(Redirected from Unreal tournament)
Unreal Tournament | |
---|---|
Developer(s) | Epic Games Digital Extremes |
Publisher(s) | GT Interactive Software (PC) MacSoft (Mac OS) Infogrames (PS2/Dreamcast) |
Designer(s) | |
Programmer(s) |
|
Artist(s) | Shane Caudle |
Composer(s) | |
Series | Unreal |
Engine | Unreal Engine |
Platform(s) | Microsoft Windows, Classic Mac OS, Linux, PlayStation 2, Dreamcast |
Release | Windows
PlayStation 2
|
Genre(s) | First-person shooter |
Mode(s) | Single-player, multiplayer |
Jul 14, 2019 Talk about the original Unreal Tournament, released in 1999. Log in or Sign up. BeyondUnreal Forums. Forums BeyondUnreal Unreal Tournament This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit. NOTE: Steps changed, read notepad file inside RAR. Link (Updated)- Steps- READ NOTEPAD POW. Unreal Tournament is a first-person shooter video game developed by Epic Games and Digital Extremes. The second installment in the Unreal series, it was firs. Unreal Tournament is a first-person shooter video game developed by Epic Games. It was to be the ninth installment in the Unreal franchise, and the first main entry in the series since Unreal Tournament 3 (2007).
Unreal Tournament is a first-person shootervideo game developed by Epic Games and Digital Extremes. The second installment in the Unreal series, it was first published by GT Interactive in 1999 for Microsoft Windows, and later released on the PlayStation 2 and Dreamcast by Infogrames in 2000 and 2001, respectively. Players compete in a series of matches of various types, with the general aim of out-killing opponents. The PC version supports multiplayer online or over a local area network. Free expansion packs were released, some of which were bundled with a 2000 re-release: Unreal Tournament: Game of the Year Edition.
Powered by the Unreal Engine and initially developed as an expansion for Unreal, Unreal Tournament received critical acclaim, with reviewers praising the graphics, level design and gameplay, although the console ports were noted for having limitations. The design of the game shifted the series' focus to competitive multiplayer action with the releases of sequels Unreal Tournament 2003 in 2002, Unreal Tournament 2004 in 2004, and Unreal Tournament 3 in 2007.
- 1Gameplay
- 4Reception
- 6References
Gameplay[edit]
A typical game of Domination in progress.
Unreal Tournament is an arena first-person shooter, with head-to-head multiplayer deathmatches being the primary focus of the game. The single-player campaign is a series of arena matches played with bots, where the player competes for the title of Grand Champion.[1] The player moves up the tournament ladder in order to challenge the current champion, Xan, a mysterious being with exceptional skill.[2] Also available is a Practice mode, in which, as its name implies, the player practices a match. Match settings (such as score and time limits) can be customized. Also available are 'mutators' which drastically alter gameplay aspects, such as 'InstaGib', the use of which makes players compete with instant-kill weapons instead of the normal ones.[3] Weapons include Enforcers, Rocket Launchers, and Rippers, which fire ricocheting blades. Most weapons have two firing modes which have different effects: for example, Rippers can also fire non-ricocheting blades which explode on impact. A special weapon is the Redeemer, which causes a very large and powerful explosion.[4]
Items such as Body Armor (which reduce damage taken), health packs (which heal players), and Damage Amplifiers are scattered across levels.[5] Levels are set in a variety of environments, including spaceships, outposts, and buildings such as castles and monasteries.[6] Many contain features such as elevators (lifts) and teleporters, and obstacles such as water and lava.[7] The game is backwards compatible with the majority of Unreal multiplayer maps.[8] The PC version includes a level editor in which players can create their own levels,[9] and the PlayStation 2 version supports the use of a USB keyboard and mouse, enabling players to play in a similar manner to the PC version.[10]
For team matches, bots are used to fill the roles of the player's teammates. The player can choose the bots' skill level or have it automatically adjust to the player's performance. Bots can be further customized by changing attributes such as names, appearance, and weapon preferences.[11] In team matches, players can give orders to bots on their team.[12] The PC version supports multiplayer mode over the internet or a local area network (the original Unreal was mainly a single-player game[13]).[14]
Game types[edit]
- Assault: This game type is played with two teams, one assaulting a 'base' and the other defending it. The map is set up with objectives which the attacking team must complete (usually in sequence) such as shutting down a power generator, or entering an area. The team who first attacks then defends, and attempts to defend for the entire time they attacked. If they accomplish this, they win. If the team defending first assaults the base faster than the other team, they win. If both teams defend for the maximum amount of time the match is a tie.[15] The Dreamcast version does not feature this mode.[16]
- Capture the Flag: Players compete to capture the other team's flag and return it to their base. Competitive teams must use a great deal of teamplay. Both teams must defend the base from incoming attackers and get into the other team's base, take their flag and return to base.[17]
