Draech said:
While you are partially right the UDK still needs a lot of tweaking in order make it this. The UDK will affect the gameplay. You know the rag dolls that flies across the screen. I am going to go out on a limb here that making the rag dolls interact properly with a grid system is a bit of a challenge. Its the grid that is the main problem here. Lvl design becomes a much bigger issue as well with this grid.
Yes, the UDK contains gameplay mechanics and a lot of physics - but the UDK is for one not the unreal engine, it just helps for some sort of games. A game of AAA Status will need some kind of framework, but it can be expected to go far beyond the UDK, so I highly doubt that they actually used it.
The Grid might be a problem, but there are easy ways out of this. For one you have some kind of physics, but they are not very deep, so once something is dead there is no more ragdolling (that is what they did). Then you could make the Grid switchable. That is not hard to accomplish and it won't effect gameplay if only used for certain animations. I figured that they used it on some places. This would help with the physics.
But the physics are not the problem here. They work correctly. It is flaws like the ceiling in the larger UFOs which could simply have been removed completely. ... or the erroneous recognition of the proper level, which could have been fixed by doing it just like they did it in the original: simply force-bind the possible grid to the level which was chosen and the problem would have been solved.
Then there are some flaws like when using mindfray, that you character looses will instead of the enemy, or like the sometimes broken aiming mechanics which don't resolve properly due to too many variables, or problems with the direction someone is standing when firing a weapon which is actually going into the opposite direction. There are flaws that should have shown up in betatesting and that would have just needed some more polish and time to get rid of.
All of those are not big flaws going back to big problems with the engine or the grid. This is all going back to problematic design and an unpolished game. Most of those could probably be fixes by changing or adding a few lines of code here and there. That is nothing major.
If one of my software projects would be released like that I could pack my bags and leave, but I have a whole lot more time to fix my stuff. No, the main problem here is not a technical one. It is not like they couldn't have done it any better, or that some framework is too complex to function properly. The flaws in this game go back to a flawed time-management and a flawed resource-planning, both of which lead us directly to the publisher who is directly responsible for breaking this game and making me sad!