Unreal II: The Awakening

aka: Unreal 2
Moby ID: 8377
Windows Specs
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Description official descriptions

Some years after the Strider Wars, humanity has resumed its expansion into space. On the rough frontier, it falls to the Terran Colonial Authority to maintain peace and order among the outlying colonies and outposts. TCA Marshal John Dalton and the crew of his ship, the Atlantis, patrol this dangerous sector of space when several distress calls lead to the discovery of alien artifacts with unique properties. Soon, the hunt for these artifacts is on between several alien factions as well as human corporations and their mercenary forces, with the TCA and their allies caught in the middle.

The first-person shooter Unreal II, while a sequel to Unreal, has no direct connection to the first game except being set in the same universe (with the Skaarj from Unreal and the Liandri Corporation from Unreal Tournament being major enemy factions). The player controls John Dalton through a dozen missions, taking place in such locations as the dense jungle of a tropical planet, a research facility on a frozen moon, the insides of a planet-sized living organism, the home world of an insectoid machine civilization, as well as a huge starship.

The weapon arsenal consists of more than a dozen guns. Standard types include pistols, an assault rifle, shotgun, and sniper rifle. Some heavier ones are a flame thrower, as well as rocket and grenade launchers, with the grenade launcher being able to use six different ammunition types, including fragmentation, EMP and smoke grenades. Available in later missions are weapons adapted from alien technologies. These include various energy guns, a biological weapon that creates living spiders that attack enemies, and an autonomous floating orb that either seeks out and attacks enemies or circles around the player in point defense. As in other Unreal titles, each weapon has two different firing modes.

Missions are usually of the run-and-gun type, but there are exceptions. Several levels include defense assignments where either a position must be held for a certain time or a character be kept alive. These levels usually include additional tools such as energy barriers and automated turrets that can be placed by the player in any location. Sometimes, AI-controlled characters will be there to help out the player as well. In that case they can be given orders on which sector to defend or patrol, for example.

The story of the game is told through a variety of means: besides in-engine cutscenes, there is a lot of radio chatter during a mission; in fact, it's not unusual for mission objectives to completely change due to story developments. Between missions, Dalton can wander freely about the Atlantis and chat with his crew, going into their personal backstories as well as more details about the main plot.

Spellings

  • 虚幻II:觉醒 - Simplified Chinese spelling

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Credits (Windows version)

227 People (207 developers, 20 thanks) · View all

Reviews

Critics

Average score: 79% (based on 43 ratings)

Players

Average score: 3.3 out of 5 (based on 108 ratings with 12 reviews)

This game is exactly like Jell-O.

The Good
Requisite statement: whoo boy, these are some really nice graphics. All sarcasm aside, they are pretty good, although since the levels themselves are so plain the sharp visuals occasionally fail to impress. One level in particular, set in a laboratory, has this one room, see, that's like, all melted and stuff, and there's this laser, right, and it's like, reflecting off everywhere. And it looks good, and stuff.

The Bad
I think this may be the plainest game I've ever played. It's not outstanding in either direction - not great, not bad, not even really good - it's the digital equivalent of Jell-O. I rushed out and bought "Unreal 2" after having starved myself of FPSes since the mostly excellent "Aliens versus Predator 2." I didn't really know what to expect, since I had not played any incarnation of the "Unreal" franchise before, but I hoped that it would at least be fun in a cliched way.

It's definitely cliched, that's for sure. Normally, I don't slam games for this sin, since most don't aspire to impress with their plots. You know, save the universe, rescue the chick, ad infinitum. However, "Unreal 2" slathers the plot on thick. In between almost every mission, you have to wander in your ship, talking to their teammates and learning about their pasts and why they're so fucked up. They're actually not bad teammates - I especially liked the funky alien pilot. Nevertheless, the story is quite dull, and it's made even more so thanks to the monotonic delivery of the main character. His voice is as flat and boring as the game's weaponry.

