Preview of Unreal Tournament 2 192
An Anonymous Coward writes: "Looks like we can finally have a glance at the Unreal Tournament 2 screenshots and a nice preview. Wow, games these days are just too real (but you wont hear me complain!). Enjoy!"
Linux Version (Score:3, Interesting)
Re:Linux Version (Score:1)
(and btw, probably yes, there's working Unreal/Unreal Tourny ports in Linux already.. although according to Tim Sweeny Epic are taking a DirectX centric approach to the Unreal engine these days, so I'm not sure if a port would be as easy to implement.)
Re:Linux Version (Score:2)
That's too bad, because I'll only buy a linux version. I'm still waiting for the single player version of Wolfenstein before I buy that. Until then, I guess I'll have to settle for UT and Quake3.
Here's an interesting bit... (Score:4, Informative)
Re:Here's an interesting bit... (Score:1)
Looks nice (Score:2, Interesting)
Sounds damm funky but I bet it doesnt play very well over a modem
Re:Looks nice (Score:1)
Graphics Hardware (Score:3, Insightful)
I hope they truly mean low end hardware, and not a Duron 1ghz and a Geforce 2
Re:Graphics Hardware (Score:4, Funny)
Yeah, that's how the game got its name -- after playtesting it on a 486, in 320x240 in 16 color mode to get *some* framerate, the toss-up was for "dopey" or "unreal".
Re:Graphics Hardware (Score:1)
Hell, I have a 1Ghz TBird with a GF2, and usually the max res I can use (to maintain > ~60 fps) is 800x600. I don't expect the next generation of 3d engines to be able to run at or even near the levels of current engines WRT hardware.
sedawkgrep
Re:Graphics Hardware (Score:1)
Re:Graphics Hardware (Score:1)
PC Gamer cover story (Score:3, Interesting)
Anticipating a slashdotting... (Score:2, Redundant)
ETA... (Score:1)
Re:ETA... (Score:2)
Sniper Rifle (Score:4, Funny)
The article says that it makes the snip^H^H^H^H intant-hit-lightning-gunner more visible, I suppose this is some justification because we all know sniping is lame
Re:Sniper Rifle (Score:2)
Re:Sniper Rifle (Score:2, Informative)
I don't really have a problem with snipers, I just found it amusing what they where replacing the sniper rifle with.
BTW does anybody know how horrible it is to play FPS games with only one mouse button!
Re:Sniper Rifle (Score:2)
Re:Sniper Rifle (Score:1)
Re:Sniper Rifle (Score:2)
I haven't really played UT all that much, but if what some other posters have said (in reply to my original post) it already sounds like a better environment for the wannabe sniper. =)
Re:Sniper Rifle (Score:2)
I like the tac-ops mods and things like counterstrike, strikeforce, tactical ops, etc... It's hilarious when you get some newbie fresh from Q3Arena on one of those.
They just run right into the middle of a fight and are dead in 3 seconds, then spend the rest of the time bitching about how slow everyone is moving, camping, sniping, etc...
Hell, even half the CS players seem to get upset if they get sniped because someone is guarding their objective.
Re:Sniper Rifle (Score:4, Insightful)
this is something that i found interesting when i made the switch from Q2 to UT - what was considered acceptable behaviour seemed much different. Q2 had a kind of Broughton's rules and if you deviated from those, abuse was heaped upon you, but in UT, any kind of slimy behaviour was ok. i liked that. maybe this was in part because of the thought that went into the gameplay. you simply couldn't do things like spawn camp
but, damn, i am going to miss the sniper rifle...
Re:Sniper Rifle (Score:1)
Sniping kicks ass. It kicks ass even MORE when you do it with a plasma gun....
Look for : Your head was blown off by nowonmai
At a UT server near you!
Re:Sniper Rifle (Score:1)
Then there is the other type of sniper who is experienced with other weapons and who will only pull out the sniper rifle to mess with you, like when you get killed out of nowhere 5 times in a row and still have know idea where they are. OK so this guy isn't "lame" but at least frustrating.
Re:Sniper Rifle (Score:2)
I just wish UT had a shot gun... and dancing women that blew up into guts and cash!
Re:Sniper Rifle (Score:2, Interesting)
Re:Sniper Rifle (Score:1)
Shock rifle whores (==players who can do the famous shock-combo while running) kick ass though.
