circa: 2003
genre: action
developer: Digitalo Studios
publisher: ARUSH Entertainment/Groove Games
engine: modified Unreal Tournament 2003
- atmospheric/environmental effects
- dust: impacts (bullets, feet)
- shaking: explosions
- shards: wood
- smoke: explosions, helicopter (damaged)
- sparks: bullet impacts
- steam: pipes, shower water, vats
- water: pipes, faucets, some drums leak, transport ship wave crashes, bubbles (fishtank filters), dam leaks, ocean foam/ripples, impact ripples/splash
- weather: rain
- clouds (moving)
- wind: tapestries
- other: explosions, fire, flies buzz around trash/turds, gas/toxic waste clouds; see particle effects
- collision detection:
- lighting: dynamic, colored, vertex & lightmap; coronas, flickering; fire, gunshots, lightning
- particle effects: explosions, debris, flowing water, gas, shards, smoke, sparks, steam
- physics: very realistic, ragdoll bodies
- gravity: player, NPCs
- friction, inertia, momentum, bouyancy
- bullet impact force pushes objects
- slippery water
- reflection: some water puddles; see environmental texture mapping
- shadows: fade, rotate, scale, vertical angle adjustment; NPCs
- skeletal animation: yes
- texture: 16-/32-bit depth
- filtering: bi-/trilinear
- mapping: environmental, mip
- decals: blood, bullet holes, impact marks
- transparency: fire, glass, laser beams, light beams, smoke, steam, water
- other: lens flare
player character
- character: blood splatters on view (camera), facial animation
- footsteps: dirt, metal, rock, water
- moves: crouch, jump, punch/shoot, run, strafe, walk
- view: 1st-person (3rd-person through console)
- pan: keyboard/mouse
- zoom: gunscope
- rat drones
level/world design
- # levels: 20
- location: future San Francisco Bay Area, USA; Taipei, Taiwan
- cutscenes: yes
- level editor: DEd (UnrealEd)
- environmental interaction
- break: boxes (most), chairs (some), cigarette packs, crates, glass (bottles), microwaves, monitors, vending machines
- explode: batteries (some), fire extinguishers, gas cans/tanks, microwaves, oil drums, propane tanks, vending machines
- move: ballasts (+ hanging fall when shot), basketballs, batteries, bottles, boxes (cardboard, Chinese food), cans (gas, tin), chairs, construction cones, containers, crates, milk cartons, mop buckets, oil drums, propane tanks, toolboxes, tubes, turds, TVs
- open: doors
- pickup: ammo/weapons, decoder, health (first-aid kids, food/ration packets), wire cutters; see moveable objects
- ride: subway?
- shoot: barrel/drums leak (oil, water), fire hydrants spew water, lanterns sway, pipes vent steam
- throw: anything pickupable (except ammo, health, decoder, and wire cutters)
- other: flush toilets/urinals, hack computers, look through microscopes and video cameras, set explosives, place fuses in generators, turn handles, turn shower/sink faucets on/off, use wirecutters on locks
- puzzles: find items (wirecutters, codes, parts, people), disable defenses (laser beams, turret guns, etc)
- traps/hazards: droids, falling, fire, getting shot/eaten (pirahna, sharks), poison gas, toxic waste
weapons: bottle (breaks after 1st use), explosives (dynamite, grenades), guns (harpoon, machineguns, pistols, rifles, Uzis), knife, rad drones, sword
ammo: bullets eject, bounce around, and disappear after a few seconds; harpoon darts arc in air and stick into surfaces
NPCs
- animals (rats), fish, humans, pirahna, sharks
- AI: take cover, teammates (orderable: follow, hold, attack)
inventory: ammo/weapons, decoder, detpacks, fuses, wire cutter
other