Follow TV Tropes

Following

History WhatCouldHaveBeen / Unreal

Go To

OR

Is there an issue? Send a MessageReason:
None


* A UsefulNotes/Nintendo64 version was allegedly in the works, via the Disc Drive add-on, with said port being made by a smaller division of DMA Design (now [[Creator/RockstarGames Rockstar North]]). The port was cancelled for two primary reasons: first the Nintendo 64 Disk Drive [[NoExportForYou never left Japan]], and even so was a huge flop, and secondly, the division of DMA that was to handle the port went out of business just before DMA was bought out by Rockstar Games and became Rockstar North.

to:

* A UsefulNotes/Nintendo64 Platform/Nintendo64 version was allegedly in the works, via the Disc Drive add-on, with said port being made by a smaller division of DMA Design (now [[Creator/RockstarGames Rockstar North]]). The port was cancelled for two primary reasons: first the Nintendo 64 Disk Drive [[NoExportForYou never left Japan]], and even so was a huge flop, and secondly, the division of DMA that was to handle the port went out of business just before DMA was bought out by Rockstar Games and became Rockstar North.
Is there an issue? Send a MessageReason:
Trope was cut/disambiguated due to cleanup


* The ending of the base game would've been different from what we've got. [[spoiler:Prisoner 849 would've fled to another planet or moon, and the entirety of ''Return to Na Pali'' [[ForWantOfANail would have played differently or not played at all]]]].

to:

* The ending of the base game would've been different from what we've got. [[spoiler:Prisoner 849 would've fled to another planet or moon, and the entirety of ''Return to Na Pali'' [[ForWantOfANail would have played differently or not played at all]]]].all]].
Is there an issue? Send a MessageReason:
Updating Link


** There were a few cut taunts, including Xan calling you a "jackoff" and the Male Commando voice making a ''Franchise/FantasticFour'' reference.

to:

** There were a few cut taunts, including Xan calling you a "jackoff" and the Male Commando voice making a ''Franchise/FantasticFour'' ''ComicBook/FantasticFour'' reference.
Is there an issue? Send a MessageReason:
None


* Before leaving Creator/EpicGames, lead producer Cliff Bleszinski [[https://twitter.com/therealcliffyb/status/1432812876704755717 pitched a remaster as his last request]] before departing the company.

to:

* Before leaving Creator/EpicGames, lead producer Cliff Bleszinski Creator/CliffBleszinski [[https://twitter.com/therealcliffyb/status/1432812876704755717 pitched a remaster as his last request]] before departing the company.



* There's also a "default" mugshot, a black and white picture of game designer [=CliffyB=], that's supposed to be used for character models that don't have a defined separate mugshot, but since every character model in the released game has a defined mugshot, in the unmodified game it only shows up in an EasterEgg in DM-Codex.

to:

* There's also a "default" mugshot, a black and white picture of game designer [=CliffyB=], Creator/CliffBleszinski, that's supposed to be used for character models that don't have a defined separate mugshot, but since every character model in the released game has a defined mugshot, in the unmodified game it only shows up in an EasterEgg in DM-Codex.



** According to lead designer Cliff Bleszinski, he wanted the announcer to yell out "Nice Catch" or something like that when the players grabbed someone's gun out of the air after they fragged their enemies and their weapon went flying. The final game features a "Nice Catch!" audio line from the announcer [[DummiedOut which is unused]].
** According again to Cliff Bleszinski, he wanted the announcer to yell out "Combo Reversal!" if the players managed to get their foe to accidentally shoot their Shock Rifle alt fire with their primary fire, thus blowing themselves up. Unlike "Nice catch!", there's no announcer line remaining among the game's files.

to:

** According to lead designer Cliff Bleszinski, Creator/CliffBleszinski, he wanted the announcer to yell out "Nice Catch" or something like that when the players grabbed someone's gun out of the air after they fragged their enemies and their weapon went flying. The final game features a "Nice Catch!" audio line from the announcer [[DummiedOut which is unused]].
** According again to Cliff Bleszinski, he wanted the announcer to yell out "Combo Reversal!" if the players managed to get their foe to accidentally shoot their Shock Rifle alt fire with their primary fire, thus blowing themselves up. Unlike "Nice catch!", there's no announcer line remaining among the game's files.
Is there an issue? Send a MessageReason:
None


* A Dreamcast port was also in the works, but GT Interactive lost the founding and it was cancelled.

to:

* A Dreamcast port was also in the works, but GT Interactive lost the founding funding and it was cancelled.



