Note: This review is based on approximately 80 hours of gameplay. (Demo: 45hrs/Retail:38 hrs)
The menu opens. Familiar chords of the Unreal Tournament theme triumphantly signal the highly anticipated return and redemption of the series. Unreal Tournament 3 is without a doubt, the best deathmatch shooter since 1999. Deathmatch and CTF have been restored to UT99 levels of quality and the Onslaught formula works better than ever before in the spiritual successor, Warfare. This latest entry in the series doesnt take any chances, but rather combines and polishes what has worked in the franchise as a whole, resulting in one of the most solid deathmatch shooters ever created.
In UT3, less is more. The game contains substantially less content than the previous installment Unreal Tournament 2004, but the maps and modes that are included feel considerably more polished. Deathmatch has not felt this solid since the original, and the weapon balance may in fact be flawless. Every single weapon in the arsenal packs an explosive punch, most notably in the case of the new Biorifle, which was long regarded as a weakest link in previous installments. Unreals classic stinger returns in the form of the Stinger Minigun, a stylistically superior design. In addition to the typical hitscan primary fire, it features the classic tarydium projectiles for the alternate firing mode. The impact hammer returns with a vengeance. This thing is almost as good as Quake 3s legendary gauntlet. With a little practice youll have gibs smearing across the screen in no time. YAH BOI. The maplists for DM and CTF are almost on par with UT99, recapturing the flow, polish, and atmosphere that the original was known for. Deathmatch gameplay value is ridiculously high thanks to quality level design in maps like DM-Sentinel, DM-Gateway and DM-Deimos, a spiritual sequel to the cult classic, Hyperblast. The controversial Dodge-jump , in addition to UT2004 physics and scaling have been tossed for the sake of superior gameplay. If anything, the game feels a bit TOO nerfed in the gravity department. (The single jump height is a bit too low) While some may miss the floaty movement of UT2004, I think most fans will come to appreciate the more polished and intense feel that UT3 provides.
Unreal Tournament 3 delivers some of the most stunning and inspired arenas since the original. The level designers obviously used UT99 s design philosophy as a model, carefully crafting each level with the overarching world in mind. Each level, whether it be a Liandri Facility, streets of a futuristic metropolis, or a Necris temple, feels apart of the Unreal universe. But do they live up to UT99 standards? The answer is yes and no. There are plenty of GOOD maps in UT3, but unfortunately there are only a select few I would consider GREAT. I think this has something to do with the utter lack of CliffyB.
CTF is incredibly relevant this time around. I must confess that I dont think I ever felt the need to play it in UT2004. Remakes CTF-Coret and CTF-Hydro 16 steal the show, and may give UT99 veterans a fatal nostalgia heart-attack. The translocator has still has limited regenerating discs, but the number of disks has been increased to seven. It feels a lot better than one in UT2004, which never feel right for some reason. The only really negative thing I can say about UT3 CTF is that there only six maps included, which is a bit disappointing. Fortunately, most of them are well designed. CTF-Omicron Dawn (successor to Facing Worlds) and CTF-Reflection compliment the remakes nicely. Hopefully well see some more maps to choose from in future bonus packs.
Team Deathmatch has been improved somewhat. Epic took the time to make the skins in UT3 nice and visible and there is no better example of that than the new team skins. These team skins are very bright and visible making players stand out clearly in the environment. These team skins serve as a brightskin of sorts for the new Duel mode, increasing its overall competitive value.
Warfare is more or less a more polished version of Onslaught, which I personally lost interest in very soon after UT2004s release. However, upon loading up a game of WAR-TorlanClassic I was treated to some pretty solid gameplay put to a chill-inducing remix of the UT99 track Skyward Fire. In keeping with Onslaught, the maps are either really good or extremely forgettable. The addition of the orb item (a pickup that allows you to instantly capture a node) doesnt really change the gameplay all that much. It increases the pace of the match in a few cases, but it seems like the orb carrier gets shot down in almost every attempt. The hoverboard is lots of fun and makes traversing the huge maps considerably easier. My biggest issue with this mode is that the camera seems a bit too close to the vehicle now. It seemed like you had a lot more control over the the camera in UT2004.Warfare can be fun, but old school deathmatchers will ultimately prefer the other modes.
While Vehicle CTF does have its moments, I personally find it the weakest of the modes. The mode itself is a great addition, but the maps just seem collectively bland. Grabbing the flag on your hoverboard and latching onto a teammates vehicle for an epic flag run can incredibly intense and fun, but also be obnoxious at times. Getting zapped by a Necris tripod again and again on your way back just isnt that fun. Overall, Warfare is the superior vehicle mode.
UT3s soundtrack is awesome, a step up from UT2004, but not quite as legendary as UT99s. The score is very much homage to the UT99 music style. In addition to the incredible remixes of classic UT tracks like GoDown and Mech8, the UT3 composers remain faithful to the UT99 feel with tracks like Coret and RomUT02Mix. It has that awesome surreal, dream-like and industrial feel that was completely lacking in the other sequels. The highlight of the pulse-pounding score is an incredible remix of the fan-favorite, Forgone Destruction. While this track does not appear in the game, it will likely be featured in a future Facing Worlds map. The soundtrack does have its dull moments though. Many tracks are too ambient and function simply as background music.
UT3 is not perfect. As Im sure youve read in about twenty-seven other reviews, the user interface just sucks. I wont go into detail, but the lack of options is disheartening. Thankfully, the beta patch has implemented custom FOV options and fixed some of the annoying menu issues. There a few minor glitches on some of the maps where your weapon will clip through a wall, but these are hard to notice. Some of the maps just dont live up to what UE3 is capable, lacking in color and polish. (DM-Carbon Fire is border-line awful) Signature characters like Malcom, Brock, and Xan Kriegor are noticeably missing. There are a dozen other minor annoyances, but they are never really enough to truly taint the experience.
Unreal Tournament 3 is the true successor to the UT99 legacy. While it may not quite live up to the original in terms of polish and overall value, its the only deathmatch shooter since 1999 to come close. And in my book, close is ridiculously high praise. The Deathmatch and CTF modes alone make this a worthy purchase. This IS the tournament for the next generation.
The Good
-UT99 style gameplay and physics
-Quality Map Design & Atmosphere
-Most satisfying DM and CTF modes since 1999
-Warfare improves upon the Onslaught formula
-Excellent soundtrack that makes use of classic themes
The Not so Good
-Vehicle CTF feels weak compared to the other modes
-A few lackluster deathmatch maps
-Player skin selections are a bit disappointing; lacking in color
-Inferior GUI
YAH BOI!!!
Source:
JonPlanet