- Deathmatch: A classic every-man-for-himself player vs. player combat. The objective is to out-kill all opposing players.[18]
- Domination: Two teams compete to control various control points to earn points. Standard maps contain three control points. Control of these points is initially accomplished through occupation (physically occupying the space), but control of a point continues until a player from another team occupies the space. The first team to reach the point limit, or that has the most points when a time limit has expired, wins.[19]
- Last Man Standing: Similar to Deathmatch, the player's objective is to remain alive longer than their opponents, putting an emphasis on number of deaths rather than kills. Players start with all weapons (except the Redeemer) available, fully loaded, and have a set number of lives. Power-ups, including health and ammunition packs, are unavailable. Once a player runs out of lives, they lose.[20]
- Team Deathmatch: Up to four teams compete to out-kill the opponent teams.[18]
Four 'bonus packs' were released, each adding maps, characters, or features. For example, Bonus Pack 1 adds 'relics' as mutators.[21] Relics are special items that grant a significant advantage to their holder. They include (but are not limited to), the Relic of Vengeance, which creates an explosion when its holder dies, the Relic of Regeneration, which regenerates the health of the holder, and the Relic of Redemption, which makes its holder re-spawn elsewhere with full health and weapons intact when they would normally die.[22][23] Bonus Pack 4 adds a new version of Xan.[24]
Plot[edit]
During the Human/Skaarj war, the New Earth Government was formed. Mining was the primary method of financing the war, though was unpopular with the working class, who grew weary of the working conditions and the war. The humans were losing the war, and riots broke out. The Terran system was surrounded by Skaarj forces, but a government team destroyed their mothership, and the Skaarj withdrew. Afterward, mining incidents were on the increase, and efforts to deal with them were unsuccessful. The government then came up with the idea of giving the violence an outlet instead. 'Consensual murder' was legalized in the year 2291, enabling people to fight to the death under organized conditions. Mining conglomerates worked with the government and organized leagues, which proved successful. One such company, the Liandri Mining Corporation, capitalized on the fights by tri-casting them; this proved to be more popular than the combat itself, their popularity increasing with brutality. By 2341, what is now called the 'Tournament' became a professional sport more profitable than mining. Liandri Mining Corporation annually hosts the 'Grand Tournament', the most popular event in the sport.[25]
Development[edit]
Cliff Bleszinski (pictured) and James Schmalz were the lead designers of their respective companies and contributed significantly to the final game content.[26]
With a budget of $2 million and 350,000 lines of C++ and UnrealScript, Unreal Tournament took around a year and a half to develop.[26] When Unreal (the first installment of the Unreal series) was released in May 1998, it was well received by the press. However, it soon became apparent that the quality of the network code used for multiplayer matches was hampering the game's further success. In the months following Unreal's release, improving the game's multiplayer part became the top priority of the development team.[27]Epic Games started considering an official expansion pack intended to improve the network code while also featuring new maps and other gameplay elements.[26]
The team began work on the expansion in summer 1998, but the task became complicated by Epic's organizational structure. During the development of Unreal, the team members at Digital Extremes were working in Ontario, Canada, while the members at Epic were based in North Carolina, United States, requiring regular travel to Ontario. To remedy this, Epic decided to centralize the teams in Raleigh, North Carolina, and by September, work on the expansion could begin. Lead programmer Steve Polge set about laying the foundations for the new game types, such as Capture the Flag and Domination, and level designers created the first round of maps for testing. The content grew quickly, and soon the team realized that it had underestimated the task. In November, after a meeting with publisher GT Interactive, Mark Rein suggested releasing the work as a standalone game instead of an expansion. The team was reticent at first, but soon accepted the idea, and in December the game became known internally as Unreal: Tournament Edition.[26]
The development team for Unreal Tournament consisted of around 16 people.[26] Most team members had worked on Unreal, though Epic hired a number of new developers to reinforce the team. Programmer Brandon Reinhart was one such hire, joining Epic in August 1998 to help with the support of Unreal and the development of Unreal Tournament. In December 1998, Reinhart discovered an Unrealmod called UBrowser, which provided a new user interface for finding multiplayer matches. After showing it to James Schmalz, the lead designer at Digital Extremes, Schmalz decided to hire the mod's author, Jack Porter. After only a few weeks Porter was already working with the team, replacing the game's existing menu system with his new interface.[26] Epic founder Tim Sweeney worked on improving the networking code along with Steve Polge, who also wrote code for AI, player physics and general gameplay.[26][28] Erik de Neve was responsible for the LOD character rendering, and various extra optimizations.[29]
