< Eep² Games |
18 compared games (78 comparisons) + 51 honorable mentions = 69 games
Comparison Table |
---|
|
Note:
= a lesser/unverified unknown = yes, = no |
circa | 1996 | 1997 | 1998 | 1999 | 2000 | 1995 | 2000 | 1998 (Opposing Force: 1999) | 2000 | 1999 | circa | 1998 | 1998 | 2000 | 1999 | 2000 | circa | ||||||||||
genre | action-adventure | building, chat, virtual reality | action | action-adventure | action | action-adventure | genre | action-adventure | action-strategy | action-adventure-RPG | genre | ||||||||||||||||
publisher | Eidos | Activeworlds.com, Inc. | Sierra | Infogrames | publisher | Electronic Arts | Eidos | SegaSoft | Eidos | publisher | |||||||||||||||||
developer | Core Design | Activeworlds, Inc. | Valve (OF: Gearbox) |
Ritual | Raven | Appeal | developer | Dreamworks | Looking Glass | Surreal | LucasArts | Red Orb | Segasoft | Ion Storm | developer | ||||||||||||
[+/-] | ENGINE | ENGINE | ENGINE | [+/-] | |||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
engine | Proprietary | Criterion RenderWare | GoldSrc | modified Quake III | Paradise | engine | Proprietary | Dark Engine | Riot | modified SITH Engine | NetImmerse | Proprietary | modified Unreal Engine | engine | |||||||||||||
developer | Core Design | Activeworlds, Inc. | id | Appeal | developer | Dreamworks | Looking Glass | Surreal | LucasArts | NDL | Segasoft | GT Interactive | developer | ||||||||||||||
type | polygon | polygon/voxel | type | polygon | type | ||||||||||||||||||||||
portal | terrain | portal | terrain | terrain & portal | portal | terrain | terrain & portal | ||||||||||||||||||||
atmo- spheric/ environ- mental effects | w a t e r |
current | (+ swaying bodies/leaves) | customizable ("warp" command) | atmo- spheric/ environ- mental effects | w a t e r |
current | current | w a t e r |
atmo- spheric/ environ- mental effects | |||||||||||||||||
drops | drops | drops | |||||||||||||||||||||||||
ripples | customizable (action commands) | waves | ripples | (+ splash waves & underwater bubbles) | (+ underwater bubbles) | ripples | |||||||||||||||||||||
splash | splash | splash | |||||||||||||||||||||||||
w e a t h e r |
clouds | moving | customizable | moving | w e a t h e r |
clouds | moving | moving | moving | moving | clouds | w e a t h e r |
|||||||||||||||
fog | volumetric | underwater | fog | volumetric | fog | ||||||||||||||||||||||
rain | (+ surface splash) | rain | (+ surface splash) | rain | |||||||||||||||||||||||
snow | snow | yes | snow | ||||||||||||||||||||||||
other | mist | clear-cloudy transition, lightning [+ strikes bridge (breaking) and tree (burning)] | other | mist | lightning | other | |||||||||||||||||||||
wind | Lara's ponytail(s) | customizable (object animation) | fans | leaves, tapestries | wind | pulsating plants? | wind | ||||||||||||||||||||
flags | dripping water off Lara, gong, laundry, tapestries | fan vent cobwebs, a door | |||||||||||||||||||||||||
other | dust (shooting darts) | cold breath (Lara), dust (shooting darts), earthquakes, quicksand, shaking, smoke (gun muzzle, fire), steam (some Antarctica lights) | smoke (explosions, fire, gun muzzle, jeep & motorcycle exhaust, machineguns), steam (some floor grates) | dust (stone impact) | customizable: smoke, steam | camera shaking, smoke, steam (some pipes) | cold breath | other | object contact debris (dust) | blood splats, gas (Burrick poison), smoke (fire, lava), steam (some pipes) | camera shaking, smoke (fire), steam | smoke (gun muzzle, explosions) | day-night light cycle, smoke | gas & smoke linger after explosions, steam; all 3 rise and disperse | other | ||||||||||||
dust (cave claw hand scraping; Julie: landing & shimmying), lawn sprinkler water spray, smoke (+ chainsaw, flame sword, Gruff's pipe), water mist/spray | smoke (+ some pipes, sparks) | dust (grinding secret stone door), smoke (+ extinguished flares), steam (+ some grates) | |||||||||||||||||||||||||
