字幕表 動画を再生する
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Time to make myself feel old with a retrospective on a PC game from my youth!
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This is Unreal, developed by Epic MegaGames in collaboration with Digital Extremes and
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published by GT Interactive on May 22, 1998.
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Man, 1998 was how long ago? Ugh, that last fact still hasn’t quite sunk in yet.
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Anyway, when it released decades ago Unreal was an absolutely monumental title for a multitude
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of reasons, but one of the easiest ones to point out was its graphical prowess.
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“Unreal! Yes, this is an actual PC game screenshot.”
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Hehe. And dude, that really was mind-boggling for February of 1997
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when Next Gen Magazine printed this.
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Keep in mind that at the time of this world reveal magazine article, id Software’s Quake
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was only eight months old, so going from characters
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that looked like this to *this* was a notable improvement!
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Furthermore, as a fan of titles like Epic Pinball and Jazz Jackrabbit, seeing developers
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I was familiar with like James Schmalz and Cliff Bleszinski putting together ‘the most
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advanced 3D shooter ever made’ only a few years after developing those 2D DOS games?
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That was a bit surreal.
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Or, unreal, if you will. [boooooo]
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Heck when Unreal finally released, Jazz Jackrabbit 2 had only come out two weeks prior.
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So seeing both a silky smooth 2D platformer and a silky smooth 3D-accelerated FPS arriving
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under the same banner within the same month was just like... pschrrt, what, how?!
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And even with Unreal arriving just five months after Quake II’s release, it still felt
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like a generational leap in PC gaming graphics, and the box tried to make that abundantly clear.
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Other first-person shooters often covered their package in logos and artwork providing
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some abstract representation of the game, but Unreal went balls-out from the start,
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plastering embossed renders of its 3D models right on the cover and including a square
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cut-out showing off one of four screenshots.
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And it was all topped off with quotes like “The best looking game of all time.”
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“The future of gaming.”
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And, “Rest in peace Quake II.”
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The hyperbole continued around back as well, with copious screenshots and descriptions
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cramming in every bit of self-congratulating marketing copy they could.
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It seems a bit pompous in hindsight, but at the time they truly had earned the right to
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brag about their tech so hey, why not.
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And if you needed any more confirmation of how long ago 1998 actually was, checkout the
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list of products it’s optimized for.
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Not a single one of those APIs, instruction sets, or multiplayer networks exist anymore,
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at least not in the form they did back then. Sad.
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Inside the box you get a bit of an unusual cardboard insert, one that’s built to hold
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the jewel case all snug so the cover screenshot is visible on the front of the box.
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And mine is cover variant number 2 of 4.
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And inside you get the game on a single CD-ROM, as well as a booklet that contains not the
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manual, but even more screenshots!
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As well as a merchandise catalog letting you know all the cool Unreal stuff that I’m
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one vulnerable late night away from irresponsibly buying on eBay.
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And yep, there was also a Macintosh version of the game ported by Westlake Interactive,
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which was set to release in June of ‘98 but didn’t actually show up until a year later.
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For that matter, there was also going to be a PlayStation and a Nintendo 64 version of
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Unreal, with none other than DMA Design aka Rockstar North working on porting the latter
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to the 64DD system, but both were canceled because reasons.
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Back to the box though, where you also get this little catalog for GT Interactive’s
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offerings for Spring of 1998, including existing releases like Unreal
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and upcoming releases like Duke Nukem Forever.
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This “long-awaited sequel” is coming in Winter of 1998, huh?
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Mm, ‘dates are subject to change’ indeed.
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Finally, you also get an instruction manual, or prisoner transportation log, with over
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30 black and white pages of information covering everything from the story, to the gameplay,
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to the ins and outs of the options menus and troubleshooting.
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And then these ads in the back are great as well.
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You could win a BMW for signing up to AT&T Worldnet apparently.
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And check out that Falcon Northwest Mach V, wonder
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if anyone still has one of those beasts lying around?
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And it seems the infamous Mad Catz Panther XL controller
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was “officially endorsed by the creators of Unreal?”
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[somewhat irksome rubbery creaking noises] Huh.
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Suffice to say I will be sticking to a mouse and keyboard for the rest of this video.
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Once you’ve got Unreal installed and your graphics card properly configured it’s time
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to dive into the most-anticipated PC gaming--aww. Welp.
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This is not an uncommon sight when it comes to the launch version of Unreal,
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bugs and crashes are a fact of life.
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And Epic knew it, going so far as to include this slip of paper in the box calling for
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their “hardcore” gaming audience to please forgive them in advance because making games
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is hard and Unreal is full of bugs so please be sure to download
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the latest updates as soon as possible.”
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I can think of a few companies who should still be including messages like this but anyway.
