I release the payload and the body of my craft jets into the innocent wall next to the tank while I'm flung backwards and neatly scythed in half by the blades of a passing Scorpion buggy. The tank, it seems, was empty.
As I suppress manic laughter at my ineptitude, a door behind me inches open and the beaming face of Epic boss Mark Rein pokes through and stage-whispers to his cohorts: "You're not showing them that crappy game are you?
Today is a good day. What missions you embark on and whether or not you defect to a rival corporation will remain up to you -Epic are designing the game so you'll be able to see the ramifications of your decisions in the world at large.
It's from here, or a screen very like it Epic are still fine-tuning that most of your decisions will be made as you play through the game. The dots spiral up and over the globe alongside the story arc, eventually leaving terra firma for a few orbital frag-fests, then to another planet entirely for the final set of face-offs. The Necris faction, yon see, with their devastating Darkwalker tripods and flying Furies aren't just sitting around the multiplayer maps looking menacing.
Partway through the singleplayer campaign they invade the planet of the bickering corporations and start transforming it to their own needs, hungry for Tarydium.
For a while you'll be able to ignore it, carrying on with the petty squabbles and demands of your faction, but it's not something you can ignore forever. To begin with, the Necris send in the Krall - horned reptilian chaps who thrive on outnumbering UT squads -and then the Necris and the big guns of their terrifying armoury start to hit the ground. After the invasion, you return to familiar maps that have become infected with the goopy nanoblack that not only runs in the Necris' veins, but also is pumped through their lands.
Dark clouds hang over Necris bases, black bony tentacles punch through walls and viscous black liquid oozes where clear water once ran. In short, in single-player and multiplayer alike, it's pretty bloody obvious at which end of the map the goodies and baddies live. In the single-player campaign you won't be alone in your fight either, since Epic don't want you to feel like you're relentlessly fighting alongside barking Al bots.
There'll be four main characters in your team, with plenty of verbal sparring, neat dialogue and personal tics crammed in. Despite intense journalistic pressure, Jeff Morris refuses to spill exactly which characters will be in your squad, what former UT teams are kicking around although the Iron Guard certainly seem to be or what role UT icon Malcolm will play.
However, he does admit that you can see some of your pals in the surrounding screenshots, including, "the chick with the reverse bandit mask and the guy with the corn-rows and the tattoos".
When quizzed further, Morris also mentions that a fair number of key UT characters, such as Necris villain Loque, will be making a return to keep the fans happy. No more details escape the man's lips, however, as he uses the brilliant diversionary tactic of dropping a delightful nugget of game trivia into the conversation: Gears Of War's lead character is voiced by the same guy who plays Bender in Futurama.
Did you know that? I didn't know that Unreal Tournament III may have been built from the ground up with an entirely new engine, but the old 'comfy slippers' adage still holds with the gameplay. That familiar, nay iconic, roster of weaponry remains intact - the Bio-Rifle, the glorious Redeemer, the Shock Rifle with its ingenious ploy of being able to shoot the alt-fire plasma emission with the primary fire zapgun for added death-bringing hilarity.
But look closer and you become aware of one or two gaps having been plugged - gaps that you probably weren't aware of in the first place. At the shallower end of the pool, for example, the Stinger UT-speak for mini-gun always had a slightly crap alt-fire option. Now, however, it's been gifted with the ability to fire bursts that can pin an enemy to a wall by his head. In a similar fashion, the rocket launcher can now chuck grenades as well as its familiar racked-up missile salvos, while the Unreal Engine physics can now provide stuff like real physical attributes for every individual pellet of a Flak Cannon round.
Gobsmackingly, Epic also claim that the insane graphical complexity of each weapon means that each holds more polygons than an entire map in UT Honestly, that's the sort of factoid that would make the Germans declare a national holiday. Epic have also noticed that when people are speeding around their imaginary lands in vehicles, two of the most common action keys are rendered redundant, namely duck and jump.
So it is that, in a tradition kickstarted by UT's Manta, many of the vehicles now have different modes of manoeuvre, to thunderously brilliant effect. Take the Necris Nemesis for example.
As lead designer Steve Polge eloquently puts it: "Real tanks can't crouch" - but this one can. Or at least, it can switch between a ground-hugging sleek-mobile whose turret is firmly fixed forward and a standard drive-and-aim mode, before slipping into a far more interesting gear: having you move along at an absolute crawl but granting you a higher viewpoint, a tremendous amount of firepower and I admit, grudgingly a lot more rockets fired in your direction.
If you think that's quite cool though, just wait until you see the Leviathan. Jesus 'Capital H' Christ! A tank of the corporations rather than the Necris, the Leviathan is a five-man beast and is - as you might have guessed - bloody big. The driver has control of the accelerator pedal and a smaller gun, while each of his companions blasts happily away with different varieties of heavy weaponry from the tank's roof and sides - each with their own cheery purple energy shield to boot.
When you first see the tank deploy itself into 'crouch' mode, however, your eyes will widen and you'll temporarily forget to breathe. Unfolding itself like the best Transformer base you've seen, with its four guns raising on fire enginestyle hinged platforms, the thing becomes a veritable machine o' death: double the gun barrels circling one liber-gun with infinite range and almighty explosive capabilities.
The Leviathan still doesn't quite match the Necris Darkwalker though. I know you've seen a ton of material on these wavy-legged monstrosities - but I promise you that until you fight against them yourself, there's no way you'll realise quite how intimidating they are.
In my playtest, I was happily nipping around atop my Marty McFly patentpending liovei board on the crest of a craggy outcrop, when a previously crouched Darkwalker raised itself to its full height so it popped into view directly in front of me. At the risk of using two Back To The Future references in close proximity, it was almost exactly like the bit in Back To The Future II where Biff stands on the top of his hotel and is thunderstruck by the sight of the De Lorean appearing over the lip of the building.
Only this time the encounter ended with a burning death-ray and a beautifully rendered fried skeleton. The game now rewards constant attacks and skillful shooting from cover. Team battles take place with bots in online and offline mode, and voice control has been modernized. The clearer you give commands, the better bots will listen to you..
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Players assume the role of a futuristic warrior engaged in contests of intense shooting battles against skilled opponents, controlled either by human contestants online or by A. These contests are fought with the most powerful sci-fi weapons and vehicles. Unparalleled graphical and physical realism from the latest Unreal Engine 3 technology delivers the most compelling First Person Shooter Experience to-date The weaponry is bigger and badder than ever.
Destroy your opponent from a distance with the ever popular Link Gun or blast away at close range with the Bio Rifle. Battle against lightening fast A. Expanded Onslaught game type features two complete sets of high-tech vehicles, including the massive Leviathan, the terrifying Darkwalker, and a completely new way to get into the action
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