Re:Sniper Rifle (Score:1)
Re:Sniper Rifle (Score:1)
I agree. I much prefer the more realistic weapons to the silly sci-fi stuff. I'd like to see some UT servers that offered realistic weapons for 'serious' play and others that had the sci-fi ones for 'light relief'.
In reality, it wouldn't be at all easy to determine where a sniper was shooting at you from. Sniping (and camping) are legitimate tactics in the game and it's too bad if you get fragged. I know it's damned annoying but then that's what soldiers are trained to do in real life! I've got no time for those players who think it's cheating somehow.
Re:Sniper Rifle (Score:2, Informative)
What you want then, is Infilitration, Tactical Ops, Covert Forces and/or Strike Force. They are 'realism' CT-like mods for UT, and they (at least Infil, TO and SF, I haven't tried CF) have quite a few servers running them.
There are also other realism mods in the working: SAS:Into the Lion's den, Platoon 19, Blitzkrieg: 1941, and more.
Re:Sniper Rifle (Score:2)
I wonder if there will be any other weapons like the snipper with the new version.
It is also rumoured that there will be vehicles like tanks and trucks similiar to tribes2 in the new ut. The face level might suck without the snipper riffle but it would be alot of fun to just drive a truck over to the other base and steal the flag before the other team could respond.
One question: (Score:3, Funny)
Another game on the 'to buy' list for next year...
More lifelike (Score:1)
Re:More lifelike (Score:2, Informative)
There's also Strike Force, but Tactical Ops is the best IMO.
Then for Half-Life there's CounterStrike.
FYI, Tactical Ops & Strike Force are more taxing on the system than regular UT. Real life(like) requires more detail.
Re:More lifelike (Score:1)
Re:More lifelike (Score:2, Funny)
Re:More lifelike (Score:1)
Re:More lifelike (Score:1)
Weak. (Score:2, Insightful)
Personally, I won't be impressed until 3D environments are detailed enough that all of the game's sound effects are generated in real-time by the physics engine.
Re:Weak. (Score:1)
So, in other words, you want the level editors to have to model everything at the molecular level.
And then do all the physics at the same level.
Isn't there some computing axiom somewhere that states that an emulator is never as fast as the original unless the emulator is using substantially better hardware?
The molecular computing that the universe does any time something happens is pretty damn fast (i.e. instantaneous) to begin with. Building a computer to emulate the universe (in real time) isn't possible in this universe. Building a computer to emulate an area the size of a UT2 map (in real time) would take up more space than the actual UT2 map would in real life, and that's just for storage.
This is exactly why game programmers go to great pains to cut corners where it won't be noticeable, and also why the few who can do it well are gods in my book.
I just responded to a troll, didn't I?
Re:Weak. (Score:2)
But it would still be way less than a molecule level simulator.
Re:Weak. (Score:1)
Also, I would like to point out that IT IS technically possible to model the universe within a game! Consider that the real universe has virtually infinite cycles per second. You can take a given amount of time and continually halve it and never reach zero. A game only ever needs to perform a maximum of say... 60 cycles per second. So the key to emulating the universe is making a CPU small enough and getting the frequency high enough. Of course, since as far as any human can tell, the universe has no boundaries, it may be infinite and hence no emulation can be performed. But that is all quite redundant when it comes to games. In a game we deal with a relatively very small universe, and it is very possible to emulate that to a decent level of accuracy.
It's similar to how we haven't found the boundaries of our own universe. Whilst they are not defined and the boundaries of game universes are, the boundaries of how realistic games may get still remain undefined.
Re:Weak. (Score:1)
also, there's the detail of the physics generating the sound..
it's feasible.. vaguely, to have a 'base sound' for all surfaces that's modified by the properties of that surface... depending on how far you took it.. having a passable simulation of real sound is probably workable.
(doing it in a 'True physics' way is probably impossible though.. like you said)
Re:Weak. (Score:2)
Sure. A computer that works on the same principles as what it is you're trying to emulate will take just as much space to do the emulation. But remember, we really don't have to get that good. I'd think that 0.1 mm would be about the maximum 'granularity' needed. Furthermore, there's sub-molecular computing devices on the horizon. And as someone pointed out, the universe runs a very high framerate (10^43 fps, or thereabouts), one much higher than we need to run a realistic emulation.
