Unreal Tournament III

.ram

Editor in Chief
Team-Mitglied
PSN-Name: dethforce
#1
neue infos aus der amerikanischen psm. hab jetzt grad keine zeit, ne news draus zu machen.

Unreal Tournament 2007

"For its 2k7 iteration (think of it like a sports game; the year's bumped ahead by one) the series is not just coming back to the console world - it's aiming to set a new benchmark for online multiplayer in the process"

Building a better battle

"We've been working on teh gameplay side of things for about a year," the game's lead designer, Steve Polge, told us as we first laid eyes on it. "We started off refining the basics, the movement and the weapons," he recounted. "We went back to the roots; played older UT games, other FPSs, so that it just feels really good." However, Polge wsa quick to add: "We're stilli n the early part of development." Judging by the level we saw, you wouldn't have thought it.

In a classic segue into "the really cool stuff," Polge quickly talked about the weapons being familiar, but enhanced, then got down to one of the major elements that could make UT2007 the PS3's online killer app: its vehicles. 'We're really innovating most with the vehicles," explained Polge. "We think it's something that will really translate well to teh console. It's actually one case where console controller is actually better suited for gameplay." (No, Epic Games doesn't have a PS3 boomerang controller - no one does - we controlled the dev kit with a stock dual shock 2).

Big guns are good. Big vehicles with bigger guns are better. There will be 18 in all, up from the six that debuted in UT2004. Executive Producer Jeff Morris landed an Axxon Cicada in front of us, giving us our first look at the detail achievable by pairing UE 3 with great artists. With its vertical wings, belly turrent, and nose art, it looked like the offspring of an aircraft from WWII and WWXXII. It was also difficult to look at it and not think that it would look perfectly at home in a big-budget Hollywood movie without needing to be pre-rendered.

Next up, we got to see the returning, but improved, Scorpion. This all-terrain vehicle nove becomes a self-destructing projectile if the player uses its newly added boost to rush enemies and then ejects before impact. It's also great for showing off how the game's ground vechicles have evolved from "floating boxes" to heavy feeling, realistically handling terrors of the terrain.

In fact, the vehicles have evolved to the point that entire battles can be played out using them. It's something that Morris had no problem with. "Where is the 'Twisted Metal Championship"', he wondered aloud. "There's no real leader of the vehicular combat genre on consoles. In fact, the genre has really evaporated over the years," he observed. "We see a real oppurtunity to bring that type of gameplay back in Unreal Tournament 2007."


The men (and women) behind the machines

We can't disagree with that, but this is a FPS, right? You're not just a car -- you're a man, woman, alien - a being packing some major firepower. Fear not, the foot soldier has not been forgotten.

At this point in development, the Onslaught mode is the major focus of the UT2007 team. The battlefields feature many elements well known to players of UTs past. capture nodes, turrents, and the like... but there are, of course, some new twists.

"We're tyring to give the level designers a lot more freedom to experiment with doing all new types of Onslaught levels," expalined Polge. 'We have special objectives now that can be mixed into the mode. We have low-key objectives like blow up this bridge, but they can also be very elaborate."

Morris is especially excited about this new aspect. "Even though you're still palying Onslaught, you know that if you complete this one special objective, for example, you're going to start out the next match in a really cool vehicle." He loves his vehicles.

How does all this cause and effect gameplay fit into the whole picture? "The other big thing we're adding in Ut2007 is a campaign called Warfare," explained Polge. "The outcome of one battle will realistically affect the next one. It gives a more story-driven aspect to the game, offline or online."

The design team is also very big on giving the player the freedom to change their role on the battlefield at any point. Polge explains: "We're not going to have classes. What we're tyring to do, though, is encourage people to take on roles." His example: "You can go and grab a sniper rifle and be a sniper for a while, but if you decide you're tired of doing that, you can play as an engineer by picking up some deployables, which are something els we're adding to UT 2007."

"Mines, energy barriers - we have a lot of ideas," he teased.


Blurring the off/online

“Even though it’s an online-oriented title, a staggering number of people play UT2004 offline,” Morris revealed to our amazement. “We always take the single player very seriously,” he continued. “One of the ways we’re doing that in UT2007 is by giving the characters lots of personality.” According to Morris, offline bots will interact with the player and each other much more realistically now. The game is set to incorporate Epic’s voice recognition technology for communicating with bots as well. “My goal is to be able to use natural words to banter with the bots,” Morris explained. “I want to say ‘Go take this point!’ to the bot and have him say ‘Nah, I don’t’ want to,’” taking it a step farther, Morris adds: “Then I’ll say ‘You WILL take that point!’ and then he goes ahead and does it. And that’s just that one guy’s personality.”

