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"Unreal Championship *dribbles*"

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Thu 08/08/02 at 13:11
Regular
Posts: 787
This game is looking SO good. Just read this over at IGN:


August 06, 2002 - The last time we saw Unreal Championship, the thrill of online gameplay and the application of the Voice Communicator reaffirmed that Epic and Infogrames will certainly be pulling their weight once Xbox Live rolls around. Our most recent visit with UC reaffirmed the previous reaffirmation (if that's even possible) and there are even a few more interesting details worth more than a mention.
We're going to have more on the full Xbox Live Unreal Championship later this week, but for now just know that the Xbox Live servers are up and running and Unreal Championship is fully functional on Microsoft's online system. In fact, the game is so complete, the development team is more or less tinkering around at this point trying to include the perfect, yes perfect, set of features. And the game definitely looks the part.

Without actually hooking up a mouse and keyboard, Unreal Championship has every intention of giving you the full Unreal experience previously reserved only for PC gamers and a few Dreamcasters here and there. You will have the single player game that more or less is intended to prepare you for the mechanics and game modes found in the multiplayer component. There's a focus on creating a kind of sports theme with UC. You'll have to buy a roster of teammates with money you earn through victories. These teammates can be assigned roles but you have to keep in mind that they will have natural attributes coming into the game. You can have a bunch of speedy guys who can learn to be good at defending a flag, base or player but they'll develop differently and gain different attributes than a heavily armored juggernaut instructed to play defense. There's no real time management of teammates like you might see in Brute Force or some other game. The single player campaign will be based on a ladder system so that you'll be getting a taste of every kind of multiplayer game Unreal Championship has to offer.

Game Modes include: Domination 2.0 (or Double Domination), Bombing Run, Capture The Flag, Death Match, Team Deathmatch and Survival. All of the game modes will be playable in both offline and online multiplayer games, with the exception of Survival. Survival, where you would face wave after wave of enemies to see how far you can get, could still be a multiplayer game in some form or another, but only if the development team can fine tune something that make sense. They're kicking around something like a King of Hill but instead of holding a hill, you hold the actual game against one other human player at a time while other interested players watch the match while waiting in a queue.

Domination 2.0 is an improved version of Domination that was found in Unreal Tournament. Instead of tagging multiple areas of a map and scoring more points for the most areas you control, you only get two areas to control. A team has to tag both areas and then maintain control over them for a ten second countdown that begins when the second area is tagged. If they hold it for the full ten seconds, that team gets one point, but then both areas are reset for a few seconds where they can't be tagged at all. The fact that areas can still be lost during the 10 second countdown is to encourage defense and the "untaggable" areas after a point is scored basically forces players to stay in motion and on the offensive.

Bombing Run is another mode that pushes UC towards the sporting side of things. In this team game, there's a ball in a neutral position in the map that has to be picked up and delivered to a goal deep into your enemy's base. The goal itself is just a blinking portal in the enemy's color scheme but you can score by jumping through the portal with the ball in your position or shooting the ball (the "ball" is actually a ball-launcher) through from a distance. You get seven points for carrying the ball through the goal, three for a direct shot or three points plus some bonus points for ricocheting a shot into the goal. Since the ball is on a launcher, it can be passed to teammates (almost like rugby) by targeting with the left trigger and firing with the right. Oh yeah, when in possession of the "ball" you're totally defenseless since all you have is a ball launcher. Your teammates have to protect you or at least work with you to carry the ball into the enemy's base since one shot is all it will take to dislodge the ball from your possession. Even if a shot doesn't kill you, you can lose the ball and it will only drop to the ground right next to you for somebody to pick up.

Just like in PC versions of Unreal, UC will be server based so that players from all over can join a game through Xbox Live. Better yet, you can host a game and have it password protected so you can facilitate clan games and practices. Through your Xbox you'll be able to set up your own "server" and leave it open for other players to join. Your console isn't actually hosting anything but through your Xbox you'll be clearing out space for your custom game on Xbox Live. You can customize the rules any way you want including weapons, winning conditions, player mutations, etc. The maximum number of players that can participate in one game is still to be determined. A combination of level size and complexity will determine how many players will be able enter a game. However, with Xbox Live itself still in development, UC developers are still trying to determine a maximum "worst-case scenario" for the biggest levels and greatest number of players that will slow the game down, so they can work backwards from there determine some solid settings. Sixteen players in a game should be no problem on a big map. Of the 40+ maps expected to be included in Unreal Championship, some will be intended for four players, eight, etc.

As we said, we'll have more on Unreal Championship on Xbox Live in a matter of hours (48) so be sure to come back for more. Because it's pretty much done, UC's release date is the same as Xbox Live's. Summer 2002 has nearly come and gone, so expect both the game and the online gaming revolution this fall.
- - - - - - - - - - - - - - - - -

Unfortunately they're talking about the US version being released this autumn, and there's rumours that we may not get our version until Xbox Live is launched, even if the PAL version is finished before hand, which is a bit of a shame.

Still, I'll be buying this as soon as it comes out. We'll have to have some kind of SR league or something when Live is launched.

Thoughts?
Thu 15/08/02 at 22:57
Regular
Posts: 11,875
UC is crap, don't let it fool you. And don't see it's because I'm against the X-box. I've played all previous Unreal games on the PC and they are totally and utterly average games. If it's two decent FPS your looking for, get Halo and Doom.
Fri 09/08/02 at 23:47
Regular
"ATAT Supremo"
Posts: 6,238
Yeah a few of us were already discussing the idea of putting together an X-Box forum team on the likes of Unreal Championship. :-)

As soon as we're on X-Box Live we'll have to get in contact so we can all meet online to play the games. ;-)
Can see this forum picking up too once the X-Box goes online with all of us discussing tactics when we all play as a team. ;-))
Thu 08/08/02 at 17:44
Regular
Posts: 10,364
Just seen the post Mantis *Drool*
Thu 08/08/02 at 17:32
Regular
"Oi you- sort it out"
Posts: 2,969
Good Lord, Unreal Champ AND Halo 2 fully Xbox Live compatable(check out the Halo 2 pics in my FOG chat topic).