During the game's development, the team lacked artists. The art director at Epic Games, Shane Caudle,[30] and the artists at Digital Extremes could not make enough new textures because of the amount of diversity in characters and maps. To help with the skin and texture production, Epic contracted Steve Garofalo.[26] The game's level and content management program, UnrealEd, was written in Visual Basic and considered buggy, but no one had time to fix it. The game engine had an object-oriented design, and the scripting language, UnrealScript, was considered to be more like Java. The modularity of the object-oriented design meant that programmers could make large changes without affecting other parts of the game. Other tools used during development included Microsoft Visual Studio and 3D Studio Max.[26] All of the weapon sound effects were created by Sonic Mayhem.[31] The soundtrack for the game, which employed the system of module files,[32] was written by Alexander Brandon, Michiel van den Bos, Andrew Sega, Dan Gardopee, Peter Hajba and Tero Kostermaa.[33][34]
On September 16, 1999, Epic Games released a playable demo.[28] This version of the demo was only compatible with Glide-based accelerators.[35] An updated demo version, with support for OpenGL and Direct3D cards, was released on September 28, 1999.[36]Unreal Tournamentwent gold (became ready for release) on November 16, 1999.[37] The Mac version went gold on December 15, 1999.[38] The Dreamcast version was developed by Secret Level, who had to drop Assault mode, along with many larger maps, due to the Dreamcast having insufficient memory.[16] On December 28, 1999, Brandon Reinhart announced plans to release Linux libraries of Unreal Tournament through SourceForge. 'I've chosen the Artistic License. I feel that it allows mod developers a lot of freedom with the open code, while not putting Epic into any weird positions with the undisclosed part of the engine,' he commented.[39] The goal of the project was to improve the quality of the Linux port of the game as well as strengthen the mod authoring community and teach Epic about open source projects.[39] On August 1, 2000, Loki Software announced an exclusive agreement with Epic Games to maintain and support the Linux version of Unreal Tournament, offering new features, addressing any technical issues and achieving revision parity with the Windows version.[40] Bonus Pack 1 was released on February 25, 2000.[41]Unreal Tournament was re-released in fall (autumn) 2000 as Unreal Tournament: Game of the Year Edition, which includes the first three bonus packs and mods such as Rocket Arena, a one-on-one combat mode.[42][43][44]
Reception[edit]
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In the United States alone, Unreal Tournament sold 100,998 copies by the end of 1999, according to PC Data.[91] The game's sales in the country reached 128,766 copies, for revenues of $5.42 million, by early 2000. This placed it behind competitor Quake III: Arena over the same period.[92] From January through October 2000, Unreal Tournament sold 234,451 units and earned $8.94 million in the region.[93] The game ultimately received a 'Silver' sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[94] indicating sales of at least 100,000 copies in the United Kingdom.[95] By November 2001, Unreal Tournament's total sales were close to 2 million units.[96]
Upon its release, Unreal Tournament received universal acclaim from critics, earning an overall score of 92 out of 100 on aggregate review website Metacritic.[45] Mainstream press reviews lauded the title for its graphics, gameplay, and level design, with Computer and Video Games concluding 'Unreal Tournament is nothing short of a technical and game-playing marvel destined to hold you - as it did us - wailing with happiness and wasting far too many precious hours hammering keyboards. An absolute joy to behold.'[50] In March 2000, Unreal Tournament was second on a list of best-selling games in Computer Dealer News trade magazine.[97] However, the development team believed sales would have been higher if the game was released in October 1999.[26]
Jeff Gerstmann of GameSpot praised the graphics, noting 'As good as the original Unreal looked, Unreal Tournament looks even better. The character models and skins look excellent, and there are quite a few choices to make when designing your character.'[61] He also praised the multiplayer gameplay, weapons and level design: 'The first-person shooter genre is fiercely competitive. But Unreal Tournament rises above the rest with its solid multiplayer performance, from its good weapon balance to its great level design.'[61] The game was similarly reviewed by GameSpy, who concluded: 'Unreal Tournament raises the bar for first person teamplay games. The mutators, bots, teams, and sheer number of maps give the game an awesome depth and replayability. This game is stuffed with content and polished until it gleams.'[64] British magazine PC Zone was pleased with the 'very intelligent' bots, but criticized the 'truly terrible' music.[9]Allgame complimented the addictiveness of Assault mode, and the game's replay value, calling it 'a glowing, shining beacon in a sea of multi-player games.'[48]Computer and Video Games found the game to have an 'excellent' single-player mode, adding that with an average AI skill the player will 'progress with little serious effort, taking a thrilling ride through spectacularly atmospheric levels and increasing numbers of opponents.'[50]Eurogamer echoed that sentiment, and commented that the game is playable on low-end systems.[53]
