JohnCoffey wrote:
Mr Dave wrote:
JohnCoffey wrote:
This game [...] uses the Unreal 3 engine. So basically it's Unreal with a facelift.
By that logic, Undertow is basically Unreal with a facelift. Or Gears of War is Unreal with a facelift. Or
...Anything that uses the Unreal engine is going to feel like Unreal. Just in the same way that Quake 4 used the Doom 3 engine and thus the physics and motion were identical.
Okays?
Seriously, you're talking out of your arse big time.
Have you ever seen
Undertow That doesn't have the same physics and motion as Unreal. It's not even an FPS.
Gears of War uses the Unreal 3 engine, and doesn't have
remotely the same physics and motion as Unreal (or UTIII, for that matter). Everything in that is times more weighty.
Similary games like Frontlines (realistic FPS) Leisure suit Larry: Box Office Bust (Diarrhoea in game form) etc etc. Same engine, different designers, different feel.
Also, The engine has little effect on the game in the manner you're talking about.
Twilight Princess used essentially the same engine as
The wind waker. The games look entirely different because of different art direction.
The manner in which you interact with the game - this motion and physics you talk about - is down to settings & data the game designers choose to put into the engine, not a function of the engine design itself, unless the engine is incredibly poorly made.
Furthermore, it's not the Unreal engine which does the physics - it's the Physics engine, which in Turoks case is PhysX (admittedly, the same engine as UTIII). But that's irrelevant, as you can get so many different Physics models out of one engine. They're meant to be flexible. And again it's not the engine which describes motion, again, it's design set by animators and similar roles.
So in summary, the fact they share the same engine is worthless as a guide, it's what the game designers were aiming for (and whether they managed to hit what they were aiming for) that matters.
The reason Quake 4 and Doom 3 had the same feel was because (a) The engine isn't all that flexible (See: Rage thread) and (b) because the designers of Q4 liked the feel of Doom 3, and so kept it for their game.
Turok isn't Unreal with a facelift. Where's the funny gravity effects, lack of inertia and the insane speed? Where's the odd weaponry array such as goo guns, weapons which bounce off the walls, rocket launchers which launch improbable amounts of rockets? Where's the ability to launch yourself around with rockets? You know, the things which made Unreal and it's various sequels unique and worth playing?
So fundamentally different physics, design and gameplay. But because it has the same 3d graphics engine (but not the same gfx designers), it's Unreal with a facelift. Do me a lemon.
While typing that out based on a few assumptions based on what I've read, I've downloaded Turok, just to check I'm not entirely wrong. It's now done. Incidentally, rated about 1.5/5 by XBox users.
Conclusions:
Unreal didn't have cocking awful knockback every time you got hit, that left you with no idea which direction you were previously facing in a bland featureless jungle.
It didn't have a bland featureless jungle. Unreal, for it's time, had levels full of character and you didn't tend to get lost. UTIII has small levels that are by requirement easy to navigate, but still with interesting nooks and crannies.
It didn't have bland and boring ranged weapons
It didn't have an easy to use instakill close range weapon (or indeed any melee weapon in the original), as for UT, if you wanted Kills with the impact hammer, damn, you needed to know how to use it.
It rarely put you in a position where you could die within a second from full health.
I haven't yet found a rocket launcher to see if I can launch myself around the level with it, but given what I've seen, that's highly unlikely.
It wasn't constrained to what was realistic, in terms of weapons, physics and similar things.
And given I've just been sent back 10 minutes from the afore mentioned surprise 1 second death, I don't feel at all like continuing to see if such things are available in the demo.
This game plays
nothing like unreal, and had I bought it on the recommendation that "It's like unreal" I'd be remarkably pissed off. Have you even played UTIII?