Boring plots and linear levels are mostly venial sins for FPSes. Boring weaponry, however, is a truly cardinal crime. "Unreal 2" features some real snorers, starting with the standard issue popgun (lame), then moving on to the standard issue machine gun (oh, it shoots, like, radioactive splinters? Count me in!), complete with the standard issue rocket launcher, grenade launcher, and the now-standard issue flamethrower (which does sport some nifty graphics boy-howdy). We've all seen these weapons countless times before, and they've been done much better. Really, rushing a group of Imps in "Doom" and gutting them with the shotgun still gives me more thrills than coring the enemies in this game with any of its tired weapons. The programmers must have realized just how 1990s their arsenal was, so they attempted to spice it up with "innovations" like the spider gun. Yes, you heard me right, the spider gun. What does the spider gun do, you ask? It shoots a little spray of biomass that produces lots of little lifeforms that swarm onto whoever you aim your cannon at (yeah, it's a little like fucking). What do the little spiders do? They piss off the enemy. I was ecstatic as I watched the bad guy I just shot angrily swat away some spiders before he pulled out his shotgun and corpseified me.

The Bottom Line
A really disappointing don't-bother experience.

Windows · by Lucas Schippers (57) · 2003

An impressive tech demo thinly disguised as a game.

The Good
After the impressive track record of the somewhat predictable but hugely entertaining Unreal series of games one can only assume that Unreal 2 is going to be utterly huge and while in a couple of ways it is, that assumption is largely a mistake. The latest version of the Unreal Warfare engine drives this game and it's looking better than ever with unprecedented detail on all counts. Grass waves, each little metal bolt and rivet actually sticks out rather than just being a texture and shadows bend convincingly over the surroundings. The best feature of Unreal 2 by far is the level editor. With a strong basis to create mods and scenarios, an ambitious team could do wonders with this and designers are given some real power to play around with. Best of all since the game is based on Unreal Technology if you've ever had any prior experince editing an Unreal game then you'll feel right at home here. Unfortunately the other good points of the game aren't really that great. There are some fun scenarios such as defending a base and leading a squad of marines as well as some nice, if a little generic weaponry but...

The Bad
sadly these things are not enough to take the game to the same level as the graphics engine. The sad attempt at a story is sloppily put together and as thin as water. Even the attempt at interactive conversation trees is unfounded because at no point can the conversation be taken in new directions. All the player can do is simply exhaust all possible options until the characters shut up. The gameplay is very generic and strangely unplayable largely due to ridiculous accuracy from some enemies coupled with slow sluggish movement. Your character also has the (dis)ability to jump-dodge with a double tap of a direction key which sounds good but more often than not it results in him performing an unnerving leap to certain death over a cliff because you were trying to strafe in bursts.

The Bottom Line
This game is a senseless waste of technology. What could have been a ground breaking and stunningly well realised game has turned out to be nothing more than a glorified tech demo covered in a thin shooter wrapping. Mod authours will no doubt take full advantage of the engine and create add-ons that far outstrip the original but until then we're left with a very meger offering indeed.

Windows · by Sycada (177) · 2003

This is not actually a game

The Good
I have to admit - graphics are mostly great. The scale and the variety of the levels is amazing, especially landscapes. Skies look extremely cool - being on a satellite of a gas giant with huge rings across the sky is a beautiful experience.

Sound is adequate. Nothing mindblowing, mind you, but decent.

The Bad
The game process. The story. The interactivity. Everything that constitutes a game. The levels are extremely linear. In fact they are so linear, you would remember Wolfenstein 3D (the original) with nostalgia. To add insult to this injury, the sriptwriters decided to constantly instruct you what to do next in the lamest possible way. Imagine constantly being assigned new objectives (such as "heal a survivor") before you realise the situation (in this case see this damn "survivor") or being instructed to find a way around a barricade before you see this stupid barricade.

Next. The story has every cliche from the last 8 years of FPS games. Imagine looking at an apparently "surviving" human being dragged under the door which breakes right after that on almost every level. Like we never saw this in Unreal 1, or AVP2, or anywhere else. Then you have voiceovers of your main character and other random people constantly telling you "it is safe"/"there are no more bad guys"/"that was easy" exactly 5 seconds before some more enemies are jumping at you. That is unbelievably lame and boring.

