A new Unreal Tournament is happening. Fiiiiiiinally! It feels like it’s been eons since the decent-ish Unreal Tournament III brought hoverboards to a shock rifle fight, but Unreal Tournament 2014 is coming to the rescue. This one, though, stands to be a massive departure from previous entries in the arena shooter pioneer series. Epic is keeping its team lean and developing the entire game – from day one – alongside fans. Meanwhile, the whole thing will be free, with Epic making precious pennies off cuts from a user-driven mod/map store.
Sounds pretty neat, right? But it’s also a logistical can of worms that could fit 100 of the things from Tremors. How will Epic stop its audience from fragmenting, especially if maps aren’t free? Do creators *have* to charge for maps? With source code out in the open, won’t it be especially easy for cheaters to meander their mucky fingers into this game’s DNA? Will the basic game even have much meat on its bones? I asked Unreal Tournament 2014 project lead Steve Polge all of that and more.
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