Writing for GamePro, Nash Werner said the multiplayer flexibility was 'inmense', adding that mutators like low gravity, Sniper Arena, and Chainsaw Melee 'change everything about the way deathmatch is played'.[59]Game Revolution agreed and praised the bots and maps, although it complained that player models were not particularly varied and that the game was not 'as visually appealing as the original Unreal'.[55]IGN stated that Unreal Tournament received the highest ever score at the time of their review, describing the game as nearly flawless.[67] British magazine PC Gamer complimented the artificial intelligence,[75] and its American counterpart did the same to the game's 'gorgeous' graphics and 'incredible' editing tools.[76]Computer Games Strategy Plus described the artificial intelligence as 'outstanding', and commented that the Domination and Assault modes add interest.[78]The Electric Playground, who rated the game 10 out of 10, praised the 'innovative' level design,[79] while Computer Gaming World gave it five stars out of five, saying 'UT has completely redeemed both Epic and the Unreal franchise to action gamers. With the combination of great AI, depth and variety of gameplay, and accessibility to both newbies and the hardcore, UT has shot the pulse-pounding mayhem of multiplayer shooters to new heights.'[49]
The Macintosh version of Unreal Tournament was equally praised. IGN enjoyed the 'perfect' gameplay and multiplayer options, but criticized the high system requirements and the user interface. Nevertheless, the game was described as 'the must have title for your Mac.'[68] Happy Puppy described the game as 'king of deathmatch' due to its 'incredible value' gaming and 'amazing' variety.[84]Inside Mac Games praised the replay value, but criticized the high system requirements.[86] In December 1999, Unreal Tournament was inducted into the Macworld Hall of Fame.[98]
Reviewing the Dreamcast version, Gamezilla complimented the sound, but criticized the graphics and lack of a plot.[83]Happy Puppy described the game as 'intensely fun', but criticized the 'mediocre' sound.[85]Edge criticized the lack of Assault mode.[52] The British Dreamcast Magazine (not to be confused with the Official Dreamcast Magazine or DC-UK) was ambivalent to the port's gameplay, visuals and sounds, noting its 'blasting' action and lack of online multiplayer.[87] GameSpy cited both slow framerate speeds and low sound quality as problems with the Dreamcast version.[66] Scott Steinberg of Maxim rated the game 4 out of 5 stars, labeling it as a 'stone-cold killer' that 'runs like Carl Lewis on a Jolt Cola binge' while noting its 'surprisingly workable' standard game pad controls.[88]
The PlayStation 2 release did not fare as well as the PC and Dreamcast versions.[46] GameSpy criticized the graphics of the PS2 version, saying 'Graphically, the PS2 version of Unreal Tournament seems uninspired.'[65] Its conclusion stated 'Sluggish gameplay, somewhat washed out colors and textures'.[65]IGN praised the replayability, and stated that the sound is faithful to the PC version.[69] Gamezilla criticized the PlayStation 2 version's lack of multiplayer support compared to the PC version along with Game Informer,[82] who said despite its flaws, the game 'holds its own as one of the best FPSs out there.'[54] On the other hand, the port scored 3 out of 10 in the television show The Electric Playground (now EP Daily), with the reviewer lauding the audio and graphics but feeling that the controls could have been better implemented, stating: 'Control, or lack thereof, is the biggest thorn in the side of Unreal Tournament. The game simply does not play well with the Dual Shock controller. Epic has implemented a dual analog layout (one stick controls movement while the other stick controls aim) which sounds good in theory, but is horrid in practice. We tried to use the Dual Shock layout for a solid hour and ended up doing nothing more than walking into walls and spinning around wildly. The other Unreal Tournament contestants probably thought that our character was possessed.'[80]
In addition to receiving Eurogamer's first ever perfect score, Unreal Tournament was named by the site one of the best games of 1999.[99] Launch editor John Bye chose the shooter as the game of the past decade (1999–2009) and said, 'Unreal Tournament is one of the few games in the early days of Eurogamer that I kept going back to months after I'd finished reviewing it, a game that I played to unwind after a long day playing other games. Whether it was trying to break the one-minute barrier in the speed running mayhem of Assault mode, battling back and forth amongst the alleyways of Domination, or dropping shrapnel shells at people's feet with the wonderfully chunky flak cannon in a fast and furious free-for-all deathmatch, Unreal Tournament was an endless source of entertainment.'[100] In 2004, Unreal Tournament was inducted into the Computer Gaming World Hall of Fame.[101]Unreal Tournament was a nominee for PC Gamer US's 1999 'Best Action Game' and 'Best Multiplayer Game' awards, which went to Tom Clancy's Rainbow Six: Rogue Spear and Team Fortress Classic, respectively. They called it 'a brilliant multiplayer game that blew its main rival Quake III away with awesome bots, graphics, game types, and online functionality.'[102]
