Unreal Gold (main campaign, played with Oldunreal's 227 patch and HD textures)
Of all the classic or retro-style FPS games I've played this year, Unreal is the one that I liked the least, or rather, the only one I did not really enjoy that much. I played it more or less for the first time, at least without any nostalgia goggles on, and the atmosphere and graphics (modded to HD) were pretty good, sometimes quite impressive even. I also liked that you could choose your own character, even if it had little impact on the game (most obvious one was male vs. female voice doing the grunt, sighs and cries of pain, but even that seems pretty special for a FPS - probably thanks to the MP component). All in all it was certainly interesting from a historical perspective to note the differences to other games in the genre, the progress or development, addition of new elements etc. But I didn't have as much fun with it, gameplay wise, and I think in part precisely due to these differences.
The first reason is probably a skill issue. I'll readily admit that I play these games for the thrill, the exploration and atmosphere, and not because I'm a skilled player or interested in 'getting gud'. Unreal ramps up the difficulty of hitting enemies in making them behave less predictable than in games like Doom and Quake - they jump around and dodge your bullets and projectiles just like a player opponent would, and I guess technically that was quite a step forward back then. Combined with making the enemies bullet sponges that can take a lot of hits, also just like a player, that means that even in PvE you can't just go in guns blazing but have to be patient, persistent, learn to aim better and try to recognize more complicated movement and reaction patterns, also paying attention as to which weapons work better against which opponents, while hectically jumping around, and you have items on top of it that you have to select and activate (with keys that by default are far away from where your fingers are during the action), and all of that together was just a bit too much for someone like me who just wanted to unwind with a bit of brainless action. Still manageable and all, but you and your weapons just don't feel as powerful, and combat was a bit more tedious and frustrating for me. I can see though why others might like Unreal especially because of this.
The other, for me even worse reason is the level design. I've often seen players complain about the labyrinthic structures and colored key mechanisms in old Doom-like FPS games. But I never had as much problems with those as I had with not knowing what to do and where to go in Unreal. I suppose it was a big innovation at the time that these simple FPS games started using objectives more involved than finding keys (I've already mentioned that in my recent review of Quake 2), and Unreal goes a step further and replaces direct orders with optional text messages strewn around the level that hint at your objectives and are supposed to guide you through them more subtly. But IMO, Unreal is not very good at telegraphing what it wants the player to do. There were so many instances where I just wandered around aimlessly through the same corridors again and again, wondering what I could have missed, and despite reading everything, I still often felt like I was on a wild goose chase, desperately looking for that one thing that made another thing do something that more or less randomly opened another door somewhere and so on until I could finally escape the maze and enter the next level. Sometimes it almost got as bad as playing a point and click adventure with moon logic. And I actually had to peak into a walkthrough from time to time in order to progress. It seems as if masking these same old labyrinthine "key" searches as something story-driven that's supposed to make sense (but often didn't) made them way more frustrating, at least to me. But maybe it's just that the levels and objectives aren't designed in a way that make you understand them intuitively, and Unreal doesn't bother much with showing you what pressing a button here actually does somewhere else and such. It also didn't help that the game works a lot with darkness, especially during the last levels, forcing you to use (depletable) flares and flashlight, which is another mechanic I didn't much care for.
And last but not least, to me the main campaign seemed to go on forever. It actually has 38 levels or so, and if I had known this beforehand, it might have discouraged me from even trying to finish the game. Admittedly, some of these are just transitions, only a few seconds or minutes long, but others are the vast, sprawling, frustrating labyrinths of darkness and confusion that I talked about above (I think my favorite levels were the ones with outdoor areas, much more so than all the dark industrial and tech levels indoors). I'm not among those who think longer is always better, I prefer games that end on a high note instead of wearing out their welcome so that you feel relieved when they're finally over. I thought Unreal did not really offer enough variety and fun for its length, and too much frustrations. But I guess I got kind of stuck in this sunken cost fallacy and wanted to finish it regardless. Not sure if it even makes sense for me to try and play Return to Na Pali ... Definitely not this year anymore.
Post edited December 15, 2023 by Leroux