History VideoGame / UnrealTournament2004

15th Jan '17 1:15:33 PM Kadorhal
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* GhibliHills: Arborea (house of [=CTF-LostFaith, DM-Antalus, DM-TokaraForest, DOM-Renascent and DOM-SeppukuGorge=] among other maps, and the home planet of the Gen Mo'Kai, including the Fire Storm team) is a ''planet'' made up of this sort of scenery.

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* GhibliHills: Arborea (house of [=CTF-LostFaith, DM-Antalus, DM-TokaraForest, DOM-Renascent and DOM-SeppukuGorge=] among other maps, and the home planet of the Gen Mo'Kai, including the Fire Storm team) is a an entire ''planet'' [[SingleBiomePlanet made up of this sort of scenery.scenery]].



* HazardousWater: [=AS-Glacier=], (except the first area) [=BR-Canyon=], [=CTF-DoubleDammage=], (only the part without any buildings) [=DM-IceTomb=].

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* HazardousWater: [=AS-Glacier=], [=AS-Glacier=] (except the first area) area), [=BR-Canyon=], [=CTF-DoubleDammage=], [=CTF-DoubleDammage=] (only the part without any buildings) buildings), [=DM-IceTomb=].



* LethalLavaLand: [=CTF-Magma=], [=DM-Deck17=], (more of a lava refinery rather than a lava land) [=DM-Inferno=] and [=DOM-ScorchedEarth=].

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* LethalLavaLand: [=CTF-Magma=], [=DM-Deck17=], [=DM-Deck17=] (more of a lava refinery rather than a lava land) land), [=DM-Inferno=] and [=DOM-ScorchedEarth=].



** [=AS-Convoy=] has the attackers stealing two prototype Nexus missiles from a cargo vehicle.

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** [=AS-Convoy=] has the attackers stealing recovering two prototype Nexus missiles from a cargo vehicle.



* NoOSHACompliance: Lampshaded in a lot of the stages: it's stated Liandri [[RealityEnsues confiscated or shut down the factories involved due to unsafe working conditions]], and then repurposed the facilities into arenas for the tournament.

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* NoOSHACompliance: Lampshaded in a lot of the stages: it's stated Liandri [[RealityEnsues confiscated or shut down the factories facilities involved due to unsafe working conditions]], and then repurposed the facilities into arenas for the tournament.tournament, with all the horrifically-unsafe parts left as an extra challenge.



** Arborea, home of the Gen Mo'kai, is another one of these. Every single map stated to be set on the planet is [[TheLostWoods a dense jungle of some variety]].



* WhoShotJFK: [=CTF-GrassyKnoll=].

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* WhoShotJFK: [=CTF-GrassyKnoll=].[=CTF-GrassyKnoll=] pokes fun at this.
15th Jan '17 2:26:24 AM Kadorhal
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* GhibliHills: Arborea (house of [=CTF-LostFaith, DM-Antalus, DM-TokaraForest, DOM-Renascent and DOM-SeppukuGorge=] among other maps, and the home planet of the Gen Mo'Kai, including the Fire Storm team) is a GhibliHills ''planet''.

to:

* GhibliHills: Arborea (house of [=CTF-LostFaith, DM-Antalus, DM-TokaraForest, DOM-Renascent and DOM-SeppukuGorge=] among other maps, and the home planet of the Gen Mo'Kai, including the Fire Storm team) is a GhibliHills ''planet''.''planet'' made up of this sort of scenery.



* HoldTheLine: Aside from the return of the Assault gametype, there's also the Invasion mode, where all the players in a map form a single team defending themselves against waves of monsters from the first Unreal game. As you may notice, the monsters grow more difficult every time: near the wave 5 there are Skaarjs, and in the wave 11, there are Warlords. The last wave is a [[ThisIsGonnaSuck Warlord-only wave]].

to:

* HoldTheLine: Aside from the return of the Assault gametype, there's also the Invasion mode, where all the players in a map form a single team defending themselves against waves of monsters from the first Unreal game. As you may notice, the monsters grow more difficult every time: near the fifth wave 5 there are Skaarjs, and in the wave 11, there are Warlords. The last wave is a [[ThisIsGonnaSuck Warlord-only wave]].



