UT 2007 !!!

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Duper
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UT 2007 !!!

Post by Duper »

UT 2007


This looks incredable. I'm sure some of you have seen this already, but just in case, I thought I'd pass it along.

I'm shocked at the detail. I honestly didn't think we would see this kind of realisim for another 4 years.
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Post by Krom »

Eh, looks ok.
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Post by TigerRaptor »

Saw this not to long ago. I wish they would consider adding the Ripper back in to this game.
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Post by DCrazy »

Looks like Halo 2 to me.
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Post by Sirius »

I was shown a video by a classmate of what was apparently Unreal Engine 3 running on the PS3 or something.

THAT was impressive. Very impressive.

This stuff is okay, but it doesn't ... really... stand up to it at the moment.
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Post by Pun »

I think this will be an amazing game. I'll be buying it.
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Post by kurupt »

hopefully it doesn't suck as horribly as ut2k4, doom3, halo 2, and half life 2 did. i've been itching real bad to get into a game but there just hasnt been any recently that were great games that i just had to play.
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Post by Vindicator »

I think its funny how theyve been trying since '99 to make a game as good as the original UT, and whats even funnier is that the developers have admitted as much. It cant be rocket science.
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Post by Pun »

I think it's commendable that they admitted not bringing out the game they could/should have. It shows they're on the right track. I read in an article in a gaming magazine that said they demo'ed the engine and some maps to the press completely devoid of artwork. They claimed that they were focusing on gameplay until they had it where they wanted it. Once they had a game that was fun to play, they would introduce the artwork. Seems like a unique philosophy in the land of tech demos marketed as games.

I just hope they don't dumb it down like they did with Tribes: Vengeance. What an incredible disappointment that was.
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Post by Topher »

kurupt wrote:hopefully it doesn't suck as horribly as ut2k4, doom3, halo 2, and half life 2 did. i've been itching real bad to get into a game but there just hasnt been any recently that were great games that i just had to play.
Dude, I don't know what you're talking about, I totally got into Half-Life.

Personally, I still like UT the best, though me and my roommate did play the Ut2k4 demo nonstop for a couple of weeks...
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Post by TigerRaptor »

What sucks so much about UT2004. I've played Doom 3 and Halo 2 and I still perfer UT2004 over them. Can't say any thing about Half life 2 I haven't played it yet.
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Post by kurupt »

i like that they didnt lie and say ut2k4 was a good game, but what they said was hardly commendable imo. they say "not as good as we wanted it to be" when in reality it was a joke competitively and not very many casual gamers got into it either. although, when you make UT and set the bar that high, you're screwing yourself in the long run because every game you put out will be garbage compared to that one. UT rocked and ut 2k3/2k4 was kind of meh in comparison, though it was way better than alot of games out at the same time.

i'm intrigued about this "whole new game" thing though. i wonder what they mean, i mean how different can any ground pounder really be from the others unless it isnt a ground pounder? i wonder what they have in mind. pariah was supposed to be a whole new game too, and that flopped HARD.
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Post by TigerRaptor »

Looks like Midway is going to play their hand in the making of UT2007. Just as they did with Unreal Championship 2. I wonder if Midway is considering putting one of the MK characters in UT2007 as they did in UC2.
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Post by Kyouryuu »

Midway took control of the Unreal franchise after a falling out between Epic and Atari.

I think UT2K4 is a very good game that hearkens back to what made UT99 so great, although it has its quirks (most notably, the insane load times). The selection of player characters and extendibility is great. I still think UT99 is the best FPS ever, though, and although UT2K4 comes close, it's not quite there.
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Post by Tricord »

I developed an instinct for Instagib in the original Unreal, and was happy to see that my skills also worked with UT2k4.
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Post by JMEaT »

Looks like another cool game my PC won't run!
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Post by Warlock »

ill probley DL it play it for a week and unintall it cause ill be bord of it
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Post by TigerRaptor »

Tricord wrote:I developed an instinct for Instagib in the original Unreal, and was happy to see that my skills also worked with UT2k4.
I didn't care for instagib in the original UT but I couldn't stop playing it UT2004. I played for months on end especially when it came to Instagib CTF. Until I got tired with it
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Post by Palzon »

i wasn't expecting to like 2k4, but i do! the net play is (understandably) far better than d3. the most surprising thing is that uses 3 dimension better than d3 imho
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Post by Palzon »

i wasn't expecting to like 2k4, but i do! the net play is (understandably) far better than d3. the most surprising thing is that uses 3 dimensions better than d3 imho.
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Post by Tetrad »

punisher wrote:I read in an article in a gaming magazine that said they demo'ed the engine and some maps to the press completely devoid of artwork. They claimed that they were focusing on gameplay until they had it where they wanted it. Once they had a game that was fun to play, they would introduce the artwork. Seems like a unique philosophy in the land of tech demos marketed as games.
This isn't a new concept, every level designer I know does this already. Blocking out a level for gameflow is one of the first things you do, if only because it's much easier to move a few brushes around to make gameplay changes as opposed to moving several dozen brushes + meshes + re-tweaking the lighting, etc. One of the games Ritual is currently working on is at the "get all the levels blocked out with perfunctionary scripting tied together" phase with all the walls using the default editor textures before they "art it out". Nintendo did this way back when for 2d mario, too.
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Post by BigSlideHimself »

