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Unreal Championship 2: The Liandri Conflict

Score: 90%
ESRB: Mature
Publisher: Midway
Developer: Epic Games
Media: DVD/1
Players: 1 - 8
Genre: First Person Shooter/ Action/ Online

Graphics & Sound:

Tinkering with a proven formula is always risky. Succeed, and you’re an innovator; fail, and you have New Coke. Unreal Championship 2: The Liandri Conflict tries to find common ground between PC and console gamers by combining two of the most competitive genres around: first-person shooters and fighting games. The idea is to infuse quicker-paced, action-oriented gameplay into a genre that has long been dominated by slightly more rigid mechanics. The gamble is a success – the trick is getting people to believe.

One of the advantages to developing UC 2 specifically for the Xbox is that everything is designed with the system’s capabilities in mind. In other words, you won’t get a watered-down port that doesn’t look as good. UC 2 looks fantastic and really pushes the envelope for the Xbox. The traditional Unreal look is mixed with Egyptian influences, giving the game a real sense of culture instead of looking like “generic sci-fi shooter A.”

Like any good fighting game, all of the characters have their own look, and there’s even a color-clone or two. Then there’s the flashy pyrotechnics and other visual acrobatics that really make the game look good.

The most notable sound aspect is the game’s announcer, and I don’t mean the default announcer either. Midway’s, or more specifically Mortal Kombat’s, influence is felt in UC 2 in more ways than one. In addition to fatalities and a guest spot by Raiden, the announcer’s voice can be changed to the Mortal Kombat announcer voice. It’s a cool addition that, in some weird way, makes catching someone with a well-timed attack a little more satisfying.

The game’s soundtrack pushes the action along at a nice clip, although it isn’t memorable. And, just because the review wouldn’t be complete without the mention, Custom Soundtrack support would have really rocked for Deathmatches. Maybe one day developers will catch on...


Gameplay:

Ascension Rites is Unreal Championship 2’s main single-player campaign, which is essentially a tournament set against a story. I wasn’t expecting much from the story, and really there’s nothing noteworthy about it. Still, for a FPS, it’s actually engrossing enough that you’ll want to see it to the end. The other single-player mode is Challenge, which is set up similar to the Arcade challenge games from the TimeSplitters series. It’s here that you unlock most of the game’s goodies. While enjoyable in its own rights, the main point of both single-player modes is to get you used to the game’s mechanics and ready for multiplayer games.

Multiplayer is what Unreal Championship 2 was built for. This mode is absolutely loaded with match types, which include several classic modes as well as some new ones. Mutators are also available online which let you tailor matches to your, or rather your group’s, preferences.

Around 50 maps are available and provide for a variety of play types. Larger, open maps are around for those who want to delve into “classic” Deathmatches, while smaller ones are available for anyone who wants to take advantage of the new melee mechanics. Maps are set up to work better for specific matches, such as Capture the Flag or Deathmatch. This makes map selection much easier and cuts down on the selection intimidation that 50 maps could present.


Difficulty:

The only real weak point in Unreal Championship 2 is the learning curve, or more to the point, the lack thereof. An easy match is usually followed by a difficult one, only to have another easy one follow it. Since the Ascension Rites are mainly there to help you get ready for online play, it can sometimes feel like you’re trying to learn to ride a bike. Just when you think you have it, someone lets go of the back of the seat and you come crashing down. With practice, you should eventually get the hang of things; it just takes a little patience. How much patience you need is related to how quickly you catch on to melee combat.

Melee combat flows much like a good fighting game. Newcomers will more than likely button mash their way though combat, sometimes getting lucky and pulling off a combo or two. More advanced players should learn how to time attacks and pull off combos, chain attacks, and parries. The honor students should master the intricacies of combat and move on to the really fun stuff – finishing moves. The system also makes some non-combat oriented moves available, like wall jumps, which you’ll also have to learn to use properly.


Game Mechanics:

The big addition to Unreal Championship 2 is the inclusion of melee combat. A few FPSs have included some form of melee combat, whether it be fists or chainsaws, but UC 2’s approach goes a little deeper by including combos, parries, and even fatalities.

Unreal hasn’t been a slouch went it comes to action, but throwing in meaningful melee combat is a kick in the pants. It’s not a gimmicky addition either; up-close combat is encouraged and gives you a whole new set of tricks. First off, there’s a shield maneuver that gives you a little added protection. Then there’s the ability to reflect shots which, when timed just right, can send projectiles back to your attacker. Mastering reflections is a great way to piss off Rocket Whores and other players who insist on ignoring the melee option and playing the game like a traditional FPS.

The adrenaline system from the previous Unreal Championship plays a much larger role in UC 2. Each character has their own set of moves that enhance their viability on the battlefield. Some can enter frenzied states and dish out tons of damage or even drain life from opponents. Adrenaline fills up at a much quicker pace than in the previous game, making the moves as much a part of strategy as weapons selection. While characters have their own unique abilities, some abilities are shared, such as speed power-ups. Activating powers is a little tricky at first, especially when trying to access the second set of three moves or when you’re trying to activate them on the fly. I eventually got the hang of it, but like anything worth its salt, it took a little work.

Standard gun-based combat isn’t completely left out in the cold. Weapon payloads are a little more standardized. Each character is limited to a specific set of guns, which usually includes a quick, weak weapon, a ballistic weapon, and an energy-based weapon. Arming weapons is more about collecting ammo rather than the guns themselves. All of the familiar Unreal weapons are in the game; only a few have been streamlined and combined to create new variations of familiar weapons. Ranged weapons have normal and alternative fire modes as well as special combo attacks, like a multi-rocket.

Throwing fighting game elements into a traditional FPS could have ended in disaster. Luckily, it came off really well and added a little more excitement and speed to the game. The single-player experience can be a little shaky at times due to an inconsistent difficulty level, but it’s not so bad that it’s a game breaker. If you’re in the market for a good Multiplayer game, Unreal Championship 2: The Liandri Conflict is where it’s at. It’s fun, fast, and different enough to stand out against other FPSs.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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