Публикувани: 29 март
DISCLAIMER: If anyone notices I left out UT2003 completely, there's a point to that, and that point is likely parallel to why it only took a single year for another UT to come out.
What can I say about this game? The Steam hours say nothing about how much time I've actually put into this game. I first bought it a day after it was released in Canada (That would be about 4 weeks after it was released in the US, based on exchange rates at the time), which would have been when I was 15 or 16 years old. I'm nearly 27 now, and I still hold many fond memories with this game, and will continue to make great memories. It doesn't often see a lot of replay, but the once or twice a year I do jump back into it, I stick to it for at LEAST a week before moving on. That says a lot for an 11 year old game. A lot of other games that age I just can't jump back into because it's just too outdated for me. That, or I've grown up enough to realize that the game actually sucks balls.
UT2004 is an FPS, and like the name says, you're in a Tournament setting. You get points for "frags" (kills), capturing flags, holding positions, or whatever else depending on game type. The game is won when either team, or individual player in Deathmatch, reaches a certain goal parameter set by the campaign, yourself in Instant Action, or the Servermaster in Multiplayer. For example, in a Team Deathmatch game, the goal is always going to be the team with the most points collectively. This can be either a set limit, or it can be a timer countdown in which the team with the most frags at the end of the timer wins. The best part of this game, though, is HOW you get your frags. Even in the vanilla game, there are at least a dozen weapons to choose from. For the most part, these weapons are ranged, but there are one or two melee weapons (Who wants to use those, though?). I don't want to spoil the fun for those who are new to the game, so I'll tell you about my favourite: The flak cannon. This weapon was in the original Unreal Tournament, as well, and in it's return, it's packing a meaner punch. Here's what it does: The primary fire throws a dozen or more slugs of white-hot shrapnel at fast speed, ripping your oponent to shreds. Use this fire up close, and like a shotgun, you're bound to make it messy. The secondary fire is more of a mortar, in which the shrapnel is launched still encased, and then explodes into shrapnel on impact. Imagine taking that out in Call of Duty.
I have to be super honest, I've never actually fully completed the actual TOURNAMENT (The "campaign" of the game), but I was never really looking for that when I bought the game. I had spent the previous five years playing Unreal Tournament, and 99.2% of that time was playing Practice Sessions, or in the case of UT2004, Instant Action. This is, in my opinion, the Brains of the game. Instant Action is where all the experimentation unfolded. Anything that you downloaded or created yourself was first tested in Instant Action, where it was put to the test with or against computer AI bots. The bots in this game are incredibily intelligent, and also very customizable. To find out more, and there's a LOT more about Instant Action, play the game and experiment yourself. It won't ever get old.
When it comes to modability, that's where UT is the most memorable. You get the basic package, which is amazing on it's own and has hundreds of hours of gameplay, but then you also get FULL modability of the game. They even include a full UTEditor where ANYONE can jump in and make maps, good or bad, mods, skins, sounds, graphics, textures, ANYTHING. It's one of the most awesome things I've seen when it comes to a game. And then those who aren't so good with game editing could easily just check community hubs and sites for content. This was what DLC was before it was corporatized and had a price slapped on it for good measure. This is how it still SHOULD be, and I'm glad Steam came up with the workshop. I'm happy there are still a lot of good developers who provide open modability, as well. I just don't see it in this scope anymore. UTEditor was relatively simple (For those who are into it) and basically right there for you to curiously click on and figure out. To put it in perspective, I was creating maps and doing minor mods to UT99 when I was 12.
That's about all I can muster for UT2004 right now. There's WAY too much to really rave about, and I don't want to talk circles around anyone. HIGHLY recommend this game. 9.5/10