collision detection | mostly 2D
|
2D | mostly 2D (Julie adjusts feet & legs on slopes when standing) | 2D | collision detection | mostly 2D (walking dinos, but angle when fallen/dead) | 2D | mostly 2D (Indy crawls parallel to slopes) | 2D | mostly 2D (hoverboards & rovers angle vertically) | 2D | collision detection | |||||||||||||||
avatars | |||||||||||||||||||||||||||
environment mapping (reflection) | "surfaces/objects reflect light and react to light sources"
|
some floors, Lara's catsuit, doors (lockers, glass cabinet), VCI logo | Gordon (HEV suit), NPCs (security guard helmets, etc), enemies (alien warrior armor, etc) | metallic surfaces, non-translucent glass, many other things | console screens, some glass | water reflects backdrop/terrain | environment mapping (reflection) | some marble floors
|
environment mapping (reflection) | ||||||||||||||||||
inverse kinematics | inverse kinematics | inverse kinematics | |||||||||||||||||||||||||
lighting | static (white) | dynamic (white)
|
dynamic (colored)
|
static
|
dynamic (colored) | static | lighting | static | dynamic
|
dynamic (colored) | lighting | ||||||||||||||||
white | colored
|
asteroid fragments, crystals (some), explosions, flamethrower, lightning | flickering | colored | white | white
|
colored
|
fire (dragon breath, flaming sword, regular fire); "dark-lights" | fire, flares, lanterns?, lighter | explosions, object building | alarm lights, Dragon's Tooth Sword, explosions, fire, flamethrower, flares (+ darts), flashlight, lamps (desk/table), plasma gun projectiles
|
||||||||||||||||
particle effects
(colliding projectiles & |
shooting lava | bat swarms, blood squirts, breath (cold/poison), fire, flares, gun bullet shells, explosion debris, fish schools, smoke, steam | beetle swarms, blood squirts, breaking object debris, electricity, enemy ground emergence, explosion debris, fire, flares, gun bullet shells & impact debris, moth swarms, smoke, water dripping off Lara | bat & bug swarms, fire, rat packs, smoke, steam, welding torch sparks | breaking object debris (glass, metal, wood shards); radiation particles, scattering crate objects, sparks | blowing leaves, explosion debris, fly swarms, settling feathers after giant bird deaths, some weapon effects | Borg body disappearance, electricity, stasis "fireflies", plasma, smoke, sparks, steam, transporter effects | cold breath, healing/saving, shooting lava, vulture-like bird swarms | particle effects
(colliding projectiles & |
object contact debris (dust) | fly swarms, gas, lava (shooting), smoke, sparks (fire, streetlights), steam, water (dripping, falling, fountains) | broken barrels/bodies, ice crystal sphere, falling ice sword crystals, other falling things, whirlwinds (mini-tornadoes) | falling rocks, explosion debris | explosions | breaking objects: glass/metal/wood shards; explosions, faucet (sink, shower) water drops, fire, fish schools, flies, gas, gun bullet shells, smoke, sparks (cleaning bot, machinery, etc), steam | particle effects
(colliding projectiles & |
|||||||||||
physics
(bouyancy, friction, gravity, inertia, momentum, etc) |
Lara, animals/enemies | avatars | player character, animals/enemies | physics
(bouyancy, friction, gravity, inertia, momentum, etc) |
player character, animals/enemies | avatars: bounce off forcefields, buildings, avatars, rovers, turrets, etc; weapon recoil
|
player character, animals/enemies | physics
(bouyancy, friction, gravity, inertia, momentum, etc) |
|||||||||||||||||||
Thor's hammer, sand | Lara's ponytail (blowing, floating, settling), vehicles | low gravity, plasma beam force (weapons, conduits) | body guts, broken barrels, ice crystals, rocks/snowballs (+ rolling, break) | rocks, working clock gears | |||||||||||||||||||||||
