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GameSlice Daily Editorial
Behind the Scenes of the Game Industry

Editorial For: Tuesday, May 26, 1998

Note: For the rest of this week all editorials will be going up through our E3 Section.  Bookmark it now: http://www.gameslice.com/e398/index.shtml
We'll be back next Monday with an E3 wrap-up editorial.

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Topic:
UNREAL: Not a Misnomer

I remember that the date was December 10 when I first downloaded the shareware version of Doom. Why do I remember the date without even having to look it up? Well, because Doom had an impact on me. It was one of the first games that really had an immersive feel to the play – each press forward on the up arrow on my keyboard made me feel like I was actually moving through a 3D world. Even since Doom, I’ve never really found a game that captured my attention so dramatically – no game has ever stood out in quite the same way. Last Friday, I had my first chance to play the final version of Unreal, and while I don’t think any game could ever match that same feeling I had when first playing Doom, Unreal really impressed me. In many ways, it was the perfect example of why I still play games.

You see, the first time I saw Unreal was nearly three years ago at E3 when guys like James Schmalz, Cliff Bleszinski, Tim Sweeney, and Mark Rein were just big kids with a dream of doing a triple-A game. Who would have known that three years later they have what amounts to probably the best game thus far of 1998? Unreal typifies what we all want in games – an immersive environment that takes us away from our lives. We can dim the lights, stare at the screen, and actually feel like we are inside the game -- like we have an inner-desire to turn around the corner and see what fantastic new piece of architecture we will uncover.

Technically speaking, Unreal is a masterpiece. However, Epic should really be proud of how they used technology to improve gameplay. The environments in the game are texture-rich – the use of lighting, effects and shadows makes the environment just salivate with realism. In addition, there’s so much variety in the levels that you can’t wait to see what the next one brings. With Quake 2, there were a lot of great puzzles and action, but the levels looked relatively similar. One look at the outdoor spaceship level of Unreal clearly shows the magnitude of variety.

Although I’ve only been through about eight levels of the game, I can’t wait to play more. Of special note are the scripted elements, which really show the power of the engine. Anyone who has played the game will no doubt remember the "lights out" part of one of the first levels – it really took me by surprise. Additionally, with the sound turned up and the lights off, I’ve actually been scared a few times by monsters jumping in front of me. Unreal embodies many of the elements of a great shooter – easy to learn gameplay; lush and immersive environments; and most of all, an engrossing puzzle-oriented approach that makes you think, not just shoot. Many of the interactive elements in the environment are great – Even shooting a pot provides such a sense of power, as it breaks into a dozen pieces with a ear-piercing sound and the little puff of smoke dissipates into the air. There’s an attention to detail here that few gamers have.

I should also mention the music – It’s fantastic. The idea of we-have-16-levels-so-we-need –16-CD-audio-tracks-of-riffs is long gone once you hear the music in Unreal, cued to certain events. It’s dramatic stuff. Just as I said a few months ago, sound is a third of the gaming experience, and Unreal delivers in this area.

Sure, I have a few caveats. Namely, I’ve grown to nearly hate the translator. For what is such an absorbing game experience, I absolutely detest having to hit F2 to read a bunch of corny messages. They could have at least had pieces of dialogue that were spoken; it’s like playing a game with closed captioning. Additionally, although the environments are rich, the story seems to be somewhat on the backburner – I really think there is still room for someone to add a lot more character development and story to a game like Unreal and make a killer package. Imagine actually learning about the story for the main character – his or her beliefs, values, and history. Although I never expected Unreal to deliver such a game dynamic, I think some of the forthcoming Unreal-engine games have huge potential if they can combine character-driven adventure with the beauty of the Unreal engine.

Nevertheless, forthcoming first person shooters like Sin and Half-Life have a lot of match up to when they are released later this year. Unfortunately, it’s going to be hard for these games to match the visual splendor of Unreal, so it will be interesting to see what all the other 3D games will be showing at E3 later this week. However, I must tip my gaming hat to the gang that created Unreal – I actually lost myself in the game for a few hours over the weekend, and that’s something that I seldom can do. (The last game that caught my attention that way was the Curse of Monkey Island from LucasArts). If there’s any doubt in your mind, remove it – Unreal is the new king of 3D action games. It is, in many ways, genuine sensory overload – the ultimate manifestation of visual frill and symphonic pomp, allowing players to bask in a world that’s a rich syrup of never-ending gameplay and immersive extravagance. Bravo Epic -- I’m proud of you guys.

Now, to some housekeeping:  Hope you like the new look of the site.  Also, check out our extensive preview of Command and Conquer: Tiberian Sun (10 pages long), right here, including an exclusive AVI.  Finally, I'll be at E3 for the rest of the week, but make sure to bookmark the E3 page where I'll be updating a daily editorial of sorts.  http://www.gameslice.com/e398/index.shtml is where to go!

And if you're going to be at E3, have fun!

It's off to Atlanta I go,


Geoff Keighley
Editor-in-Chief
GameSlice

Feedback on this editorial or a suggestion for a future topic?  E-mail: feedback@gameslice.com

 

 


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