** According to Cliff Bleszinski, the [[DownloadableContent Inoxx Pack]] [[ExactlyWhatItSaysOnTheTin (a bonus pack composed of maps created by CTF-Face mapper Cedric "Inoxx" Fiorentino)]] is composed by maps which weren't finished in time for the retail release and map ideas which Inoxx was tinkering with after the game was released.

to:

** According to Cliff Bleszinski, the [[DownloadableContent Inoxx Pack]] [[ExactlyWhatItSaysOnTheTin (a bonus pack composed of maps [[ExactlyWhatItSaysOnTheTin created by CTF-Face mapper Cedric "Inoxx" Fiorentino)]] is composed by of maps which weren't finished in time for the retail release and map ideas which Inoxx was tinkering with after the game was released.



* There's also a "default" mugshot, a black and white picture of game designer [=CliffyB=], that's supposed to be used for character models that don't have a defined separate mugshot, but in the unmodified game only shows up in an EasterEgg in DM-Codex.

to:

* There's also a "default" mugshot, a black and white picture of game designer [=CliffyB=], that's supposed to be used for character models that don't have a defined separate mugshot, but since every character model in the released game has a defined mugshot, in the unmodified game it only shows up in an EasterEgg in DM-Codex.



** [[RunningGag According again to Cliff Bleszinski]], he wanted a [[VideoGameDashing "dodge in midair"]] mutator that allowed the players to jump off a ledge and double tap and move laterally in midair.

to:

** [[RunningGag According again to Cliff Bleszinski]], he wanted a [[VideoGameDashing "dodge in midair"]] mutator that allowed the players to jump off a ledge and double tap and move laterally in midair. This would presumably be the inspiration for the ability in ''VideoGame/UnrealTournament2003'' to [[WallJump dodge off of walls]].



** The Enforcer was supposed to reload after every twenty shots like its inspiration, the Automag from ''Unreal'' (supposedly, its spread was widened to compensate after reloads were removed)

to:

** The Enforcer was supposed to reload after every twenty shots like its inspiration, the Automag from ''Unreal'' (supposedly, its spread was widened to compensate after reloads were removed)removed).



--> '''Manual:''' ''"The pulse blaster uses clips containing 50 rounds, which must be replaced after they are emptied."''

to:

--> '''Manual:''' ''"The -->''"The pulse blaster uses clips containing 50 rounds, which must be replaced after they are emptied."''



** According to a post-mortem released by Brandon "GreenMarine" Reinhart, there were plans to have true cinematics for the Ladder mode.

to:

** According to a post-mortem released by Brandon "GreenMarine" "[=GreenMarine=]" Reinhart, there were plans to have true cinematics for the Ladder mode.



* The Unreal Tournament Preservation Group (UTPG) was the first group of community members who began developing community patches for the game, releasing patches for versions 440 and 451, the latter being an infamous patch that broke the LevelEditor. A third patch for version 468 was in the woeks when the group went AWOL and their page was taken down. This is why the [=OldUnreal=] team's patch has the version number 469.

to:

* The Unreal Tournament Preservation Group (UTPG) was the first group of community members who began developing community patches for the game, releasing patches for versions 440 and 451, the latter being an infamous patch that broke the LevelEditor. A third patch for version 468 was in the woeks works when the group went AWOL and their page was taken down. This is why the [=OldUnreal=] team's patch has the version number 469.



