Egy interjú angolul, ez még nem volt:
Idézet
Gamez: Even though Unreal Tournament 2007 is based on a next generation game-engine, you seem to be able to reduce the loading time of levels to a minimum. How did you manage to accomplish that and will it work the same for console versions of the game?
Epic: Our goal is to reduce loading times to a minimum or completely remove them, where possible. Just the potential to do it alone gets us as gamers excited. Can you image? No loading times between maps and servers. The streaming of elements is how we want to evade this problem en will be applied to both pc as console versions of the game.
Gamez: In Unreal Tournament 2007 the worlds are connected to each other, making it a world on its own. How exactly does this work?
Epic: There are two world philosophies that we live by. The first is that when we create a level concept, we don’t merely focus on “Robot Factory” or “Cityscape”. We also come up with the world in which these levels exist. When we agree on how that would should look and feel, we discuss which parts of this world would serve well as settings for the UT gameplay. One other thing we will accomplish is the linking of Onslaught Levels to potential branches in Unreal warfare campaigns. We hope that a linked world, where actions on one map will be seen on the next will please all UT players, from gamers who like to have a fast frag to players who like long strategic battles.
Gamez: What does Epic hope to accomplish with this “connected world”?
Epic: We want our levels to be part of a real and vast world and not just a few loose maps with a science fiction atmosphere. Even though the diversity of levels is the trademark of the Unreal series, and will continue doing so, we want that each level has its own right to existence in its own way. Creating different planet landscapes in which different levels are situated will help us to achieve this goal.
Gamez: With Ut2007, you plan to go back to the roots of the gameplay. You plan to do this by removing or editing predictable gameplay elements. Things like dodging and wall dodging should be removed. Why?
Epic: Its not like we will remove all advanced movement modes from Unreal, but we are making substantial changes within these movements. The “dodge” from the original series and wall dodging and double jump will all still be there in Unreal Tournament 2007. What we did remove are the dodge-jumps and we have increased the gravity to give the world a more “heavier”, less floating feel. The changed gravity also has influence on how far you can go through the air. By doing so we have reduced the confrontation distance, creating more “in your face” battles. These changes will add to a more predictable player movement, in which less skilled players have a fair chance, but where the more experienced players still have a good set of movements to show their skills with. (fus: omg they noobified it! :gr: ) The skilled player will still be in control of the game, but the less experienced player will have the feeling of losing a fair fight, in stead of a chanceless battle where he feels he didn’t have any influence on the outcome. These changes have also greatly enhanced the “level flow”. Our designers are now able to come with much better and interesting levels. This way, the player will have a wider selection of tactical situations within a level.
Gamez: Can you tell us something about the Artificial Intelligence and the way players can communicate with the bots?
Epic: Giving commands by voice was a painful experience in Unreal Tournament 2004 and we want to give this a second chance. Amongst consolegamers there is a growing interest visible to control your AI-colleagues through voice-command, in stead of the usual d-pad. When we connect this to the AI-personalities of UT2007, we really think we can bring artificial players to life.
Gamez: Will there be new gamemodes, weapons and vehicles to look forward to in the new Unreal?
Epic: Players will come in touch with a whole new range of vehicles, of which a lot are new. We will also do our best not to base the new vehicles on existing vehicles. So you can expect a few umpfy, wicked machines. One gametype that will be totally different from previous parts is Survival. Survival will focus itself on a one-on-one deathmatch experience, whereas a lot of problems that this gamemode had in the past will be fixed. Something we are extensively researching is to have several different one-on-one deathmatches at the same time on the same server. We believe that this gametype will please everyone searching for a real challenge, one that he or she can test his or her skills against an other player.
Gamez: Unreal Tournament 2007 can support up to 64 players combating each other. In which gamemodes will this be possible?
Epic: The number of players will be determined by the maps itself. Most maps in Unreal Tournament 2004 could support numbers ranging from 20 till 32 players at the same time. But there will be servers that far surpass this and gametypes which are very well made for this are Onslaught and Unreal Warfare, in which you get to play on huge open spaces which can house large amounts of players…at least more then Deathmatch levels that is.
Gamez: Can you tell us something about the pc specs needed to run Unreal Tournament 2007?
Epic: We always want to have an audience as wide possible and Unreal Tournament 2007 wont differ from that. Unfortunately, we can make any hard announcements on the specifications until we are nearly finished with the game. But as was the case in the past, we will release a demo around that time, so you can try out if your system is capable of running the game decently.
Én továbbra sem rettegek a gépigénytől, rmélem, nem koppanok majd.