* NoOSHACompliance: Lampshaded in all of the stages: it's stated Liandri [[RealityEnsues confiscated or shut down the factories involved due to unsafe working conditions]], and then turned the facilities into Arenas.

to:

* NoOSHACompliance: Lampshaded in all a lot of the stages: it's stated Liandri [[RealityEnsues confiscated or shut down the factories involved due to unsafe working conditions]], and then turned repurposed the facilities into Arenas.arenas for the tournament.



* TeleporterAccident[=/=]TeleportationSickness: Translocaters have a few side effects, but none are shown [[StoryAndGameplaySegregation in-game.]]

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* TeleporterAccident[=/=]TeleportationSickness: Translocaters have Limitations on use of the Translocator (namely, a few side effects, but none slowly-recharging number of times you can teleport to the disc after placing it) are shown [[StoryAndGameplaySegregation in-game.]]explained away in this manner.



* WritersCannotDoMath: The reason why the description for CTF-January had to be patched. Previously, it stated that the previous reparation attempt before Liandri ordered the last one took place in 2358 and that it lasted three years, meaning that it would end in 2361. The game takes place in 2303. The patched description deletes the year and assures that the facility was finished two years beforehand.

to:

* WritersCannotDoMath: The reason why the description for CTF-January had to be patched. Previously, it stated that the previous reparation repair attempt before Liandri ordered the last one took place in 2358 and that it lasted three years, meaning that it would end in 2361. The game takes place in 2303. The patched description deletes the year and assures that the facility was finished two years beforehand.



* AncientEgypt: The Anubans. The Planets section of ''Championship'' reveals that a colony of egyptians were abducted and sent to a moon, where they managed to prosper and evolve, while the Egypt empire on Earth went into ruins. In ''Championship'', thanks to the species being different from each other, they have a great air control.

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* AncientEgypt: The Anubans. The Planets section of ''Championship'' reveals that a colony of egyptians Egyptians were abducted and sent to a moon, where they managed to prosper and evolve, while the Egypt Egyptian empire on Earth went into ruins. In ''Championship'', thanks to the species being different from each other, they have a great air control.



* BioAugmentation: The Juggernauts are all geneboosted humans. They're also (with the exception of Arclite) all career criminals.
* CharacterTiers: [[invoked]] The teams are divided by Weak, (Sun Blade, Super Nova and Goliath) Tough, (Blood Fist, Firestorm and Black Legion) Strong (Juggernauts, Iron Guard and Hellions) and Godlike (Iron Skull, Thunder Crash and The Corrupt) tiers. Those in the Weak tier are the ones you find in the Team Qualification Round, (this means that you won't fight against them in the Ladder) while those on the Godlike tier are the ones fighting to be the team you'll fight in the Finals.

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* BioAugmentation: The Juggernauts are all geneboosted humans. They're also (with the exception of Arclite) all career criminals.
criminals who were forced into it.
* CharacterTiers: [[invoked]] The teams are divided by Weak, Weak (Sun Blade, Super Nova and Goliath) Tough, Goliath), Tough (Blood Fist, Firestorm and Black Legion) Legion), Strong (Juggernauts, Iron Guard and Hellions) Hellions), and Godlike (Iron Skull, Thunder Crash and The Corrupt) tiers. Those in the Weak tier are the ones you find in the Team Qualification Round, round, (this means that you won't fight against them in the Ladder) Ladder proper, presuming they weren't good enough to qualify) while those on the Godlike tier are the ones fighting to be the team you'll fight in the Finals.



* CondemnedContestant: Around half of the competitors. Everyone else just likes murder!

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* CondemnedContestant: Around half of the competitors. Everyone else just likes murder!murder (and taking advantage of the fact that "consensual murder" is legal in these games).



* CoolMask: Romulus, Remus, Barktooth and Karag.

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* CoolMask: Romulus, Remus, Romulus and Remus wear matching half-face masks, Remus combining his with some kickin' shades. Barktooth and Karag.Karag get full-face variations.



