
Weapons in UT2003 balance relatively well in that no one device appears to be heavily favored. The ball carrier is unable to fire his weapons or teleport, so it's up to his team-mates to both protect him and be available for passes. The very refreshing bombing run is an American football inspired competition, where each team has to try to rush or project the ball through the goal inside the enemy's base. Double-D - okay, calm down at the back - is a variation of domination from the original UT, where each team is required to hold two control points - usually on opposite ends of the map - for ten uninterrupted seconds to score. Included in the game are, a rather stingy, four modes of play: old standbys deathmatch (plus team deathmatch) and capture the flag make an appearance, along with double domination and bombing run the popular assault mode is sadly no more. It's actually somewhat of a shock to the system when you're coming off the more cerebral, objective- and class-based team tactical shooters that have dominated the genre over the past couple of years. So what is Unreal Tournament all about? Fast, frenetic, feverish, and any other F-word you can find in the thesaurus can't adequately describe the pace of UT2003. Three years later, Unreal Tournament 2003 is here and this time without an id challenger around to steal its time in the limelight. The latter game ultimately won in sales and licensing deals, although the battle was fierce.


But it ended up being universally praised, outclassing id Software favorite for the holiday season, Quake 3. Cynics were actually ready to damn its arrival, incredulous to the idea of a retail multiplayer-oriented FPS shipping without any kind of single-player campaign. As apologies go, the 1999-released Unreal Tournament was probably the most sincere and gratifying gesture any gamer could have received after being tortured by the poorly implemented multiplayer in Epic's original Unreal.
