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Each character also has a unique special ability suited to them. Attributes define things like which weapons can be used, how fast the player can move and how much damage they can take. Our reluctant hero, Caleb, returns and this time he's brought a couple of chums along, giving you a choice of four characters, all with very different abilities.Įach character is defined by their attributes and special abilities," says Jay. Monolith may be relying on an old script, but they sure as hell have been working on the dialogue. Don't expect to see items and ammo just lying there either, you'll have to scratch around. And, for once, weapons won't spin in the air they'll lie on the ground. And then what about the ability to knock down walls and bum down wooden doors? Then there are dynamic death scenes, humiliation kills in multiplayer games, even realtime shadows. You can take an arm off and they'll keep on coming. It now matters whether you shoot your enemy in the foot or between the eyes. Then there are the Chit locationsensitive' enemies. This speaks for itself, and surely you can picture the possibilities: small nasty things turning into big nasty things after they've feasted on a nearby corpse. Apart from native Direct3D support, we can expect to get our heads around spoddy terms like Cshape deformation'. LithTech stacks up very well against the best 3D engines out there. We'll have realistic outdoor areas, with cloud shadows on the ground. You'll see muzzle flashes attached to guns, and flashes on other characters. We can have separate gun models in the hands of an enemy, says Jay Wilson, games designer and Level God at Monolith. Blood II, on the other hand, uses the new LithTech engine, created by Monolith themselves to power their own games. Both Klingon: Honour Guard and Duke Nukem 4Ever will use the Unreal engine. There may be a slew of first-person action games on the way, but there are really only a couple of engines to choose from: Quake Il's and Unreal's. Part of what makes the prospect of Blood II so enticing is the graphics engine. None of that matters now though, because Blood II is almost here and its technology is up there with the best of 'em. The 3D graphics were two years behind, and anyone who'd played Duke Nukem 3D was unlikely to be impressed. The weapons were original and funny, the levels were challenging and rewarding, and the monsters were, for the most part, both ridiculously funny and, for the first time since Doom, scary.īut, technologically speaking, Blood looked pants.
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Blood was a good game - nay, a great game.
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