** The Humans (teams Supernova, Iron Guard, Hellions and Thunder Crash) are THE JackOfAllStats, scoring 100% in every stat except in ''Championship'' where they have a starting health bonus (130 HP), removed in ''2004''.
** The Gen Mo'Kai (Fire Storm team) fit the FragileSpeedster archetype. They have bonuses for walking speed, acceleration, dodging, jump height and air control. As a tradeoff, they have the lowest starting health (80 HP), take more damage per hit, and have a damage dishing penalty. ''2004'' removes their damage dishing and starting health penalties, as well as the dodging and jump height bonuses, but increases their running speed alongside their damage taking, emphasizing the stereotype even more.
** On the other side are the Juggernauts (teams Juggernaut and Goliath), who fit the MightyGlacier archetype. They have THE biggest starting health bonus (190 HP) and damage taking bonus, but they also have penalties on almost every other stat such as acceleration, air control, crouching speed, dodging, walking and jump height. In ''2004'' they lose the starting health bonus as well as the jump height penalty, but their acceleration is further penalized, making them worse than the JackOfAllStats.
** The Anubans (Sun Blade team) are close to the JackOfAllStats, having penalties on starting health (85 HP), damage dishing, ground acceleration and ground dodging in exchange for an OBSCENE boost on Air Control (250% higher than your average character) and good air dodge and jump height bonuses. In ''2004'' they lose their penalties, gaining instead a penalty on damage taken and a running bonus, making them closer to the FragileSpeedster archetype with the best air control of the game.
** The Robots (teams The Corrupt and Blood Fist) are also closer to the JackOfAllStats, having instead penalties on crouching and walking speed while gaining starting health (130 HP), dodging and jump height bonuses. In ''2004'', they lose their starting health, dodging and jump height bonuses, gaining instead bonuses on acceleration, damage dishing and damage taking, making them closer to the GlassCannon archetype.
** Finally, the Nightmares (team Black Legion) have penalties on running speed, jump height and damage dishing, in exchange for bonuses on acceleration, crouching and walking speed, getting them closer to the FragileSpeedster archetype. In ''2004'' they only retain their damage dishing penalty, making them closer to JackOfAllStats.

to:

** The Humans (teams Supernova, Iron Guard, Hellions and Thunder Crash) are THE the JackOfAllStats, scoring 100% in every stat except and, in ''Championship'' where they have ''Championship'', getting a starting health bonus (130 HP), removed in ''2004''.
HP).
** The Gen Mo'Kai (Fire Storm team) fit the FragileSpeedster archetype. They have bonuses for walking movement speed, acceleration, dodging, jump height and air control. As a tradeoff, they have the lowest starting health (80 HP), take more damage per hit, and have a deal less damage dishing penalty. with their weapons. ''2004'' removes their penalties to health and damage dishing and starting health penalties, dealt, as well as the dodging and jump height bonuses, but increases their running speed alongside their the damage taking, taken, emphasizing the stereotype even more.
** On the other side are the Juggernauts (teams Juggernaut and Goliath), who fit the MightyGlacier archetype. They have THE ''the'' biggest starting health bonus (190 HP) and damage taking bonus, but they also have penalties on almost every other stat such as acceleration, air control, crouching speed, dodging, walking and jump height. In ''2004'' they lose the starting health bonus as well as the jump height penalty, but their acceleration is further penalized, making them worse than the JackOfAllStats.
jack-of-all-stats.
** The Anubans (Sun Blade team) are close to balanced the JackOfAllStats, same as humans, having penalties on starting health (85 HP), damage dishing, dealt, ground acceleration and ground dodging in exchange for an OBSCENE ''obscene'' boost on Air Control (250% higher than your average character) and good air dodge and jump height bonuses. In ''2004'' they lose their penalties, gaining instead a penalty on damage taken and a running bonus, making them closer to the FragileSpeedster archetype with the best air control of the game.
** The Robots (teams The Corrupt and Blood Fist) are also closer close to the JackOfAllStats, having balanced, instead having penalties on crouching and walking movement speed while gaining starting health (130 HP), dodging and jump height bonuses. In ''2004'', they lose their starting health, dodging and jump height bonuses, gaining instead have bonuses on acceleration, to acceleration and to damage dishing both dealt and damage taking, received, making them closer to the GlassCannon archetype.
** Finally, the Nightmares (team Black Legion) have penalties on running speed, jump height and damage dishing, dealt, in exchange for bonuses on acceleration, crouching and walking speed, getting them closer to the FragileSpeedster archetype. In ''2004'' they only retain their damage dishing penalty, penalty to damage, making them closer to JackOfAllStats.another close match for Humans.



* CutscenePowerToTheMax: Dominator, Malcolm, Gorge, and Xan in the SP intro of ''2004''. To recap: Dominator can stab an opponent with his WolverineClaws; Gorge can ram opponents before filling them full of lead; Malcolm's Assault Rifles can [[CherryTapping kill multiple people in about half a second]] (impossible ingame due to how weak the rifle is); and Xan has near-invincible armor, taking multiple ''rockets'' to the back with no apparent damage (actually kind of possible, if Xan had a mega shield and keg o' health).

