About This Blog

I am a student at Futureworks currently in my first year of their Games Development Course. This blog largely comprises of work and illustrations made in relation to assignments, as well as the very occassional opinion pieces or information I happen to believe may be relevent to my fellow students on the course.

Tuesday, 16 October 2012

Interlude - Unreal Tournament

So today marks the first time I've ever played Unreal Tournament, and the fact I was able to instantly jump into and enjoy a game speaks volumes.

The most immediate impact the game had on me was in the simplicity of the controls, limiting the player to running (WASD Space) and gunning (Mouse 1+2), and the game itself seems to revolve around a sense of speed, with players traversing the environments at a brisk pace and even death barely interrupts the flow of the game, one is but a mouse click away from respawning and returning to the fight. This more or less ensures that death doesn't feel punishing

The sense of speed and frantic action is complimented by a sense of claustrophobia in the layout of the amp we played on (Deck). Much of the level is situated in tight corridors that run in straight lines, and even in the centre of the map where all paths lead and players can access the different floors, players are still lead down straight paths. The level itself is lacking in colour, which allows any of the collectible items (And the green water hazard at the bottom of the map) to stand out... each using distinct colours which easily distinguishes each weapon or power up.      

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