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The Best Black Friday deals. Bill Gates' favorite books of Hawkeye review. Xbox Game Pass Ultimate review. Windows Windows. In little over a year, it's not only managed to provide a distinct and enjoyable alternative, but one that in many ways makes these games look at times amateurish by comparison.

In the new Onslaught mode especially. Unreal Tournament offers a means to engage in vehicular combat that, though smallscale in comparison to the likes of even Tribes, certainly doesn't feel as such. Rather than flag or frags, Onslaught's currency of import is power - or, to be precise, the flow of it across the map.

Each side, red or blue, begins with a home base, the centrepiece of which is the electrical power core. Lose the core and you lose the match, simple as that.

To keep each side from rushing into the enemy base to secure a swift victory, each side's power core is shielded. The only way to bring it down is to gain control of a chain of power nodes until you have a link running from your power core to that of your enemy. Of course, the enemy is trying to run a similar link to you too, and with nodes regularly changing hands, life is certainly never dull.

The genius of Onslaught mode, though, lies not in its simplicity, but in the design of the maps. Although in some cases these are vast, they always manage to ensure that you're not left wandering around lost and alone. Power nodes are never more than a minute's walk away either, and if it's under enemy control, simply destroy it and build your own just walk on to the pad.

However, if it's already under your control and not under attack, you can use it to teleport yourself closer to the action in the blink of an eye. Alternatively, you can climb aboard one of the vehicles that will be lying about and travel to the frontline in comfort and style. Though there are only six vehicles available to you in Onslaught plus another three in Assault games , they're all multifunctional, easy to control and most important of all a helluvalotta fun to drive - even if you happen to be on the wrong side of the steering panel.

Ironically, it's the two flimsiest modes of transport which are the most satisfying in Unreal Tournament. First, the Manta, a small hovercraft powered by twin fans which you can use to messy effect to slice up enemy grunts with a timely use of the jump key.

It's a tricky skill to master for sure, yet even on the receiving end it's a hilarious way to meet a temporary end as your torso is sucked in and sliced into a fine red mist, leaving legs momentary spurting before crumpling to the ground. Second, the Scorpion is similarly effective at bringing down infantry with its alt-fire switchblade scythes, which slice enemy troops in two.

As satisfying as it is to mow through a squad of troops though, there rapidly approaching blades by running up a nearby hillock and suddenly leaping up as the oversized knives sweep as the much loved sniper rifle from the original game which almost makes the Lightning Gun redundant, but we're not going harmlessly under your feet.

This is especially true if the hapless driver neglects to sheath his vehicular vanes before ploughing into a lamppost and tearing them from their fragile mounts.

To compliment the new mode of play and the various air and land-based vehicles. Epic has wisely seen fit to extend UT's already imposing arsenal. All the weapons from last year's game make a welcome return, as well to complain. There's also a grenade launcher whose magnetic ordinance can be hidden about enemy vehicles and detonated from a distance - good for eliciting a dastardly snigger towards a roomful of LAN entrenched players. Most gratifying of all are the Spider mines which, when placed in the path of an enemy will spring into motion and scuttle after them.

Further comedy can be obtained with use of the weapon's alt-fire mode, which enables you to shepherd your arachnoid explosives with a laser pointer and chase people to their doom. Optional Benny Hill-style musical accompaniment would be most welcome right here if any mod authors are reading this. Though Onslaught mode is worth the entrance fee alone, it would be remiss not to mention plain rude to overlook the return of UT's much missed Assault mode.

Divided into Attackers and Defenders. Assault charges one team with the business of checking their way through a list of objectives, while the defenders try to thwart or at least delay their advance until the tuner runs out.

When it does, or if the attackers complete their mission, the two sides swap places and the action begins. This time, picking a winner is a much tougher call. Objectives are certainly more varied, for as well as simple checkpoints that need to be reached, some maps require you to hold an area for a certain time before further advances can be made. Walls and doors also need breaching, gun emplacements require elimination and in some cases, vehicles need to be driven to safety.