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* CutscenePowerToTheMax: Dominator, Malcolm, Gorge, and Xan in the SP intro of ''2004''. To recap: Dominator can stab an opponent with his WolverineClaws; WolverineClaws (completely unusable in gameplay); Gorge can ram opponents to knock them down before filling them full of lead; lead (ramming is not a move in the game); Malcolm's Assault Rifles can [[CherryTapping kill multiple people in about half a second]] (impossible ingame in-game due to how weak the rifle is); and Xan has near-invincible armor, taking multiple ''rockets'' to the back with no apparent damage (actually kind of possible, if Xan had a mega shield and keg o' health) and killing enemies in one shot with his shock rifle (only possible if either the enemy is already down to about one-third health).



* DeathSeeker: Faraleth.

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* DeathSeeker: Faraleth.Faraleth, a Gen Mo'Kai healer who went mad over her inability to help her tribe against an ailment called the "crimson scourge".



* RagdollPhysics

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* RagdollPhysicsRagdollPhysics: Introduced to the series here. A mutator allows you to make this more apparent by slowing corpses down, floating through the air to be pushed around by weapons fire as their killer pleases.
14th Jan '17 11:44:14 PM Kadorhal
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It's subverted with the deployed Leviathan's first seat's primary fire, and with the Ion Tank's first seat's primary fire. They only require a single click, though they have a significant delay between the press action and the fire action, which could have been used as a ChargeAttack, hence the subversion.

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It's subverted with the deployed Leviathan's first seat's primary fire, and with the Ion Tank's first seat's primary fire. They only require a single click, though they have a significant delay between the press action and the fire action, which could ''could'' have been used as a ChargeAttack, charged attack, hence the subversion.



* LandMineGoesClick: The Mine Layer is capable of releasing up to eight spider mines. With the secondary button you can guide them. They explode in contact with an enemy.

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* LandMineGoesClick: The Mine Layer is capable of releasing up to eight spider mines. With the secondary button you can guide them.them via laser. They explode in contact with an enemy.



** [=AVRiL=]s locked onto a target automatically adjust their flight trajectory to lead the target and score a mid-air interception instead of simply chasing it like ordinary homing weaponry in the game. To this end, they are HIGHLY maneuverable; dodging a locked [=AVRiL=] requires a WronskiFeint, a Cicada's flare or breaking the lock somehow[[note]]breaking line of sight, killing the shooter or jumping out of the vehicle as [=AVRiL=]s won't lock onto unmanned vehicles[[/note]]. [[HighSpeedMissileDodge Anything else]] and you run the risk of the missile [[OhCrap pulling a 180° turn and coming back for another pass]].

to:

** [=AVRiL=]s locked onto a target automatically adjust their flight trajectory to lead the target and score a mid-air interception instead of simply chasing it like ordinary homing weaponry in the game. To this end, they are HIGHLY ''highly'' maneuverable; dodging a locked [=AVRiL=] requires a WronskiFeint, a Cicada's flare or breaking the lock somehow[[note]]breaking line of sight, killing the shooter or jumping out of the vehicle as [=AVRiL=]s won't lock onto unmanned vehicles[[/note]]. [[HighSpeedMissileDodge Anything else]] and you run the risk of the missile [[OhCrap pulling a 180° turn and coming back for another pass]].



* DoubleEntendre: There are a few, such as when someone gets killed from an explosion from his own rocket launcher, "X fired his rocket prematurely"

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* DoubleEntendre: There are a few, such as when someone gets killed from an explosion from his own rocket launcher, "X fired his rocket prematurely"prematurely".