* DM-Inferno was going to be a retail map for ''Championship'', as seen on the trailers, but work on it couldn't be finished, so instead it was released on the Bonus Pack.

to:

* DM-Inferno was going to be a retail map for ''Championship'', as seen on the trailers, but work on it couldn't be finished, so instead it was released on in the Bonus Pack.
Is there an issue? Send a MessageReason:
None


* [[http://epicknights.com/ubb/Forum5/HTML/000430.html Before "semi-amicably" leaving Epic Games]], James Green pitched [[AscendedFanfic the official inclusion]] of [[https://www.moddb.com/mods/ut-skins-voices-mods-fixes/downloads/advanced-model-support Advanced Model Support]] into a patch, as well as raising the class limit which would have allowed better mods to come in the future.

to:

* [[http://epicknights.[[https://web.archive.org/web/20010708065530/http://epicknights.com/ubb/Forum5/HTML/000430.html Before "semi-amicably" leaving Epic Games]], James Green pitched [[AscendedFanfic the official inclusion]] of [[https://www.moddb.com/mods/ut-skins-voices-mods-fixes/downloads/advanced-model-support Advanced Model Support]] into a patch, as well as raising the class limit which would have allowed better mods to come in the future.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* [[http://epicknights.com/ubb/Forum5/HTML/000430.html Before "semi-amicably" leaving Epic Games]], James Green pitched [[AscendedFanfic the official inclusion]] of [[https://www.moddb.com/mods/ut-skins-voices-mods-fixes/downloads/advanced-model-support Advanced Model Support]] into a patch, as well as raising the class limit which would have allowed better mods to come in the future.

Added: 505

Changed: 1466

Removed: 240

Is there an issue? Send a MessageReason:
Deleted bits are either present on RefittedForSequel.Unreal or were pure Word Cruft.


* The game featured {{hub level}}s, most notably "[=NyLeve's Falls=]", which would be revisited after "Rrajigar Mine", and "Nagomi Passage", which eventually made it into ''Return to Na Pali''.

to:

* The game featured {{hub level}}s, most notably "[=NyLeve's Falls=]", which would be revisited after "Rrajigar Mine", Mine" and "Nagomi Passage", which eventually made it into ''Return to Na Pali''."Chizra".



* A DummiedOut weapon called [=QuadShot=] (short for "Quadruple Shotgun", which is ExactlyWhatItSaysOnTheTin) was in the works during development but was scrapped in favor of the more intuitive and setting-friendly Flak Cannon. Its assets survived, however, and while it's possible to place the item in game with the level editor or console commands, it doesn't work, and if you pick it up, it just messes up your screen, so you can't shoot. Some fan mods have made a functional [=QuadShot=], and the gun was completed by the [=OldUnreal=] team in v227, even being showcased in the Deathmatch demonstration maps.
* The [[TheDragon Warlord]] was originally going to make a [[TheCameo cameo]] in the first level after you escape the ship where he kills someone, makes a threatening gesture, and then leaves. It was removed to keep his presence a surprise.

to:

* A DummiedOut weapon called [=QuadShot=] (short for "Quadruple Shotgun", which is ExactlyWhatItSaysOnTheTin) was in the works during development but was scrapped in favor of the more intuitive and setting-friendly Flak Cannon. Its assets survived, however, and while it's possible to place the item in game with the level editor or console commands, it doesn't work, and if you pick it up, it just messes up your screen, so you can't shoot. Some fan mods have made a functional [=QuadShot=], and the gun was completed by the [=OldUnreal=] team in v227, even being showcased in the Deathmatch demonstration maps.
* The [[TheDragon Warlord]] was originally going to make a [[TheCameo cameo]] in the first level after you escape the ship "Nyleve's Falls", where he kills someone, makes a threatening gesture, and then leaves. It was removed to keep his presence a surprise.



* According to the localization files, the tomb mapper Elliott Cannon dedicated to his mascot Myscha in the level "Bluff Eversmoking" was going to feature another fictional dead character, with the inscription for said tomb being ''"High Priest Na'Then of Yurash 450-561"''.
* There was also a Playstation version with a completely new campaign called "Rise of Jrath" that was canceled and never released despite being nearly finished. A UsefulNotes/Nintendo64 version was also allegedly in the works, via the Disc Drive add-on, with said port being made by a smaller division of DMA Design (now [[Creator/RockstarGames Rockstar North]]). The port was cancelled for two primary reasons: first the Nintendo 64 Disk Drive [[NoExportForYou never left Japan]], and even so was a huge flop, and secondly, the division of DMA that was to handle the port went out of business just before DMA was bought out by Rockstar Games and became Rockstar North.