What I want to know is... (Score:2, Interesting)
Or is this just wishful thinking?
Re:What I want to know is... (Score:3, Informative)
It definately isn't one of the easiest editors to use though. I suggest checking here [planetunreal.com] if you want to learn more about how to use UnrealEd efficiently.
Re:What I want to know is... (Score:2)
Tough Minimum Specs (Score:5, Funny)
Windows XXP
5 Geoforce Cards
4 1.4Ghz processors
3 French Hens
2 Turtle soundcards
and <pinky_in_cheek>1 Billion MB of Ram</pinky_in_mouth>
Re:Tough Minimum Specs (Score:3, Insightful)
Athlon 1800+
512 MB DDR Ram
GeForce 3 Ti 200
80 GB Raid Array
Oh sure, I think the hardware's fine, it's the OS I'm wondering about:
Linux localhost.net 2.4.17-xfs-preempt #2 Sat Dec 29 19:26:14 PST 2001 i686 unknown
Re:Tough Minimum Specs (Score:2, Funny)
Bad news for us crappy players (Score:5, Funny)
This is the only thing that worries me, personally, because frankly I suck. Maybe it's age, maybe it's the lack of patience to go check out the ultra-elite message boards where I can get the key bindings to use all these weird-ass dodges and double-secret jumps. Maybe it's the tendonitis which slows down my trigger finger.
I can be competitive, but it's taken a year to get there, and when people are dominating I'm just not good enough.
I hope there is still a place for me, the aging crappy FPS gamer. I'm the one who messes up your team by not playing well enough. I'm the one who accidentally fires at you when you're on the ledge, knocking you off and killing you. I'm the one who runs while firing the rocket launcher, forgetting that I'm about to run past a pole where my rocket will just blow me up, blow me up damn good. I don't want to be the lame one, it just happens.
You elite players need people like me in order to climb the ladder. Every army needs its cannon fodder. But if there are too many dodge keys to remember, no chance of being even the slightest bit effective doing anything, I'll just have to pass and you elites are only going to be left killing yourselves.
Re:Bad news for us crappy players (Score:1)
;)
Re:Bad news for us crappy players (Score:1)
Coalition of Sucky Players (Score:3, Funny)
This way we could have strength in numbers...
Hmm, actually that might be a bad thing. Could you imagine a line of use coming down towards the enemy firing rockets in front of us? We would probably kill more of ourselves than then enemy would. The enemy would see people flying all over the place and (s)he would not be doing anything.
It would would be so much worse on a level with a pit in it. Could you imagine us trying to use the teleporter? We would try to look really good by using it, but we would probably end up teleporting ourselves into the pit.
Of course it could be that we would only end up proliferating our suckiness, but at least we would have a support group (and why not, there is a support group for everything these days.)
Hey, where the hell is tactics? (Score:1)
This kind of MMOSFPS (folloming, guy? Massively Multiplayer Online Strategy First-Person Shooter) would probably have to be somewhat less fast-paced than most FPS (think Tribes 2, or even a bit slower), the chain of command would be actually on the field and would have to be protected from opponents, and there would be a rating system, allowing the chain of command to know the skill level of every soldier (and the game to even teams). That way, you'd be given commands adapted to you (Yeah, I know, that could be cleaning the crap), and no one could criticize you for your lack of ability, only too happy to have one more soldier (this would require an extremely balanced rating system, I know).
Of course, You'd also need to judge separately the tactics level (How, that sounds like a difficult game to make, now, eh?) of a guy, so that he can be given command of a group of sharpshooters even if he can't hit a cow, and so on.....
How does that sound?
Mmmhhhmmm... but... (Score:5, Interesting)
Think this is a small issue? Well, imagine a game where the player COULD see their feet and enemies COULD come inbetween the player, the player's gun and the player's feet. Right now, first person shooters make the player feel like a gun floating in mid-air and shooting at things in the environment. DOOM didn't quite do that, it used view-bobbing and other techniques to prevent that feel. A newish game that has the same level of immersion is Medal Of Honour. Whilst I don't think you can see your feet in that or enemies can interact largely with the player, the player still gets immersed by things like view bobbing, realistic sounds and other activity keeping the player occupied.
Forget graphics, NOW is the time for immersion!
