Talk:Unreal II: The Awakening

message: Since the order of the Unreal games, specifically Unreal (between 2251 and 2291 somewhere) and Unreal II (2251 or before) is debated, and I don't want to turn this into an edit war, see this forum thread. On page 3, look for a post by Entropy, who is Jim Brown (no Wikipedia page I notice), Lead Level Designer for Epic Games, who I assume has some idea what he's talking about.
As I mentioned in my Edit summary earlier, I think Legend Entertainment may have originally intended their game to be placed after Unreal, but even if that's the case, Epic retconned that, although there are still some things not quite right in the timeline if you take quotes from the earlier games as the truth. Until I see someone else supply another source claiming otherwise, I'll have to assume U2 came before U. Please discuss.
Also, completely unrelated, please try the "Show preview" button a few times before actually saving the page. This will help reduce clutter from multiple sequential posts with only a few tiny changes inbetween. Thanks. Retodon8 16:27, 30 September 2005 (UTC)
replies: text: I don't know what that UC 2 cutscene you mentioned says, but in UT2004 the Mothership assault level says that the Vortex Rikers crashed before the Human/Skaarj war and according to Epics own timeline that is before Unreal 2. But if there is conflicting evidence in UC2 it would be better to just leave it is "debated". Jim Brown's comment looks like it could easily have been a lone opinion or a mistake MMAN 18:02, 30 September 2005 (UTC)
replies: text:  First of all, I agree that it should remain being called "debated" until Epic puts online (or in a manual) something more official than a forum post here or an interview there. Anyway, I looked up AS-Mothership's story. It mentions first contact with the Skaarj happened when recovering the Vortex Rikers, which is around the time of Unreal. (Actually weren't the Skaarj known somewhere before that game?) This means the H/S war started around the first game, and if U2 really is a prequel, the humans then couldn't have known about the Skaarj yet, unless that knowledge became lost over time, which is unlikely. The video in UC2 shows Malcolm interviewing a Skaarj tournament contestant (Szalor). M asks S about the Skaarj hating humans, and S mentions: "You killed our queen!". M replies: "But that was at the end of the war." I'm afraid I don't remember the exact dialogue, but that's the only relevant part I think, and they only show tiny pieces of storyline anyway. I'm pretty sure Szalor refers to what Unreal 's Prisoner did to finish the game. Apparently Epic wants Unreal to be both at the beginning and the ending of the war... probably the different designers/mappers/etc. having different ideas, and there not being enough time spent checking continuity. The story is in a worse shape than I thought! :) Retodon8 18:38, 30 September 2005 (UTC)
thread_title:  [[Unreal series]] game order 

message: See Wikipedia:Articles for deletion/Kai Unreal. Johnleemk | Talk 11:43, 20 January 2006 (UTC)
thread_title: [[Kai Unreal]] merged here

message: "A seagoat is accidentally picked up in the second mission. It will appear in random places of the Atlantis between missions since then, and run away a couple of times when approached. The third time it is approached it will not run away and Marshal will be able to 'talk' to it, and say a line."
This is not exactly the case unless details are being omitted for spoiler purposes.  The seagoat is actually already on the Atlantis and available for conversation before the first mission, before you pick one up during the second mission.  when you first board the Atlantis before talking to anyone else, the seagoat is hiding in a hatch on the floor up the ladder, to the left, and at the end of the hall.  If you make the correct responses you can keep the seagoat talking.  If you can talk the seagoat through all 3 of your initial responses, a second tier of responses will show up.  If you pick the correct response again the seagoat will say something and at least 1 object which the player encounters during the first mission briefing will be effected if you pay attention to the clue the seagoat tells you.  The purpose or meaning of this is unknown, and it is unknown if any additional elements beyond the first mission briefing are effected.    —Preceding unsigned comment added by 74.69.87.171 (talk) 20:03, 26 January 2008 (UTC)
thread_title:  Additional Trivia 

message: One of the most curious bugs in the game is the fact that there is no sense of depth or direction to the audio. Every sound sample plays as if it was directly next to the player character. For example a grunt could be 200 yards in front of you when you open fire but when it growls it makes you think there is something standing right behind you. I don't know if this was discussed in reviews or eventually patched, but it was a serious flaw that broke immersion and made the game confusing to play. Ham Pastrami 01:25, 21 October 2007 (UTC)
thread_title:  Audio problem 

message: :Image:Unreal 2 screenshot.JPG is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.
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BetacommandBot 22:17, 25 October 2007 (UTC)
thread_title: Fair use rationale for Image:Unreal 2 screenshot.JPG