Unreal (1998) - MobyGames (original) (raw)

Atari 7800+

Atari 7800+

Moby Score

8.3

#875 of 25.2K

Critics

90%(43)

Players

(178)

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359 players

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Description official descriptions

The prison transport ship Vortex Rikers was on its way to a penal moon colony when an unplanned course change led to it being caught in the gravity well of an uncharted planet. Not many aboard survive the crash landing, and those that do find this new world to be one full of strange beauty, but also many dangers. Not only is it full of dangerous wildlife, but it is the setting of a conflict between the ruthless Skaarj and the peaceful natives they have enslaved, the Nali. As one of the surviving prisoners, the player must escape the wreckage of the Rikers, navigate through Nali villages and temples, Skaarj mines and refineries, other crashed ships and many more locations, with the ultimate goal of finding a way off the planet.

Unreal is a first-person shooter. Its story is mostly told through short text messages, deciphered via a translator from computer stations, personal logs, books and signs. The game features a weapon arsenal of ten guns, each with two firing modes. Besides standard pistols, rocket/grenade launchers, miniguns and sniper rifles, there are such items as the Bio Rifle, which fires blobs of toxic waste which stick to walls and enemies, the Flak Cannon, which sprays deadly shrapnel, and the Razorjack, which shoots spinning blades that ricochet off walls. The secondary firing mode might allow a charged shot, sacrifice accuracy for speed, or even make it possible to guide the projectile.

The game also includes a multiplayer mode. Ten deathmatch maps are available for free-for-all, team deathmatch or a variant called "King of the Hill". A special mode is DarkMatch, for which one special map is available. In DarkMatch, the map is without any illumination, and players must use a searchlight to see anything. The deathmatch modes can be played against bots, and the game also offers a cooperative version of the single player campaign.

Unreal introduced the game engine of the same name, which employs such tricks as colored lighting, curved surfaces, reflective surfaces, "detail" textures (via multi-texturing), and real time interactive mixed digital music.

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Credits (Windows version)

82 People (65 developers, 17 thanks) · View all

Reviews

Critics

Average score: 90% (based on 43 ratings)

Players

Average score: 4.0 out of 5(based on 178 ratings with 11 reviews)

Fantastic graphics, not much game.

The Good
Unreal was a sizeable hit, and is one of a handful of games to have been in development for ages, and not be terrible. Announced shortly before the release of 'Quake', it took three years to be released, to mixed reviews. On the one hand, everybody agreed that it looks fantastic - the 3D engine seemed to be only slightly modified for the recent sequel, and the water effects are unsurpassed - but on the other hand it's not as much fun as, say, 'Quake 2'. The sweeping levels are impressive - combining 'Delta Force'-style distances with polygonal graphics effectively, and the soundtrack, although often descending into Jean Michel Jarre-esque cheese, fits the game well. There's even a go at having a plot - it gets forgotten about quickly, but it's nice to see that 'Half-Life' didn't spring from nothing.

The Bad
Despite looking the bee's knees, it's actually very disappointing as a game. The game seems extremely empty, and the huge size of some of the levels makes it seem very impersonal. The creators seemed unsure as to whether it should be a Quake-style out-and-out blaster, or something deeper, a semi-RPG exploration game, and it falls between these stools - there are long sequences in which you meet no monsters, whilst reading small, dull text messages that outline the 'plot'. The monsters, when you find them, seem out of place - they look cartoonish, and dive around like frantic ants. Furthermore, when you try to shoot them you realise that your guns are astonishingly weak. For example, later on, you are attacked by wasps that take two hits from a laser pistol to kill. It doesn't help the atmosphere at all. Worst of all were the bugs - only half-finished on release, the original game required an extensive series of patches before being playable on anything other than a basic 3DFX Voodoo 1 card. As a multiplayer game it was unplayably slow, which seems odd nowadays, given that 'Unreal Tournament' is fantastic.

The Bottom Line
A graphical showcase, albiet a dull one.

Windows · by Ashley Pomeroy (225) · 2000

Big & beautiful, but not very addictive.