Re:Mmmhhhmmm... but... (Score:1)
OT Re:Mmmhhhmmm... but... (Score:2)
Dunno, I've seen both ends of the spectrum. My own cat is very docile in the bath; I can put him in the tub and he'll stay ther. He's still got some claws but he never uses them in the tub. Another cat I've tried to bathe was completely uncontrollable. I ended up having to toss her into a shower stall and just point the shower head at her since she'd have torn me to shreds if I was anywhere nearby.
Re:Mmmhhhmmm... but... (Score:1)
Re:Mmmhhhmmm... but... (Score:2)
The gun has 3 barrels at the end (I assume for a multi-shot rocket ala UT's multi-rocket launcher). Also, just to the left of the (G) is a plunger (presumably for loading the barrels)
Re:Mmmhhhmmm... but... (Score:1)
Remember in Q2 when id upped the bar by letting you have "destructable walls"? That was going to be all the rage. Unfortunately, how often do we see those today? It's hard to put them in levels because it's not like you can make an
How much does it add to the gameplay? Minimal, at best. Though I bet it was a big head-scratch problem at id, and its solution was met with many cheers in the fanbase.
Yet its impact has only been minimal.
Same deal with "you can blow up these trees" in some outdoors games. It's kind of cool, but it doesn't add too much to gameplay.
Same deal with the chairs in Return to Castle Wolfenstein. Cool to shoot at, but nothing really more than an annoyance. And, why can I shoot the chairs, but not be able to destroy the filing cabinets? Why does my TNT blow up only parts of the wall, etc.?
Interaction with the environment in of itself does not solve the problem of immersion entirely, simply because "what should be interactable?" is a very tough problem.
I think the idea of "illusory" immersion, that you were talking about, is a pretty reasonable idea (e.g. head-bobbing -- really, gun-bobbing). Head-bobbing is IN some of the newer games, but largely, many have done away with it (leaving it around only minimally) so that those that get nausea from it can still play the FPS's..
Re:Mmmhhhmmm... but... (Score:2)
you may mod me as funny, but I remember reading here on slashdot about a guy who wired a shock system into quake II!
Re:Mmmhhhmmm... but... (Score:2)
That's an awesome idea. Imagine
* running out of ammo for your shotgun, and grabbing the barrel and bashing the opposing player on the skull.
* actually picking up weapons and slowing down your rate of fire and the like as you don armor, place turrets, etc.
* grabbing someone' weapon
* hiding round a corner and tripping them when they follow you
* being knocked to the ground and crawling for a little while if you're injured...
* Using that high powered gattling gun that's out of ammo as a high powered drill to put through your opponents midsection
* Throwing bodies down a flight of stairs at your oncoming opponents
* Using other players as human shields
etc.
Re:Mmmhhhmmm... but... (Score:2, Interesting)
I did actually think a little about Trespasser when I was writing that post. I suppose that could be an example of a game that tried what I suggest is needed, but they obviously didn't implement it very well and the other parts of game design as well as code integrity failed the game.
In some ways though, Trespasser was quite innovative. If you look at what the developers were TRYING to do with it, they were way ahead of their time and the rest of the genre. Some of the things they tried to do were definately steps in the right direction and yet have still not appeared in other games.
an avid UT fan (Score:2, Interesting)
It also looks like epic is going away from the indoors tournament look and feel of UT. There are a few custom outdoor UT maps, but not many, and most of them are not sanctioned by the big ladders.
Like UT did to the gaming industry a few years back, I think that UT2 and U2 will do now. I also think that no games will be able to come close to it (in the same genre) for a few years.
-Vic
Too real? (Score:1, Funny)
Lucas would roll over in his grave... were he dead (Score:1)
ahhhhh!! (Score:1)
Can you say LAN Party???
UT2 vrs Halo (Doom 3) (Score:1)
It looks nice, but does it really look that much different that Halo now? I haven't played halo outside the stores since it's the only thing on x-box that remotely is interesting to me, so I wont buy one, but it looks alot like I see in what I have seen of Halo. Even the graphical quality looks the same.
Does UT2 do per pixel environments like doom 3 will I guess (don't know much about this technology to be honest). I saw a demo where doom 3 had lights above a fan and the shadows from that sweeping over some boxes, very cool. Doom 3 images (the crappy ones that are all that is out) look much more realistc that this. UT2 looks very good, but it's always had this kinda anim look to it.
