Unreal Championship

Review

posted 11/21/2002 by Charlie Sinhaseni
other articles by Charlie Sinhaseni
One Page Platforms: Xbox
The gameplay modes remain unchanged in the transition. The exact same modes make an appearance; deathmatch, team deathmatch, capture the flag, double domination and bombing run. Double Domination is the next iteration of the Domination mode that appeared in the original Unreal Tournament. I’m not particularly fond of these matches, as it seems to actually be a step backward from the original domination mode of UT. Instead of earning points for controlling certain areas on the map, double D requires you to hold two points for 10 seconds in order to garner a point for your team. If the opposing team takes control of your point then the count is broken and must be started over again. In theory this sounds like an excellent game but in practice, I found it to be too easy to simple kamikaze and take control of the point. On the other end of the spectrum, there are levels that sometimes end far too abruptly. It seems as if a proper balance could not be maintained and the end result is a match that is far too short, or a match that seems like it lasts for an eternity.

In Bombing Run mode, you’ll play what is essentially rugby with deathmatch rules. There is one ball that must either be run through or thrown through the opposing team’s goal. The team with the most points at the end of the round is of course designated as the winner. This most emphasizes perhaps what the hardcore audience wanted the most, teamwork, for without teamwork you’ll find yourself on the losing end every time. It’s simple really, and genius at that, the ball carrier cannot fire his weapon so he must rely on his teammates to protect him as he makes a run at the opponent’s goal. So obviously, you have to work as a team or the whole operation will fall apart. You’ll also have to rely on some of your teammates to sit back and protect the goal from opposing ball carrier. So you’ll have to organize your team and co-ordinate your plan of attack wisely if you hope to be successful. As you play through this mode you’ll find that the more selfless and cohesive teams will always prevail. Out of all the modes in this year’s game this is definitely my favorite, and judging by the number of players online, I'm not alone.

Of course the other modes are present as well, Capture the Flag, Deathmatch, Team Death match, all of which operate just as you would imagine. Though these matches may have become old hat for some, UT2003 still manages to make them more than enjoyable. There are dozens of maps in the game, each of which have their own distinct flair and style. Each new locale lends an entirely new atmosphere and more importantly, an entirely new experience from the previous one. Each of the maps are entirely unique and were built from the ground up, this means no cheap rehashes from UT are included to help build up the map total, we’re talking brand new material here.

Some of the new maps are great but the sad truth is that the majority of them are just plain awful. They range from wild rendezvous in outer space to a Tolkien-esque forest setting, complete with fairy dust-like objects. Each of them are well designed and feature plenty of room to maneuver and strut your stuff but they all tend to have one major flaw that prevents them from being functional. For instance, the spawn points are just a horrible mess, basically throwing you into the center of the action after each death. It's not a rarity to spawn on a map only to sent to your fiery death a fraction of a second later. There were plenty of questionable design decisions for the maps from the atrocious choke points on the Bombing Run maps to the relative easiness of the Double Domination matches, the designers really should have gone back to clean up the maps after releasing UT 2003. You’d think they’d have learned a thing or two by now.

Each of Unreal Tournament’s weapons makes a return in one form or another, most of them featuring significantly upgraded designs. Though their functions still remain generally unchanged, all of the weapons now have a more futuristic feel to them. The standard weapon is no longer a simple handgun but instead a fully automatic machine gun, the sniper rifle is now a weapon that fires out lethal bolts of lighting. There are some interesting new additions though, for instance, the Link gun’s secondary mode can now be used on teammates to help boost their firepower. The changes are generally skin deep though, the weapons still function in the same fashion as before and there aren’t many changes. I had a few problems with this though, I felt that the 'cheap kills' of the original were a huge problem, especially in a game that emphasizes great skill and precision aim. It's far too easy to blanket an area with Bio Rifle sludge or even the grenades from the standard rifle. It basically boils down to plenty of random kills that are garnered by luck rather than skill.
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