UT2007 is also set to include a deeper create-a-character feature than the previous games, enabling you to customize nearly every aspect of your character’s physique and battle gear.

Oh, the eye candy

Gameplay explained, the entire team want to regale us with details about the technology and art that makes UT2007 look so damn amazing. And hey, we were just as eager to listen. As the game’s executive producer explained to us in words and on the screen, the real time level we were in originally “looked too clean. Too sci-fi.” So the team decided to base it more in reality and give a grungier look to everything. “The cool thing is, every little grungy bit we added caught the light and gave the game an even more amazing look,” Morris explained as he pointed out the remarkably crisp floor and wall textures on the 720p display, light glinting off the floor’s diamond plate as the camera moved.

Yes, the game is targeted to run at 1280x720, a.k.a. 720p resolution if you have a high-definition display. We asked Epic Games vice president Mark Rein, who was also present at the demo, about the target frame rate. “It’s simply too early to say, but we’re aiming for it to be as high as possible,” he responded. For the record, the 720p, totally un-optimized build running on hardware less powerful than the final PS3 spec was clipping along at 49fps.

We asked Rein about the now famous E3 demo of UE3. How difficult was it, really, to get it up and running? “The only trick we did to make sure that the lighting looked right and shadows looked right when we were doing our E3 demo was to change the mode in the game engine from Direct X to Open GL,” he confirmed, adding: “There’s no difference in what you see running of this test bed PC [a high-end system with a $500+ NVIDIA 7800GTX video card] and the PS3, which is really amazing.”

“People are going to be totally blown away when the get a PS3 and play it,” Rein continued. “PC gamers are used to having the absolute cutting edge graphics – console players are just going to say ‘Wow!’” As for how PS3 will ultimately run the game? “When you see the [final] game running on PS3, it’s going to be smoother [than on the PC]. You’re not going to have the operating system in the way and all the other things that can make a PC game look ‘poppy,’” he said. Driving home the point, he added: “People ask me what the next generation is going to offer other than better graphics, and I say ‘Stop! Go back and look at the graphics!’ Don’t downplay that. People spend $600 on a video card to get this kind of performance on their PC, and this is a potentially sub- $500 console!”

Josh (a programmer) on coding for PS3 "really a night and day difference" from what he was used to on PS2. Easier? "There's just a lot more preexisting knowledge you can apply from the entire game development world," he elaborated. "You don't have to learn everything all over again. So in that way, it's a huge difference"

Sweeney (lead programmer) said he was happy Sony went with NVIDIA for PS3's graphics processor. He also said that its developer frinedly and "...allows us to get the best-looking games up and running much more quickly."

That's the end of the main reading part of the story. There are some screenshots and concept art with captions.

Get this, UT2007 is going to have hoverboards!! So now when you die, you don't have a long walk to get back to the action. It gets cooler...when you are riding it, can fire a "tow beam" and latch onto world objects and vehicles. So you can either hitch a ride or gather speed for clearing a large gap. And now get this, YOU CAN PULL OFF SSX-style tricks!!
 
#2
Freue mich auf das Game. Bin mir sicher das Spiel wird ne Granate auch wenn ich auf Fahrzeuge verzichten kann. ;)

Hoffe auf nen neuen Egoshootercontroller oder Maussupport. Snipen mit dem Pad ist echt nicht das wahre. :rolleyes:
 
#9
First Look von UT07 auf der Ps3 + UT07 Launchtitel

20 Apr 06 Behold, ladies and gentlemen, the first exclusive look at the amazing Unreal Tournament 2007 on PlayStation3. This isn't just a fancy tech demo with a character walking around an empty room that'll bear no resemblance to the finished game. Oh no. This is an actual living, breathing, balls-out first-person fragfest, which is going to be one of the console's launch titles. Now pick up your jaws from the floor and we'll continue.



Some of you may be wondering why you should get so excited about what's traditionally been a PC game for years. Well, for starters this is no ordinary PC game. Unreal Tournament picked up the online multiplayer shooter mantle from Quake III at the turn of century (you may remember the first game on PS2 in 2001) and quickly established itself with two further additions as the premier game of its type. At one point there was even talk of it becoming an annually updated franchise along the lines of EA Sports games, but since Unreal Tournament 2007 is the first game in the series since 2004, we're guessing the comparison wasn't seen as a flattering one. And quite right, too.

