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Reviewed: Unreal Mission Pack: Return to Na Pali
Publisher: GT Interactive
Developer: Epic Megagames
Genre Type: FPS
Required System: P166, 16MB, Win95+
Reviewer's System: K6-3 450mHz, 128MB, Riva 128ZX video, Win98
Related Games: Unreal, Unreal Tournament
Overall Rating:
Author: Michael Ahlf       Date: August 31th 1999
Page: 2

New enemies in the game were nice, if not too worrying. The first, small lizards which attack in packs, were actually the most intelligent of the three, jumping obstacles and cliffs to get to the player. They weren't too hard to kill unless they were in close: once underfoot they were almost impossible to target. Next were the spiders: their long-range attack was nasty, but unfortunately for them (fortunately for players) they had a limited dodging potential and were fairly easy to kill with basic weapons. What I expected to be a recurring and nasty enemy, the Space Marines, turned out to be a ten-minute battle in one level. Once I found out their secret (headshots were easy to score and killed quickly) I was able to camp on their spawning points and kill them as they arrived, kind of defeating the point of the battle itself. In addition, there didn't seem to be any new tweaks to the AI of existing enemies: I found myself able to predict when and where the Skaarj would dodge to, making them easy targets for second shots.

One of those nasty little lizards.
Say hello to a Marine.
Another nice outdoor area.

The controls of the game were what was expected... well, almost. Unreal's usual control set, and customizations, applied. The trouble came with the double-bound extra weapons: quite often I went for my ASMD, got the grenade launcher instead, and was in trouble because of it. Unreal's troubles with the dodging (half the time it worked, half the time not, owing to detection of a double-press on the keyboard) were in place just as well, although the rest of the customization was as easy as ever.

The engine shows off its great
large area rendering.
The Skaarj protect a Nali temple.
Wonder what they're guarding?
Here it is: a huge face.

The graphics, sound, and music in the game were all right out of Unreal, with no improvements whatsoever. Water looked nice, as did walls and rocks, and the rest was all the same. The software suffered its usual depth problems (items appearing through walls), and since the mission pack was based off the 2.24 build of Unreal, the OpenGL and Direct3D were a joke. The musical scores were all moving, if a little monotonous at times, and the sound was as it always has been, crisp and clear and well-defined in stereo or surround sound. Unfortunately, these like everything else were merely good, and not truly great.

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Added:  Tuesday, August 31, 1999
Reviewer:  Michael Ahlf
Page: 3/4

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