* GameMod: The main bread and butter of the game to the point that the game seems to be only a framework to load a lots of mods with. Mods ranging from custom characters, custom maps, custom mutator script (that is so powerful that it can even load completely new weapons, vehicles, and gameplay mechanics such as [[http://www.moddb.com/games/unreal-tournament-2004/addons/td-warfare-vehicle-pack TD Warfare Vehicle pack]] and [[http://www.runestorm.com/ballistic Ballistic]] [[Videogame/BallisticWeapons Weapons]],
** And even whole new games such as [[http://www.moddb.com/mods/fragops Frag Ops]], [[http://www.moddb.com/mods/unwheel Unwheel (which isn't even an FPS}]], and ''Videogame/KillingFloor'', which later became standalone.

to:

* GameMod: The main bread and butter of the game to the point that the game seems to be only a framework to load a lots of mods with. Mods ranging from custom characters, custom maps, custom mutator script (that is so powerful that it can even load completely new weapons, vehicles, and gameplay mechanics such as [[http://www.moddb.com/games/unreal-tournament-2004/addons/td-warfare-vehicle-pack TD Warfare Vehicle pack]] and [[http://www.runestorm.com/ballistic Ballistic]] [[Videogame/BallisticWeapons Weapons]],
** And
Weapons]]), and even whole new games such as [[http://www.moddb.com/mods/fragops Frag Ops]], [[http://www.moddb.com/mods/unwheel Unwheel Unwheel]] (which [[GenreShift isn't even an FPS}]], FPS]]}, and ''Videogame/KillingFloor'', which later became standalone. standalone.
14th Jan '17 5:56:01 PM Kadorhal
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** and even whole new game such as [[http://www.moddb.com/mods/fragops Frag Ops]], [[http://www.moddb.com/mods/unwheel Unwheel, which isn't even FPS]], and [[Videogame/KillingFloor Killing Floor]], which later became standalone.

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** and And even whole new game games such as [[http://www.moddb.com/mods/fragops Frag Ops]], [[http://www.moddb.com/mods/unwheel Unwheel, which Unwheel (which isn't even FPS]], an FPS}]], and [[Videogame/KillingFloor Killing Floor]], ''Videogame/KillingFloor'', which later became standalone.
10th Dec '16 3:20:49 PM Meyers07TheTroper
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** and even whole new game such as [[http://www.moddb.com/mods/fragops Frag Ops]], [[http://www.moddb.com/mods/unwheel Unwheel, which isn't even FPS]], and [[Videogame/KillingFloor]], which later became standalone.

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** and even whole new game such as [[http://www.moddb.com/mods/fragops Frag Ops]], [[http://www.moddb.com/mods/unwheel Unwheel, which isn't even FPS]], and [[Videogame/KillingFloor]], [[Videogame/KillingFloor Killing Floor]], which later became standalone.
10th Dec '16 3:19:59 PM Meyers07TheTroper
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Added DiffLines:

* GameMod: The main bread and butter of the game to the point that the game seems to be only a framework to load a lots of mods with. Mods ranging from custom characters, custom maps, custom mutator script (that is so powerful that it can even load completely new weapons, vehicles, and gameplay mechanics such as [[http://www.moddb.com/games/unreal-tournament-2004/addons/td-warfare-vehicle-pack TD Warfare Vehicle pack]] and [[http://www.runestorm.com/ballistic Ballistic]] [[Videogame/BallisticWeapons Weapons]],
** and even whole new game such as [[http://www.moddb.com/mods/fragops Frag Ops]], [[http://www.moddb.com/mods/unwheel Unwheel, which isn't even FPS]], and [[Videogame/KillingFloor]], which later became standalone.
10th Dec '16 2:55:19 PM Meyers07TheTroper
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Added DiffLines:

* MissionPackSequel: Subverted with Unreal Tournament 2004 intention is to replace Unreal Tournament 2003, so far as to include rebate for those who sent back Unreal Tournament 2003 copies to the publisher. It worked as Unreal Tournament 2004 not only became the best Unreal Tournament game so far but also become the base of the vast majority of mutators, mods, and total conversion released afterwards. Unreal Tournament 2003 custom maps are still working for the game.
10th Dec '16 2:51:29 PM Meyers07TheTroper
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Added DiffLines:

* AWinnerIsYou: Unreal Tournament 2003 and 2004 single player tournament mode ends with the shot of the trophy room and a booming voice that proclaim you as the champion, while AwesomeMusic plays that continues on to the main menu until you start another game.