In 2011, G4tv dubbed CTF-Face (Facing Worlds) and DM-Deck16][ (Deck 16) as two of the 'Most Influential FPS Multiplayer Maps Ever'.[103] In 2013, PC Gamer labeled the Flak Cannon the greatest gun in PC gaming.[104] In 2014, Complex magazine placed Unreal Tournament as number three on its list of 'The 50 Best First Person Shooters Of All Time',[105] while Moviepilot placed it as number two on its list of 'The 7 Most Influential Video Games Ever'.[106] In November 2014, Kotaku named Facing Worlds the best multiplayer map.[107] In January 2016, Red Bull labeled Facing Worlds one of the 10 greatest FPS multiplayer levels of all time.[108] In July 2016, the game was ranked number 20 on Bit-Tech's The 50 Best PC Games of All Time.[109]
Awards[edit]
List of awards and nominations | |||||
---|---|---|---|---|---|
Publication | Category | Result | Ref. | ||
Computer Gaming World | Game of the Year | Won | [110][111] | ||
Best Level Design | Won | ||||
GameSpy | Game of the Year | Won | [112] | ||
Special Achievement in Artificial Intelligence | Won | [113] | |||
GameSpot | Action Game of the Year | Won | [114] | ||
Game of the Year (Readers' Choice) | Won | [115] | |||
Action Game of the Year (Readers' Choice) | Won | [116] | |||
Game of the Year | Nominated | [117] | |||
Best Multiplayer Game | Nominated | [118] | |||
Best Graphics, Artistic Design | Nominated | [119] | |||
Academy of Interactive Arts & Sciences | Computer Action Game of the Year | Nominated | [120] | ||
Computer Game of the Year | Nominated | ||||
Outstanding Achievement in Visual Engineering | Won | ||||
Game of the Year | Nominated | ||||
Computer Strategy Game of the Year | Nominated | ||||
CNET | PC Game of the Year | Nominated | [121] | ||
Action Game of the Year | Nominated | [122] | |||
Multiplayer Game of the Year | Won | [123] | |||
Game Revolution | Best Online PC Game | Won | [124] | ||
Games Domain | Action Game of the Year (Readers' Choice) | Won | [125] | ||
Daily Radar | Best PC Game | Won | [126] | ||
Game of the Year | Runner-up | [127] | |||
Macworld | Best Network Shooter for the Mac | Won | [98] | ||
GameStar | Multiplayer Game of the Year | Won | [128] | ||
PC Player | Best First Person Shooter | Won | [129] | ||
PC Zone | Game of the Year (Readers' Choice) | Won | [130][131] | ||
First Person Action Game of the Year (Readers' Choice) | Won | ||||
Game of the Millennium | Nominated | [132] |
Player community[edit]
USS San Jacinto (CG-56) crewmembers playing the game, 2002
Lead designer Cliff Bleszinski credited much of the game's success to its community. As he said in the November 2001 issue of Maximum PC, 'Unreal Tournament would not have sold nearly two million copies if it did not have support from the community.. We ship the very same tools that we used to build the game, and folks use these tools to realize their own visions of first-person action.'[96] Like Unreal, Unreal Tournament is designed to be easily programmable and highly modularized.[133] Through its scripting environment UnrealScript and level editor UnrealEd, developers are able to modify easily most parts of the game to both manipulate default game behavior and to supplement the game with their own mods.[134][135] These range from slight changes on some aspects of gameplay (such as map voting) to total conversions. One modification, ChaosUT, became popular enough that it was included with the 'Game of the Year' edition of the game, while Tactical Ops: Assault on Terror was released as a stand-alone retail product.[136]
Unreal Tournament was played at the World Cyber Games in 2001[137] and 2002.[138]
Legacy[edit]
The success of the original Unreal Tournament spawned four sequels, including Unreal Tournament 2003 and Unreal Tournament 2004,[139][140]Unreal Tournament 3,[141] and the upcoming Unreal Tournament reboot.[142] The yearly naming structure, based around marketing the franchise as a competitive sports title, was abandoned before the launch of the third sequel.[143] Digital Extremes announced Dark Sector in 2000, which was planned as a spiritual successor to Unreal Tournament.[144]
References[edit]
Citations[edit]
- ^Official Guide Book, p. 19.
- ^Official Guide Book, pp. 4,113.
- ^Official Guide Book, pp. 19–22.
- ^Official Guide Book, pp. 26–36.
- ^Official Guide Book, pp. 37–42.
- ^Official Guide Book, pp. 67–224.
- ^Official Guide Book, pp. 51–53.
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Sources[edit]
- Madigan, Jamie (1999). Unreal Tournament Official Strategy Guide. Minneapolis: GW Press. ISBN978-1-56893-946-9.
Further reading[edit]
- Reinhart, Brandon. 'Postmortem: Epic Games' Unreal Tournament'. Gamasutra.
- Flak (December 21, 2012). 'The Longevity Of Unreal Tournament: Part One'. Epic Games.
- Flak (January 3, 2013). 'The Longevity Of Unreal Tournament: Part Two'. Epic Games.
- Flak (January 8, 2013). 'The Longevity Of Unreal Tournament: Part Three'. Epic Games.
- Flak (January 16, 2013). 'The Longevity Of Unreal Tournament: Part Four'. Epic Games.
- Lane, Rick (February 23, 2014). 'Unreal Tournament retrospective'. Eurogamer.
