weapon become a guaranteed insurance against tougher enemies, and no longer do you have the problem of finishing the game with all your most powerful and fun weapons at full ammo because you were waiting for some superboss that never materialised (also another bane of shooters that Halo disposed of). Fundamentally changed gameplay folks.

- Vehiclular combat seamlessly integrated into gameplay. Halo wasn't the first to do this (Tribes comes to mind but it was multiplayer only), but it was the first to do it well and make it fun. Vehicles were no longer "sections" of the game that had to be beaten, but a added tool which like weapons allowed the player to approach combat differently every time. Not to mention the classic physics which brought such dynamism and hilarity to encounters.

- Superior AI and open sandbox like encounters. The enemies in Halo were designed to interact with one another and the player. Commander units commanded weaker units, weaker units ran to commanders for protection when overwhelmed, and panicked when commanders were killed. These behaviours were tied into levels which were huge and offered many approaches, rewarding daring and experimentation. Do you take out the vehicles, or do you hijack them to use against the enemy, do you snipe the commander and cause panic so you can flank?

All these aspects allowed Halo to offer situations throughout the game that not only never play out the same way, but created a mindset of attrition and endless possibilities. Any tactic seemed possible, and the game rewarded not only skill but also daring. The exhilaration of pulling through epic encounters by a whisker every single time knowing it was your ability to adapt to the dynamic situation and not just your ability to aim well and save ammo, is IMO unmatched to this day in FPS games. 

This is all without mentioning the beautiful soundtrack, engaging story and iconic weapons, enemies and vehicles which have made Halo as popular as it is today. Yes, it's cool to hate on what the masses love, and to act superior because Halo wasn't your first FPS, but sometimes it's worth taking a closer look.  Wink
  
Back to top
 
IP Logged
 
GreatEmerald
Oldunreal MasterPoster
*
Offline


The Great Emerald

Posts: 5361
Location: Vilnius, Lithuania
Joined: May 21st, 2007
Gender: Male
Re: Max Appearance Settings for Unreal 2?
Reply #23 - Feb 25th, 2010 at 6:43pm
Print Post  
This thread is not about Halo. The title says "Max Appearance Settings for Unreal 2?", and it would be nice not to go off-topic, thanks. You can always create a new thread, you know.

Though I will never agree with your "My mind boggles at how someone can even put Unreal 2 and Halo in the same sentence unless you want to highlight Unreal 2's relative incompetence and laziness in almost every regard." sentence because Unreal II is awesome in many, many ways - the only downside is that nobody really tries to create any kind of mods for it, thus missing the whole promising part entirely. For example, I don't think I have ever seen anything better than Unreal II particle system (thanks to Scott Dalton), both visually and intuitiveness of their creation.
  
Back to top
WWW  
IP Logged
 
Hellkeeper
Global Moderator
*****
Offline


Soulless Automaton

Posts: 2878
Location: France
Joined: May 21st, 2008
Gender: Male
Re: Max Appearance Settings for Unreal 2?
Reply #24 - Feb 25th, 2010 at 7:42pm
Print Post  
GreatEmerald wrote on Feb 25th, 2010 at 6:43pm:
the only downside is that nobody really tries to create any kind of mods for it, thus missing the whole promising part entirely. For example, I don't think I have ever seen anything better than Unreal II particle system (thanks to Scott Dalton), both visually and intuitiveness of their creation.


I've already thought about creating something with U2, but the audience would be so tiny that it doesn't seems worth the time Sad
  

You must construct additional pylons.
Back to top
WWW  
IP Logged
 
GreatEmerald
Oldunreal MasterPoster
*
Offline


The Great Emerald

Posts: 5361
Location: Vilnius, Lithuania
Joined: May 21st, 2007
Gender: Male
Re: Max Appearance Settings for Unreal 2?
Reply #25 - Feb 25th, 2010 at 9:10pm
Print Post  
Worth the time? Well, if you do something mainly for yourself, then it's always worth your time. Sharing it with others is just a good bonus. Besides, even a few good comments are enough to make it worthwhile.
  
