Few games were ever so ambitious as EpicMegaGames (now
just Epic... a rather modest title) and their attempt with Unreal. A wide open
series of expansive levels, gorgeous scenery, various races of enemies, native
creatures and a sprawling planet wide enslavement force that you just so happen
of which to be caught up in the middle from the peaceful emaciated and pseudo
aboriginal/ethinic-minority aliens and the techno advanced oppressors with
their larger, faster, deadlier, creatures and weaponised technology.
You play as Captain McNoFace, a generic 100 hit point
wonder with a background of pointlessness and has key useful skills in moving
and using weapons, crash landing his way on a prison ship into an odd
gravitational field of a planet and wake up on your cell floor as the only
survivor of the ship. After a rather atmospheric and dark exploratory check
around the wreckage, grab yourself a gun, escape from the shadowy INHUMAN
thingies and step outside into the bright world of Unreal while your jaw hits
the floor at the sheer size and scope of the first outdoor arena being larger
than anything most games bothered to even make in their entirety. Yes, Unreal
is an epically large game, particularly for its time.
As FuckHead McNoBrain, you will travel here, there and
everywhere trying to get back off the planet by scouting mines, enemy ships,
other human ships that crashed nearby (read: fucking miles away, as in, half
the game away), sky lands, mother ships and final bosses sat right beside the
highest point of escape, the pod. On the
way you'll encounter a myriad of helpful aliens (try not to shoot them, it
makes them less amenable to your cause), guns of all shapes and sizes from a
gem-shooter that fires like a machinegun or shotgun depending on your alt-fire.
Miniguns (compulsory in 90's shooters) multi-load rockets, explosive grenades,
1-2-combo laser cannons, sniper rifles (pop those heads off) and a bogey gun
with explosive bogies. I wish I was making that last one up, though it's called
a different name and lets you fire rapid pulses of explosives bogies or charge
up to hock a fat sticky mucus ball that slides down a bit on walls before
detonating into lots of bogies.
Story/plot is told through a translator GUI that beeps
when you walk past the relevant message prompting box to get you look and read
the events occurring around you, much like Marathon did with its view
screen/terminals. Each one will likely give you helpful information on your
objective or some developing lore regarding the game's plot and such.
While it all sounds nice and pretty, get ready. Each
enemy within the game acts like a death match bot, perhaps rather fitting and
preparing for the later instalments of Unreal Tournament series, but every
enemy will try to side-step, dodge, flank, use the level around themselves to
hide, take cover, attack from vantage points and such. Most notably the
predator-esque creatures that have claws on their wrists and fire energy balls,
seen to be diving and dodging like mad-things much in the same way the player
can (and should).
From huge fat lumps with rocket launchers, to the
Predator guys, to suited and booted alien marines with lasers and grenades to
the flying demon monstrosities, every creature is carefully sculpted and
crafted to be physically unique and identifiable, yet seems to adhere to the
same movement rules as the player, except the titans which act as the games
"oooh fuck" element whenever you encounter one. (and as an "ah
shit" when you meet two at once).
With such a size and scope, this game seems and feels
empty at times. There's the occasional hut and so here and there, castles and
outposts, a village at one point, but with so few people and enemies occupying
the game (until the bigger battles at least) the sparse landscape and it's
pretty appearance, are very devoid of life, perhaps as a limitation on the
engine at the time or being traded for the processing power of the large scale
maps and carefully intricate details. It just feels empty, even back in the day
of playing the game.
Though when I say that the game is huge, you really do
get the feel of being on a massive (if a little linear) planet, travelling
across wastelands, lush meadows, canyons and caves, climbing towers to find
sky-lifts into airborne towns, battling through giant spaceships and destroying
power sources to enjoy pitch-black levels that atmospherically incorporate the
flashlight into the fray. That said however, sometimes the game is TOO big and
level design can leave a player very disorientated and confused, particularly
in the more dungeon based levels where backtracking is expected and does occur.
It can leave a player rather daunted as to where to go next and whether or not
they've hit the right switches to open the levels up and unlock essential
doors.
The controls of the game are the much used 8 way
direction, mouse look, fire and alt fire, while using inventory spaces and
extra navigation for items and extra buttons for using such items or bringing
up details like the translator, it can take a little while to get used to where
to use things and being in an intense and fast paced battle, mean the
difference in winning and reloading with annoyance. Oddly, there's a dodge
system in the movements, allowing players to spring in one of 4 directions to
avoid attacks, which is great when fighting in an open landscape but a cause of
death if trying to navigate narrow walkways and double tapping a direction
sends you FLYING off the fucking edge into lava.
Bit of a balls up there.
Graphically the game is gorgeous, there's no doubt on
that account, sound-wise the game sports a rich host of fine effects and audio garble
from the inhuman creatures, though sounding more like foreign speak than
something truly alien in presentation. The musical accompaniment never really
gets beyond being a background ambience, the occasional pseudo-techno tracks
during high speed/action areas which doesn't stop once you'll killed
everything, can kill the atmosphere and plunge it into the shadowy, stinky
recesses of dullness.
The unfortunate part of the game, is that you won't meet
another character that helpfully explains the plot, or tells you why not to
shoot everything, or where to go next, it's done entirely through finding the
relevant hieroglyphs and in some cases, deciphering the details to ascertain
where upon one might find the next snippet of plot or direction. Further
confusion being raised when one is told to power something up (hit a switch) or
depower something (hit another switch) with no indication on the location of
the button or what it even looks like, which results in some awkward trial and
error game play mechanics. Some piss-poor level design allows for you to jump
ahead to a button or switch you WILL have to push but not yet, to be told
"not yet" in far more descriptive terms with no real guidance on
where the switch you NEED to press now is currently located.
But what is Unreal, ultimately? An experience more so
than a game, it's an adventure into the alien architecture of unreality
(geddit?) and the fruits of labour of some visionary individuals, culminating
in a slightly off-centre aim leaving an audience with its breath-taken one
moment and frustrated in the next.
I still don't get why the last boss would be so close to
the escape pod that it cannot fit inside...
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