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Can you run... Unreal?

I've got the old original PC CD of this game, but I don't own it on Steam and don't see it on Steam.
Maybe the Epic store?

Also I have a CD full of hundreds of MOD Tracker music. I forgot all about that stuff.
 
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I've got the old original PC CD of this game, but I don't own it on Steam and don't see it on Steam.
Maybe the Epic store?
Tim Sweeney who is an absolute hack decided to remove the game from each and every storefront available to man.

Game's abandoware now. Just download it from wherever and play it. Remember to check this page and install the OldUnreal patch:


Also I have a CD full of hundreds of MOD Tracker music. I forgot all about that stuff.
Hell yeah

 
I'm probably going to get some angry emojis for this but i'll say it. I never liked Unreal. Not even the visuals, yes i said it.

Both Quake 2 and even Quake 1 looked better IMO. That's because the architecture of the structures/buildings you explored was far more interesting to look at with more geometry, more detail and better art direction.

Unreal had the "benchmark software" look. Like it was something straight out of an early 3D Mark build. Impressive visual/effects but ugly as sin at the same time.

And sure, that glance at the open area with the waterfall was impressive for most people but open areas in FPS weren't a new thing for me as i had already played Goldeneye's Dam level and the final area of the map where you go to the actual dam with the mountains in the background was more impressive a year before.

The skyboxes were great. And the close up textures made me inspect every surface. But ultimately, the whole thing still has that empty, boxy look compared to both Quake games. Which made it much less interesting to explore and that's why i didn't even bother finishing the game back then.

I was more impressed with Unreal Tournament tbh but i still liked Quake 3 a little more visually because of the art direction again. It wasn't until Unreal Tournament 2003 where i was really into exploring the maps.

I totally get where you're coming from. Quake 1 has far more intricate geometry in most levels (There are a few exceptions in Unreal like the Chizra - Nali Water God map where I would argue it manages a geometric complexity up there with Quake's best). What Unreal did that made it feel cutting edge and next gen was:

1- Going all in with the color palette. Compared to both Quake I and II, Unreal is almost a psychedelic experience. That was paired with much more richly varied textures than anything released until that point. Those colors hit me like a freight train the first time I saw it.

2- Going wide and vertical. The waterfall vista on the 2nd map says all that needs to be said.

But what really sold me the experience in the end was the music. The audio-visual experience is what finally pushed it ahead of everything that came before for me, even if the gameplay was not up there with Quake. If you had the right hardware , the immersion was so powerful that it totally made it worth experiencing, even with mediocre gameplay.
 
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Quake II is more fun
The combat in Unreal 1 definitely could have been better. The enemies moved quickly, yet most weapons fired slow projectiles. Also the enemies were bullet sponges and they dealt a lot of damage to the player. Epic realized their mistake, which is why the combat in UT99 was much better.

I wish Night Dive would someday remaster Unreal 1 and offer an option for rebalanced combat.
 
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