External links[edit]
Wikimedia Commons has media related to Unreal Tournament. |
- Official website at the Wayback Machine (archived May 29, 2002)
- Unreal Tournament at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Unreal_Tournament&oldid=917776472'
(Redirected from Unreal Tournament 4)
Unreal Tournament | |
---|---|
Developer(s) | Epic Games |
Publisher(s) | Epic Games |
Programmer(s) | |
Composer(s) |
|
Series | Unreal |
Engine | Unreal Engine 4 |
Platform(s) | |
Release | Cancelled |
Genre(s) | First-person shooter |
Mode(s) | Single-player, multiplayer |
Unreal Tournament is a first-person shooter video game developed by Epic Games.[4] It was to be the ninth installment in the Unreal franchise, and the first main entry in the series since Unreal Tournament 3 (2007). The game utilizes Epic's Unreal Engine 4 and was to be released for free on Microsoft Windows, OS X, and Linux.[5][6]
Unreal Tournament's development is crowdsourced and open to contribution from anyone.[7][8] Epic Games has been using forums for discussions and Twitch livestreams for regular updates.[9] The source code of the game is published on GitHub.[10]
Since July 2017, there have been no new updates. The bulk of the developer team has since transitioned to develop and maintain Fortnite Battle Royale.[11] Development of Unreal Tournament was confirmed to be halted indefinitely in December 2018, though the game will remain available in its current state to play.[12]
- 2Development
Gameplay[edit]
Gameplay will remain largely unchanged from past iterations of the Unreal Tournament series. So far, the confirmed gametypes are:
- Capture the Flag – Players compete to infiltrate the enemy base, capture the enemy flag and deliver it to their own flag. Competitive teams must use a great deal of teamplay. Both teams must defend their base from incoming attackers and get into the other team's base, take their flag and return it to their base, onto their own flag. This requires that the team protect their flag carrier very well from enemies in order to complete their objective. If the flag carrier is killed, or teleports using a translocator, the flag drops to the ground for anyone to pick up; If a player of the flag carriers team picks it up, they can continue bringing the flag back, if it is the team of the flag, the flag immediately returns to base. If both flags are picked up and in transit at the same time, neither team will be able to score until one of the flag carriers are killed and a flag is returned to base.
- Deathmatch – A classic 'every-man-for-himself' player vs. player combat. The objective is to out-frag all opposing players. The player who achieves the frag limit first, wins. Suicidal kills reduce the frag count by one.
- Duel – A one versus one game mode. An addition to the gametype is that when respawning, the player can choose between two random spawnpoints. Typically shares maps with Showdown.
- Showdown – Team game without weapon respawns, where each player picks a spawnpoint before the round starts. Dead players don't respawn and have to wait until the round ends, at which point the surviving team scores. To avoid stalemates, the power-up unique to the game mode, 'Overcharge', spawns at 50 seconds before the round time runs out, which grants whoever picks it up double damage, +100 health, and a beacon system for 30 seconds, after which they die. Typically shares maps with Duel.
- Team Deathmatch – Two teams duke it out in a quest for battlefield supremacy. The team with the most total frags wins.
- Blitz – Maps for this gamemode are strongly asymmetrical. Each round is 4 minutes. Defense has 5 lives and an additional 20 seconds to prepare for the match. The offense's goal is to eliminate all defenders or get the flag from their base to the defense's. The offense earns points based on the speed of the objective completion. If the defense holds, they earn one point. To give the offense a chance, at 2 minutes, the Redeemer spawns, allowing the offense to deliver the flag through an impossible defensive line. If the flag gets dropped, every 5 seconds it teleports closer to the attackers base.
Other gametypes expected to return are:[13][14]
- Assault – This game type is played with two opposing teams, one assaulting a 'base' and the other defending it. The map is set up with a countdown timer and a number of objectives which the attacking team must complete (usually in sequence) such as destroying a power generator, entering an area, triggering a button, etc. The team who first attacks then defends, and attempts to defend for the entire time they attacked. This means one key element: speed. The faster the first team completes their attack, the lesser time they need to defend. If they can defend their base till the last second, they win the map. If the team defending first assaults the base faster than the other team, they win the map. If both teams defend for the maximum amount of time the map is a tie.
- Bombing Run – Each level has a ball that starts in the middle of the playing field. Players score by getting the ball through the enemy team's hoop. They score 7 points for jumping through the hoop while holding the ball, and 3 points for tossing the ball through the hoop. The ball can be passed to teammates, and is dropped if the player carrying it is killed.