The potential for a fantastic new Unreal Tournament game was there for all to see at Sony's pre-E3 press conference last year, where developer Epic showed off its Unreal Engine 3 that, at the time, had been in development for nearly two-and-a-half years. That explains the long break between Unreal Tournament 2004 and Unreal Tournament 2007 then.
Back to the present and we're being treated to an exclusive demo of the game running on a PS3 dev kit. It looks superb even at this early stage and, graphics tarts take note, the finished game is being targeted to run at a high-definition 720p resolution. Characters are 1500 times more detailed than the models in Unreal Tournament 2004, with two types revealed so far: the red armour-clad Twin Souls warriors who are the heroes of the single-player game, and the yellow-armoured Iron Guard soldiers who are still under the command of series veteran Lauren.

GODS OF GRUNGE
The futuristic sci-fi setting has led to past games looking a bit too clean and angular, an observation also noted by Epic and addressed here with what it has dubbed 'grungification'. Definitely their word, not ours. That is, walls and objects should appear dirty, scuffed and even show signs of decay to illustrate the consequences of past tournaments or battles. This is apparent in a deathmatch map called Carbon Fire, set within a robot factory on Liandri and bearing all the hallmarks of a grimy industrial environment. There are plenty of conveyor belts and floating platforms around, and you can even see robots being assembled in the background.

According to lead designer Steve Polge, the actual gameplay side of things has been worked on for about a year. Epic started off by playing older Unreal Tournament games and other first-person shooters just to get a feel for them again and to go back to the series' roots. These hands-on playing experiences were then used as a template to refine the basics, the movement and the weapons for a new generation of PS3 players. After all, there's a big difference between using a PC mouse and keyboard and using a console controller to aim and move your character around - especially the new boomerang design.

The weapons in particular will be largely familiar to Unreal Tournament veterans, but enhanced with some gorgeous touches and effects. For example, when firing the rocket launcher new shells will visibly move into the barrel and a waft of smoke will disperse into the air. You can also see the link gun open up to reveal its onboard cells when using its alternate fire. Whizzing around a level trying to concentrate on targeting players and avoiding their fire probably means you won't notice these finer details and working mechanics, so Epic even bothering to take the time and trouble to include them at all is somehow rather encouraging. the movement and the weapons for a new generation of PS3 players. After all, there's a big difference between using a PC mouse and keyboard and using a console controller to aim and move your character around - especially the new boomerang design. The weapons in particular will be largely familiar to Unreal Tournament veterans, but enhanced with some gorgeous touches and effects. For example, when firing the rocket launcher new shells will visibly move into the barrel and a waft of smoke will disperse into the air. You can also see the link gun open up to reveal its onboard cells when using its alternate fire. Whizzing around a level trying to concentrate on targeting players and avoiding their fire probably means you won't notice these finer details and working mechanics, so Epic even bothering to take the time and trouble to include them at all is somehow rather encouraging.

GOT A NEW MOTOR?
Guns are all well and good, but when you're trying to make the PS3 equivalent of Halo 2, in other words the one game that everyone talks about and identifies the console with, vehicle warfare is now a basic requirement. Polge is excited most about this aspect of the game: "We're really innovating most with the vehicles. We think it's something that will really translate well to the console. It's one case where a console controller is actually better suited for gameplay."



Any battle can be played out just using land and air craft, so potentially you never have to set foot outside of a vehicle if you don't want to. As exective producer, Jeff Morris, puts it: "Where is the 'Twisted Metal Championship'? There's no real leader of the vehicular combat genre on consoles. In fact, the genre has really evaporated over the years. We see a real opportunity to bring that type of gameplay back." Of the 18 vehicles, only six are returning from Unreal Tournament 2004, among them the Goliath tank, the Manta, the Scorpion, and the Raptor. Others include the Cicada, an air craft that's best used to lock on to ground targets and unleash a volley of missiles; the Paladin, an eight-wheeled defensive tank equipped with a purple shield that, if raised at the time of firing, emits a short-range powerful energy blast; and the SPMA, an artillery support vehicle that deploys an aerial birds-eye view camera to help you pinpoint targets.

ALIEN ONSLAUGHT
Vehicles will play a crucial role in the returning Onslaught mode, in which two teams try to capture and hold various power nodes on a huge map before destroying the other's power core. It's Epic's major focus at the moment, since Polge wants to give the level designers a lot more freedom to experiment with doing new types of Onslaught levels. He explains: "We have special objectives now that can be mixed into the mode. We have low-key objectives like 'blow up this bridge', but they can also be very elaborate." There'll be rewards for completing these special objectives too, such as beginning the next match in a powerful vehicle. Another nice touch is that you'll be able to see the power core itself taking damage and losing parts rather than relying on a health meter hovering over it like before.

Warfare is the game's big new mode, though at this stage Polge will only divulge that the outcome of one battle affects the next one, giving it a story driven feel whether you play offline or online. This kind of new thinking and efforts to move away from what other online shooters will offer are stamped all over Unreal Tournament 2007. For instance, there aren't any character classes, but you will be encouraged to take on different roles during a battle. Grabbing a sniper rifle obviously marks you out as a sniper, but if you get bored of that you can play as an engineer by picking up new deployables such as mines and energy barriers.


