Unreal Tournament 2007 Exclusive Preview - An Overview of the Next UT
Developer Interview
In 1999, the Unreal Tournament series broke out onto the first-person shooter landscape and earned a huge following right out of the gate. The game's combination of vicious, lightning-fast gameplay, colorful, great-looking graphics, surprisingly excellent artificial intelligence, and outstanding multiplayer play made it a smash hit. Some years later, Epic returned with Unreal Tournament 2003, which was powered by all-new technology and noticeably different gameplay--something not all fans appreciated. However, Epic returned the following year with Unreal Tournament 2004, which improved everything on all fronts and added drivable vehicles in the new onslaught game mode, and it ended up being a fantastic game that still enjoys a sizable fan following from a very active community. And all the while, Epic has been making a name for itself with unprecedented support for its fan community, calling out the best fan-made content using Unreal technology in its annual Make Something Unreal contest, which awards prizes to the best fan-made maps and modifications.
So what's next?

How about an all-new game powered by the next generation of Epic's powerful Unreal engine, known as Unreal Engine 3? This time around, the game will be powered by the very same graphically impressive technology we've seen bits and pieces of at this year's and last year's Game Developers Conference in March. The engine will have support for advanced special effects, including high dynamic range lighting and bump offset mapping--which is an advanced form of lighting that can make a completely flat surface appear to have protruding features, like a brick wall built from jagged, uneven stones--and an all-new physics engine powered by Ageia's Novodex technology. "We've never been able to do an avalanche in-game before," says Epic president Mike Capps, referring to both the simulated mountain avalanche in this year's GDC demo and to the sorts of effects you'll see in the game.
Capps explains that beyond the graphics, UT 2007 will also feature improved gameplay, based on feedback from the fans and from Epic's own goals. According to Capps, the studio is "trying to make sure that UT 2007 is a mix of UT 2004 and [the original Unreal Tournament from 1999]," while maintaining the series' focus on multiplayer competition. "We want to own the deathmatch space." Competitive play is a key element in the series' success, so Epic definitely plans to keep head-to-head competition around in the form of deathmatch, team deathmatch, and one-on-one duels, as well as capture the flag. But what about the other modes? "Domination is currently not on the table," was Capps' answer. We'll probably have to bid domination (or "double domination" as it was more recently known) a fond farewell, since it was apparently the least popular multiplayer mode by far. Capps explains that the decision to remove this mode wasn't easy, but the team felt that it had fundamental issues. Since it focused on capturing two control points at opposite ends of a level, players often found themselves losing points while they went after one control point, only to find out that on the other side of the level, they had lost the other control point--something that was more or less completely out of their control.
And what about the popular assault mode, which presents team-based, goal-oriented gameplay, and onslaught mode, which is vehicle-based gameplay centered around capturing a network of control points? Onslaught is currently planned to make its triumphant return as it was in UT 2004, but the two modes will also be the proud parents of an all-new gameplay type: conquest. "Assault is the kind of thing we want to be bringing into conquest...a mix of [Unreal 2's] XMP, assault, and onslaught." Capps describes conquest as a much more evolved version of onslaught with the kind of directed gameplay and the exciting and varied environments you'd expect from assault, which has featured skyscrapers, moving trains, medieval castles, and many other environments.

Where onslaught focused on capturing control points to link up a network into an enemy base, conquest will instead focus on controlling actual territory, which will yield tyridium resources (the same crystalline energy source featured in Unreal Championship 2) when captured. The idea behind conquest is to create huge, expansive levels that take advantage of the engine's new content-streaming technology and use onslaught-style instant transport to jump to hot spots on the map where the action is. Epic apparently feels that one of the greatest strengths of onslaught was the way it could accommodate large groups of players in vehicles but also drive them to congregate around specific areas with the control point system, rather than have them wandering around the map aimlessly.
While the overall format of the mode--whether it will be a persistent-world sort of game similar to Sony Online Entertainment's PlanetSide or more of a pick-up-and-play game like onslaught--has not yet been revealed, it should continue to support the variety of gameplay styles that Epic felt onslaught did. That is, like with onslaught, you should be able to approach the game as a team player looking to help your buddies capture a win, by providing covering fire, going after key targets, and generally not goofing off, but you should also be able to focus more on the deathmatch aspects of the mode, using weapons and vehicles to blast enemy players as a base defender. If anything, Epic wants to make conquest a mode that will appeal to a wide variety of players, from hardcore team-shooter fans to deathmatch specialists to everyone in between.









14 Comments
I must agree ldavidtw2000 with the point of the game is the fact that this game is a fast paced game and you can't enjoy that insanity on a console. I played both the PC version (UT 2004) and the XBox version (UC 2) and i must say the action was slowed down and it was just for the simple fact that the you can turn your aim at someone as fast as you can with a mouse. I agree it takes more skill to play that game on the console then it does on the PC but its more entertaining on the PC then it is on the console. Though I am happy to hear that Capps wants to tie into Microsoft's XBox Live chat capabilities, which in my opinion take top notch markings of all consoles abilities. Also to comment on the below comments about the specs for this game. This game isn't set to come out until AT LEAST november. We still have 3 whole months to go before that time and the graphics cards price will come down by that time so you won't have to worry about spending an arm AND a leg for one. You might have to spend a leg but who needs that when you're gonna be in a chair using a mouse and a keyboard
~.
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you dont need a great comp to play it will look amazing on any settings!
plus PCs get mods!!! go omfg guns
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That's all very nice, but just what are the system specs? I have a solid system, but it's not one of those uber-systems that so many games seem to demand now.
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hey any one have any advice on a good graphics card that is affordable that wont cost me an arm and a leg im a broke teenager and im sure u all can relate to it so please meassage me your help will be appreciated.
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damn it's takeing to long can't wait...!!!!
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Totally awesome. Now I need a new 8800!
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I look forward to getting a new machine just to run this game. The unreal action will be most satisfying.
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We the People, the Hardcore ones, are careless about the prices,
we shall achieve the extreme by any means nessesary, even if having one bread for dinner everyday is needed.
this game is one of our goals, and our expectation shall be satisfied.
btw this game is hella fast, and that's the freaking point, you can only feel it on PC, not any consoles.
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Very Good Game >>>>>> I Love Unreal Engine Games ^^
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I love Unreal Tournament, and this one looks like it will be the best in the series. My X800XL should be able to run this, I believe. I hope they include low-grav instagib.
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you either spend alot of money on a new computer, and play it at lower settings, you pay one grand for a ps3 and play a great, but not as good unreal, or you pray to whatever god you believe in that this does come out on 360 and play it on that, with less pretty graphics and less responive controls, but for a cheaper overall fee.
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Veichles look killer.
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I love that new "Cold, Black Metal" look some veichles and levels have. Just one problem though: How the hell am I supposed to actually run that?
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