- Warfare – Two teams fight a war to destroy the other team's core (which looks like a giant orb) located in their base. To damage the enemy core, the player must first control a series of nodes that link together to form a chain between the two opposing cores. To capture a node controlled by the enemy, he must destroy it with their weapons then touch the platform to create a new node in their color. Nodes behave similarly to unmanned vehicles, in that they can take damage and be repaired using a link gun. When a node has been captured, any nodes connected to it can be captured/destroyed, as well. Once a team controls a chain of nodes leading to the enemy core, players can damage the core by firing on it (the core cannot be repaired), though it requires a lot of damage. The round ends when a team's core has been destroyed. This is very similar to the classic 'Onslaught' game type, except that Warfare also includes special orbs that players can carry to a node to instantaneously change it over to their team's color (even if the enemy controls it still) with full health, though it still must be linked to one of their nodes. This game type is less popular due to the initial learning curve, but players who have mastered it often report that it is their favorite game type because it offers much more room for strategy than the other game types. Warfare matches usually have vehicles, as well.
Development[edit]
Unreal Tournament was first teased on May 2, 2014, when Mark Rein, vice president and co-founder of Epic Games, tweeted about a possible reboot, 'I love Unreal Tournament - So excited for the comeback! More next week!,' resulting in a positive response from the gaming community, specifically the PC gaming demographic that largely grew up playing the previous games.[15][16][17] Paul Meegan, vice president of product development at Epic, followed Rein's tweet with information about the future of Unreal Tournament.[18][19] The game was announced by Epic in a Twitch livestream on May 8, 2014. During the livestream, senior programmer and project lead Steve Polge said that there had been demand for a reboot of the Unreal Tournament and that the release of the Unreal Engine 4, made this the ideal time to do so. He said, 'For years, we've wanted to reboot Unreal Tournament, but we knew we had to do it in concert with developers and the mod community, and in an environment that sets them up with the proper tools to make it happen. Given the recent launch of UE4, we think this is the right time to move forward.'[20] These statements are in contrast to what Tim Sweeney said during the Game Developers Conference in March 2014. 'We're not [planning on] shipping an Unreal Tournament game,' CEO and founder of Epic Games said. 'We have a lot of nostalgia for the game but we're actually not developing anything in the Unreal game universe at all at the moment,' he further added.[21] But this might have been an attempt to keep the project a secret and 'keep people off the trail', suggested Forbes.[16]
From the very first line of code, the very first art created and design decision made, development will happen in the open, as a collaboration between Epic, UT fans and UE4 developers.
—Steve Polge, writing on the Unreal Engine blog[6]
The development of the game officially began on May 8, 2014, the same day of the announcement.[6]Unreal Tournament is being developed using Unreal Engine 4 in the open in close collaboration between Epic Games and the community.[6] Although an Unreal Engine 4 subscription is required to fully contribute (all the code is accessible in a GitHub repository), Unreal Tournament fans are still able to comment and share ideas on the company's forum.[22] In an interview with PC Gamer, Steve Polge said that Epic 'will have a very open and inclusive process for establishing how the core of Unreal Tournament evolves. We'll build consensus and make sure the community buys into the direction we establish together. Design questions will be discussed on the forum and in regular Twitch streams, and the decision process will be inclusive and transparent. Players will be able to make their voice heard, and participate meaningfully in setting the direction of development. We will release playable alpha versions and use those to get hands-on feedback from players as well. Epic realizes that we are ultimately responsible for making sure that the core game is awesome and we'll get there with the contributions of our community.'[23] Polge is confident that the opening out of its processes will give Epic a stronger sense of what players want from the game. 'A lot of companies spend tens of thousands of hours of development on a game and only then do market research testing to determine what people like,' he told Edge magazine. 'From that point, it's hard to pivot. Especially with Unreal Tournament, we have fans that have been passionate about the franchise for years and have valuable insight and opinions about how we should evolve. Getting that from day one is going to help us make a better experience, with them and for them.'[24]
During a Twitch livestream held on July 24, 2014, art director Chris Perna showed off a fully rendered but unfinished level in the Unreal Engine editor and talked about the overall look he wants to have in the game, drawing on the Batman films to illustrate his point. 'To me, Unreal —and the entire franchise— has always been, I used to use this term a lot, a Tim Burton Batman-type of caricature of itself. And where I'd like to go with the new franchise is more of a Chris Nolan kind of Batman Begins .. just something a little more polished, a little more realistic, but without going over the top and doing kind of like what we did with Gears of War or Unreal Tournament 3 and making everything dark and grimy and grungy. I think you can still have detailed environments that look amazing, and add color, and have visual clarity —and have your cake and eat it, too, basically.'[25] A video released five days later via Unreal Tournament's YouTube channel, shows early footage of the game, with the development team playing the first round of Team Deathmatch. It is also taken up by discussions of what the development team is working on. This includes adding in almost all of the weapons and more complex levels.[26]
All content and materials on this site are provided 'as is'. All postings and use of the content on this site are subject to the of the site; third parties using this content agree to abide by any limitations or guidelines and to comply with the of this site. No license, either express or implied, by estoppel or otherwise, is granted by TI. Tusb3410 device driver license. Use of the information on this site may require a license from a third party, or a license from TI.Content on this site may contain or be subject to specific guidelines or limitations on use. TI and its respective suppliers and providers of content make no representations about the suitability of these materials for any purpose and disclaim all warranties and conditions with regard to these materials, including but not limited to all implied warranties and conditions of merchantability, fitness for a particular purpose, title and non-infringement of any third party intellectual property right.