The Good
When I started Unreal for the first time I was stunned. The intro, generated by the graphics engine and with a great musical score, made me enthusiastic about this game in no time. And after playing a few levels, I thought Unreal was a game that had it all:

[added later: I recently took Unreal of the shelf again and downloaded two of the mods that are available; Serpentine and Unreal 4 Ever. Serpentine replaces the standard weapons with real-life ones and hence turns Unreal into a game which emphasizes strategy & tact instead of fast reflexes. Unreal 4 Ever's weapons are completely bizarre and cause total mayhem. Both mods really add another dimension to Unreal's gameplay and are a lot of fun, especially when you play a BotMatch. Although Unreal Tournament has been out for a couple of years, Unreal is still a reasonably popular multiplayer game. I had no trouble whatsoever in finding a game to join. Although I didn't like the deathmatches (too frantic & fast-paced) I must admit that it all worked very smooth (with the 226final patch). If a game was played, using a map I had not installed on my hard-drive, I even received the map automatically. Because Unreal is a popular game there are also a lot of custom-made maps available. So there are plenty of ways to expand the fun you can get from Unreal.]

**The Bad**
For some weird reason this game is not addictive at all, I guess there simply is not enough action. The levels are often empty and there is a lot of time between the battles. I think the pace of the game is not high enough. Of course not every game needs to be like

Serious Sam

, but if Epic wanted to make more of an action-adventure/exploration type of game they should have worked on the story line. Why not add conversations with the Nali and other characters or make the player the leader of the Nali resistance. These simple text messages you get every now and then don’t do the job. Also I thought the gameplay consisted too much of turning switches, opening doors, pressing buttons and deactivating forcefields.

**The Bottom Line**
Unreal is a game with many great features, so it is hard to explain why I’m not too enthusiastic about it. This game was on my Hard Drive for almost two years before I finally finished it. Sometimes months would go by between the completion of two levels. Even though the game bored me long before I finished it, I still think it deserved to be the hit title it was.

Windows · by Roedie (5239) · 2001

What I consider to be the best game ever made.

The Good
Unreal is what I call the perfect game. It was released in '98 and even though "Half-Life" topped the charts, it didn't give you the awesome feeling of being in a colossal world, the big change of environment, the stellar graphics, the great replay value, as huge enemies, as awesome soundtrack, and as great final boss. Now I've played Half-Life. I love the game, I even bought the complete pack in Steam and I've looked at both games and Unreal simply stands out as being the better game. Anyway, in Unreal you get to play through gigantic maps with many incredible weapons. You fight your way through a place called Na Pali to save the peaceful inhabitants called the Nali from their evil overlords called the Raj. Depending on what difficulty you play it can take you weeks to finish this game.

The Bad
Some weapons you can't reload and is sometimes very necessary because you don't know how much ammo is left in a clip.

Too much to read. You get a translator witch picks up messages from all kinds of places, you don't need to read them but can be very helpful sometimes. Some times it will feel like there's a message to be read every 5 meters.

The Bottom Line
A must play game!! You can pick up the Unreal anthology very cheap these days. Out of all the old-school fps games you need to play this one the biggest priority. It can't apply to all gamers but for you who love old Sci-Fi games you need to play this.

Windows · by buckarooskij (2) · 2010

[ View all 11 player reviews ]

Discussion

Subject By Date
Opinions from FPS fans? Unicorn Lynx (181677) Nov 8, 2011

Trivia

Avatar

One of director James Cameron's pet projects after Titanic was an epic sci-fi extravaganza called Avatar, much hyped in Hollywood circles at the time and poised to redefine the notion of a truly alien world on the big screen.

The project fell apart initially, but the scriptment (a hybrid between a script and a treatment ) by James Cameron still exists. Interestingly, you can find quite a few similarities between it and Unreal:

Unreal was in development for several years before its release in 1998. The Avatar scriptment was probably finished as early as 1996-97. Bearing all the above in mind the temptation to start wondering about further suspicious parallels may be quite strong, but in spite of these similarities both titles have few else in common and many aspects actually veer off in wildly different directions. Even so, the coinciding factors can make for an interesting minutia comparison.

Bots

Unreal was the first FPS shooter to official include Bots, A.I. characters which mimic the actions of live players during multiplayer deathmatches. Although previously fan-programmed Bots had been created for games like Quake and Doom, Unreal was the first game where the Bots were officially included by the game's programmers.