Re:UT2 vrs Halo (Doom 3) (Score:1)
UT and UT2 are both multi player centered. Much like Q3 is. Doom3 is however single player oriented. In a SP games you can put in more neat graphics, but in a MP game that can be very annoying.
I think U2 would be a better comparison to D3.
For 'alternative' platforms? (Score:1)
I'm really hoping for Mac and Linux versions of this game. I don't use Windows.
Ciryon
Re:For 'alternative' platforms? (Score:2)
It's a pain to boot into a crash-prone, uncustomizable, unintuitive, BUTT-UGLY OS just to play a game.
Future net :) (Score:2, Interesting)
One thing that interest me in all this UT2 / Quake 3 / Doom 3 stuff is the way in which these systems have achieved 3d immersion on the net.
I mean look at web3d.org (vrml) and how poorly it has done, now look at the game engines. Let's take the recently GPL released Quake 2. I saw it's out now for Mac OS X, windows obviously and linux I am sure now or soon. Plus you can run it in a window, not full screen if you wish. Now take that and develope a means to assign URL's like
quake2://w3d.nowhere.com/index.bsp to a slip gate that can pass this to the engine. Get a good 2D canvas in it to render text and images to view pages and perhaps a consol. The ideas go on and on.
It's a cross platform GPL'd 3d networked environment....
Timing. (Score:1)
Maybe with the q3 release plan it's will be delivered together with the ATI 8500DV card that I ordered.
But I would not be surpriced if it got delayed. With Q3 as a target they have room for delays and will still be able to be on the x-mas lists for santa.
Vehicles (Score:2)
Re:Vehicles (Score:2)
I'm Not Impressed... (Score:4, Interesting)
Game developers have traditionally pushed the envelope in terms of what hardware is needed to run the game. UT:2 doesn't appear to be doing that. They should not be afraid to use extremely high-res textures and let loose on the model complexity with much abandon. This may sound foolish, but also note that this is how the industry has traditionally worked. Popular and powerful software demands hardware makers to up the ante on performance. Think RAM and disk space would be as cheap as it is without Windows9x entering the fray?
Elements of the game's design also affect realism. It seems to be that on one hand, UT:2 is struggling to look extremely real, but at the same time, incorporates elements that undo any progress they made. I'm not talking about cheesy weapons or circus clown fighters. The environments - the structures and landscapes - just do not lend themselves to being believable. This is also in terms of detail, or lack thereof. There's no excess where there needs to be! Hardware will catch up. Go ahead, waste CPU cycles... people will buy a 2000THz Athlon Mustang XPXA 2015 Turbocharged.....
Re:I'm Not Impressed... (Score:2)
Linux version? (Score:1)
Anybody know if they plan to release a Linux version? I probably won't be playing if they don't.
System specs (Score:2)
The idea was that you could actually run the newest generation of Unreal games on slower hardware than Unreal Tournament. Yes, slower. I think it actually spec'd a Pentium 233, but I can't recall exactly.
Apparently the new engine does exactly what the Kyro cards do. It only draws what is necessary, thus allowing older hardware to still play the game. I don't know how this will affect Kyro cards where they have a price-performance advantage.
I also remember reading about how Unreal was going to use ATI's TruForm (I think) technology to change expressions and the like on models. So that would be one advantages of having a brand new high end graphics card...
Graphics suck. (Score:2)
Re:Graphics suck. (Score:2)
The point of that is that they can then market to people who can't afford to upgrade to an XP1800 with a gig of ram and a GeForce 3. And really, who needs awesome graphics anyway? I don't know about you, but I play for the gameplay.
You'll never find me sitting around in UT saying 'wow, the texture detail on that player model is really amazing- damn, he fragged me. Wow, the sky is beautifully- agh, who shot me?' I keep the detail set on low to get better framerates. If you want to spend $1200 to make a system hit 30FPS, go ahead, but me, I turn the detail down and go to work.
--Dan
Re:Graphics suck. (Score:2)
Re:Graphics suck. (Score:2)
machines anyway. Yet, Quake III, with all its curved-surface niceness
runs fine on my PII-300.
Unreal is just playable on my P166, with its 66 MHz bus, 80 megs of SIMMs, and ATI Rage Pro. It seems your definition of 'old machines' is different from a lot of other people's.