Screenshot of Outpost 23.
A month later, a playable pre-alpha build was released. Originally, the build was only available to UE4 subscribers but thanks to the way the game is being developed, an Unreal community member was able to compile Epic's prototypes and to release them to the public.[27][28][29] According to the development community on the download page, it would be getting weekly updates.[30] On September 5, 2014, Epic hosted an Unreal Tournament event, where several competitive players and enthusiasts from each generation of Unreal Tournament as well as some of the community contributors were invited to play the early prototype version of the game at Epic's headquarters in Cary, North Carolina.[31] The event was meant for providing feedback on the gameplay.[32]
As part of the announcement that Unreal Engine 4 would be now free,[33] a new build of the game was showcased during the 2015 Game Developers Conference, offering its first high-textured map called Outpost 23, which is a new version of the level originally revealed in the game's first-in-engine flythrough in July 2014, a new customized Unreal Editor and new characters.[34][35]
Business model[edit]
Since Unreal Tournament is being in part created by a community of volunteers, the game will be completely free when it is released.[36][37] Epic Games stressed the point that it will be just free not free-to-play, meaning there will not be microtransactions or gameplay-affecting items.[20] To pay for the game, it will eventually create a marketplace where developers, modders, artists, and players can buy and sell mods and content, or just give it away for free.[38] Earnings from this marketplace will be split between the content creator and Epic.[39]
When asked whether the decision to release the game for free was a reflection of a wider industry trend, Steve Polge told Edge: 'It's certainly where we are placing our bets and it is our focus at Epic. We like the model because it's fundamentally generous. It allows us to succeed by doing the right thing for the community, and then the value naturally comes back. That's a lot more attractive to us than the old build, ship and pray model.'[24]
Modification[edit]
On November 13, 2014, it was announced that the popular ChaosUTmod would return in Unreal Tournament. ChaosUT was selected as one of three mods to be included on the 'Game of the Year Edition' of the original Unreal Tournament.[40]
References[edit]
- ^Grayson, Nathan (May 16, 2014). 'Interview: How Will Unreal Tournament 2014 Work? Can It'. Rock, Paper, Shotgun. Archived from the original on September 28, 2014. Retrieved October 2, 2014.
- ^Chalk, Andy (August 7, 2014). 'Unreal Tournament's CTF mode tweaked for better e-sports presentation'. PC Gamer. Future US. Archived from the original on November 29, 2014. Retrieved November 14, 2014.
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- ^Dyer, Mitch (May 8, 2014). 'Epic Games Reveals Free, Crowdsourced Unreal Tournament'. IGN. IGN Entertainment. Archived from the original on August 21, 2016. Retrieved May 8, 2014.
- ^Makuch, Eddie (May 8, 2014). 'New Unreal Tournament in development, and it'll be absolutely free'. GameSpot. CBS Interactive. Archived from the original on April 26, 2016. Retrieved September 27, 2014.
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Further reading[edit]
- Grayson, Nathan (May 16, 2014). 'Interview: How will Unreal Tournament 2014 work? Can it?'. Rock, Paper, Shotgun.
- PC Gamer (May 21, 2014). 'Unreal Tournament interview: on transparent development, the best UT guns and 'pure, fast action''. PC Gamer. Future plc.
- Partridge, Jon (June 12, 2014). 'Unreal Tournament: Why the arena shooter is back'. Red Bull.
- Starkey, Daniel (March 10, 2015). 'Anyone can help build the next Unreal Tournament, even you'. Digital Trends. Designtechnica Corporation.
- Dunsmore, Kevin (March 19, 2015). 'Unreal Tournament: How Epic Games and the Community are Creating Something Special'. Hardcore Gamer.
- Petitte, Omri (April 17, 2015). 'The new Unreal Tournament is free and fun, but still primitive'. PC Gamer. Future plc.
- Parrish, Kevin (May 8, 2015). 'We Played 'Unreal Tournament' At Epic Games And Loved It'. Tom's Hardware. Purch.
- Barret, Ben (June 23, 2015). 'How The Community Is Building Unreal Tournament'. Rock, Paper, Shotgun.
- GamesTM (July 2015). 'Fail, Improve, Repeat — The Story of the new Unreal Tournament'. GamesTM. Imagine Publishing.
- Weber, Sebastian (February 26, 2016). 'Unreal Tournament: Lessons In Open Development'. Making Games.
- Fenlon, Wes (September 2, 2016). 'It's time to pay attention to the new Unreal Tournament'. PC Gamer. Future plc.
External links[edit]
Wikimedia Commons has media related to Unreal Tournament 4. |
Unreal Tournament Original Free Download
- Official website
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