Reviews from

in the past


One of the best first-person shooters. I think that every enjoyer of the genre should play this game, no matter what. Peak level design, amazing graphics for the time, big, but not always open areas, powerful, but balanced weapons, and smart, but not unfair enemies. Digital Extremes did really good job to make the impressive tech demo for Unreal Engine a really fun and challenging game.

For many of the great FPS games of the 1990s, I think perhaps the very last thing on a player's mind was the story. In Wolfenstein, you were killing Nazis. In Doom, you were killing demons. In Duke Nukem, you were killing aliens. The narrative didn't really matter until 1998, when two games took a major leap forward in single-player storytelling. One of those games was Half-Life, and the other... Unreal. This game also introduced the iconic game engine of the same name, that many games since have made use of. I was never quite as immersed in an action game like this until Unreal. Reading through the apocalyptic logs of people who had traversed the alien planet just before me exposed riveting and often tragic stories. And each level you go through has brilliant environmental storytelling, giving you all you need to know about the where and why of your journey. And then, of course, there's the gunplay with some truly inventive weapons, from a 6-barrelled rocket launcher, an explosive acid gun, and a laser pistol that can be upgraded into a potent killing machine if you look around enough. And I haven't even mentioned the great multiplayer maps or that the campaign is extremely co-op friendly! Flashier games have come since, but nothing will ever top this Unreal experience.

I played this a looooooong time ago as a kid but don't know what happened to my disc. It didn't leave enough of an impression on me though like other shooters from the era did (such as Half Life) to bother trying to get a new disc.

This was a surprising game for me in many ways. The game starts out in a decently atmospheric intro level where you find yourself escaping a crashed prison spaceship, lacking weapons, can read logs and notes from all the dead people and abandoned computers around you and get the chance to pick up the pieces to get some context for the story. Eventually when stepping out into the planet, the gigantic scale of the map, the ambient sounds coming from the animals and environment and the sense of exploration were incredible.

Many maps in this game have an incredible scale for 1998, and even when things are crude, a lot of thought goes into the world building be it through readable logs or simply environmental details. You could call the visuals outdated, but I find that they're artistically used very well to convey the environment so that I could keep myself immersed even when details are lacking, especially thanks to some great use of lighting effects. Some of the scenes visible in this game are simply unbelievable to me and I can't imagine what seeing them in a period accurate PC at the time would have been like.

Combat is certainly an aspect that will put a lot of people off, they focused on building an AI system that would give enemies the ability to navigate maps extensively, dodge your attacks and even have some types use a variety of weapons. I'm guessing that due to optimization, they kept combat spaces to very few enemies at a time which does mean enemies are designed around being a bit tanky so you often have a dynamic 1v1 encounter. When it works it's pretty fine, if a bit slower paced than other games in the genre at the time, but when it doesn't work it feels like enemies are either always dodging or getting lost, with the level design in later areas not helping much as it gets more mazey.

And this is where the game fell out of legendary status for me, the jank felt pretty justifiable given its age and how much it accomplished at the time a mere 5 months after Quake II had tried to do a lot of it and didn't quite reach, but the final 2 chapters are extremely tedious. Level design goes from trying to immerse into big open maps that lead you to smaller places you can explore to being very mazey and in some cases a messy kind of symmetrical, with very strange design choices like waiting for 2 enemies to constantly spawn after being killed until they spawn behind a door, with no indication, so that door finally opens and you can proceed. Already I felt like the game was simply stretching thin before this as it ran out of weapons and enemies to introduce, but the final chapter had me WISHING the game ended in every single map I had to go through. It didn't help that boss fights are the typical FPS trope of shoot at it until it dies.

I don't mind Half-Life Xen as much as other people do, I find it kinda boring but not frustrating. The final chapter of Unreal was frustating for me, not because it had weird gravity gimmicks or because I died much or anything of the sort, but because the levels and enemy encounters were really unengaging and uninteresting at that point. As even story logs became rare, I felt like the game should have ended 2 or 3 hours ago already. I do not think getting bang for your buck in game length is worth it if the game isn't offering more fun, just more filler. At the very least Xen was filled with interesting ideas and Half-Life wasn't as long.