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Thankfully there are patches for just about every configuration of PC imaginable, so once
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it’s working you’re greeted with the legendary Unreal castle flyby demo.
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[flyby demo commences triumphantly]
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[classy Alexander Brandon theme plays]
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Augh, dude, yes!
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Every time I start this game up and I hear that MOD music playing, composed by Alexander
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Brandon and Michiel van den Bos, in combination with those glossy 3D surfaces flying by?
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Brings me right back to the first time I saw it running.
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It was just me and my Compaq than ran Windows 98SE,
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sitting there in awe at what was happening on my screen.
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I kept thinking, “my computer can do THIS?!”
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Granted, I mean, I had upgraded it with a 16MB Voodoo3 card
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in order to make it happen so I knew it technically could.
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But knowing and seeing were two different things, and seeing this in the late ‘90s
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running on your computer was practically a religious epiphany to a PC gaming geek.
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But impressive visuals can only carry a game so far and Unreal is much more than a tech
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demo, so let’s get to it starting with the main menu.
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And dang, I had completely forgotten this is what the UI looked like originally, with
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no mouse cursor and a chunky green typeface.
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Anyway, let’s begin with the single player campaign and its offerings of four difficulty
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levels and a variety of character models to choose from.
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What you pick out here is pretty inconsequential to the campaign since you play a silent protagonist
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in a first-person perspective, but I appreciate the gesture regardless.
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And now, it’s time to wake up.
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[electrical buzzing, alarm blaring]
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[AI voice: “Prisoner 849 escaping!”]
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You play an unnamed soul known only as Prisoner 849, who awakes in a prison cell to pure chaos
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aboard a transport vessel called the Vortex Rikers.
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You quickly find a universal translator tablet lying on the ground and get to work navigating
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the crumbling ship, accompanied only by the screams of unseen crew members enduring unseen horrors.
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[screams, explosions, eerie ambiance]
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And wow did this introduction make an impact back
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then, I had never played an FPS with such a focus on environmental storytelling like this before.
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You’re just thrust into this lonely but chaotic situation, with no idea what went
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wrong and very little to go on except the written logs of dead crew members and the
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level design itself to fill in the gaps.
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Now this kind of storytelling in first-person is has been done to death nowadays, but keep
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in mind this was before Half-Life had come out, so experiencing this in ‘98 was a treat!
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In hindsight though, there’s a definite similarity to System Shock here with its dark,
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dilapidated space station and its focus on picking up story pieces as you go.
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But I wasn’t aware of that game at the time so this was an entirely fresh experience to me.
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And, unlike System Shock, Unreal is a first-person shooter above all else and it’s not long
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before you find a weapon, some ammo, and some beefy alien baddies for target practice.
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[soothing sounds of alien target practice commence] And while you’ll be seeing these
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same dudes repeatedly throughout the game,
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the way they’re introduced one by one is just awesome.
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Like, the first time a Skaarj shows up? Fantastic!
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[more eerie ambiance.]
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[alarms, shooting]
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Yeah that’s another thing, Unreal makes heavy use of darkness throughout
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the campaign, no doubt to show off its dynamic lighting capabilities.
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So you’re frequently having to make use of flares to light your way, at least until
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you find any of the various flashlights later on.
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But all of these lighting sources are temporary, with the flares exploding after a short time
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and flashlights running out of battery life.
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Ah well, at least you can use a weapon and a light at the same time, so you’re not
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doomed to shuffle between the two.
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However, as creepy and atmospheric as these darker levels can be, personally, Unreal really
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feels like *Unreal* to me in the outdoor environments.
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Say hello to the planet of Na Pali.
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[critterschirp, wind blows, serene music plays]
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This moment is perhaps the most memorable one in the game for me, even after all these years/
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Where you first step off the crashed ship and out into this lush, alien world.
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The place was not only massive but beautiful, with strange creatures flying around, a village
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off in the distance, weird rabbit things hopping by begging to be shot, and the sound of a
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waterfall in the distance while more of that awesome tracker music plays.
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[Music plays over waterfall sounds. Then, he ded.]
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Just saying the word “unreal” brings environments like this to mind.
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They’re pretty to look at yet isolating to exist within, containing just enough detail
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and wide open space to entice you to explore further without overwhelming you at the same time.
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And this kind of lower polygon count geometry?
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I just find it ridiculously charming at this point.
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I mean it’s like, “Hey look!
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These platforms you can walk across?
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It’s an elongated rectangle, have fun!”
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A good chunk of your story remains a pretty straightforward, chill experience really,
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with no objective markers or lists of things to do getting in the way of your wandering
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and interacting with the world.
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Most of this interaction takes the form of bumping into doors, switches, machines, and
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contraptions to make them do their thing.