BOT BATTLE
If you're worried about the offline single-player game being neglected then, well, there's no need to be. According to Morris, a "staggering" number of people played Unreal Tournament 2004 offline, so Epic is taking single-player very seriously. A deeper create-a-character feature is one such example of this, allowing you to go to town on your warrior's appearance and gear. Most intriguingly, there'll be more realistic interaction between the player and bots than in, say, SOCOM 3, using Epic's voice recognition technology to communicate with them. Morris outlines his ambition with an example: "My goal is to be able to use natural words to banter with the bots. I want to say 'Go take this point!' to the bot and have him say 'Nah, I don't want to'. Then I'll say 'You WILL take that point!' and then he goes ahead and does it. And that's just one guy's personality." Over-ambitious? Perhaps. But don't bet against Epic pulling it off.

Many features are sure to change, new ones will be introduced, and others will get thrown out altogether over the next year as the team shapes and balances each game mode, weapon, vehicle and map. It's easy to get carried away with the fantastic PS3 graphics - and why not? - but there's also a very strong single-player and multiplayer action game in place. And with all the community map-making and modding optons that still haven't even been announced yet, the possiblities are, well, unreal.


Computer & Videogames
 
#10
Wenn mir noch irgendjemand mit "Shooter sind auf Konsole UNSPIELBAR!!!111eins" ankommt, landet der auf meiner persönlichen Ignorielist. Insbesondere der X360-Controller ist ja mal sowas von superhandlich für Shooter, da hab ich danach ehrlich gesagt keine Lust eine Maus in die Hand zu nehmen. Naja, hängt wohl eh von der eigenen Präferenz ab.
 

Planet

50% water, 50% air, the glass is always full!
PSN-Name: PlanetJumble
#12
Wenn man eine Menge Spieler wahllos in zwei Gruppen aufteil und die eine Gruppe mit Pad und die andere mit Maus+Tastatur Shooter spielen lässt, gewinnen die Mausler mit Sicherheit 80% der Spiele. Das ist eine ganz einfache Sache und hat nichts mit Geschmack zu tun: die Maussteuerung ist eine direkte Steuerung, die Padsteuerung ist indirekt.

Wenn ich die Maus 3 cm bewege, "weiß" ich intuitiv wie weit ich mich damit drehe, und zwar unabhängig davon, wie schnell ich die Bewegung tätige. Das kann man mit einem Analogstick nicht, wenn man dort die gleiche Drehung machen will, muss man immer exakt die gleiche Zeit lang mit der gleichen Stärke drücken, um das gleiche Ergebnis zu erzielen.

Die Bewegung mit der Maus wird irgendwann von geübten Spielern nicht mehr mit dem Bewusstsein kontrolliert, sondern "aus dem Rückenmark", mit dem Unterbewusstsein. Somit bleibt mehr Konzentration auf das eigentliche Spiel übrig, während Padler immer eine gewisse Menge Gehirnschmalz in die Feinkorrekturen der Bewegung stecken müssen. So, und nun setz mich auf ignore... :P

Und was den Boomerang angeht: erstens fand ich den klasse und zweitens denke ich nicht, dass der komplett vom Tisch ist. Wie stark die Änderungen ausfallen, weiß noch niemand.
 
PSN-Name: Focal-Boy
Spielt gerade: Lego Marvel, bald GTA5 auf PS4
#18
Der DualShock war ja nicht Standard bei der PSOne und wurde erst relativ spät released...außerdem hatte er soweit ich weiß nur 1 Vibrationsmotor drin.

Der DS hat deren 2...wie der Name schon sagt...und war eben gleich von Anfang an dabei.

Bei der PS3 gibts vielleicht nicht das Hörnchen, aber bestimmt eine neues Design mit neuer Technik.

Man muß sich ja jetzt stärker von der alten Hardware absetzen...außerdem muß wohl die Technologie ne andere sein, nicht zuletzt wegen dem Streit mit Immersion.

 

Planet

50% water, 50% air, the glass is always full!
PSN-Name: PlanetJumble
#19
Also da hast du dich ein wenig verhaspelt: der DualShock hatte, wie der Name schon sagt, 2 Vibrationsmotoren (es gab kurze Zeit einen gleich aussehenden Analog-Controller ohne Vibration und ohne besonderen Namen, aber der wurde sehr schnell wieder eingestampft und ist auch nicht kompatibel). Die Änderung zum DualShock2 sind "nur" die analogen Tasten.
 
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