I'd like to attempt to make a list of aspects that "define" Unreal in several ways: firstly, what is a big part of its moment to moment experience, and secondly, what sets it apart from its competitors. I'd be happy to see you expand this list with anything I might have missed or forgotten about.
Then, I thought a bit about which of these things personally matter to me, and which don't, and what focus I would like a modern Unreal interpretation to have.
What makes Unreal what it is?
- "Arcade" action boomshoot gameplay: Unrestrained perma-sprinting and dodging.
- "Arcade" action boomshoot itemization: Ammo packs and medkits are scattered everywhere.
- "Arcade" action boomshoot arsenal: Ten weapons, acquired over time, remaining always available, limited only by ammo.
- "Arcade" action boomshoot interactions: You shoot things and you bump into big buttons. No use key.
- Mostly a series of lengthy encounters against singular, or very few, powerful adversaries. Very few/none "horde" encounters.
- The player is alone in a wondrous world of nature interwoven with both hi tech and mystical magical lo tech.
- The player's journey is informed by a clear goal: to leave.
- The player is a mythical figure who single-handedly cripples the alien subjugation of an entire planet, by blowing up numerous mining complexes, outposts, and even diving into the heart of a mothership to kill the leader of the entire occupying faction. Hundreds of corpses of dangerous baddies lie at their feet.
- Linear progression through a set of tailored locations; you can explore their entirety and basically kill everybody in each major location.
- Limited inventory system with useful gadgets and supplies.
- Helpful faction of victimized civilians with an interesting past.
- Brutal overlord antagonist faction.
- Unique atmosphere through a few musicians' unique music style, and the interwoven aesthetics and themes of the locations.
A modern Unreal in my eyes
In a modern interpretation as I'm envisioning it, I think I'd like a big emphasis on the atmosphere, storytelling and journey.The moments that matter to me in Unreal are off the beaten path. Peeking down to the landscape at the foot of the waterfall in NyLeve, itching to explore it. Exploring Harobed Village and the little secret graveyard lagoon underneath. The many optional rooms of Nali Castle and Bluff Eversmoking.
What also matters to me is the mystical locations, the lore, the worldbuilding. I love the Nali and their checkered past. I love taking detours to learn more about them.
With a lonely trek across an alien planet, I would like a re-imagining that dares to detach from its action-heavy roots. Not to say that combat shouldn't be active and engaging, but I would like for a lot more of the world to be interactive in other ways than with the barrel of a gun.
I'd like 849 to be prepared to spend years, decades on this planet, and so take the time to fraternize with the locals, fellow survivors, meet notable adversaries and forge bonds of all types.
I'd like the concept of "being stranded on an alien planet" approach more of the gritty, desperate experience it sounds like. Scavenging for supplies, either from the environment, from remnants of civilization or looted from the hands of enemies could feel more impactful and less "this crate in an ancient temple has human medkits in it".
I would NOT like it to have a "You're an operative with orbital support" feeling that RTNP is going for! It's a unique twist on the base game, but I wouldn't want it to inform the experience of a remake. No squad quipping in your ear with modern game dialogue sensibilities.
The Translator could gain further importance and be employed for Metroid Prime-style object scanning, conversations with natives, listening into enemy conversations...
I dislike the "bump into big red button" interaction with the world, and would like to see more natural interactive objects, and more of them.
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So overall, I think my interpretation of a modern Unreal work irk some in the community, as I simply don't care about certain aspects the way others do.
What about you, though? How would your ideal modern Unreal look? What do you think makes current Unreal so special?