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Taking a cue from Quake, there is no interaction key, you just kinda straddle an object for
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a second until it does what you want.
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But there are some physical puzzles as well, like moving a box here and there so you can
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jump on top to reach a higher ledge, or shooting at objects to activate them or destroy part
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of them to create a new platform, or blowing up walls
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and surfaces to reveal a pathway or hidden room.
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There are also friendly NPCs, known as the Nali, that will help you out if you have enough
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patience to keep them alive, opening up alternate routes
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or secret chambers of weaponry and power-ups.
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Of course, the less amiable aliens around do not want that to happen and will make a
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bee-line to try and kill them before they can help you so being
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quick and precise with your guns is a must.
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Speaking of armaments, there are ten guns in the original Unreal, many of which will
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be quite familiar to you if you’ve played the later games in the franchise.
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The first gun you receive and the most basic of them is the dispersion pistol, a low-power
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energy gun that recharges over time and is most likely going to be used for shooting
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open objects like crates and barrels.
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But also has the unique ability to be upgraded several times
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by picking up boosters throughout the game.
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Then you have the Automag, which is a hitscan pistol that’s incredibly accurate but rather
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slow in terms of firing rate, yet also has a sideways “gangsta” mode where you shoot
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way faster for some reason, at the expense of a loss in accuracy.
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Then there’s the Stinger which is a rapid-fire chaingun type of thing, except it shoots tarydium
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shards in either a straight line or a slow but effective spread-shot.
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Then there’s the GES BioRifle, which is a little bit unusual in that it shoots blobs
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of toxic waste in various sizes.
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Next up is the ASMD Shock Rifle, which is a fantastically useful weapon, shooting powerful
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beams in a straight line from any distance, as well as a secondary fire that shoots out
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a pulsating energy ball which can then be shot
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with the other beam to make an even larger explosion.
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Then there’s the minigun, which works a lot like the Stinger except it uses the same
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ammo as the Automag and its secondary mode fires at a different rate.
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Next is the oddly-named Eightball Launcher, which is
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a rocket launcher with six barrels, not eight.
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Apparently it’s a vestigial name from earlier in development, but whatever man it’s awesome.
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You can shoot individual rockets, or you can hold down fire to queue up to six of them
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in a horizontal pattern.
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Or use the alt fire to toss rockets in a general direction like grenades and bounce them off
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surfaces, or hold down both buttons to send a cluster of rockets in a small group.
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Just a fantastic gun, but even better in my opinion is the Flak Cannon.
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Somewhat like the Stinger’s alt fire mode, except here you have heated shrapnel that
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bounces everywhere and shreds enemies to pieces, as well as a shell launcher that’s fantastic
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for doing lots of longer-range damage if you’re skilled enough.
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After this is the Razorjack, which is quite powerful but often causes more trouble than
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it’s worth seeing as it shoots spinning blades that bounce all over the place and
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can easily lop off the heads of anyone in its path, including you.
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And it also has a rather gangster secondary sideways firing mode
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because you had to make that weapon “cool” somehow.
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And then finally there is the sniper rifle, easily one of my
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favorites in this and every other Unreal title.
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It’s a powerful, armor-piercing, hitscan weapon that disconnects heads from torsos
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in spectacular fashion, and is a pleasure to use in Unreal’s
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massive environments when you zoom in.
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Although it just kind of decreases the FOV to make zooming happen, there’s no scope
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overlay or anything, but it works and it’s fun.
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As memorable and useful as these weapons are though,
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I found the power-ups to be pretty standard.
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You pick these up and store them in your inventory to use whenever you need, things like the
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aforementioned translator, flares, and lights.
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You also get useful stuff like scuba gear, jump boots, invisibility, and a single-use force field.
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But probably the most useful one is the amplifier, which has nothing to do with your hi-fi setup
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and everything to do with making your weapons more powerful when activated.
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There’s also the Nali Fruit Seed, one of the more creative health items I’ve seen.
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Most of the time you’re just picking up medkits and such off the ground, but every
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so often you’ll see a seed which can activated by planting it and waiting for it to grow.
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Seriously.
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You’ll find these out in the world too, already grown.
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But when you plant one the longer you wait, the more health you’ll get from the plant,
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up to 30 health points.
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It’s weird and inconvenient, but that’s neat.
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And you will want all the seeds and health items you can get because Unreal does not
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always take it easy on you, especially on higher difficulties as you would imagine.
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I enjoy how almost all of the power-ups and weapons you find aren’t yours alone and
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will inevitably be used against you.
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And almost all of the game’s 20-something enemies are quite skilled in dodging and switching
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up their attacks, so it can often be a serious challenge to get a bead on them depending
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on what you have at your disposal and what exactly is attacking.