Unreal Tournament 2007 Interview
8:18 AM | Blake Buck | Comment on this story
Unreal Fans recently posted and interview with Jeff Morris, producer on Unreal Tournament 2007. After a two year hiatus, Unreal Tournament 2007 plans to continue the "sports-like" first person shooter series with new experiences along with classic gameplay. Here's a snippet of the interview:
Q. What is going to bring new people to UT2007? Most die hard fans will buy the game for the sake of a collection but may go right back and keep playing UT.Unreal Tournament 2007 is slated for a 2006 PC release, with a likely Mac release soon after. IMG will have more information as it becomes available. To read the entire interview, click the link below.
Unreal Fans Interview
A. To answer your first question, Onslaught was easily the most popular gametype in UT2004 by measure of player count. It clearly introduced a huge number of new players to Unreal Tournament with it’s fast paced vehicular combat and action focusing node system. We want to continue that tradition by bringing in even more fresh blood with Conquest, which further expands the vehicle/node/objective systems introduced in Onslaught and Assault. With regards to the folks who think FPS design peaked in 1999, Unreal Tournament 2007 is bringing back virtually all the “classic” game types. The old school DM, TDM and CTF hardcore will have plenty of maps to play and lots to enjoy in UT2007.
Q. Why the removal of Game types? I’ve had many a great Double Domination game in the past as well as some interesting assault games.
A. We want to focus our efforts on the gametypes that people actually play. This isn’t to say that it’s impossible to have brilliant, gripping Bombing Run matches in UT2004, just that not many people did. Rather than spending resources on gametypes statistically only a fraction of our customers play, we want to create content that the most people possible will experience and enjoy. It reminds me of the “interactive” movie crazy of the mid 1990s. You’d shoot all this video for plot branches that by design only 20% of your audience ever views. That’s a pretty bad return on investment and not a very efficient way to make a game.
Unreal Fans Website
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