The Haus

Saturday, March 13, 2004

Even More CliffyB

GameInformer posted yet another interview with Epic's Cliff Bleszinski about the recently golden Unreal Tournament 2004. Here's a snip about some of the vehicle physics:

You'll notice that by playing the game it's actually pretty tough to flip certain types of vehicles. We specifically gave them a very low center of gravity because with some of the crazy terrain and action going on, we didn't want vehicles flipping over all the time -- that's not necessarily fun. We wanted people to feel that they could use the Scorpion to get over the terrain quickly and only flip it if they really get hit, or really screw up. People claim that they want a game that's extremely realistic, but what they actually want is augmented reality -- a fun version of reality.

I couldn't agree more with that. I think Epic did an excellent job of just making the physics real enough that everything looks cool, but not so realistic that it becomes boring. For a blast from the past, check out this classic interview with CliffyB around the time that the original Unreal Tournament was released.

Friday, March 12, 2004

Onslaught Tips

Gamespy got some tips for Onslaught players in Unreal Tournament 2004 from Epic. A couple of them I had already figured out. Most interesting is that linking link gunners together heals things better than the three healing it separately.

CliffyB Interview

Gamespy posted an interview with Epic's Cliff Bleszinski about the production of Unreal Tournament 2004. The irony is that this is a much more entertaining article and better review of the game than Gamespy's actual review. Here's one of the things he says the team did well in making the game:

Having newbie testers beating on the game and watching it. There was a lot of this as we were developing Assault and it wound up yielding the various on-screen (and audio) indicators on where to go and what to do.

I'm really glad they did this. I loved UT's Assault mode, but it was maddeningly difficult to play until you mastered the level (I feel the same frustration with Jedi Academy's Siege levels). The extra voice hints, arrows, etc. really make the gametype more accessible without making it too easy.

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