I'm glad to see the elitist days of "I dont play any game but Descent" are over.
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Post by Sergeant Thorne »

You'd see them again if a worthy sequel were ever released. ;)
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Post by Sirius »

Well, that depends... Descent never was and never can be everything. If you like RPGs or RTS games, you'll still have to look elsewhere.
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Post by Top Gun »

BigSlideHimself wrote:I'm glad to see the elitist days of "I dont play any game but Descent" are over.
Hey, some of us still have that opinion! :P
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Post by Aggressor Prime »

Into Cerberon will let Descent live on.
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Post by TigerRaptor »

Personally I have no interest in Cerberon of any sort. Core Decision is my big interest now, and UT2007 to.
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Post by Behemoth »

Looks like trash ;P
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Post by Boo »

The main thing I like about UT2k7 is the new AI. IMO having a teammate tell you "corridor is clear" is pretty cool.
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Post by Kyouryuu »

Tetrad wrote:
punisher wrote:I read in an article in a gaming magazine that said they demo'ed the engine and some maps to the press completely devoid of artwork. They claimed that they were focusing on gameplay until they had it where they wanted it. Once they had a game that was fun to play, they would introduce the artwork. Seems like a unique philosophy in the land of tech demos marketed as games.
This isn't a new concept, every level designer I know does this already. Blocking out a level for gameflow is one of the first things you do, if only because it's much easier to move a few brushes around to make gameplay changes as opposed to moving several dozen brushes + meshes + re-tweaking the lighting, etc. One of the games Ritual is currently working on is at the "get all the levels blocked out with perfunctionary scripting tied together" phase with all the walls using the default editor textures before they "art it out". Nintendo did this way back when for 2d mario, too.
Nope, it's not a new concept at all. It's easier with some editors than others, though. UnrealEd is very easy to use for this purpose because static meshes are very seperate from the normal BSP geometry (which is extremely fast and easy to created in UED). It also considers everything from a level-wide perspective rather than individual rooms like D3Edit does. It's tricky to do in D3Edit, but iterative passes are very common in most level design.
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Post by Duper »

yea D3 Edit makes this kinda tough. You can use a blank texure, but modifying the level on the fly requires some real work at times.
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Post by Robo »

Looks very photo-realistic.
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Post by Sirius »

Amusingly, to a large extent Descent 2 didn't need it, since the engine was fairly simple anyway...
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Post by Duper »

what is "it" Sirius? Eye candy?
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Post by Sirius »

Iterative level design passes. You usually did it all at once.

The rare exception was people who wanted a high degree of planning, who would often draw it out on paper before creating the level proper.
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Post by zbriggs »

Behemoth wrote:Looks like trash ;P
:D You're going to feel stupid that you said that very shortly.

Zach
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Post by Aggressor Prime »

One day, Descent 4 will come and save us all.
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Post by Nitrofox125 »

Just from the screenshots, HL2 graphics look better. I wouldn't say it looks *amazing* but then again, any screen or technical movies may be different. The gameplay sounds neat though, especially with the voice interaction with the AI, &tc.

Although vehicles are awesome, I think that was partly the reason why UT2K4 lost some of the fun of UT. If you didn't have a vehicle, it was no fun. Once everyone got in a vehicle, it just became a vehicle battle, no sneaking around corners and face-to-face battles.
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Post by TigerRaptor »

I thought adding vehicles to UT2004 was a great addition to the game. Especially when ChaosUT2 Evolution came out that added Vehicle-CTF to the game. Some of the best CTF games I ever played in a long time.
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Post by zbriggs »

Aggressor Prime wrote:One day, Descent 4 will come and save us all.
Things that have to happen for Descent 4 to become a reality.

1) Matt Toscholog and Mike Kulas have to come together to form Parallax (Dissolved) to give consent for development.

2) Outrage (Dissolved) or Volition both now owned by THQ have to do the development unless rights waived.

3) Tantrum, a division of Interplay (Defunct), a subsidiary of another company that went under must either publish the game or release the rights to it and Parallax must sign off on those rights.

Not going to happen. That's like trying to move the Earth and Sea. And if all parties involved are gone that still leaves a problem. The life of a copyright is the life of the owner plus 75 years. Since corporations are registered legal entities and do not die unless disbanded, you have another problem. No matter what happens you can't get the rights back for 75 years because the corporation is dead and cannot sign for it.

I understand the reluctance to give up on this matter. Believe me I share it. I have a great deal of fond memories surrounding the Descent franchise. But this is the reason we are doing Core Decision and not Descent.

And the Core Decision screen shots were not meant to look great. They were just meant to show that we are working. Mainly they were released because people requested it. They are not a graphical representation of the final product in any way.

Zach
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