circa: 2002
genre: action
developer: Raven Software
engine: modified Id Quake 3
- atmospheric/environmental effects
- water: current, ripples & splash (bullet impacts, explosions, jump/walk, rain)
- weather: fog, lightning, rain (+ splash), snow
- wind: swaying bushes/plants/trees
- other:
- bodies twitch & some objects shake when hit/shot (see environmental interaction)
- hit/shot bloodbag holders shake, drip blood, form puddles, expand, and fade
- bullet/expolosion/feet impact splash
- location-specific NPC body damage: body falls/slumps over, twitches
- smoke: chimneys, fire, flashbang grenades, explosions, gunshots, vehicle exhaust?
- sparks: bullet impacts, dying helicopter rotors
- steam: grates, vents
- explosions, fire; see particle effects
- collision detection: 2D (bodies/feet remain horizontal instead of angling to surface), jump through broken glass, character/NPC bodies (- dead) block doors
- lighting: dynamic, colored, flickering; helicopter, lightning
- particle effects: blood drips/spurts, dust, electricity arcs, explosions, fabric strands, fire, liquid spray, rain, shards (glass, wood), smoke, sparks, steam
- physics
- friction/gravity: bodies, debris (- friction), enemies, player
- explosion force blows out glass
- pickups on top of broken objects (boxes, crates, etc) fall
- slippery ice and wet floor
- thrown knives arc and stick in things
- reflection: see environmental texture mapping
- shadows: polygonal ovalular masks (character) & projected (NPCs); pre-rendered, static: buildings, etc
- skeletal animation & skin
- texture: 16-/32-bit depth
- filtering: anistropic, bilinear, trilinear
- mapping: environmental (glass, metal; floors, signs, vehicles, walls)
- decals: blasts, bullet holes, knife marks
- transparency: fire, glass, light beams, smoke, steam
- other: anti-aliasing, location-specific body damage (limb falls off, blood spurts), underwater camera distortion
player character
- character: John Mullins, former Army Special Forces soldier
- flashbang grenades blind
- footprints: snow
- footstep sound: dirt, glass shards, grass, stone, water, wood
- pickup/carry/drop bodies
- moves: crawl, crouch, jump (+ crouch), lean left/right, punch, run, shoot, strafe, walk
- view: 1st-/3rd-person (console command)
- pan: keyboard/mouse
- zoom: keyboard/mouse; sniper rifle
level/world design
- # levels: 3 areas (50+ missions)
- locations: airport, cemetary, Columbia (house, jungle), Finca, Hong Kong (shops, street, warehouses), hospital, Jordan, Kamchatka (Russia; parachute in), New York (armory), liner (ship; parachute on), Prague (buildings, street)
- cutscenes: yes
- full-motion videos (FMVs): no
- level editor: no
- linear progression: yes
- environmental interaction
- breakable: barrels (some), baskets, beaker holders, buckets, cardboard boxes, carts (some; partial: shelves--some), ceiling water sprinklers, chairs (some), computers (cases, keyboards, monitors), crates (some), fire extinguishers, fish (hanging), glass: beakers, bottles, test tubes, windows (+ partial); magazines, pans, phones, picture frames, plants (some; partial: leaves), postcards, pots, rope coil, searchlights, sinks (partial), spray bottles, statues (partial), stone blocks (some), sunglasses, suspended pallet, tables (some), tanks (propane), toilets (partial), trash bags, trashcan garbage, vases, wood: planks (some), roof boards
- damage textures only: fire extinguisher cases, most machinery & signs, soda machines
- explosions only: bloodbag stands, carts, chairs, hospital beds
- buttons, levers/switches
- movable objects (when hit): bloodbag stands shake, bodies twitch, carts shake, chairs (+ wheel-) spin (some), clipboards (hanging) fly off boards, paper lanterns sway, pots shake, trashbags shake/debris, trashcan lids pop up
- openable/closeable: doors, electrical panels (- close)
- rideable: elevators, train (limited)
- other: flush toilets, pick locks (doors, trunks), operate: forklifts to raise crates, sink faucets (some); throw knives
- outdoor landscaping/terrain design: indoor/outdoor; LOD; see locations
- puzzles: rescue guy from burning building, set bomb timers, turn off gas/steam
- traps/hazards: electrocution, explosions, falling, fire, getting hit/shot, hot steam
weapons: grenades (flash, normal), guns (AK-74 rifle, M1911A1 pistol, Uzi), knives (throwable)
- bullet shells: eject, fall, hit surface, and disappear after awhile
other
- enemies/animals: humans, dogs
- AI
- dodge, evade, leap over things, limp, return and pick up dropped weapon, take cover, throw grenades back
- audio-sensitive
- inventory: ammo/weapons, night vision goggles, toolkit
- sound: stereo, EAX