Gamesradar UK a fait une preview d’Unreal 2 soporiphique au possible puisque les 9 premiers paragraphes ne font que répéter l’intro, à savoir Unreal 2 c’est beau, c’est le futur et ça déchire. Le peu d’éléments de gameplay présentés ne semble rien apporter d’extraordinaire au jeu en multi mais comme ils le disent si bien : Unreal II is very much a solo adventure.
Grosso modo vous pouvez vous contentez des 5 derniers paragraphes de cette passionnante preview, eux seuls apporteront quelques infos concernant le jeu en solo et pour vous faire gagner du temps je copie ce qui est intéressant ici.
[–SUITE–]Verdu continues: « I was very impressed with the way Half-Life broke up the playing experience and we wanted to have similar moments in Unreal II. Sometimes you’ll just be exploring a cool environment; at other times you’ll be having a Serious Sam-style shootout with a swarm of aliens. In other cases you’re taking on tough single opponents like a lone heavy Skaarj. I think this change in experience will keep people playing. This is reflected in the method we’ve used to build the game which sees you travelling from planet to planet in a ship. I hope our environments are interesting enough for people to simply say ‘I can’t wait to see what’s next!' »
Like Medal of Honor and other progressive shooters, the ambition of Unreal II is to keep building the interest of the gamer by constantly throwing in new things. You’ll sweep through combat amongst low-gravity asteroids, then go creeping around the innards of a creature the that has grown to cover an entire world. You’ll go from rescuing some crash-landed mercenaries to entering the vast architectural melange of an alien city. Yes, it’s still a first-person shooter in which most of the interaction with the world is blasting stuff, but with so many new and mad ideas to power it along it’s never going to allow you to feel bored.
Verdu explains how the game will tell its story: « You start the game on the ship and you’re introduced to all of your crew, but we quickly drag you into the action. You have a few minutes to look around the ship before you’re entering a mission. « You can walk up to the crew and talk to them at any point and finish the conversation by simply walking away. The conversations have a very clear structure in terms of getting the story moving – you can get as engaged as you want to, talk to them about equipment and watch them piloting the ship. Spend as much time as you want talking to them… or just run straight to the briefing room to get on with the next mission. »
Unreal II has everything going for it. But for every brilliant Cambridge graduate who goes on to invent the laser toothbrush, there’s another who goes on to become an alcoholic malcontent picking fag-ends from a crevice in the pavement. So it is with games: things still might not come together for the second Unreal.