Still with the problems I had at the end I'm very glad I played this, I still find it an impressive title full of memorable places to explore and a surprisingly thought out world. I just wish it wasn't stretched so much at the end, but regardless, it is a good game and it's a shame that Epic cannot see it for what it is and would rather delist it because they refuse to provide support the community is more than happy to do for them, even while being unpaid.

this could've been one of the most fun shooters around where encounters have this 1vs1 arena focus quake dance instead of crowd control stuff. If you are as bored as I am of single player stuff where enemies are not very fast, here in unreal both your avatar and some enemies move at similar speeds and are pretty dodge happy (to the point it's not very good) just like in online fps.
Shame then you still walk a ton and get lost, guns feel weak from how spongy enemies are, movement is jank, there's not much room for enemies to do cool shit. The weaponry is supposed to give a larger system of tactical possibilities but it doesn't amount to much. Might have a better experience playing with the Evolution mod but still to this day vanilla unreal is the most unique boomer fps out of all. Maybe play uts instead of the usual recs


This is a fantastic game that is perhaps overshadowed by more illustrious releases around the same time. But Unreal is positively brimming with atmosphere and style, and it will keep you occupied for a fairly lengthy campaign. The weapon variety at display is impressive - the arsenal of Unreal Tournament isn't a huge jump from this game. The maps succeed in leading you on a proper journey across a diverse planet, and by the end you will feel like a proper hero to the poor aliens who hail you as a extraterrestrial messiah. The environments of Na Pali are often huge and imposing, even with graphics this old. If there's a flaw worth pointing out, it's that some enemies verge on being bullet sponges - Unreal chooses quality instead of quantity and faces you against nimble and durable targets. I regularly found myself circlestrafing to defeat Skaarj, who appear in increasingly tough varieties until the end of the game.
As far as I'm concerned, this deserves a spot right next to Half-Life as a classic worth coming back to. As a shooter it still feels unique.

Results:
- finished Hard difficulty on .226

PEAK FPS MUSIC RIGHT HERE GO LISTEN TO THIS SHIT ITS SO FUCKING GOOD

Awesome game that came out in a very interesting time in shooter history. Like Quake II, it can be viewed as a sort of proto-Half-Life or -Halo. It's a real meaty slice, with 39 sprawling maps, and they are some great ones too, with extremely varied and interesting locales.

Bad guns and the most annoying imaginable binding for a movement ability keep this from TRUE greatness, but it's pretty cool.

I don't want to sound all "what is the concept of memory" on a backloggd review, because there are enough of those, but this is a game that sits very fondly and firmly in my memory. I distinctly recall the feeling of first playing this and looking over the cliff of NyLeve Falls while the most beautiful music played over the scene, it's indescribable how well the feeling holds up.

That's what I would rate Unreal on mostly, the feeling. I recall very specific times in my life whenever I play it, whenever I hear its music, whenever I look at its scenery. It's not something everyone is going to have, so to them it's just going to appear a 90s shooter. But I think there's a certain magic to that, that one game to some people is this glimpse into another world where to others they can't see it, maybe the spell doesn't have hold of them.

I definitely know other people who were just as possessed by this game as I was, replaying it over and over admiring the vastness of it. Even today, it's incredible just how powerful the Unreal Engine was in 1998, especially when you look at levels like The Trench or Harobed Village. I can't say for certain if they were trying to make a really impressive tech showcase, or did understand the power in exploring something greater than yourselves, but either way, the meaning stands.

Gameplay wise, Unreal sits in a crossroads between the Pre-Half Life and Post-Half Life worlds. It does have some forward thinking cinematic flourishes that would characterize Half Life, but not to the degree or laser-sharp precision Half Life did. It does have the variety of colorful weapons and enemies that require circle-strafing and bunnyhopping, but it also has smarter enemies that require more precise dodging and maneuvering. There is an alternate timeline where Epic realized they were digging for oil and reformatted the game to fit that, but instead we get a rather interesting in-between piece of the 2 schools of FPS design.

