Second free weekend coming and price extended until the 22nd.
Not surprising given what a disaster the free weekend was. My version went directly from "this game is not available" (even though it was 100 percent loaded) to "game preloaded and ready for purchase" - no chance to actually play it as part of Steam. That's after the disaster that was getting Steam to install that meant making a new Windows user profile and copying my data around to stop it crashing on startup.
People who bought the game had it disappear from Steam, those who wanted to buy it couldn't add it to Steam because they already had the free version, those that were downloading it didn't finish before the end of the weekend. Whoever thought that putting out a free demo of the whole 8 gig game without preload at the same weekend of the release of 400 meg UT3 steam patch, 400 meg UT3 patch 2, 1 gig UT3 Titan Pack, and the 12 gigs of the new Total War games needs a good smacking.
The game itself is much better, though there are still a lot of design decisions I take issue with. There has definitely been a dumbing down, and while the game is more polished and complete with this major patch, you can still see where they decided to make things easier for new players or simpler for the consoles that has carried over to the PC version.
I think the problem with this is while they tried to make the game easier for everyone, what they've actually done is made is easier for the better players to dominate the average players. They've actually increased the gap between the casual gamer and the hardcore by making all the weapons equally average and somewhat spammy. Some of the great equalisers such as the shock rifle pushback/combo, or minigun lockdown have been toned right down. Even the sniper rifle has been slowed to make it useless for medium and close range, and using it at long range points a great big red marker to your position. A lot now comes down to closing fast and using rocket or flak spam as you bounce about - exactly what was wrong with the game before, but now much worse because a lot of other weapons work in pretty much the same way.
The titans were I presume an idea to help allow average players to rampage, but the better players will make all the kills, and then dominate with titans and juggernaughts. No team has a chance of getting back into a V/CTF game when there are half a dozen titans and juggernaughts raping your flag room and spawn points.
There just seems to be a lot less personality and soul in UT3 than compared to UT2K4. In trying to compromise, they've not pleased anyone. Even at the weekend's peak, there were only about 1200 players shown on Gamespy (now back to around 500), while UT2K4 was showing about 5000. Given that all players have to log into Gamespy for UT3, but not for UT2K4, it's likely the UT3 numbers are accurate, but the UT2K4 are underreported.
So I'm still ambivalent towards UT3. Whilst the new patch and pack is a big improvement, Epic have still not used all the lessons they've learned from the previous iterations of UT. Really basic stuff, like the server browser does not remember your filter settings between sessions, and is not available when joined to a server. You can't see the chat/score/mapvote windows at the same time after a match. Maps are designed to be simpler and with choke points (Torlan now only has one route through the middle - there is no fast flanking option at the expense of having to take more nodes). There is no first person view available in vehicles. Weapons have been nerfed together to make them less extreme and different, but averaging them out has made no single choice particularly any better than another. They've given you hoverboards for getting around large maps instead of wating for vehicles to respawn, but getting knocked off one is nine times out of ten a guarentee that you will die, as you have to go through a thrid person falling down/getting up animation that leaves you helpless while your attacker shoots you dead with a second volley. The vehicles still steer like they were designed for a gamepad, and the sad truth is that they probably were.
I moved from Unreal Multiplayer to UT, UT2K3, and UT2K4, and while each one was different to a greater or lesser degree, after a period of adjustment I felt that each one brought something to the table. There were general improvements, good ideas, things that added to the overall quality of the whole game. Epic worked at making each part better than the one before.
With UT3, I feel that Epic for the first time looked at making stuff easier, simpler, less good. Instead of looking at what was a good gaming experience full stop, they worried about what wouldn't work for the casual gamer, ignoring the fact that the casual doesn't play online, play for very long, or may abandon the game after a short time. By making thing easy, instead of the same graduated level of previous games where skill was rewarded, they've actually given the good players an overwhelming advantage over the casual gamers.
It's like seeing a modern remake of an old film, and realising that despite the glossy new technology and great effects, the new film has lost what made the original one special. Like a Hollywood remake, UT3 has been "reimagined" into a prettier, but ultimately more empty and shallow experience. This is I think it's main problem. It just doesn't engage like the older games do, it doesn't garner an emotional investment, it rewards button mashing just as much as skill, spamming just as much as aim, running straight at the target as much as tactical deviousness. They've made so many things about the game averaged out for ease of use and console conversion, that the whole experience becomes an average game that you can take or leave. UT3 is overall a lesser game today, where the previous ones (maybe additionally a better product for their times) really shone out.