circa: 2000
genre: action-adventure
publisher: Fox Interactive
engine: Monolith LithTech 2.5
- atmospheric/environmental effects
- water: bubbles, ripples (bullets), rising, splash (bullets, waterfall), wavy
- weather: clouds (moving), lightning, rain (+ puddle ripples & splash)
- smoke: airplane exhaust, explosions, fire, gun muzzles, lit cigarettes/cigars
- steam: cooking steaks, curb grate, forklift engine grill, some pipes, manhole cover
- other: car tires kick up dirt; flies near car headlights; screen brightens: in searchlight beam, if stunned; sparks (fire, bullet impacts)
- environmental mapping: metal (doors, gadgets, weapons, etc), some water
- lighting: dynamic, flickering; candles, circuit breaker LEDs, gunfire, fire, flashlight, searchlights, steam pipe sparks
- particle effects: breaking objects (glass shards, parts: motorcycle, security camera, snowmobile), explosion debris/shrapnel, fire (flames, embers, sparks), poodle toy olfactory scent, smoke, steam
- physics: airplane hole suction, bodies (jerk if hit/shot, spear-pinnable to vertical surfaces), bouyant envelope, debris bounce, jump momentum riding moving objects, opening doors & file cabinet drawers push
- reflection: see environmental mapping
- transparency: cold breath, fire, gas (acid, body remover potion, sleeping, stun), glass, light beams, poodle toy olfactory scent, smoke, water
- other: camera shaking
level/world design
- # levels: 15 missions, 2-6 parts/mission, 60+ levels
- locations: Morocco, Germany, Finland; nightclub, space station, streets, sunken ship
- environmental interaction
- break: ashtrays, cars (some), cigarette butts & packs, feather quill, food (carrots, onions, oranges, tomatoes, watermelon), glass (beakers, bottles, cups, mugs, safety glasses, skylights, test tubes, windows: bar booth, car doors, desktop, doors, shelves), locks, matchbooks, searchlights, security cameras, tomato paste cans, training dummies, valve, wood chairs (some)
- open: doors (normal, some roll-up garage), file cabinet drawers (some), gates (normal, sliding), lockers (some), shutters, vent grates
- pull: switches (circuit breaker)
- push: buttons, bouyant envelope, wood boards
- ride: gondola, lifted containers, lifts, motorcycle, snowmobile, train
- throw: coins
- other: activate forklift, answer payphone, arm/disarm explosives, hit window to wake up sleeping girl, light paper trash on fire, wiggle locked door handles/knobs, open/close doors/grates, pick locks, retrieve fired bolts/spears (bodies/surfaces), ring buzzers & doorbell, shoot wire & swing, turn valves
- puzzles: find people (+ protect) & valve handle; restore power, set timers
- traps/hazards: electricity, fire, gas (poison, sleeping), hot steam, radioactive liquid
player character
- character: Cate Archer (secret agent); cold breath, heartbeat quickens when initially attacked, footprints (snow)
- moves: crouch, jump, pickup, run, shoot, strafe, swim, turn 180 degrees, walk
- view: 1st-/3rd person (cheat); zoom: sunglasses, gun scope
weapons: barrette poison capsule, fists, gas spray (acid, sleep, stun), guns: AK-47 assault rifle, Braun 9mm Parabellum automatic pistol, Gordon 9mm submachine gun, Hampton (Carbine .45 sniper rifle, MPL 9mm submachinegun), Morris Model 14 speargun, Petri .38 Airweight revolver, Shepherd Arms 038 9mm pistol; Sportsman EX Crossbow; explosives (impact, proximity, timed)
- bullets: holes, impact sparks, shells (eject, bounce once, & disappear shortly); shoot through surfaces (fences, glass, grates, wood)
other
- animals/enemies: dogs (German Shephards), humans, sharks
- AI
- guards
- coins distract
- dodge, duck for cover
- investigate dead bodies
- poodle toy distracts dogs
- inventory: antitoxin, armor (vest), bandages, barrette (lockpick & poison capsule), beltbuckle (zipcord), codebreaker, earplugs?, intelligence items (briefcases, envelopes, film--camera & movie reels, folders), fired crossbox bolts & spears, lighter (+ welder torch)