Another issue is the amount of levels, there are TOO MANY. I can think in my head of how you could properly cut the game down, as the latter half after the Sky Village section is mostly forgettable barring Bluff Eversmoking, which is potentially one of the best designed video game levels ever. It is packed full of environmental storytelling, secret paths, little side stories, it is a flash of genius of what could have been this entire game.

There is genius to be found here, and you will notice it as soon as you boot up the game: the flyby intro establishes everything that makes Unreal so compelling: the fantasy aesthetic paired with science fiction action, plus an unstoppably good soundtrack. Seriously, the music is INSANE. When I was 13 I would rest my head on my computer desk with the game paused just to listen to every song for a few minutes, it is far and away the best video game soundtrack of all time.

So even though my 4 rating is largely due to the amount of love I hold for it, I firmly believe I could play it blind today and still walk away giving it a 4. There's love, passion, ambition, and misfires that you don't see from a lot of big releases anymore. Boomer Shooters, as they are known, feel like they are becoming homogenized into one kind of game, unwilling to deviate from conventional wisdom of how an FPS should be, when I think more developers could serve themselves to pull from Unreal's playbook and just do what they want, how they want. You get one hell of a memorable game out of it.

"ruthless intelligent enemies", I think monster drink enthusiasts is more apt

A bit slow at times and many weapons are straight up not fun, but I cannot fault the massively expansive scenery, the music, and the ever godlike Unreal Engine 1. Surprisingly somber story told through gameplay and text logs. I'll never forget some of the scenery here, Nali Heaven is probably my favourite.

Really wanted to like this one, but couldn’t really bring myself to finishing it. Unreal is kind of a half-step in between Quake and Half-Life, which led to me wishing I could just play either of those games the entire time. To give this game (or at least, its engine) some credit, I have been enjoying the Unreal Tournament games WAY more than this single player campaign. So there is good gameplay (and gunplay) here, this campaign just isn’t for me

Revisiting it for the first time in 15 years was such a blast.

