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Re: A42 Skrith Sidearm

Posted: Tue Dec 04, 2012 2:24 pm
by iLikeTheUDK
For me Unreal 2 also seemed like a Halo clone. Which is a shame, seeing how can such an awesome game "modernize" itself and take lower quality elements from other games. Like the 2009 Wolfenstein sequel - Suddenly it has regenerating health, a hit indicator, and becomes awfully linear. Also the generic particle cannon could seem a bit too similar to the Wunderwaffe weapon in the zombie co-op from Treyarch's Call of Duty games - Until I played this Wolfenstein game I never thought it was logically possible to actually copy something from a CoD game, especially in this case, since the first games in the Wolfenstein series were the foundation for CoD and all the first-person shooters we know today, and pretty much 90% of the gameplay mechanics of Call of Duty games originated in other games.

Re: A42 Skrith Sidearm

Posted: Tue Dec 04, 2012 3:01 pm
by Hellkeeper
I think you don't need to set an Unreal 3 on NaPali. Or featute the Nalis. Or even the Skaarjs. Or even the weapons we know.

You can discard allt his and make an unreal game provided 1) you replace them with something that is not incredibly generic, 2) you combine SF and magic-medieval stuff. Put some temples and castles and ruins. And make sure I can get lost in there. I don't need to have only one road to the end of a generic futuristic stuff.

Remember the drakk homeworld ? Supposedly "Ancient ruins". Ultra-high-tech linear place. Very well done, but it's only well done boring things.

And finally, keep you core gameplay. Unreal is fast. Unreal 2 lets you run at the speed other games have you walk, lets you walk at the speed other games let you crawl.