Unreal II: The Awakening Reviewed by Nick Following closely on the heels of the multiplay only game Unreal Tournament 2003 comes the single player only game Unreal II: The Awakening. Developed by Legend Entertainment, the creators of Wheel of Time, UII:TA was released amidst much anticipation from the gaming community as the Unreal franchise has a reputation for pushing the boundaries of graphics and gameplay, but has unfortunately received rather a lukewarm reception. With a significantly different style and pace to the recent Tournament games UII:TA is really aimed at a different market altogether and as such has disappointed many online gamers. You play John Dalton an ex space marine with a chip on his shoulder and a similarly misfit crew. Aida, the surly space vixen and tactician (sort of like a futuristic Carol Vorderman), Isaac the grouchy weapons technician and recovering alcoholic and Ne'Ban the cutesy alien pilot. You and your crew are patrolling the edge of human space for the TCA (Terran Colonial Authority) when you answer a distress call, which inevitably ends up involving you in a conspiracy. While investigating a planetary station you discover that a set of artefacts have been excavated across several planets. The nature of these items is initially unknown but it soon becomes apparent that they must be kept out of the hands of the other agencies and races looking for them. Thus the alien treasure hunt begins. The seven artefacts (why are there always seven of anything that has to be collected? all plot writers can't be aware of Millers (1956) magic number theory) are scattered across several worlds. This provides an opportunity for the Unreal II engine to do its stuff as you explore the alien landscapes each with fantastically rendered climates and topography. Which brings us neatly to Aida's breasts which also require the benefit of science fiction in order to exist. As ever all this graphical splendour comes at a price and many have found that the suggested minimum system specification is really a bare minimum and if at all possible recommended spec should be followed. Between each mission is an unskippable cut scene and an enforced return to the mother ship for a mission briefing. Whilst on the ship you are free to wander around in a faux adventure style having multiple choice conversations with the scurvy crew in order to do a little background revealing and part time social work. Although not necessary to advance the plot or even start a mission, these options attempt to provide an insight into your crews backgrounds - however they end up making you feel as if another dimension to the gameplay was intended and later abandoned. Cannon fodder encountered during your missions include space monkeys, Skaarj (making a welcome return from the first Unreal), mutant spiders, and (the now compulsory unit of any personal army) the genetically engineered female mercenaries. While you are out there shooting this lot the deranged Isaac is busy tweaking your weapons which he delights in telling you about between missions. In fact Isaac is so excited by tinkering with your weapon that you soon have an impressive personal arsenal - some of which are completely bonkers; like the spider gun, which your man Isaac cobbles together out of alien technology and which does exactly what it says on the tin - although at times it feels like there are almost too many weapons available. And as each weapon also has an alternative fire function as well, you're never short of options regarding firepower. Surprising then, given the availability of weapons, that the weapon change is activated via the scroll wheel or with the 1 - 4 keys which makes accessing the available options a little awkward. A similar issue, and one that has particularly galled online gamers, is that the 'jump' and 'dodge' functions are assigned the same key. This, rather unsportingly, means your man is nowhere near as athletic as the enemy, but hey it's not the Olympics it's a shooter, so shut up and shoot. UII:TA attempts to differ from a typical shooter by incorporating gameplay strategies over the levels. Slotted between the standard shooter fare are a few different styles of mission where, e.g. your task is to defend a base and colleagues in a frantic 'hold the fort' scenario, or to provide protective fire with a sniper rifle as enemies approach a distant repairman. While these missions and different settings do add variety to the game it's not quite enough to set tongues a-wagging. I appreciate that it's difficult to come up with an entirely original idea for anything, but UII really is chock full of stereotypes from the clich‚d characters to the Halflife style accident in a science lab. In fact there's not much here that hasn't been done before and it's more than a bit Jedi Knight, Elite Force and any other shooter you can think of. Although if we look past the uninspiring story we see that UII:TA is less cartoony than previous Unreal episodes, and the attempt at characterisation and story meshing, and even the melodramatic finale belie it's cinematic ambitions. UII:TA had the potential to amalgamate the action and adventure genres in the manner of Deus Ex, but hasn't delivered the goods. While there's little innovation here and much of it has been done better previously we can't expect every new game to revolutionise the way we play. UII:TA looks good, is stylishly done, and there's an enjoyable ten hours gameplay to be had here. - o -