Many features of the bot AI were used to program the AI of the game's single player enemies, particularly the Skaarj. As a result Unreal's single player enemies had a degree of flexibility previously unseen in their ability to fight, manuever and navigate levels.

Combined attack

The "combined attack" mentioned in the manual applies to the shock rifle. Fire a plasma blob with the secondary fire button, then, without moving, fire a shot with the primary fire button. The shot will pierce the plasma blob in midair, exploding it (with a nice blast radius).

Cover art

The reason the jewel case is so prominently displayed in the box design is because there were four different jewel case cover designs, all of them screen shots (look carefully at the second box scan and you'll see "Actual Gameplay Screen (2/4)"). This was a clever way to show off the game's graphic superiority.

Cut features

Some _Unreal_-Previews in 1997 told us about some proposed features which didn't make it into the final game. For example: - the character can morph to four other shapes - you can build your own deathmatch-arenas and - connect them via Internet. So you can - walk from one Deathmatch-Arena to another via teleporters...

Eightball

The eightball weapon in the game is called like that because it originally fired 8 missiles. Play testing revealed 6 made a more balanced weapon, but the name stuck.

Engine

The Unreal engine had a unique feature. It could render using DirectX, OpenGL, and software mode. It even included support for 3dfx Glide drivers. Most 3D engines before and since only support DirectX or OpenGL, but not both. It took 4 years to design. It had several features that weren't included in the Quake II engine:

German version

Violence was reduced for the German version of Unreal. The "reduced gore" option is missing from the menus, enemies simply disappear instead of being gibbed, and severed heads also vanish instead of flying through the air.

But most notable are changes to the opening level: Corpses and blood stains were removed as well as background sound effects and scripted fight scenes - drastically changing the game's atmosphere. Some pain screams and similar background sound effects are also missing in later levels.

Graphics

Unreal has a lot of "scene" tricks, like colored lighting, dithered texturing in software for 8-bit displays, XMs/ITs for music, music from scene musicians, and other engine enhancements. The name "Unreal" is the same name used by a pioneering demo from Future Crew.

Microsoft

The game's technical advances at the time attracted so much attention that even Bill Gates himself requested a meeting, in absolute secrecy, with the developers of Unreal. The meeting took place in early 1997, but by that time GT Interactive had already acquired publishing rights for the game.

Online servers and delisting

The game's original online master servers were shut down on 31 May 2014 alongside other GameSpy servers. Unlike with the Unreal Tournament spin-off series, Epic Games would not host their own master server for Unreal (despite the 2022 shutdown notice erroneously referring to it).

Like other games in the series, Unreal: Gold was delisted from Steam on 14 December 2022 and GOG.com on 23 December 2022.

References

Soundtrack

A soundtrack CD by Straylight Productions was released in 1998. It can be bought at http://www.synsoniq.com.

Tracklist:

  1. Main Title
  2. Vertex Rikers
  3. Dusk Horizon
  4. Dig
  5. Chizra
  6. Chizra Ceremony
  7. Visions
  8. Ruins
  9. Skytown
  10. Cellars of Dasa
  11. Erosion
  12. Isotoxin
  13. Crater
  14. Bluff Eversmoking
  15. The Queen
  16. Guardian of Stone
  17. Wargate
  18. The Fifth Hub
  19. End Title
  20. Unreal Euro Dance Mix

The entire music soundtrack is also available in the music folder on both the CD and when you have installed the game. However, the music-format is in UMX and can't be played on your default player. You will need a program that run that sort of format, you can find it here on http://www.modplug.com

UMX

Unreal re-introduced a music format that was popularized on the Amiga computers. The UMX format is a variation of the Mod file.

Mod files are packed files that contain instrument samples and tracker formatted music. The Amiga had dedicated hardware that could load and play instrument samples at various speeds to produce different pitches.

Awards

Information also contributed byAlan Chan,Emepol,Felix Knoke,Ghostbreed,Manfred Glubber,MAT,PCGamer77,re_fold,Rúben Alvim,Scott Monster,Silverblade,Zaghadka andZovni

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Contributors to this Entry

Game added by Trixter.

Macintosh added by Ace of Sevens.

Additional contributors: Adam Baratz, Unicorn Lynx, Jeanne, erc, oct, Patrick Bregger, Talos, Plok, MrFlibble.

Game added October 28, 1999. Last modified September 16, 2024.