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* LighterAndSofter: In contrast to Unreal Championship, Unreal Tournament 2003, despite technically the same game with many additions, retold the story as an intergalactic tournament game and starts with a cutscene resembling a ProfessionalWrestling match. Unreal Tournament 2004 changes it into separate action-movie esque war/battle montage, although the narration afterwards still state that it's still a tournament. The cutscene of Unreal Tournament 2003 can be seen in Unreal Tournament 2004 on the Extras section.
6th Nov '16 5:26:32 PM AM_NK
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** The Humans (teams Supernova, Iron Guard, Hellions and Thunder Crash) are THE JackOfAllStats, scoring 100% in every stat except in ''Championship'' where they have a starting health bonus, removed in ''2004''.
** The Gen Mo'Kai (Fire Storm team) fit the FragileSpeedster archetype. They have bonus for walking speed and acceleration, dodging, jumping and air control. As a tradeoff, they start with lower health, take more damage per hit, and have a damage dishing penalty. ''2004'' removes their damage dishing and starting health penalties, as well as the dodging and jump height bonuses, but increases their running speed alongside their damage taking.
** The Anubans (Sun Blade team) are JackOfAllStats, having penalties on starting health, damage dishing, ground acceleration and ground dodging in exchange for an OBSCENE boost on Air Control (250% higher than your average character) and good air dodge and jump height bonuses. In ''2004'' they lose their penalties, gaining instead a penalty on damage taken and a running bonus, making them closer to the FragileSpeedster archetype plus the best air control of the game.
** The Robots (teams The Corrupt and Blood Fist) are also closer to the JackOfAllStats, having instead penalties on crouching and walking speed while gaining starting health, dodging and jump height bonuses. In ''2004'', they lose their starting health, dodging and jump height bonuses, gaining instead bonuses on acceleration, damage dishing and damage taking, making them closer to the GlassCannon archetype.
** The Juggernauts (teams Juggernaut and Goliath) are the StoneWall of the game. They have THE biggest starting health bonus (190 HP) and damage taken (70%), but they also have penalties on almost every other stat such as acceleration, air control, crouching speed, dodging, walking and jump height. In ''2004'' they lose the starting health bonus as well as the jump height penalty, but their acceleration is further penalized, making them closer to the MightyGlacier archetype.

to:

** The Humans (teams Supernova, Iron Guard, Hellions and Thunder Crash) are THE JackOfAllStats, scoring 100% in every stat except in ''Championship'' where they have a starting health bonus, bonus (130 HP), removed in ''2004''.
** The Gen Mo'Kai (Fire Storm team) fit the FragileSpeedster archetype. They have bonus bonuses for walking speed and speed, acceleration, dodging, jumping jump height and air control. As a tradeoff, they start with lower health, have the lowest starting health (80 HP), take more damage per hit, and have a damage dishing penalty. ''2004'' removes their damage dishing and starting health penalties, as well as the dodging and jump height bonuses, but increases their running speed alongside their damage taking.
taking, emphasizing the stereotype even more.
** On the other side are the Juggernauts (teams Juggernaut and Goliath), who fit the MightyGlacier archetype. They have THE biggest starting health bonus (190 HP) and damage taking bonus, but they also have penalties on almost every other stat such as acceleration, air control, crouching speed, dodging, walking and jump height. In ''2004'' they lose the starting health bonus as well as the jump height penalty, but their acceleration is further penalized, making them worse than the JackOfAllStats.
** The Anubans (Sun Blade team) are close to the JackOfAllStats, having penalties on starting health, health (85 HP), damage dishing, ground acceleration and ground dodging in exchange for an OBSCENE boost on Air Control (250% higher than your average character) and good air dodge and jump height bonuses. In ''2004'' they lose their penalties, gaining instead a penalty on damage taken and a running bonus, making them closer to the FragileSpeedster archetype plus with the best air control of the game.
** The Robots (teams The Corrupt and Blood Fist) are also closer to the JackOfAllStats, having instead penalties on crouching and walking speed while gaining starting health, health (130 HP), dodging and jump height bonuses. In ''2004'', they lose their starting health, dodging and jump height bonuses, gaining instead bonuses on acceleration, damage dishing and damage taking, making them closer to the GlassCannon archetype.
** The Juggernauts (teams Juggernaut and Goliath) are the StoneWall of the game. They have THE biggest starting health bonus (190 HP) and damage taken (70%), but they also have penalties on almost every other stat such as acceleration, air control, crouching speed, dodging, walking and jump height. In ''2004'' they lose the starting health bonus as well as the jump height penalty, but their acceleration is further penalized, making them closer to the MightyGlacier
archetype.



