Unreal Tournament III is the latest installment in the Unreal series. It was made by Epic Games, and was released for PC and PlayStation 3 in 2007, followed by the Xbox 360 in 2008.The game was an attempt to introduce some serious changes and additions to the gameplay, trying to reunite the already Broken Base of both Unreal Tournament and Unreal Tournament 2004, another major graphics update, and new maps.The single-player campaign has an actual plot! It's also the first Unreal Tournament game where you don't actually compete in the Unreal Tournament. Instead, you play as Reaper, the leader of the Roninteam, who were rescued by and hired for the Izanagi corporation after the Krall invasion of theTwin Souls colony, while the three corporations face against each other for controlling different universes, and at the same time fight against the Necris race, who wants to infest and assimilate all the worlds they can. The team was put under the command of Malcolm, a former Tournament champion and the series' face.Its real lastability lies in the almost limitless potential for modding, though, but the single-player campaign is a fun ride in itself, and multiplayer... oh boy, the multiplayer.It should also be noted that, like previous installments of the UT franchise, this one's Game Engine has been very popular amongst developers and their games. Batman: Arkham Asylum, the Mass Effect franchise, Mirror's Edge, sibling Epic franchise Gears of War, Mortal Kombat vs. DC Universe, the Medal of Honor franchise, Rainbow Six: Vegas, the Star Trek preboot's tie-in ("Star Trek DAC"), and even Infinity Blade for iOS are just a few of the titles which utilize this game's underpinnings.Check the game's character sheet for character specific tropes.
3... 2... 1... Play!
Bear in mind that tropes which also apply to past games may apply here as well.
"The Arsenal is a former Liandri munitions plant whose remote location was intended to reduce collateral damage in case of an accident. As Hyperion expanded and modern plants came into operation, the Arsenal fell on hard times. All human colonists were pulled from the plant over a decade ago, and all robotics about a year later."
As always, the Redeemer's secondary fire allows you to take control of the missile, and guide it around until it explodes. You are left vulnerable, since you can't see what's happening around you in this mode, though.
Being gibbed at any point leads the player to a "head bouncing around-cam" shot.
There's also the SPMA, short for Self Propelled Mobile Artillery. The second fire of the main seat lets you take control of a small missile which acts as both a satellite-like cam (where you choose where to shoot your next swarm of missiles) and a projectile. While it's shooting, you can follow said projectile's trajectory. It has the same drawback as the Redeemer, though.
Ascended Extra: The Krall were just Mooks in the original Unreal. In UT3, they're a playable race.
Loque was just one of the default customized bots (and one of the Deathmatch ladder's warriors) in Unreal Tournament. Here, he's almost a boss, (seemingly, next to Akasha) and was Promoted to Playable. The reason? He was the hardest customizable bot in the original UT.
It's also implied that, in case of survival, he's still wanted by the Phayder Corporation for space invasion, has no way to go back to his home planet, and he doesn't have Izanagi (or Axon or Liandri, for that matter) backing him anymore due to the actions of his team during the campaign.
And if that wasn't enough, the series mascot/hero Malcolm turns out to be the big asshole, but that much was obvious from about halfway through the game.
Capture the Flag: Once again comes in both regular and Vehicle varieties - and this time, there are actually official VCTF maps.
Car Fu: Quite frequent with vehicles in the Warfare and Vehicle CTF modes. Vehicles kill dismounted enemies, regardless of how much health they have. Upon collision, vehicles damage players based on the momentum of the vehicle. However, due to the fact that most vehicle use is usually at the maximum possible speed (actually controlling the speed of the vehicle is a non-trivial task), this generally results in vehicle OHK Os.
Character Customization: Aside from being able to do this via modding, the game allows you to choose several stuff for your character such as chests, goggles, helmets, etc.
Among the weapons, the Impact Hammer's both fires, the Biorifle's secondary fire, and the Rocket Launcher's secondary fire.
Among the vehicles, the Hellbender's second seat's primary fire, and the Cicada's first seat's primary fire.
It's subverted with the deployed Leviathan's first seat's primary fire. It only requires a single click, though it has a significant delay between the press action and the fire action, which could have been used as a Charge Attack, hence the subversion.