Of the new Assault maps, the one that's received all the attention is the Mothership level, and for good reason. The aim is familiar: human forces must destroy the Skaarj, but in order to defeat the reptilian razorfingered foe, you must first land in the docking bay, which is shielded and powered by three massive generators. The only way to eliminate these is to climb aboard fighters and dogfight your way through space while Skaarj plasma turrets cut holes across the inky beyond.

Although control of the game's spacebound craft isn't quite as fluid as it was in say Freespace, the use of the common pool FPS key commands ensures control of the spacefighters - as with all the game's vehicles - is easy to master.

Homing missiles and instant-hit laser cannons ensure combat is kept simple, yet frenetic and entertaining at all times too.

Plus, although space battles are little more than zerogravity jousts, the change in scenery makes for a welcome diversion from all the land-based action around. Once the shields are down and the docking bay is duly breached, the action proceeds on foot.

And although the endgame is somewhat of a letdown, the preceding action more than makes up for it. It will be interesting to see what the developers of the promising Star Wars Troopers mod can come up with too, as I'm sure player-controlled speederbikes and snowspeeders are now high on the wishlist of new features to be added. In order to allow UT veterans continued Deathmatch enjoyment against newcomers, little has changed in the way the original gameplay modes play out. Aside from a graphical makeover for the regular arsenal and a pack of new player models, that is.

The standard issue free-for-all fragmatch returns, along with its team-based variant. Capture The Flag stays the same as it's ever been. Grab the enemy's banner and return home before the enemy steals yours. Best played with the InstaGib modifier, the seven new CTF maps vary in size - from an insane single corridor of joust to the vast expanse of an ancient and misty valley dominated by a Chinese temple.

The latter is one of the most arresting UT levels we've seen, and one that, were it not for the endless cacophony of conflict, we'd quite like to picnic in someday. The rest of the variants aren't so arresting.

Domination is an infrequently tense game of capture-and-hold and Bombing Run a rather tedious future sports event, where the aim is to shoot a globe into the enemy's hole. Just a handful of new maps for each hint that Epic is content to just keep a low flame burning under them. Depending on whether you downloaded last year's Epic Bonus Pack. Invasion, Mutant and Last Man Standing will be entirely new or achingly old hat.

Either way, none are particularly awe-inspiring. Mutant simply highlights the leader for termination by the rest of the pack, while Last Man Standing is deathmatch but with three lives instead of an infinite supply.

Last, Invasion is a co-operative gang-bang against successive waves of Al creatures, which would probably be a lot of fun were it not for a swarm of insects that keep popping up.

Not that the lack of changes to Deathmatch or any of the other standard-issue gameplay modes are in any way disappointing. It's just that after playing Onslaught and Assault, they appear shallow and more than a little old-fashioned. If you want to know how UT's Deathmatch mode plays, a review of UT will tell you all you need to know. Not so much a welcome improvement as a necessary upgrade is the new Al code for the game's bots. Clearly, with the new Onslaught mode there was a need to teach UT's Al-assisted goons how, why and what to do with power nodes, not to mention how best to use each of the game's vehicles.

Considering how well Battlefield 's artificial lifeforms fared - which wasn't very well - Epic has done a remarkable job teaching its cast members the whys and wherefores of what is a rather more demanding game in comparison to BF's landgrab. As any adrenaline-fuelled player would do. They were even happy to repair damaged equipment. There were a couple of instances of bots getting confused among a crowd of freshly-spawned recruits, but no more so than any human player would in the same situation.

And anyway, a little artificial stupidly lends the bots a human quality that they were in danger of losing had there not been a rethink by Epic. Whether online or off then, UT is a triumphant success. It s certainly not the glorified expansion pack some - myself included - feared. The return of the old stalwart gameplay modes is welcome, despite the fact they will remain unexplored by most people. What's more, the backward compatibility of the game is a feature that will endure it to many veteran deathmatchers still refusing to jump aboard the teamplay bandwagon.

