|| What Is Unreal? | The Storyline | Screen Shots | Unreal Editor ||
That's the question that everyone has been asking. UNREAL is more than your average first person action game. It places players in a stunningly lifelike three-dimensional world, where they can pratically smell the stench of dank dungeon caverns, feel the hot breath of menacing creatures, and experience the sensations of falling, swimming and flying. Running on either Windows 95 or Windows NT, UNREAL delivers:
The UNREAL environment is continuous. Though levels do exist, you travel between them smoothly. The entire world, whether you're playing by yourself or you're on a large network game server, is melded into one continuous global environment.
The UNREAL environment is permeated by
music and sound. The sounds of wind, flowing water, flickering
flames, footsteps, and monsters flow throughout the Unreal world
against a sonorous backdrop of atmospheric music.
The UNREAL environment is richly illuminated. Torches flicker and light sources create varying levels of luminance on their surroundings. Monsters, as well as players, cast shadows, which can often be seen around corners before the source is fully revealed.
The UNREAL environment uses a full six
degree of freedom geometry and physics model. This means you can
look at the world from any angle and explore complex architecture
with features like multiple overlapping bridges and domed
ceilings. If a designer can envision a level, he can build it in
The Editors of Next Generation magazine paid a visit to Epic HQ in Rockville, Maryland late last year for a behind the scenes look at UNREAL. Check out the February 1997 issue of Next Generation magazine (featuring an actual Unreal screen shot as cover art) for a behind the scenes, hands-on look at the development of Unreal. The magazine should be on newsstands now.
Just a small sample of what Next Generation
had to say about Unreal, after seeing the game first hand:
"To begin with, the game is built around one of the fastest, most flexible and sophisticated 3D engines ever designed, running at high resolution 16-bit color. It boasts real-time, multi-colored, and extremely dynamic multiple light sourcing and sports a huge number of the most highly detailed texture maps NEXT GENERATION has yet seen in a game."
These Images are cropped versions
of the full screen shot
Click on any image to view the full 640x480 screen shot.
Copyright © 1996 Epic MegaGames
All Rights Reserved.
Epic MegaGames, Inc.
3204 Tower Oaks Blvd #410
Rockville, MD 20852 USA