What are your impressions of the Unreal (Unreal)
Unreal will live forever!!! And how do you play?Disadvantage №1. Although more or less well-lit areas graphics are nice, but a little bit shaded areas somehow black, as if filled with ink. This: standing on the floor in the room is a crate, near a bright light of a lantern, and two shadow sides of the drawer are not highlighted as if reflected from the surrounding walls by light. And at the boundary walls of this black is not mitigated smooth transitions from light to shadow, and go for small spots.
I certainly understand that you, at that time there was not, but you have to understand that twelve years ago, PCs were not as powerful as now, so the game was much easier. Then there was HDR lighting, meshes worked on the primitive equations, and the resolution of shadow maps was quite small.
By the way, mind you, this is pitch black there in fear and quake4 (game 2005), and zone lighting developed could not be used due to personal reasons.
In a few words - again, do not know where to go. Vital levers, buttons, switches, hidden too carefully. No hints there, and some of the messages of the translator does not go far. Think about yourself, how to open the damn door and run around the level, and poke at all suspicious protruding from the walls of bricks, while the head does not ache! If not passage, posted on the Internet, I would be stuck on the first levels and would have given up on this nedoigru.
Heh, your problem, I passed the game without any external prompting, though some areas really had to pomolitsya.
The levels for some reason can not be downloaded separately, and an arbitrary number of possible saves is small.
Lolshto?
In short, you're either a bot skinny-preduduschego Troll, or just one of the many people for whom these games are no longer made.
twelve years ago, PCs were not as powerful as now, so the game was much easier
I agree, ideas are good always have been, but the dust had to restrain, as the technology was not at a sufficient level to recreate everything that was in the developer mind. Besides, Unreal was released as a competitor to Quake 2, where graphics were even worse, by the way...
But I'm really curious how it is possible to guess some of the stunts in the passing Unreal'a. In one of the first missions (where first encountered the Nali) need to get over the lava. Right there in the rock above the lava (!) embedded button, which should be fired (!), then it will rise curve narrow bridge with no railings (!), which and the bridge-it is not similar (I at first mistook him for a piece of metal). When I read the passage this place, I even burst with laughter, so these tricks are ridiculous. Soon it turned out that at the end of the cave it is necessary to blow up barrels be sure to create a break in the rock (!). Directly the bombs, not the barrels!
Here, perhaps, difference gaming education. In the nineties players knew roughly what they will require next game: shoot all the destructible objects, find secrets, and check everything that looks like a button. I, as a lover of games, a La FarCry, to such an exaggerated conventions are not used.
But that doesn't mean I didn't like Unreal! On the contrary, very much, otherwise I wouldn't get into the forum. Just really a shame: such a good game and such ugly shadows, and even the tedious search for all the breakers.
PS: And Half-Life, as I remember, the shadows were normal.
In one of the first missions (where first encountered the Nali) need to get over the lava. Right there in the rock above the lava (!) embedded button, which should be fired (!), then it will rise curve narrow bridge with no railings (!), which and the bridge-it is not similar (I at first mistook him for a piece of metal).
Soon it turned out that at the end of the cave it is necessary to blow up barrels be sure to create a break in the rock (!).
Welcome to the world of old games. A game for the Sega or dandy you may seem to be in General nonsense.
In Half-Life, as I remember, the shadows were normal.
This is because they are almost invisible.
I think fans of the Unreal'a will be interesting impressions of the player without nostalgia, - a modern view of the game. What I remember most.
The translator is helped from the beginning. Thanks to him I was aware of the healing berries, warned about the flying creatures and treacherous bridges over the lava. If I didn't know English, much would be lost.
The first met the enemy - Brutus - quickly made it clear that shelters should not forget, during the shooting we must dance! And while still backing away, retreating.
The water and the sky too beautiful for 1998. And to everyone's nizkomolekularnah (which, by the way, somehow not annoying).
Of the locations for the most spectacular base, hanging high above the ground. When I stepped on the balcony, from panorama my breath away.
Very dramatic moments, when from some dark basement, hissing and snapping legs out vicious spiders. But most of all I was fascinated by the frenzied chopper with a Godzilla-Titanium and a whole bunch of Krylov at the same time.
The music is atmospheric, to be sure. But still my favorite FarCry and Chrome music even better.
So... Really, best game of the nineties.
Dark templar Zeratul, and at what here I? What is this my event? If this is about some confusion of the levels of the old games (including Unreal'a), then it is understandable.
Just what about pictures of the diagram a comment. First, not all modern games are so linear that just have nowhere to go. And secondly, the linearity is not always perceived as a disadvantage: if it kompensiruet atmosphere, excitement and spectacular level design, the replay value is provided without any secret levels, hidden secrets, etc.
By the way, it seems to me that the best scheme for shuternogo level is when the player must avoid all locations, but may do so in a different order and go to the locations with different parties.
Why is required? For example, the 10 secrets. Secrets is very easy his life, but that's another part of the level, which usually remains unknown to the player until he finds a secret entrance there. The secrets also can extend the life of the game.
And the replayability is possible, for example, if you like Hexen'e (or especially Fallout'e) select a different type of character, or another game mode (supposedly Nightmare Mode, Time Trial, etc.)
Well, not that must... I was referring to the key points on which the current job is completed.
And about secrets remembered, because I do not quite agree with the fact that all modern shooters primitive. After all, Crysis is a great game, even if photorealistic graphics are not to be considered.
Che-I in Crysis'e saw photorealism.
Anyway, still graphics though and juicy, but very cartoonish.
In fact, the juiciness adds cartoon. ;)
Compared to other games Crysis gives the most realistic picture. Some screenshots are almost like photos. But this is only at maximum graphics settings, of course.
However, something about the topic, Unreal. That's interesting to me, making Unreal looks so good? It seems to be a low poly environment, subdetailband, and drat!
Competent work of the artists who made the textures, especially. Unreal conveys a special image that is unique among games in this genre. And given that the game was supposed to be killer quake 2, according to the chart, it is superior to Quake 2, that's for sure.
Also - clever use of colored lighting (especially for translucent surfaces - clouds, etc.), well-developed theme with procedural textures (water, fire, electrical surge), beautiful crown from bright light sources (this technology, by the way, has long remained almost unchanged), well and, of course, detailed texture.
(water, fire, electrical surge),
So that's that, and the water there really is just GORGEOUS at that time! Compared to Half-Life, which also came out later - heaven and earth. Anyway, the graphics in Unreal is much prettier.
PS: Modera be, hurts my eyes a stupid mistake in the topic title.
By the way, I once read, how and by whom this was developed our Unreal.
First, among programmers, there were people, who previously wrote the so-called demo (type stuff the most beautiful/cool graphics in minimum duration of the programme, for example, put fire animation in 2 Kilobytes etc. - who cares, you can throw a link to the examples).
Because of this, in the beginning, many evil tongues called Unreal just a big beautiful demo with the plot. =)
And secondly, the programmers worked not even the fact that in different countries and on different continents. And the code is then forwarded to the head office. So, to the word.
Don't know whether it's true or not, but the result is really similar to the truth! =)
Yes, I also read about the development Aquila and the fact that the developers lived on different continents.
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See the links below.
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