Unreal Mission Pack: Return to Na Pali is an expansion pack for Unreal, released on May 31, 1999. The expansion pack was bundled with the full game of Unreal in a package called Unreal Gold in January 2000.
Development history Edit
Return to Na Pali began development sometime from mid- to late 1998 by Legend Entertainment, not as a new game, but as an expansion and homage to the original Unreal, which meant understanding what had made the original Unreal successful. According to Matthias Worch, the pack was supposed to be quickly created using many of the leftover art and assets from the development of Unreal, and nearly all of the levels that were cut from Unreal. On top of that, the development team also added a few new weapons, a few new enemies, and new levels.
Unique to the pack (and something carried over to Unreal II: The Awakening) are the intermission sections, which lead designer Mike Verdu wanted to add in order to tie the different elements of the game together. Also, some of the arenas were specifically designed to showcase the enemies' navigation and combat skills.
No demo was ever released for this expansion pack.
Release dates Edit
RTNP was released to stores on May 31, 1999. Eventually, it was packaged up with Unreal and released as Unreal Gold, on January 21, 2000. Unreal Gold later became part of the Totally Unreal package, as well as Unreal Anthology and the Unreal Deal Pack.
Game content Edit
- Main article: Unreal Mission Pack: Return to Na Pali Single player
The campaign of RTNP takes place about five years after the events in Unreal, and puts you, Prisoner 849, back on the planet Na Pali to find another crashed spacecraft. It can be played in both single-player mode and cooperative mode.
In addition to the campaign, which features both solo and coop modes, Return to Na Pali features eight multiplayer modes: Deathmatch, Team Deathmatch, King of the Hill, Darkmatch, Marine Match, Cloak Match, Gravity Match and Terran Weapon Match. With the exception of Darkmatch, the rest of the multiplayer gametypes use the Deathmatch maps.
|Single player maps for Unreal Mission Pack: Return to Na Pali|
|Approaching UMS Prometheus • Bounds of Foundry • Edge of Na Pali • Escape from Na Pali • Foundry Tarydium Plant • Gala's Peak • Glathriel Village (Part 1) • Glathriel Village (Part 2) • Inside UMS Prometheus • Nagomi Passage • Nagomi Passage (Dawn) • Neve's Crossing • Return to Na Pali Intro • Spire Valley • The Eldora Well • UMS Prometheus (mission) • Velora Temple • Watcher of the Skies|
|Deathmatch maps for Unreal Mission Pack: Return to Na Pali|
|DmAthena • DmDaybreak • DmHazard • DmStomp • DmSunSpeak • DmTerra|
- Prisoner 849, the player character.
Monsters and creatures Edit
- Main article: Music#Unreal: Return to Na Pali
As with Unreal and Unreal Tournament, Alexander Brandon and Michiel van den Bos are in charge of the music, with an extra contribution from Paul "Khyron" Schultz. In addition to reusing many tracks from Unreal, RTNP added a number of tracks. The majority of these tracks had been released prior to Unreal.
Return to Na Pali received mixed to positive reviews, with most critics praising the gameplay and new setting, but criticizing the large amount of bugs, the broken co-op play, and bad voice acting.
|Credits of Unreal Mission Pack: Return to Na Pali|
|Technical Advisor||Mark Poesch|
|Level Designers||David Kelvin, Matthias Worch|
|Additionl Level Design||Mick Beard, Warren Marshall|
|Programmers||Duane Beck, Jess Crable|
|Sound Effects||Alexander Brandon, Eric Heberling, Tommy Tallarico Studios|
|Sound Engineers||Andy Frasier, David Kelvin|
|Tester and Associate Producer||Craig Lafferty|
|Candy and Paychecks||Rosie Freeman|
|Heuristic Park Graphic Production Studios|
|Models and animation||Chris Appel, Paul Neuhaus, Blanca Anson, Suzanne Snelling, Joon Choi, Nathan Cheever, Chris 'Xyle' Roberts, Robert Wisnewski|
|Producers||Jason Schreiber, Cormac Russell|
|Director of Sales and Marketing||Tony Kee|
|Product Manager||Barbara Gleeson|
|Director of Product Development Services||Mary Steer|
|QA Manager||Steve Knopf|
|Lead Tester||Tim Hess|
|Testers||Joe Orr, AJ Pardilla, Chris Dunn, Aaron Harris, Tomasi Akimeta Jr., Keith Moran, Doug Price|
|Director of Creative Services||Leslie Mills|
|Creative Director||Vic Merritt|
|Production Coordinator||Liz Fierro|
|Graphic Designer||Michael Marrs|
|Localization Manager North America||Mark Cárter|
|Manual Writer/Editor||Pete Witcher|
|GT Interactive Europe|
|Localization Manager Europe||Neil McKenna|
|QA Manager||Graham Axford|
|QA Supervisor||Tim Wileman|
|Code Supervisor||Kolin Tregaskes|
|Lead Tester||Navino Evans|
|Testers||Germaine Mendes, Alexander Stoikou, Alfred Bailey, Paul McGinniss, Wayne Gatley|
- The original release of RTNP required the full version of Unreal or Unreal Tournament to install and play.
- The song "Opal" was included with Unreal, but was unused.
- In the original release, the title (pictured below) had a unique font, but in Unreal Gold, it was changed to the "loading" font.
See also Edit