BU: Are all three platforms really going to be identical, despite the
different hardware and software that is built into/available for each?
SP: UT will feature the same levels, weapons, vehicles, and game types on
each platform. Having said that, the game will not feel identical on each
platform, as we've tweaked the game for each platform so as not to compromise
the game play on any system. The game plays a bit slower on the console
versions, and there is some aiming help (although the system we've developed,
while very effective, feels quite subtle). Visually, the game scales very well
to a wide variety of hardware. We've always placed a lot of emphasis on getting
UT to run well on lower end hardware, and we've also got high end features to
push your monster PC to its limits.
And of course, we'll be supporting mods on both the PC and PS3. Mod support has
always been an important part of our success on PC, so we're very excited to be
able to bring this feature to a console platform.
BU: Can you elaborate specifically about what will be different in the PC
version: ie menu/gui/features/textures?
SP: We've authored our content to support scaling the visual bar to match
your system's specs. With texture streaming support on all platforms, there
won't be much difference in texture fidelity based on your hardware, but high
end PCs will see differences in character detail, dynamic lighting, etc. Of
course, the user interface will be significantly different on PC to take
advantage of mouse and keyboard input, as well as PC monitor resolution.