Me, I'm just waiting until I get around to overclocking my way up to 200 MHz, to see if that makes any difference. I guess we'll see.
--Dan
Thank you Pancho & Co. (Score:2)
- For creating a game with weapons that don't look like they came out of Star Wars. They look like they came out ouf Aliens.
- If the big-map capability is good, for creating a game that is not claustrophobic and feels more like Delta Force 2.
I played Unreal and UT to death. Unlike Q3A, I felt that I got my money's worth. I'm definitely going to spring for this one as soon as it hits the shelves.
Yay!
Why UT is special (Score:2, Informative)
It's the simple customizations you can do. While Quake 3 is a lot of fun to play, the interface is quite rigid, and there are few options to adjust how the game plays.. unless you want to download giant mod packs of course.
With UT, you have 'mutators'. There's lots built into the game.. things like 'Insta-Gib' (a single shot = death style mode).. 'Rocket Arena' (rocker launchers only), and so on. You can customize every game you play in this way.
Not only that, but you have more modes of play. Now just CTF and deathmatch.. but a 'Return to Castle Wolfenstein' style Assault mode where you have to complete objectives.. a 'Domination' mode where you have to hold several checkpoints.. and even a 'Last Man Standing' mode where the only goal is to die as few times as possible.
It's the way you can constantly refine the games to your own style that makes UT fun.
Another great feature is that you can change the game speed! You can run as low as 50%, or as high as 200%. I always play UT at 120% because then it matches the speed of Q3.. as UT is generally a slower game action-wise.
So.. UT is great because Epic understands that simple tweaking and customization options means you can get far more out of the game!
finally? (Score:2)
RTCW Sniper is better than none at all... (Score:2)
The thought of no sniper rifle is so ridiculous though. The return to Castle Wolfenstien has some form of spot ability to it. Everytime you shoot you see the tracer. However if you are in a good spot, tracer or not you have some ability to not reveal your exact location.
I have noticed if you have 2 good snipers, they will have fun copeting against each other:
Sniper A: shoots and kills Sniper B. Then has a few pot shots at other B team players. Sniper B respawns and hits Sniper A. Then pot shots a few A players. Also each shot causes a meter on the left of your screen to reset...thus making your gun more shaky...the longer you are steady and don't move the easier to aim. Thus you cannot rapid fire snipe.
This makes them a hassle at best yet still allowing other players to have some fun. They are trying to copy the Quake RAIL it sounds like to me which is a mistake...Unreal, and Tourney will lose alot without it.
Last comment...Assuming UT2 allows for mods, I will be a player. Hopefully somoone will create a sniper rifle, as well as the BEST UT mod out there now is CROTCH SHOT!!!! If you have never played CROTCH SHOT MODE you are missing out...Nothing like being the CROTCH DOMINATOR!!! In essence you have a VERY small area of your crotch that is the same as a snipe to the head...only you heart CROTCH SHOT instead. Any gun can land the hit bit its really a small area so its not to dominating.
Re:Ugh (Score:2)
Repitition (Score:2, Insightful)
Re:Repitition (Score:2, Insightful)
Re:Repitition (Score:1)
Bigger maps, which makes it possible to use entirely different strategies.
More game modes, deathmatch is no longer the norm. Now most play teamgames. Compare running around hitting each other with sticks to soccer for instance. (If you need a RL reference.
And naturally the engine is a lot better which allow more realistic graphics and sound.
While the basic game idea is pretty much the same as Doom, the actual game play is very different.
Re:Repitition (Score:2)
If the Lieuts don't give ammo and proper fire support, the team suffers.
If the Engineers don't arm or disarm explosive charges, many objectives can't be achieved.
If the Medics don't take care of the others, the team efficiency suffers dramatically.
If the soldiers aren't proficient with their weapons and deploy with interlocking fields of fire, the enemy gets through to kill the others.
RTCW is a great game.
Re:Ugh (Score:1)
Re:Ugh (Score:5, Insightful)
Do you really think it's that bad? (Score:2)
It's my understanding that the new games all have a totally redone scripting engine.
Does anyone know for sure?
Re:Some thoughts about UT2, the internet and socie (Score:1)
It would only be a matter of time before some lamer decided to burst into the lounge with a rocket launcher and frag everyone.
Re:Weapons. (More Please) (Score:2)