It's unreal how your entire arsenal is useful in this game, no gun is redundant or useless. The ever-changing scenarios encourage you to swap weapons often and make use of the different options available. A lot of the foes can dodge your shots and move in unpredictable ways, while the bulk of damage is done by projectile weapons. This creates situations in which short-term planning is essential according to the type of enemy you’re facing. Some of the monsters, for example, start attacking from mid-range and attempt to get in your face as you back away. You can’t use explosive weapons when a 3-meter beast has its crotch pressed against your head, or else you would take severe damage. A good course of action is dealing enough explosive damage while the enemy is far away so that you can finish it off with a flak cannon (shotgun, basically) when it's up close. Of course, since the AI will almost always attempt to dodge your rockets/grenades, you should try forcing it into a situation in which it doesn’t have room to move away. If there’s more than one enemy, you might want to prioritize the ones which do more damage; or find ways to damage multiple at the same time. In a vacuum, this works well, creating a combat loop that is less about managing hordes or reacting to predictable patterns, and more about quickly adapting to factors outside of your immediate control to take back dominance over the playing field. Your enemies can take a lot of hits, so a fight against even one, depending on the context, can be a real struggle. The problem with Unreal’s combat is that the level design doesn’t always support its unique enemy behavior.
When the area of play is too expansive, most of the interesting mechanics are nullified, since both you and your enemies have functionally infinite space to avoid projectiles. Hitscan weapons become your most reliable solution. Monsters, however, are stuck with projectile-based attacks, so the encounter becomes tensionless, as nothing is being actively fought over.
A claustrophobic area can work, as long as it draws the players in instead of pushing them away. There are a lot of opportunities to corner the AI, but you’re equally susceptible to having your movement options restricted. Tight spaces test the player’s quick-thinking skills and smart use of the environment. You want to keep the monster at medium range while utilizing the level geometry and movement to avoid damage. Sometimes, though, you have to force yourself into uncomfortable situations to fully enjoy this type of design. It’s too easy for the player to take an overly defensive approach and not even enter the stage, standing by the entrance and engaging with the enemy from behind a safe corner. To avoid this, the designer could attract the player into the battlefield by providing a safe area inside the field itself (such as cover), or introduce the enemies only after the player is already in the middle of the stage, perhaps in a more challenging position. The key is to make players move around and strategize a short-term course of action. Locking the exits can feel cheap if the game puts emphasis on organically exploring the environment, you don’t want to take away too much agency. The other solutions work by letting the player be a protagonist of their experience while still leading them to interesting scenarios.
This game would benefit from stages structured more like smaller, less cyclical multiplayer levels. A larger area consisting of a series of interconnected tight or slightly open sections that allow for layered options of engagement with the enemy. The loop asks for creative use of the environment, so geometry is key. Different levels of verticality, narrowness and amount of cover could all be used to define battles, but zones this thought-out are rare and isolated.
Outside of combat, stages consist of the classic old rhythm of finding triggers to unlock the rest of the level, which forces exploration and clever analysis of the environment. I am terrible navigating most games that use this structure, so it may be a personal issue, but I found Unreal to be very confusing at times. For a good portion of my playthrough, I was ready to praise the game for always, somehow, leading me to the right path and guaranteeing steady progression without requiring me to bang my head against the wall. After many moments stuck, however, I realized that I only had that impression because I had happened to bang my head against the right walls by luck. The set of actions you’re required to figure out and perform get more complicated as the levels grow. By the last third, you’re swimming through sewers and running back and forth between castles, outposts and houses in order to find the one lever you haven’t pushed to activate a lift on the other side of the map. The tips that appear on the translator help, but they can’t replace clear, well-signposted design, which is mostly lacking. It’s Unreal-istic to expect the player to keep track of every door they must backtrack to in order to progress. When you flip a switch, you shouldn’t be left wondering what in god’s name it did. To avoid confusion, it’s good, for example, to make sure the player has a view of the section they’re altering when activating a trigger.
The game maintains a very strong visual cohesion while keeping levels diverse and innovative. It’s truly unreal just how varied the areas can look, considering the game is quite long (I took a few screenshots to exemplify - https://imgur.com/a/jPsmllp). The aesthetic vision incorporates ancient dungeons, sci-fi motherships and organic forest environments into a believable, consistent world. The striking art direction is a solid foundation for its universe. The concept alone is already half the world-building: peaceful natives inhabit a functioning ecosystem, living in harmony with the forces of nature, only to have their way of life destroyed and exploited by foreign, technologically oppressive invaders. The rest is detailed by clever set dressing and rare but remarkable written content. Experiencing a story through observation helps construct a believable environment. Also, it’s interesting how small you are compared to the rest of the creatures, it helps sell the idea that you are an alien in this world.
The soundtrack manages to translate a world of jungles, ancient principles and alien technology into a dense atmosphere. The more ambient tracks remind me of a modern vaporwave album, テレパシー能力者 : ロストエデンへのパス by Telepath and Nmesh, which also establishes an unreal, dream like ambience thematically focused on nature.
Unreal had everything to develop impeccable, intensely memorable combat encounters, but the rarity of stage design that understands its own enemies severely hurts its potential. It’s still a very fun experience that manages to keep itself entertaining even during the boring gameplay sections. The art direction is so cohesive and aesthetically pleasing, it’s unreal!


It's called Unreal because it is.

The most immersive trek across a beautiful alien hellworld that's out to kill you that will ever experience.

Enemies are smart to the point of feeling like deathmatches at times, the music is mesmerizing and ageless, and the arsenal's so good they reused it for another five games.

Find yourself a copy on the internet, and play Unreal.

