I played a few bot matches of UT 2004 and it’s a crime that game doesn’t have the fandom it seems like a lotta shooters have.
I mean while I wouldn’t take Unreal over Half-Life 2, it absolutely deserves credit for being good. It’s basically a doom megawad in a gorgeous game Engine with fantastic art direction and it defaults to playing a space criminal woman.
for a few years I would make everyone play UT2004 on a local LAN with all the old computers I have around the house on my birthday
it’s a pretty easy game to say “bring a laptop, I’ll install it and give you a mouse” because even onboard graphics can do a Radeon 9700-gen game at like 1080p and the old Mac/Linux binaries still work
I had a 3dfx card so maybe that’s part of why I loved unreal. Literally nothing else looked as good. It was colorful, the water was gorgeous, and it was the smoothest 3d game I had ever played
I feel like if Unreal didn’t share a name with an engine and if they didn’t title the spinoff Unreal Tournament people would remember it better. It’s sharing names with two much larger properties.
If you want to use a glide wrapper with quake 1 you would have to download and use glquake, which I don’t recommend. It looks worse than software quake and there are plenty of good source ports of q1 now that adhere to software quake’s aesthetic. Use quakespasm instead.
My only real memories of Unreal Tournament are that guy in my Game Art course who enrolled specifically because he was under the assumption that we’d be just making levels in Unreal Editor, and quit after a few weeks when that turned out to be false. Also near the end of the course, the whole class playing one of the other student’s custom levels with Dschinghis Khan’s Moskau playing on endless loop.
For me now, the game is inextricably linked in my mind with that song
glquake is included with quake on steam, which is what I’m using. it wasn’t working with that either, but I feel like it’s maybe more to do with the esoteric ways glquake handles changing video settings
anyway I don’t really want to play glquake (I agree it looks worse than software mode), I just wanted to try it out on something I already had a copy of laying around.
Modern titles allow the player to save and die an unlimited amount of times before completing the game, where a simple medical kit can heal even the most severe of wounds, while in Final Fantasy a Phoenix Down is enough to re-animate most fallen allies. Die in these games and you lose nothing, except maybe the few minutes it took you to reach that section. In such examples there is no cause and effect, there is no penalization for carelessness. In Tekki it is the opposite. Something is lost when you die, something you regard as precious and hold dear to your self: the in-game persona of who you are, which you have spent so much time developing. No other game has so accurately recreated the folly that is human conflict, or more importantly the unpleasant emotions that go with it.