** ''2004'' added the Skaarj race, which has bonuses on air control and jump height, at the expense of taking more damage.

to:

** ''2004'' added the Skaarj race, which has bonuses on air control and jump height, height (making them second to the Anubans on the issue), at the expense of taking more damage.
6th Nov '16 5:15:21 PM AM_NK
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* AscendedMeme: Players really, really liked the [=UT2003=] announcer rolling his M every time Mr. Crow was selected, as the announcer would bark out each character's name as they were selected. ('''MMMMMMMMMMMMMISTER CROW!''') Come ''2004'', and Mr. Crow's the only character left who's announced when selected.



* AscendedMeme: Players really, really liked the [=UT2003=] announcer rolling his M every time Mr. Crow was selected, as the announcer would bark out each character's name as they were selected. ('''MMMMMMMMMMMMMISTER CROW!''') Come ''2004'', and Mr. Crow's the only character left who's announced when selected.



* CompetitiveBalance: Regarding the players, using the Species Statistics mutator in ''2004'', and by default in ''Championship'':
%%** FragileSpeedster: The Gen Mo'Kai.
** JackOfAllStats: Every human. (Mercenaries, Thunder Crash, Iron Guard, Hellions...) Especially Barktooth, a character in singleplayer who has 80 in all stats and is available from the get-go.
%%** GlassCannon: To some extent, the Robots. (Both The Corrupt and the Automatons)

to:

* CompetitiveBalance: Regarding the players, Each character in ''Championship'' falls under one of six races[[note]]Humans, Anubans, Juggernauts, Nightmare, Gen Mo'Kai and Robots[[/note]], each with their own set of attributes which determine how fast they can travel and swim, how far they can jump, etc. ''2003'' ans ''2004'' eschews this by default, though it's possible to obtain ''Championship''-like behaviour in ''2004'' by using the [[https://liandri.beyondunreal.com/Species_Statistics Species Statistics mutator mutator]]. ''2004'' also adds the Skaarj as a seventh race. All of this said, here's the rundown:
** The Humans (teams Supernova, Iron Guard, Hellions and Thunder Crash) are THE JackOfAllStats, scoring 100%
in every stat except in ''Championship'' where they have a starting health bonus, removed in ''2004''.
** The Gen Mo'Kai (Fire Storm team) fit the FragileSpeedster archetype. They have bonus for walking speed and acceleration, dodging, jumping and air control. As a tradeoff, they start with lower health, take more damage per hit, and have a damage dishing penalty. ''2004'' removes their damage dishing and starting health penalties, as well as the dodging and jump height bonuses, but increases their running speed alongside their damage taking.
** The Anubans (Sun Blade team) are JackOfAllStats, having penalties on starting health, damage dishing, ground acceleration and ground dodging in exchange for an OBSCENE boost on Air Control (250% higher than your average character) and good air dodge and jump height bonuses. In ''2004'' they lose their penalties, gaining instead a penalty on damage taken and a running bonus, making them closer to the FragileSpeedster archetype plus the best air control of the game.
** The Robots (teams The Corrupt and Blood Fist) are also closer to the JackOfAllStats, having instead penalties on crouching and walking speed while gaining starting health, dodging and jump height bonuses. In
''2004'', they lose their starting health, dodging and by default in ''Championship'':
%%** FragileSpeedster:
jump height bonuses, gaining instead bonuses on acceleration, damage dishing and damage taking, making them closer to the GlassCannon archetype.
**
The Gen Mo'Kai.
Juggernauts (teams Juggernaut and Goliath) are the StoneWall of the game. They have THE biggest starting health bonus (190 HP) and damage taken (70%), but they also have penalties on almost every other stat such as acceleration, air control, crouching speed, dodging, walking and jump height. In ''2004'' they lose the starting health bonus as well as the jump height penalty, but their acceleration is further penalized, making them closer to the MightyGlacier archetype.
** JackOfAllStats: Every human. (Mercenaries, Thunder Crash, Iron Guard, Hellions...) Especially Barktooth, a character Finally, the Nightmares (team Black Legion) have penalties on running speed, jump height and damage dishing, in singleplayer who exchange for bonuses on acceleration, crouching and walking speed, getting them closer to the FragileSpeedster archetype. In ''2004'' they only retain their damage dishing penalty, making them closer to JackOfAllStats.
** ''2004'' added the Skaarj race, which
has 80 in all stats bonuses on air control and is available from jump height, at the get-go.
%%** GlassCannon: To some extent, the Robots. (Both The Corrupt and the Automatons)
expense of taking more damage.
This list shows the last 10 events of 91. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.UnrealTournament2004