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  • #16
    Certainly better than Quake, it actually has a storyline and not just aliens invading earth crap. Not to mention it was one of the first games to have colored lights and highly detailed textures.

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    • #17
      The fabled outdoor sections usually sacrificed detail for scale.

      Not that Quake had any detail, but Unreal's mountains were just giant blocks.

      The colour palette is more lively than Quake's though. I like some of the weapons. I played quite a bit of it, but it never really gripped me.

      There is a port that runs on Linux btw.
      Scout's Journey
      Rune of Earth Magic

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      • #18
        Originally posted by golden_boy View Post
        The fabled outdoor sections usually sacrificed detail for scale.

        Not that Quake had any detail, but Unreal's mountains were just giant blocks.

        The colour palette is more lively than Quake's though. I like some of the weapons. I played quite a bit of it, but it never really gripped me.

        There is a port that runs on Linux btw.
        Quake was in a league of its own as far as "mood". The soundtrack still adds alot to the experience also. Glquake made up for alot of the visuals in software quake. Although glquake was definately lacking, as we can see now ;-)

        But Unreal with its dynamic music and huge outdoor environments did
        Its own thing great. Also, Unreal was a newer game than Quake. But there was no gibbing that I remember in Unreal. Gibbing=fun
        If you see 427 playing Quake thats me.

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        • #19
          ? There was tons of gibbing in unreal

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          • #20
            I've never had a copy, but when it went out I used to play it at the home of a friend and it looked really cool

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            • #21
              Originally posted by golden_boy View Post
              The fabled outdoor sections usually sacrificed detail for scale.

              Not that Quake had any detail, but Unreal's mountains were just giant blocks.

              The colour palette is more lively than Quake's though. I like some of the weapons. I played quite a bit of it, but it never really gripped me.

              There is a port that runs on Linux btw.
              Well, to be fair, unreal did have bad mountains (and the skybox mountains were pixels - which made no sense because the sky istself looked so good and they are part of the same thing) but there was a ton of details in the indoor levels. The places like inside the nali castle, or the boat level (forgot what it's called) has a lot of detailed level design, or the ISV-Kran (which was pretty scary too)

              It was probably more of a hardware thing, because the game was already hard enough to run as-is for the time.

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