One hotly-debated element of the series is movement. I can tell you that double-jumps and wall dodges are in at this point. Though, I'm not sure why. In my limited testing, they didn't seem to make much of a difference. I think you probably won't even notice they are there. As has been promised, the gravity of the player seems to have been increased. Dodges yield a much shorter distance, reminiscent to the original Unreal Tournament, and jumps, in general, don't seem to take you as far. I think it's safe to say that the fighting will be on the ground instead of in the air. The players are much larger and more detailed than in 2004 and are much more visible. I had no trouble, at any time, discerning my enemy from across the map. In addition to the return of the ability to feign death, the more brutal death camera roll of Unreal Tournament have returned. You can almost feel the force of impact. There was some gibbage present in the game, though I'll go on record as stating that I want more! Visually, the game was impressive. Geometrically speaking, I don't think the game is much more elaborate than would be possible in Unreal Tournament 2004. The lighting and intricate details are where this game really shines, and it definitely adds to the immersiveness of the game. Nice little touches such as falling leaves, exhaust smoke, and mud splatters on vehicles abound throughout. The game ran very well on the high end machines mentioned above /Dell XPS 710 - Intel Core2 Extreme/, slowing down only slightly in the more open areas with lots of activity.