Save for a non-linear, dynamically-structured singleplayer campaign with endless replayability, UT offers just about all you could ever want in a first-person shooter - and just a smidge more. Out of all the other vehicular shooters. UT is by far the most visceral and accessible, and is almost always fun. PlanetSide is certainly more 'epic' and rewarding in the longterm, but its size and scale is tempered by moments of excruciating boredom. Similarly, BF may be a more realistic game and certainly a more varied and tactical one, but it's also marked by ungentlemanly play on public servers.

What's more, the bots are poor, and on foot, the game is far from being as enjoyable as it is when mounted in a tank or swooping from the skies. To return to the FIFA analogy, the difference between UT and is vast, as if the former was just a kickabout in the park. My only worry is how Epic plan on topping it, because aside from bolting on new weapons, maps and vehicles, there isn't much else to be added apart from say a massively-multiplayer persistent-world mode.

We'll see. In the meantime, there's more than enough to enjoy this season before we contemplate the next. Game on. It's a sweeping, team-based affair, using a range of powerful new vehicles to achieve unprecedented levels of UT carnage. It's the most significant addition to the new episode, and it's looking like stupid amounts of fun. Seven new vehicles shape the action, including lumbering Battle Tanks, agile buggies and deadly Bombers, while new weapons like sticky grenades and spider mines add all-new methods of UT butchery.

Alongside the new stuff, all the existing game modes are back, but tweaked, polished and fleshed out with new maps and a cool new sniper rifle. Better yet, the ace Assault mode is also set to make a triumphant return. Unreal Tournament is the latest in the violent first-person shooter series and introduces a truckload of new maps, weapons, characters, voice-over Internet support and most importantly, two additional multiplayer modes - Assault and Onslaught - complete with airborne and ground vehicles.

Polge demonstrated the new modes to us recently at E3, which although are looking very nice indeed, were still very much a work-in-progress. First up is Assault, similar to the very popular mode from the original UT, featuring single and multiplayer missionbased objectives played from the point of view of both the attacker and the defender.

We were shown a map featuring humans laying siege to a Skaarj mothership - the scaly monstrosities from the Unreal universe are a new playable team and join other new character additions, including a clan of killer robots. Using a new one-man spaceship, Polge blasted the large alien craft, destroying the shield generators to allow him to dock, while the Skaarj fired from fixed turrets and joined human fighters in frantic dogfights.

Continuing on foot after docking his ship, Polge stormed into the Skaarj vessel, blasting anything that moved, and destroyed the engine core to complete the mission.

The level then kicked off again almost instantaneously, unlike the long loading times in UT with the teams' roles reversed. Onslaught mode is much more vehicle-focused, uses bigger maps and involves players conquering bases by storming in and destroying their power core. The vehicles include fast skimmer hovercraft, buggies that can take up to three players, a slow-moving but powerful tank, a fighter bomber and the 'Raptor' - a flying craft which manoeuvres like a helicopter.

Gameplay-wise, we were struck by the similarities to Halo's wide-open levels and vehicle combat, and Tribes' feeling of multiplayer battles. But the game still retains the unique UT feel - never more than when using one of the three new multiplayer weapons, the Spider Mine. These robotic arachnids, once fired at vehicles, will scuttle underneath and explode to devastating effect, but they can also be hidden in long grass where they hide until an enemy vehicle stumbles upon them. They are also lethal to players on foot - get too near and they jump onto your face and drill a hole into your brain.

There'll be at least nine maps for Onslaught and Assault modes -supporting a maximum of 32 players - plus over 20 new maps for the original game modes. However, UT will be completely backwards-compatible with UT, with new players able to use old servers and any maps and mods created for the older game. Altogether, UT is shaping up to be an unmissable addition to the UT universe We'll have a full preview very soon. Who Are our most favourite developers in the world?

It's tough when you're looking at the top, but it's more than fair to say that when anything from Epic drops onto our desks, our noses get a bit damper and our coats get a bit glossier.

Since our cover on the new Unreal Engine 3.



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