So here’s the good news: developer Epic Games has done a really good job getting the revered PC series working on a console controller. Any concerns about the lack of a keyboard and mouse should be thrown out the window straight away. Sure, it’s not quite as sharp as the PC input devices, but the game retains all of the twitch, reflex combat and too-much-red-bull gameplay speed of its PC iterations. The game does not feel slowed down in any way, nor do you feel challenged in keeping up with the pace: in short, the humble joypad does not get in the way of the UTIII experience. That experience is all about online. We were a little surprised when Epic Games belatedly announced that they would be including a single-player campaign with the game, but that statement is a little misleading. The Campaign mode does feature a couple of solid, but not spectacular, cut-scenes and a cast of poorly acted characters for you to get acquainted with, all chewing away on B-grade dialogue. But rather than objective-based linear gaming as we’ve seen with the Unreal adventure games of the past, the story is just loosely linked together multiplayer battles against Bots. The Bots offer a stiff enough challenge and while there is nothing particularly wrong with this campaign approach – we’ve seen it before in the likes of the Battlefield series – it’s not solid enough to recommend to offline gamers. A few novel ideas like earning battle cards which you can play before a bout for a tactical advantage and issuing commands to your team reveal potential, but aren’t properly fleshed out. Really, it’s but an entrée to the main course, and that delicious feast is online.
Indeed, there is no shortage of great gaming to be had online with Unreal Tournament III. There are six main gameplay modes: Deathmatch, Team Deathmatch, CTF, Vehicle CTF, Warfare, and Duel, and enough maps between them to put most FPS games in the marketplace to shame. Most of those modes will be second nature to FPS fans, with Warfare – a combination of Assault and Onslaught from the pervious games – being the game’s unique showpiece. Here teams fight to control power-nodes that are linked together across the map. Once they are all under one team’s power, their opponent’s base can be attacked. As teams are required to hold onto the last power-node in the link while attacking their opponent’s base, it splits the force and requires intelligent team work. And because the action is always focused around the most forward positioned power-node, it acts like a frontline and ensures that even on the larger maps you’re never far from a meaty explosion of whizzing bullets. As a slight shift in team tactics over the previous games, additional power-nodes also exist in Warfare, which when captured provide a new spawn point for players, vehicles and weapons but don’t affect access to the opponent’s base. Indeed, while some fans were disappointed by the amalgamation of Onslaught and Assault, Warfare actually acts as a smartly refined version of both. Key to this is the addition of hover-boards, which seamlessly slip underfoot with the tap of the square button. One of the biggest issues that faced gamers in the larger maps created for Onslaught was simply getting from A to B. No one wants to be stuck miles away from the battle slugging it out on foot – those days are now gone. Much like the vehicles – some new, some returning – the hover-boards are a cinch to control, but more importantly they further act to keep the action always in your face. The map quality is excellent too, proving to be inventive without making things too complex. From space stations floating in space to wars waging amidst the huge trunks of ancient forests there is plenty of variation on offer, but the maps never feel difficult to learn. Even on your first run of a map, you feel like you’re in with a chance, able to stock up on weapons and move towards the combat with confidence. We’re not, however, over the moon about the mini-map, whose info is little too tough to absorb in quick glances as rockets are thundering past your head, but of course you do get used to it.
For all its emphasis on online multiplayer, however, Unreal Tournament III is surprisingly lacking in the popular features of its competitors. None of the video capturing and sharing found in Halo 3 is present, nor is the detailed in-game stat-tracking of Call of Duty 4. You’re damn right we want to know how many fools we’ve blown-up with the flak cannon! And where the hell is the four-player split-screen? You do get two, at least, on Xbox 360! For the most part the arsenal available to gamers at the time of release stays true to the series’ past and will be instantly familiar. All your favourites, and their secondary fires, are here. Selecting weapons is a little more complex than necessary (we would have preferred being able to map our favourites to certain buttons rather than using the weapon wheel) but the intensity of the action usually means you’ll happily blast away with whatever is in your hands. Plus it’s all mixed up by great alternative ‘weapons’ like the translocater (which zaps you to where the bullet lands) and the ability to play dead. Of course all this great action wouldn’t mean squat if the graphics didn’t flow effortlessly and despite the high profile compatibility issues between Unreal Engine 3 and the PS3, the game is as smooth as a baby’s bottom. Likewise on X360 the pace is blisteringly fast. With explosions, bullets, lasers, vehicles and chunks of flesh flying everywhere the game retains its speed by pretty much leaving the environment out of the carnage and just a static background. This works to the game’s advantage. And while the engine is starting to feel a little old and generic in its character models and musty colour palate, especially next to the likes of CoD4 and Uncharted, the game is a long, long way from fugly. In addition, the classic over-the-top vocal SFX – “humiliation” – ensure the UT charm remains intact.
But charm doesn’t cover Epic Games over one of the harshest criticism we’d level at Unreal Tournament III: it’s little more than an update. A map pack. Over four years since its predecessor’s release and the changes are incremental and aesthetic at best. If you didn’t like the game before, then Epic Games doesn’t really want to know about you - if it ain’t broke, then just keep it polished, There’s nothing revolutionary here at all… While this is disappointing, Epic Games is onto a winning formula and UTIII does deliver just what online console gaming needed: accessible, frantic, and endlessly enjoyable old-school gameplay. Just switch on your console, get in there and blow shit up. Epic Games has done a more than admirable job of transporting the game from PC onto consoles and further refined their genre-leading gameplay. Offline gamers, however, should just rent it.