Only the most hardened Ninty and Sony Zealot will foolishy boycott it.
Thu 08/08/02 at 13:44
Regular
Posts: 10,364
Yeah! I am also extremely excited about this game, although i do only have the NTL 128k/s connection....
Thu 08/08/02 at 13:11
Regular
Posts: 14,117
This game is looking SO good. Just read this over at IGN:


August 06, 2002 - The last time we saw Unreal Championship, the thrill of online gameplay and the application of the Voice Communicator reaffirmed that Epic and Infogrames will certainly be pulling their weight once Xbox Live rolls around. Our most recent visit with UC reaffirmed the previous reaffirmation (if that's even possible) and there are even a few more interesting details worth more than a mention.
We're going to have more on the full Xbox Live Unreal Championship later this week, but for now just know that the Xbox Live servers are up and running and Unreal Championship is fully functional on Microsoft's online system. In fact, the game is so complete, the development team is more or less tinkering around at this point trying to include the perfect, yes perfect, set of features. And the game definitely looks the part.

Without actually hooking up a mouse and keyboard, Unreal Championship has every intention of giving you the full Unreal experience previously reserved only for PC gamers and a few Dreamcasters here and there. You will have the single player game that more or less is intended to prepare you for the mechanics and game modes found in the multiplayer component. There's a focus on creating a kind of sports theme with UC. You'll have to buy a roster of teammates with money you earn through victories. These teammates can be assigned roles but you have to keep in mind that they will have natural attributes coming into the game. You can have a bunch of speedy guys who can learn to be good at defending a flag, base or player but they'll develop differently and gain different attributes than a heavily armored juggernaut instructed to play defense. There's no real time management of teammates like you might see in Brute Force or some other game. The single player campaign will be based on a ladder system so that you'll be getting a taste of every kind of multiplayer game Unreal Championship has to offer.

Game Modes include: Domination 2.0 (or Double Domination), Bombing Run, Capture The Flag, Death Match, Team Deathmatch and Survival. All of the game modes will be playable in both offline and online multiplayer games, with the exception of Survival. Survival, where you would face wave after wave of enemies to see how far you can get, could still be a multiplayer game in some form or another, but only if the development team can fine tune something that make sense. They're kicking around something like a King of Hill but instead of holding a hill, you hold the actual game against one other human player at a time while other interested players watch the match while waiting in a queue.

Domination 2.0 is an improved version of Domination that was found in Unreal Tournament. Instead of tagging multiple areas of a map and scoring more points for the most areas you control, you only get two areas to control. A team has to tag both areas and then maintain control over them for a ten second countdown that begins when the second area is tagged. If they hold it for the full ten seconds, that team gets one point, but then both areas are reset for a few seconds where they can't be tagged at all. The fact that areas can still be lost during the 10 second countdown is to encourage defense and the "untaggable" areas after a point is scored basically forces players to stay in motion and on the offensive.

Bombing Run is another mode that pushes UC towards the sporting side of things. In this team game, there's a ball in a neutral position in the map that has to be picked up and delivered to a goal deep into your enemy's base. The goal itself is just a blinking portal in the enemy's color scheme but you can score by jumping through the portal with the ball in your position or shooting the ball (the "ball" is actually a ball-launcher) through from a distance. You get seven points for carrying the ball through the goal, three for a direct shot or three points plus some bonus points for ricocheting a shot into the goal. Since the ball is on a launcher, it can be passed to teammates (almost like rugby) by targeting with the left trigger and firing with the right. Oh yeah, when in possession of the "ball" you're totally defenseless since all you have is a ball launcher. Your teammates have to protect you or at least work with you to carry the ball into the enemy's base since one shot is all it will take to dislodge the ball from your possession. Even if a shot doesn't kill you, you can lose the ball and it will only drop to the ground right next to you for somebody to pick up.

Just like in PC versions of Unreal, UC will be server based so that players from all over can join a game through Xbox Live. Better yet, you can host a game and have it password protected so you can facilitate clan games and practices. Through your Xbox you'll be able to set up your own "server" and leave it open for other players to join. Your console isn't actually hosting anything but through your Xbox you'll be clearing out space for your custom game on Xbox Live. You can customize the rules any way you want including weapons, winning conditions, player mutations, etc. The maximum number of players that can participate in one game is still to be determined. A combination of level size and complexity will determine how many players will be able enter a game. However, with Xbox Live itself still in development, UC developers are still trying to determine a maximum "worst-case scenario" for the biggest levels and greatest number of players that will slow the game down, so they can work backwards from there determine some solid settings. Sixteen players in a game should be no problem on a big map. Of the 40+ maps expected to be included in Unreal Championship, some will be intended for four players, eight, etc.

As we said, we'll have more on Unreal Championship on Xbox Live in a matter of hours (48) so be sure to come back for more. Because it's pretty much done, UC's release date is the same as Xbox Live's. Summer 2002 has nearly come and gone, so expect both the game and the online gaming revolution this fall.
- - - - - - - - - - - - - - - - -

Unfortunately they're talking about the US version being released this autumn, and there's rumours that we may not get our version until Xbox Live is launched, even if the PAL version is finished before hand, which is a bit of a shame.

Still, I'll be buying this as soon as it comes out. We'll have to have some kind of SR league or something when Live is launched.

Thoughts?

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