Deadly Upgrade: By using the Titan mutator, you can become a Titan, a big hulking bud who has just two (very deadly) weapons and can't complete objectives such as capturing flags and taking nodes, skulls, and orbs. Later, while in Titan mode, the user also can become a Behemoth, which has the same weapons with more damage, its bigger than everything... but has 30 seconds of duration. When time runs over, the player will explode in the same manner as the Redeemer's missile.
The Cicada and the Raptor in Axon's side; and the Fury in the Necris side.
There's also the chance of pancaking an unlucky opponent with a tank, regardless of how long it took you to drive it up the cliff and how likely it is to fail.
Death Is Not Permanent: Justified in-universe. It's explained several times in the campaign that the Respawner technology has its limits, and, in order to make the Ronin' enemies to retreat, they must wear off their respawner charges.
Difficult but Awesome: Dual-wielding Enforcers. The reason it's difficult is that bots only drop the gun they're currently using, and they're programmed to switch away from starting weapons the instant they have something better. The reason it's awesome is that dual Enforcers are one of the best weapons in the game, combining Hit Scan accuracy with high rate of damage.
Double Jump: Partially toned down for this game, compared to UT200X.
Downer Beginning: The intro of the Campaign shows the Krall invasion of the Twin Souls colony. It's implied that, after Reaper was rescued by Jester and Othello and brought to the Izanagi medical center, the entirety of the colony was overran, thus kickstarting the plot and Reaper's Roaring Rampage of Revenge.
Downloadable Content: The PS3 version had, aside of user-created content for the console, two official Bonus Packs, but again, all the content from the first Bonus Pack and the Xbox360 exclusive maps were included in the second pack, the "Titan Pack", which is also the biggest pack to the date. Needless to say, this pack is also available for the PC version.
Ironic Echo: In the Act II intro, almost at the beginning of the game, Reaper meets Malcolm. He says that the Ronin team is a valuable asset, something which Reaper replies with "A real disposable asset". It's subverted at first, in the beginning of the final chapter, when he praises the Ronin team, and they decide to continue their hunting of Akasha. And before the final fight against Akasha, Malcolm, after talking of business with a Phayder executive, switches screen to heck the team and says "A real disposable asset. Tough break, kid". Cue Reaper's teammates being killed while Reaper fights against Akasha. "A real disposable asset", indeed.
Fragile Speedster: The Raptor is incredibly fast, can kill enemies on foot in a matter of seconds, and can deal incredible damage to most vehicles with its missiles. It's also only durable enough to survive maybe two AVRiL rockets, and getting hit with most other weapons sends it spinning out of control. Same with the Manta and the Viper, which are just as fast and is almost tailored specifically towards crushing anyone who isn't in a vehicle, but has even less armor than the Raptor.
Gameplay and Story Integration: Respawning is accomplished with advanced alien technology. It wears out after a certain number of respawns, though, so the deathmatch system, where you have to kill a certain number of enemies in order to break their system, was created. And these are the basic models for Deathmatch: in CTF/VCTF, respawners are fueled by the FLaG devices, and in Warfare, your Power Core provides the energy needed to keep your respawners rolling. All that's left is to explain what's the source on Betrayal and Greed.
Gangsta Style: The Enforcer's alternative fire replaces this with burst-fire, though keeping the crosshair on an opponent for about two seconds causes you to fire this way.
Hold the Line: With the lack of an Assault gametype, many Warfare maps of the Attack-versus-defense variety end up being this, such as WAR-Islander, where a team starts with vehicles and the other team has turrets, (with WAR-Islander_Necris inverting the teams) and WAR-Hostile, where the Red team has access to a countdown node which can destroy the Blue core in a single hit.
DM-HeatRay features the Darkwalker. Put the Darkwalker out of that map, and the name loses its meaning.
DM-DarkMatch is a match in a factory where the energy system is malfunctioning, aside of being a long Continuity Nod towards Unreal, which featured a map in this mode.
WAR-FloodGate has a special countdown node which, when reaching 0, sunk the affected core and damaged it with water.
