SD: Vehicles have a great impact on the feel of any game, so we've been careful to balance them into the game, while giving them a unique flavor. For example, you can pull off some pretty crazy stunts with them due to the turbo burst. There's also a visceral thrill to hitting an enemy with the grinders on the front of the Raptor and seeing the fountains of blood spew from the gutblowers on the side.Unreal Tournament 2004 has a type of vehicle code called S-Vehicles that uses a single rigid physics body on a skeletal mesh. Our vehicles are made up of component pieces, each with its own physics, so they're different in that aspect. While Peter Carlson, our vehicle programmer, has had duties on another project to take care of, he's been setting up S-Vehicles as a side project. Both types of code offer a somewhat different feel, so we hope to allow both as a server-side option for release. De wapens aanwezig in XMP zijn hetzelfde als die uit de singleplayer, alleen zijn ze iets aangepast. Enige toevoeging op wapengebied bestaat dan ook uit mijnen en turrets. Verder heeft Scott Dalton nog wat interessante dingen over de voertuigen in Unreal II te zeggen, zoals je hierboven kunt lezen. Meer info over XMP lees je in dit interview.