Size :6.86 GB
System Requirements
Recommended System
CPU: 3-4Ghz
RAM: 1024MB
Graphics: NVIDIA 6800GT/Ultra or 7800GT/GTX SLI
UT3 Technical features and requirements
* Dual-core CPU: Multi-threading is supported and should provide much better performance
* 64-bit version to be available with better textures
* Renderers: SM3.0, 2.0, possible DX8 renderer
* HDR supported
* Physics: Novodex Physics Engine
* AGEIA PhysX PPU supported.
Keep in mind that these are not official requirements from Epic, nor final. What we know is that the game will take advantage of technologies such as dual core processors, AGEIA compatible Physics chips and Shader Model 3.0.
Epic's Unreal Tournament 3, actually the fourth version of the series on PC, represents a blend of progressive and old-school elements. It's a nod to fans of the original UT, released in 1999, with the return of weapons like the impact hammer and enforcer, which replace bits of the arsenal from UT 2004 like the shield gun, lightning gun, and assault rifle. Moving beyond the ballistic loadout, we see Epic pushing forward their most distinct draw, the warfare mode, an augmented version of UT 2004's onslaught. While so much of this game will feel familiar to series veterans, particularly in the deathmatch and team deathmatch modes, it's with the vehicular, large-scale combat that UT 3 makes its largest strides forward, though it still doesn't move that far ahead. Mostly, it's about delivering to fans what made the series so good to begin with: insane, ultraviolent combat, gorgeous graphics, and the most nerve-searing, vein-throttling action around.
You get six modes, not including campaign, with UT 3: deathmatch, team deathmatch, capture the flag (CTF), vehicle capture the flag (VCTF), warfare, and duel. You'll notice that's not the same list as UT 2004's modes, since it's noticeably missing assault, something I'm not too bent out of shape about. When outside of any vehicle-related modes, gameplay proceeds much as you'd expect it to. Deathmatch maps are, with a few more spacious exceptions, confined, twisted industrial complexes full of flak fire, perilous drops, and the occasional Redeemer pickup. Everyone's wall-jumping, side-dashing, double-jumping, and firing simultaneously, making for a ludicrously action-packed experienced that's always entertaining, at least up until the point where you start getting burned out. I know that happens to me, which is why I appreciate all the other modes
You get six modes, not including campaign, with UT 3: deathmatch, team deathmatch, capture the flag (CTF), vehicle capture the flag (VCTF), warfare, and duel. You'll notice that's not the same list as UT 2004's modes, since it's noticeably missing assault, something I'm not too bent out of shape about. When outside of any vehicle-related modes, gameplay proceeds much as you'd expect it to. Deathmatch maps are, with a few more spacious exceptions, confined, twisted industrial complexes full of flak fire, perilous drops, and the occasional Redeemer pickup. Everyone's wall-jumping, side-dashing, double-jumping, and firing simultaneously, making for a ludicrously action-packed experienced that's always entertaining, at least up until the point where you start getting burned out. I know that happens to me, which is why I appreciate all the other modes
Screen Shots
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