Now the story. There is none. You basically ran straight through the levels killing everyone (with pauses for level loading every minute or so). There are some random people/objects/objectives that you don't really care about. The only character that you might care about is your female friend. And the only reason you might care about here is that she is actually female and has boobs. BTW, she is not pretty. Not even for a 3d game character. She is actually quite ugly...

Next, interactivity. There is none. Forget cutting-edge stuff from Duke Nukem 3D. No more breaking glass. No more nothing. The levels are made in one single piece. There is basically nothing you can interact with, except meaningless buttons and switches. Imagine having 3 (THREE!) switches in an elevator... And to again insult our intelligence, all such buttons and switches are highlighted on the screen so that you do not spend any time actually thinking about where to click. On one level they have 3 or 4 "laboratories" that look exactly the same. And it's not that they look like laboratories either. Forget Half-Life level design. Think "Quake 2"-style laboratories, i.e. empty rooms with boxes. And the lamest thing is that there is a voice-over like "entering biological laboratory," "entering some other laboratory", etc. Like one can actually give a shit... Yeah, whatever.

A game is something that is both interesting and enjoyable, as opposed to things like masturbation (enjoyable but not interesting), reading a physics book (interesting, but not enjoyable) and work (neither interesting, nor enjoyable). Unreal 2 is neither. I must conclude that it feels very much like work, except you are not getting paid.

I was so frustrated and angry that I actually threw the game into trash can and I am a much happier person now. I would recommend everyone, who wants to play a good FPS, to get Quake 1, download an engine mod (like mhglqr6) that updates graphics to a really cool level and enjoy fun and excitement. [Sorry, I know it is agains MobyGames policy to compare old games with new ones] I did just that and I can say that graphics are good enough and the gameplay is lightyears ahead of Unreal 2.

The Bottom Line
1) Nike of PC games. Pay 50$ for a brandname 2) Gameplay from a lame 1980s arcade game (think Jungle Jill) in a brilliantly rendered 3D environments 3) A technology demo 4) Something that makes AOL CDs look useful in comparison

Windows · by Paranoid Opressor (181) · 2003

[ View all 12 player reviews ]

Trivia

German version

In the German version, all blood and gore effects were removed. Also some corpses in the levels were replaced or removed. The later released Special Edition is not affected.

John Dalton

The main character's last name, Dalton, was based on Scott Dalton, one of Unreal II's game designers. The developers tried to avoid the name collision for a while, but in the end "Dalton" just seemed to work best for the game and was used in the final product.

Multiplayer

A patch to this game adds multiplayer, vehicles and new weapons. It is called Expanded Multiplayer or Unreal II XMP.

References

  • Coincidence...or not? The player you control in the game, sometimes appreviated as "U2," is named John Dalton. In the late 80's, the Irish rock group U2 would sometimes dress up as a country western band and open for their own shows. The name of the group?: The Dalton Brothers.
  • An NPC in the tutorial area muses about getting himself two flags and conducting a some kind of tournament. An obvious reference to the Unreal Tournament series of games.

Seagoat

The Seagoat, the alien, bunny-like pet that shows up on the player's ship during mid-game, was created very early on in development and originally thought to be a huge, bovine creature that could inhabit one of the alien worlds in the game. During development, the name "Seagoat" started to stick for the creature, and it was greatly reduced in size and given the role of cute, slightly weird pet.

Voice acting

Even though all other voices for the game were performed by professional actors, Ne'Ban, the ship's alien pilot, is voiced by one of the developers (Grant Roberts).

Awards

  • GameStar (Germany)
    • Issue 04/2009 - One of the "10 Most Terrible Sequels" ( It is a good game in its own right but forgettable and far from being as groundbreaking as Unreal. The technical potential goes to waste because the player mostly walks through illogical and linear levels instead of being outdoors.)
  • PC Powerplay (Germany)
    • Issue 03/2005 - #6 Biggest Disappointment

Information also contributed by Matthias Worch, St. Martyne and STU2

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Contributors to this Entry

Game added by Riley Beckham.

Xbox added by Kartanym.

Additional contributors: KSlayer, Unicorn Lynx, Rebelteen, Sciere, Patrick Bregger.

Game added February 9, 2003. Last modified March 30, 2024.