What makes Unreal Unreal, and what would a modern Unreal look like?

For gameplay advice and broader discussion of single-player Unreal including custom maps, mods and mutations that alter the game.

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ividyon
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What makes Unreal Unreal, and what would a modern Unreal look like?

Post by ividyon »

Over the years, I've personally made the realization that Unreal means different things to different people. It's a lot of things in one, but parts of its audience put more of a weight on certain aspects than others.

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.
Now, I perfectly understand that the "arcade classic FPS" part is a big part of what entices many about Unreal, but I think that, in a modern interpretation I'd like to see, that actually ends up taking quite the back seat.

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.

----

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?
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Re: What makes Unreal Unreal, and what would a modern Unreal look like?

Post by ebd »

As shared on discord:
I think one of the big things that differentiated Unreal from it's peers (Quake, Doom.. ) was the translator events and soft focus on exploration.
I agree with the sentiments about the inventory system too, although Unreal's standard inventory pickups are rather bland: the most interesting pickups are unfortunately the ones that were a little undercooked like the forcefield. In the past I've imagined ways it could have been used for puzzles, or changed to be more useful in combat.

The mix of environments is a big part of Unreal also, I believe. Futuristic wreckage among lush natural spaces, with temples and castles that wouldn't be out of place in a fantasy setting
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Re: What makes Unreal Unreal, and what would a modern Unreal look like?

Post by AlCapowned »

This is only conjecture, but the bullet-sponginess of Unreal's enemies seems to be a sore spot for a lot of people. I can see why - it makes a lot of weapons feel weak more than it makes the enemies feel strong. The dueling aspect of Unreal is a product of its time, but for a modern game, I would suggest keeping it only for some enemies while making others squishier and more fitting for horde-based encounters.

The skaarj, for example, make for solid 1 on 1 opponents as they are now. I'd like them to be smarter, with more abilities. Unreal 2 did a good job of expanding on their skillset - their improved dodging and bullet-blocking is fun and translates nicely to Unreal. The krall, on the other hand, are basically Doom's imps, and I think a modern game could keep them simple but with much less health to be fought in packs. I do love Doom 2016's take on the imps though, I wouldn't mind seeing the krall being more mobile.
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Re: What makes Unreal Unreal, and what would a modern Unreal look like?

Post by xRedStar »

It's gotta be the linear progression through the game, and the various environments that make it fun.


I think if it were remade today maybe it just lacks some RPG elements for a linear based survival shooter. Maybe a crafting system, and the ability to loot the environment on each map. Maybe a hunger system, hydration, temperatures, sleep etc... and perhaps a bit more powerful weapons but less availability to weapons. A system of risk and reward to get buffs like the super health\shield belt and better weapons (sort of like side quests or puzzles). Some weapons maybe having less effect on certain targets, like needing to use energy weapons against a skaarj officer instead of something like the automag or rifle. Or energy weapons doing more efficient damage disabling your shield belt. And with a balance such as this, the shield belt should be a permanent item you pick up and maybe you look for cells that power it along the way.

Most environments should be darker, requiring the player to find a power generator or maybe invest in temporary light sources like flashlights, torches, flares etc. I'd like to see the game become a thriller\survival\progression based linear storymode. All of the great lore included, maybe to the point where the player has to gut out each area such as the Tarydium Mines to prepare for the journey into the next segment of the campaign. Instead of just picking up a gun, ammo and moving on really fast.
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Re: What makes Unreal Unreal, and what would a modern Unreal look like?

Post by yrex »

It's hard to say what defines it since it's so unique. It'd be easier to define it by what it avoids being.

When would Unreal stop being Unreal (to me):
- If it was set on Earth or had anything "realistic". It's called UNreal for a reason.
- If it depicted modern/clean/shiny/plasticky technology.
- If it had social interactions. If you weren't fighting alone. If you had any "missions" instead of just wandering and trying to survive.
- If it was melodramatic. If the plot wasn't optional.
- If it was faster paced and more "streamlined".
- If everything had a more realistic size.
- If it had metal music and focused on sawing demons in hell with blood splatting everywhere.
- If it had a strongly defined main character, especially a macho one.
- If it had "earthly" music.
- If it involved wars and militaries.
- If it involved wild west.
- If it played any clichés straight.
- If it wasn't so technologically advanced and intricate to spawn one of the still most popular game engines. Then it wouldn't be so historically significant.
- If it didn't have a nice level editor.
- If it didn't have "demoscene" music and bitmap effects.
- If it was "cinematic", or you were unnaturally forced to follow the plot. If it had invisible walls.
- If it had "ad hoc" gameplay mechanics like "press X to shit" all of a sudden. Such things break immersion, directness.
- If it had more complex controls so you have to consciously think of them. You don't think how to walk in real life.
- If it had a high polycount, bloom, exaggerated DoF, HDR and everything was smeared with oil.
- If it showed tons of enemies and environment at a time. I like the minimalism and slow reveal.
- If it had that "teal and brown" tonemapping like in movies.
- If it wasn't so nicely colorful.
- If it didn't have black corners (thanks to lack of indirect lighting).
- If it abused distance fog.
- If it didn't have strongly defined and distinct visual identities of places that you slowly progress through.
- If it was overly "serious" and edgy.
- If it was overly cartoonish and cringy.
- If it had high system requirements, DRM, launchers, etc and no ability to self-host things.
...

What would a modern Unreal look like:
- It wouldn't. Its technology is a part of its identity. E.g. improve the graphics and the game becomes harder to mod with the same quality.
- I'd only readd the (lately) cut maps, because the game's length still left me undersatiated.
- And I'd add some more environmental interactivity. More things to shoot, jump on, etc. More complex puzzles, but still operated by the basic bumping, shooting, etc. You know.
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