Back to top
WWW  
IP Logged
 
justinian
New Member
*
Offline


Oldunreal member

Posts: 5
Joined: Mar 29th, 2009
Gender: Male
Re: Max Appearance Settings for Unreal 2?
Reply #26 - Feb 26th, 2010 at 12:59am
Print Post  
GreatEmerald wrote on Feb 25th, 2010 at 6:43pm:
This thread is not about Halo. The title says "Max Appearance Settings for Unreal 2?", and it would be nice not to go off-topic, thanks. You can always create a new thread, you know.

Though I will never agree with your "My mind boggles at how someone can even put Unreal 2 and Halo in the same sentence unless you want to highlight Unreal 2's relative incompetence and laziness in almost every regard." sentence because Unreal II is awesome in many, many ways - the only downside is that nobody really tries to create any kind of mods for it, thus missing the whole promising part entirely. For example, I don't think I have ever seen anything better than Unreal II particle system (thanks to Scott Dalton), both visually and intuitiveness of their creation.


Apologies for going off topic. Just wanted to give some reasons for why it seemed ludicrous to me.

Back on topic, I found Unreal 2 at highest graphics settings to be disappointing. While the simple graphics of Unreal managed to convey an awe and style all it's own, I found Unreal 2's detailed graphics only served to accentuate it's generic and uninspired art design. Generic installations, substandard creature design. The utter butchering of the sleek and cool Skaarj. The list of mediocrity goes on.

You make a point about particle systems, but I found those to be sub-par also. While the technology behind it was cool, the actual implementation into the game was ugly. It seemed they wanted to turn everything up to 11, not realising it only detracted from the effect. It's a feeling that runs throughout the game, and it's one of the only games where the technical aspects of the graphics seemed abused via bad art and design.
  
Back to top
 
IP Logged
 
Hellkeeper
Global Moderator
*****
Offline


Soulless Automaton

Posts: 2878
Location: France
Joined: May 21st, 2008
Gender: Male
Re: Max Appearance Settings for Unreal 2?
Reply #27 - Feb 26th, 2010 at 7:40am
Print Post  
GreatEmerald wrote on Feb 25th, 2010 at 9:10pm:
Worth the time? Well, if you do something mainly for yourself, then it's always worth your time. Sharing it with others is just a good bonus. Besides, even a few good comments are enough to make it worthwhile.


That's true for a lot of things, but since a game is designed to be played... It'd be like designing a car and never see any on the road. There's a feeling of unachievment in the end.
  

You must construct additional pylons.
Back to top
WWW  
IP Logged
 
GreatEmerald
Oldunreal MasterPoster
*
Offline


The Great Emerald

Posts: 5361
Location: Vilnius, Lithuania
Joined: May 21st, 2007
Gender: Male
Re: Max Appearance Settings for Unreal 2?
Reply #28 - Feb 26th, 2010 at 2:00pm
Print Post  
The thing is, as long as you release something, chances are that it will be played, even if you don't know that yourself. With Unreal II it's very much the case, since there are like 2 custom mods and 1 SP map in total released for it, so anything new is welcome.
  
Back to top
WWW  
IP Logged
 
Hellkeeper
Global Moderator
*****
Offline


Soulless Automaton

Posts: 2878
Location: France
Joined: May 21st, 2008
Gender: Male
Re: Max Appearance Settings for Unreal 2?
Reply #29 - Feb 26th, 2010 at 4:10pm
Print Post  
GreatEmerald wrote on Feb 26th, 2010 at 2:00pm:
The thing is, as long as you release something, chances are that it will be played, even if you don't know that yourself. With Unreal II it's very much the case, since there are like 2 custom mods and 1 SP map in total released for it, so anything new is welcome.


I find this to be an optimistic point of view. In my opinion, there is very few custom content because there is very few potential players, and unless you can make an astonishing communication about a ground-breaking project, people know the game in itself is very bad and won't bother to reinstal it in order to play a mode  Sad

As a matter of facts, I've often thought about doing something on it, mainly because it has many actors and functions I could use (the dialog system for one, and the ability to... Use objects instead of walking to them as the buttons in Unreal 1), but the load of work required is to much and often, I lose any motivation after coming across a milestone I cannot overcome (namely, having to code an actor, needing custom assets I can't make or tens of other good reasons).
  

You must construct additional pylons.
Back to top
WWW  
IP Logged
 
Page Index Toggle Pages: 1 [2] 3 
Send TopicPrint
Bookmarks: del.icio.us Digg Facebook Google Google+ Linked in reddit StumbleUpon Twitter Yahoo