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Unreal II: The Awakening
Review by Old
Rooster
March 2003
Long we have searched for an action and/or shooter title that successfully
bridges the gap between the revered adventure genre and the mindless,
if pretty, mayhem so often found in today's popular games. Our hearts
have yearned for a Bond, or even Croft, game that tells a story,
creates relevant puzzles around it, involves us interactively in
the narrative, and offers us nonviolent alternatives to conflict
resolution. Hopes soared when Legend Entertainment, the creators
of the wonderful Wheel of Time, were assigned the task of
developing Unreal II: The Awakening. Here, at last, would
be the saviors who would herald the new age of action/shooter titlesthose
who would bring us an example of the best of all game ideas: an
amalgam of immersive story, logical and satisfying plot puzzles,
thoughtful and deliberative action of a gentle nature, even nonviolence
as an alternative. Enter Unreal II: The Awakening!
Well, folks, they had some good thoughts and, perhaps, intentions;
but the end result is, basically, just another pretty shooter. Close,
but no cigar!
The Awakening casts the player as an exiled ex-Marine assigned
to routine patrol of the outer edges of the galaxy. Accompanying
you on your humdrum duties is a crew of three: Aidaa theoretician
and strategist, who has some secrets in her past she'd rather not
discuss; Isaaka recovering alcoholic who delights in modifying
and supplying you new weapons; and Ne'Ban (brother of Ray)your
alien pilot, with broken English, and another exile.
The known universe is under the control of mega-corporations, which
presents a twist on plot complexity. Of course, alien races, such
as the delightful Skaarj from Unreal 1, also form a significant
component of plot, gameplay, and fighting opportunities. While plying
your way, minding your own business, you find yourself investigating
a peculiar communication cutoff on a nearby planetary station. This
simple procedure initiates a complex and ultimately horrendous series
of events. Eventually, you're told and discover for yourself that
there is a set of artifacts, on various planets, which needs gathering.
The nature and purpose of these items is mysterious (at least to
you), but it soon becomes apparent that the possessor of these treasures
may wield a good deal of power and control. If nothing else, it's
important to keep them out of the hands of others. Of course, those
"others" have the same goal and idea!
So we have the solid premise of a B sci-fi flick, with some mystery
thrown in. Not only is character development interesting in that
each of the crew, including yourself, is flawed in some respect,
but there's also an unusual opportunity (for an action/shooter)
to engage in dialogue choices. Although not necessary to advance
the plot or even start a mission, these options provide considerable
personal background information. You can even wander around your
little ship, visiting rooms, opening lockers, chatting with your
fearless threesome. Unfortunately, little is done with this information
or dialogue option in terms of meaningful gameplay. The developers
have added a shocking and melodramatic finale that breathes a bit
more life into the characters. Finally, in terms of story setup,
the search for lost artifacts provides an opportunity to visit various
planetary stations with different climates and topographythus
allowing the incredible Unreal II engine a chance to show
its stuff!
And that engine is indeed a marvelous depictor of various environments,
especially the outdoors. There seems little question that the Legend
designers as much had engine variety in mind, when choosing levels
and environments, as they did the nature of the story. And who can
blame them? You'll experience claustrophobic tunnels, an icy moon,
the greenery of a jungle, the barrenness of a mechanical world,
and all manner of alien landscapes that lead you to just want to
explore and gape in awe. However, this is a shooter, remember, and
you can't stand around too long without being prepared. Enemies
come in all shapes, types and sizesfrom the aforementioned
Skaarj to other humans, mechanical spiders, Ghost Warriors, and
even genetically engineered female mercenaries. To deal with them,
you have a range of weapons, which Isaak, back on the ship, delights
in introducing to you in the lulls between missions. All of these,
from worlds to characters to weapons and their effects (I love smoke
grenades in the morning), are displayed in what is likely the most
beautiful graphical rendering of any game to date. Accompanying
this is fine voice acting, a quite decent script, appropriate weapon
noises, terrific ambient sounds, and satisfactory musical interludes.
The creative intent of Legend spilled over to the design of the
levelsnot just the intricacies of the paths to be taken to
completion, but also the nature of the routes to that end. Specifically,
in a typical shooter, one simply has to dispatch a large and tough
series of foes, blasting one's way through the corridors of the
environment. Legend experiments, somewhat successfully, with incorporating
other strategies. On several levels (really, the best ones), your
task is primarily to set up protective defenses, using devices and
marine colleagues, essentially waiting for the enemy to come. These
are tense and fun. At other times, you need to sneakily infiltrate,
or position yourself on a high rooftop to snipe at enemies approaching
a distant repairman. These certainly, along with the different settings,
add considerable variety.
To sum up, Unreal II: The Awakening is disappointing, not
so much in terms of what it is as in terms of what we expected,
what it hints at, and what it might have been. As indicated above,
the premise and basics are there for allowing meaningful interactive
choices, for more than superficial conversational involvement of
your crew mates, for developing a story that allows other than killing
as a resolution. When all is said and done, with the possible exception
of the defensive missions, The Awakening boils down to being
a first-person shooter, without more in the way of depth than Red
Faction and much, much less qualitatively than Medal of Honor
or No One
Lives Forever. I will say this: it often reminded
me of the suspense and atmosphere present in Aliens vs. Predator
(both 1 and 2), which is a good thing. As one who enjoys shooters
and appreciates the gorgeous graphics, as well as level design creativity,
I'm awarding it a Thumb Up. However, to my adventure colleagues
looking for that genre-crossing game, let me say: this isn't itor
even close to itin spite of having more potential than many
efforts of this type.
What I Liked About Unreal II
- Splendid graphics, across a wide variety of settings.
- Significant design alternatives to the classic "rail-shooting."
- Attempt at character development.
- Attempt at suspenseful story.
- Very atmospheric and often frighteningly tense.
- Good voice acting and other sounds.
What I Didn't Like About Unreal II
- Unfulfilled and unmeaningful character development.
- Ultimately hackneyed and straight-line story.
- Only one way to resolve situationskilling.
- Graphics bring your PC to its kneesuse only recommended,
not minimum, specs.

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The Verdict
The Lowdown
Developer: Legend
Entertainment
Publisher: Infogrames
Release Date: February 2003
Available for: 
Four Fat Chicks Links
Player
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System Requirements
Windows 98/ME/2000/XP
Pentium III 733 (PIII 1.2 recommended)
256 MB RAM (384 MB recommended)
8X CD-ROM drive
32 MB 3D GeForce 2 video card (64 MB GeForce 3 recommended)
DirectX 8.1 compatible sound card
3000 MB free HD space(!)
Where to Find It
Gogamer.com
39.90

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