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This is primarily there for spouting taunts (including the always effective, and censored here, "Die, B**ch!" and housewife's favorite "Kiss my Ass!").Īlso hindering what tactical element of the game exists is the instant respawning, especially since most of the maps have been designed with spawn points directly on top of an objective like an enemy goal or flag. There's no radar or any other visual indicators as to the positions of your team members, nor any useful way of organizing tactics and issuing orders, aside from a crude menu of preset voice commands. In-game voice communication is absent, despite being implemented perfectly in Half-Life and other shooters.
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The moves themselves are very useful and include increasing your movement speed, rate of fire, regenerating your health and invisibility.Īlthough team play should be a focus of UT2003 with it being touted as sports entertainment and all, it's sadly lacking in the department of communication between team-mates. Why these moves can't be activated from one keypress by default remains a mystery, especially since FPS veterans won't have a hard time writing scripts to macro four keypresses together. Picking up adrenaline pills scattered around the map, along with making repeatedly good kills, increases your adrenaline gauge when it reaches 100, the announcer bellows "ADRENALINE!" and you now have the option to activate one of four special moves by tapping either the forward, back, strafe left or right keys four times in a specific order. The implementation of adrenaline is an interesting new feature, although bizarrely undocumented. Amusingly, the game actually offers a "walk" key as an absurd kind of taunt: Go on, we dare you to use it.
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It also makes hitting anyone even more difficult as they're constantly blipping in and out of your view. The translocator makes its return, and for servers that have it enabled, you'll find it to be heavily used as a means of faster mobility. There are some inventive ideas in there, including a default shield generator that can block shots and the link gun's ability to boost team-mate's weapon damage in practice, however, the pace of the game doesn't really lend itself well to doing anything other than madly firing at the enemy. Weapons in UT2003 balance relatively well in that no one device appears to be heavily favored. The ball carrier is unable to fire his weapons or teleport, so it's up to his team-mates to both protect him and be available for passes. The very refreshing bombing run is an American football inspired competition, where each team has to try to rush or project the ball through the goal inside the enemy's base.
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Double-D - okay, calm down at the back - is a variation of domination from the original UT, where each team is required to hold two control points - usually on opposite ends of the map - for ten uninterrupted seconds to score. Included in the game are, a rather stingy, four modes of play: old standbys deathmatch (plus team deathmatch) and capture the flag make an appearance, along with double domination and bombing run the popular assault mode is sadly no more. It's actually somewhat of a shock to the system when you're coming off the more cerebral, objective- and class-based team tactical shooters that have dominated the genre over the past couple of years. So what is Unreal Tournament all about? Fast, frenetic, feverish, and any other F-word you can find in the thesaurus can't adequately describe the pace of UT2003. Three years later, Unreal Tournament 2003 is here and this time without an id challenger around to steal its time in the limelight. The latter game ultimately won in sales and licensing deals, although the battle was fierce. But it ended up being universally praised, outclassing id Software favorite for the holiday season, Quake 3. Cynics were actually ready to damn its arrival, incredulous to the idea of a retail multiplayer-oriented FPS shipping without any kind of single-player campaign. As apologies go, the 1999-released Unreal Tournament was probably the most sincere and gratifying gesture any gamer could have received after being tortured by the poorly implemented multiplayer in Epic's original Unreal.