Starts as one of the most phenomenal FPS experiences I've ever had but, as most 90s FPS games do, drops off in the third act. It's not as egregious as Half-Life or Doom 2, but enough to end on a somewhat disappointing note. Nevertheless, Unreal's huge open maps immerse you deeply in Na Pali, putting more effort into worldbuilding than most shooters of this era. I won't claim that Unreal's world setting is anything exceptional but the effort in filling it with diary logs of the local inhabitants and doomed prisoners as you explore the religious temples of the Nali and its detailed historical backdrop immerses you more than I thought. The game design is fun as all hell, too, with the opening levels feeling rather nonlinear despite actually being a rather straight line. The weapons are mostly projectile based which adds strategy in combination with the intelligent enemy AI's propensity to dodge, the stinger countering the Skarrj being the best example. Levels can be somewhat mazelike but I usually found myself stumbling into the correct pathways with little effort. The Flak Cannon has to be one of the best shotguns in gaming history, the way it ricochets and shreds everything to bits is unbelievably satisfying. Unreal is often called a tech demo and while I find that reductive, it is a great showcase for the strengths of Unreal Engine 1. Giant landscapes with beautiful colored lighting and lively fauna create a world that feels as natural as a 90s FPS game can get pre-Half-Life. While something like Half-Life might be undoubtedly more advanced on a technical level, Unreal has more opportunities to show off with its vast alien worlds of purple skies, flowing waterfalls, and floating islands. The soundtrack is also phenomenal, composed by the same duo who did Deus Ex three years later. Atmospheric, timeless, and ethereal, it fills into the environments and kicks into action with breakbeat style compositions dynamically when engaging in combat. It's frankly fantastic and I'd love a vinyl release someday.

Unreal might fall into some similar trappings of many other shooters of its era, being a weaker final act, but its fun gunplay, intelligent enemy design, beautiful landscapes, and phenomenal soundtrack make it worth trying. One of the better titles of 1998.

"whEN tHE DOoM muSIc kICks iN" NIGGA WHEN THE UNREAL MUSIC KICKS IN THIS SHIT IS GAS

A very rough game but with an amazing atmosphere enhanced by the demoscene inspired visuals and the soundtrack by Straylight Productions, the landscapes and the sense of scale this game has offers a very unique experience.

The game is like a mix of Quake and Metroid Prime, there's a lot of exploring ruins, tech bases and alien spaces, reading notes from other survivors and planet inhabitants and environmental storytelling. An interesting direction compared to something more scripted like Half-Life which came out later same year. At its best Unreal lets you explore huge maps, immerse yourself and learn more about the planet you're trapped in.

At its worst you're in hard to navigate spaces fighting very bulletspongy enemies that are hard to hit.
The combat was built around 1vs1 encounters with stronger and "smarter" enemies. The higher tier enemies are very aggressive, they strafe-run, they dodge almost all your projectiles, they can feign death, and they are annoying to fight. The AI may look impressive at first, but it will quickly become apparent that enemies that can just turn invincible for few seconds at random don't make for interesting combat scenarios.
The weapons are fun to use, or would be if the enemies weren't such bullet-spongy slogs to fight with. Seeing what would happen if you made something closer to a deathmatch bot as an AI is a neat experiment but sadly it doesn't really work that well in the end.

Definitely not for everyone, but it's got its own identity and calling it a techdemo is quite unfair.

revisiting old epic games after becoming addicted to fortnite. this one is so insanely raw. i understand why no one talks about this cause it's just slightly too esoteric and not as visually cohesive as quake, but i still absolutely adore every part of it. the soundtrack especially is breathtaking.

This took two attempts playing through Unreal (version 226b)

While there are a few levels I struggled in the late game during my first attempt, I managed to finish them in the second attempt since I came prepared.

Originally played on my Pentium 4 machine but it started locking up so I switched to my Pentium II rig (Riva TNT)

Style-wise, the game is a mess, which makes it very interesting. Like early ID-Software, this game is quiescence of the first 3D shooters.
It used to be more about 3d engines and technology rather than an idea, story and style.

There is almost no connection between U and U2, as with Q1 and Quake2.

BOYz were developing 3d software and smacking on the top of it some mechanics and story.

That being said - I still can remember Unreal vibes - a weird mix of sci-fi and gothic horror (?).

I'm glad this game exists.




Visually impressive (looks markedly better than HALF-LIFE) but the tech is in service of the most bog-standard, boring shooter design imaginable. Nothing about the levels, enemies, guns, or story stands out whatsoever. It's essentially a tech demo.

QUAKE with no personality. I was falling asleep by the third level.