Unreal (1998) Longplay

Поділитися
Вставка
  • Опубліковано 20 січ 2025

КОМЕНТАРІ • 7

  • @linux_longplays
    @linux_longplays  6 років тому

    00:00:00 - Level 1: Vortex Rikers
    00:03:39 - Level 2: NyLeve Falls
    00:14:28 - Level 3: Rrajigar Mine
    00:41:08 - Level 4: Depths of Rrajigar
    00:53:55 - Level 5: Sacred passage
    00:58:38 - Level 6: Chizra - Nali water god temple
    01:42:53 - Level 7: Ceremonial chambers
    02:01:33 - Level 8: Dark Arena
    02:17:44 - Level 9: Harobed Village
    02:29:55 - Level 10: Terraniux underground
    02:34:10 - Level 11: Terraniux
    03:08:02 - Level 12: Noork Elbow
    03:13:21 - Level 13: Temple of Vendora
    03:36:26 - Level 14: The Trench
    03:41:34 - Level 15: ISV Kran deck 4
    03:56:31 - Level 16: ISV Kran decks 3 & 2
    04:27:16 - Level 17: ISV Kran deck 1
    04:41:38 - Level 18: Spire Village
    04:51:35 - Level 19: Sunspire
    05:35:55 - Level 20: Gateway to Na Pali
    05:47:05 - Level 21: Na Pali Haven
    06:14:45 - Level 22: Outpost 3J
    06:31:04 - Level 23: Velora Pass
    06:35:09 - Level 24: Bluff Eversmoking
    07:09:28 - Level 25: Dasa Mountain Pass
    07:21:35 - Level 26: Cellars at Dasa Pass.
    07:57:33 - Level 27: Serpent Canyon
    08:03:00 - Level 28: Nali Castle
    08:30:24 - Level 29: Demonlord's Lair
    08:32:00 - Level 30: Demon Crater
    08:44:21 - Level 31: Mothership Basement
    08:46:00 - Level 32: Mothership Lab
    08:58:34 - Level 33: Mothership Core
    09:16:40 - Level 34: Skaarj Generator
    09:23:16 - Level 35: Illumination
    09:23:55 - Level 36: The Darkening
    09:39:06 - Level 37: Source Antechamber
    09:41:05 - Level 38: The Source

  • @linux_longplays
    @linux_longplays  6 років тому

    This video is *still* processing. No 720 or 1080p yet..

  • @simovihinen875
    @simovihinen875 6 років тому

    You're probably right about the level design. I don't think the tools they were using were that advanced so it must have been slow to put it together.

    • @linux_longplays
      @linux_longplays  6 років тому

      I think the tools and engine were sufficient. Afterall, Unreal went on to become a big name in the industry and the engine was used in tons of games. It's more than likely they just didn't have enough time (or experience) with building the levels, as was a common trait among many games from this era.

    • @simovihinen875
      @simovihinen875 6 років тому

      Hmm... all I remember was the editor that came with the game seemed really unstable. Apparently, as I just read, it had some real-time editing possibilities so I must be wrong to think it was so clumsy. Of course they can only have gotten more and more easy to use.
      Which other games do you think suffered from the same problem then? I think SiN is one (half a year was cut from the schedule to get it out before Half-Life).

  • @De-M-oN
    @De-M-oN Рік тому

    The Direct3D Renderer is not the greatest choice. It lacks many light effects and reflections
    Best Renderer for this game is actually OpenGL.

  • @De-M-oN
    @De-M-oN Рік тому

    _My other pet peeve is the infinite spawn mechanic in some parts. I only found about this after reading a guide to the game, because I would never have guessed otherwise that the enemies are infinitely spawning in those sections - and to make matters even more confusing, SOME parts of the game have sections that SEEM like they are infinite spawns, but are in fact limited. This is not great gameplay, but at least it wasn't used too much_
    I couldnt agree more. Its sooo frustrating...
    Especially now in level 26 :/