Mighty Glacier: The Darkwalker and the Leviathan. The latter has ton of health and nasty laser weapon with a decent rate of fire. The former has several times as much health as anything else in the game, four turrets, each with a different weapon, in addition to the main gun used by driver. It can also anchor itself and fire a Wave Motion Gun that destroys everything in one hit except cores and other Leviathans.
At the beginning of the campaign, there's a kid who finds a medallion with the first UT's logo.
The name of Act III is "The Liandri Conflict", which is also the subtitle of Unreal Championship 2.
The maps DM-DarkMatch and CTF-SearchLight reference two concepts from the first Unreal: the Darkmatch gametype, and the Searchlight item. The Titans and Behemoths also take their names from the Titan and Behemoth enemy classes from the first Unreal game.
No OSHA Compliance: Some fights take place in abandoned munitions factories which were closed some time before the battles themselves. There's also a robot-building conveyor level, and, of course, the game's remake of Deck takes place in a factory with loads of slime.
Obvious Beta: Shortly after the first retail release, the GUI was shown to be incomplete, with "GUI Breaking Bugs", especially hitting the server joining features and lacking essential features. There was also a bug where the game didn't saved your progress on the campaign. Although all of them are currently fixed, they still made an impact on the game's first impression when it was released.
Retcon: The Necris. In UT, they are explicitly described as aliens who have "declared a kind of guerilla war against Earth". In this game, they are humans resurrected using nanoblack, something already known from UC2.
The Phayder corporation isn't fully explained in the first UT, but appears to be some sort of military unit or assassin's guild. In this game, Phayder is the corporation that creates and raises the Necris.
Standard FPS Guns: Largely averted. Most of the weaponry has a different feel to it, and one of UT's selling points is that its weapons invariably have some function attached to the alt-fire button. How weapons differ:
The Impact Hammer returns from UT, replacing the Shield Gun. Unlike other FPS where melee usually consists of a punching or stabbing motion, this item you charge up and run into people with; it can also be used to Rocket Jump. Alt-Fire will release an EMP burst that does significant damage to vehicles and will knock Power Ups out of on-foot enemies.
The Enforcer returns from UT, replacing the Assault Rifle. The alt-fire gives you a three-round burst instead of Gangsta Style; instead, your player will automatically tilt the gun sideways if you keep your crosshairs on a target for long enough. Can be dual-wielded.
The Bio-Rifle remains unchanged.
The Shock Rifle remains unchanged.
The Link Gun remains unchanged.
The Tarydium Minigun replaces the standard gatling seen in the first two games. Instead of bullets, it fires shards of the local Phlebotinum; the longer you hold down the trigger, the higher the rate of fire. Alt-fire reduces your output but gives you semi-homing shots that impart physical momentum and push the victim around.
The Flak Cannon remains unchanged.
The Rocket Launcher remains unchanged.
The Sniper Rifle returns from UT, replacing the Lightning Gun.
The Redeemer remains unchanged.
The AVRiL remains unchanged.
Storming the Castle: The last act invokes this with the Ronin team going on to Omicron-6 (the Necris' planet) in order to finish Akasha.
The Computer Is a Cheating Bastard: Just one example of many: when playing Warfare, the computer's team gets two orbs. If you are very (un)lucky, you might even see both of them.
The Shangri-La: the maps DM-RisingSun, DM-ShangriLa and CTF-Reflection are all designed after a popular interpretation of Shambhala.
Trailers Always Spoil: A very unfortunate variation of this trope occurs in the game's setup program - if you watch the files being installed, you will notice that one of the video files is suspiciously named "malcolmbetrayal".
Updated Re-release: Unreal Tournament III: Black Edition => UT3 + Titan Pack. It's only sold at Steam, and had many Free Weekends, where the people could download the ENTIRE game for free on a determined weekend and tried it.
Variable Mix: Some maps (such as Rising Sun) switch between a peaceful and combat music. If you're by yourself, you can force the combat music by attacking yourself and sustain it by firing your weapon.
Video Game Cruelty Potential: Par for the course, but this time you have several extra tools to accomplish more creative and sadistic killing.