to:

* According to the localization files, the tomb mapper Elliott Cannon dedicated [[InMemoriam dedicated]] to his mascot Myscha in the level "Bluff Eversmoking" was going to feature another fictional dead character, with the inscription for said tomb being ''"High Priest Na'Then of Yurash 450-561"''.
* There was also a Playstation version with a completely new campaign called "Rise ''Rise of Jrath" Jrath'' that was canceled and never released despite being nearly finished. finished.
*
A UsefulNotes/Nintendo64 version was also allegedly in the works, via the Disc Drive add-on, with said port being made by a smaller division of DMA Design (now [[Creator/RockstarGames Rockstar North]]). The port was cancelled for two primary reasons: first the Nintendo 64 Disk Drive [[NoExportForYou never left Japan]], and even so was a huge flop, and secondly, the division of DMA that was to handle the port went out of business just before DMA was bought out by Rockstar Games and became Rockstar North.



* The expansion ''Return to Na Pali'' originally would have been completely different from what we've known. It would have featured the Skaarj and Mercenaries as playable races, with exclusive weapons, and the same level could feature different enemies/allies/goals/items depending on the playable race.

to:

* The expansion ''Return to Na Pali'' originally would have been completely different from what we've known. It would have featured the Skaarj and Mercenaries as playable races, with exclusive weapons, and the same level could feature different enemies/allies/goals/items depending on the playable race.



* The game itself started development as an ExpansionPack for Unreal called the "Bot Pack", until Creator/EpicGames CEO Mark Rein decided that it would fare better as a standalone game, due to the many changes to the netcode and the massive number of new maps. Hence the entire asset library of ''Unreal'' available, with the exception of the music and the maps - weapons, items and even enemies are all present in the files, coded and animated and perfectly functional if placed in a map or spawned through the console.

to:

* The game itself started development as an ExpansionPack for Unreal called the "Bot Pack", until Creator/EpicGames CEO Mark Rein decided that it would fare better as a standalone game, due to the many changes to the netcode and the massive number of new maps. Hence the entire asset library of ''Unreal'' available, with the exception of the music and the maps - weapons, items and even enemies maps, are all present in the files, coded and animated and perfectly functional if placed in a map or spawned through the console.



** There was going to be a teamless Domination variant.
** There was going to be a version of CTF that used all four teams. This was dropped early in development, however the assets remained so other people could implement the modes as a GameMod (the results being [[https://www.moddb.com/mods/multiteam-ctf MultiCTF]] and [=CTF4/CTF+=]).

to:

** There was going to be a A teamless Domination variant.
** There
variant was going to be a considered.
** A
version of CTF that used all four teams.teams was also considered. This was dropped early in development, however the assets remained so other people could implement the modes as a GameMod (the results being [[https://www.moddb.com/mods/multiteam-ctf MultiCTF]] and [=CTF4/CTF+=]).



** The empty cave near the starting location in AS-Mazon had a Redeemer in the betas.

to:

** The empty cave near the starting location in AS-Mazon had a Redeemer in the betas.Redeemer.
Is there an issue? Send a MessageReason:
None


* There were some deathmatch maps which were cut from the final game in ''Unreal'', but appeared in the betas: Eclipse (known as [=Sky12=]), Morbfanza (a mashup of Deathmatch levels Ariza, [[DeadlyRotaryFan DeathFan]] and Morbias) and Splash Fortress (a level full of warping portals). On the single-player side of things, the levels Soledad, Morose, Nexus, Nexus End, Mercenary Shipping Lane, Cryox and Velora Cellars were eventually cut.

to:

* There were some deathmatch maps which were cut from the final game in ''Unreal'', but appeared in the betas: Eclipse (known as [=Sky12=]), Morbfanza (a mashup of Deathmatch levels Ariza, [[DeadlyRotaryFan DeathFan]] and Morbias) and Splash Fortress (a level full of warping portals). On the single-player side of things, the levels Soledad, Morose, Nexus, Nexus End, Mercenary Shipping Lane, [=FHub4=], Cryox and Velora Cellars were eventually cut.

Top