rolling barrels/drums richocet off walls/edges | bouncing bullet shells & grenades | ||||||||||||||||||||||||||
icicles, stalagmites | |||||||||||||||||||||||||||
shadows | polygonal | polygonal | voxel ("dynamic soft shadow generation") | shadows | polygonal (Indy), dynamic | polygonal | shadows | ||||||||||||||||||||
ovalular; size (width/length adjustment): Lara (dynamic), animals/enemies/darts (static) | Lara only, moving fan blades | customizable | player character, NPCs, aliens/enemies: horizontal, flat (2D); dynamic | avatars & rovers
|
|||||||||||||||||||||||
horizontal, flat (2D) | some vertical angle adjustment | multiple light source: position adjustment, distance lengthening & shortening | circular, fading | ||||||||||||||||||||||||
skeletal animation | skeletal animation | skeletal animation | |||||||||||||||||||||||||
texture | filter- ing | bilinear | voxels only | texture | filter- ing | bilinear | bilinear | filter- ing | texture | ||||||||||||||||||
trilinear | trilinear | trilinear | |||||||||||||||||||||||||
map- ping | bump | map- ping | bump | bump | map- ping | ||||||||||||||||||||||
mip | mip | mip | |||||||||||||||||||||||||
detail/ procedural | action commands | blood & alien/roach gut fluid, crowbar/ pipewrench (OF) hits (black: most surfaces; white: some glass), explosion blasts | flamethrower burns | weapon burns | detail/ procedural | blood pools/splats | bullet holes, blood, glass hits, wood cracks | detail/ procedural | |||||||||||||||||||
palette (color bit depth) |
8 | 8/16 | 8/16/24 | 16/32 | 8/16 | 16/24 | 16/32 | 16/24/32 | palette (color bit depth) |
8/16 | 8 | 16 (only?) | 8/16/24/32 | 16/24 | 16 | 16/32 | palette (color bit depth) |
||||||||||
tile resolution | 64x64 | probably 64x64 and 128x128 | 128x128 or 256x256 | any power of 2 | varies | 32x32, 64x64, 128x128, 256x256 | tile resolution | varies | 32x32, 64x64, 128x128, 256x256 | 8x8, 16x16, 32x32, 64x64, 64x128, 128x64, 128x128 | tile resolution | ||||||||||||||||
other | anisotropic filtering, compressed | other | more info | multipass | other | ||||||||||||||||||||||
transparency (alpha blending) |
full (masks)
|
semi/full: curtains/drapes, electricity, fire, glass, gun muzzle flash, light (beams, bulbs, shafts), shadows, smoke, steam, water (+ blood, ripples, splashes) | semi/full: blood drops, electricity, fire, flare smoke, glass (some computer displays, windows), gun muzzle flash, light beams (spotlights, sunrays), X-rayed Lara | water | transparency (alpha blending) |
water | camp forcefield boundaries, pre-built buildings/turrets, dirt/dust, explosions, healing rays, hoverboard trails, light beams, smoke, transium spots, weapon fire tracers | gas, glass, lasers, pepperspray mist, smoke, steam, water | transparency (alpha blending) |
||||||||||||||||||
breath (cold/poison), fog/mist, reflections?, save/health crystals/gems | blood squirts, cobwebs, elementals, fading corpses, glass (jeep windshield, Von Croy's glasses), Lara (when camera close), lava, lens flare, scroll (1), some enemy weapon explosions | customizable ("opacity" RWX command) | fading (body parts, broken objects, corpses, crate objects), ice, fire, glass, smoke, steam | explosions, fire, ghosts, glass (glasses, health vials, water ampules, windows), hologram (Julie), lens flare, lightning, light shafts, plant/flower petals (some), smoke, steam, wasp wings, water (+ dripping) | Borg lasers, electricity, forcefields, glass, light shafts, plasma, smoke, sparks, steam, transporter effects, weapon beams | cold breath?, healing? | fire, gas, glass, ice, smoke, steam, water (+ dripping), water arrow quivers | dirt/dust (falling), fading (corpses, broken barrels/crates), fire, glass (cups, light panels), glow, grimstone, hair bangs, ice, plant leaves, shimmering/sparkles, smoke, soul shadow, steam, wings | cobwebs, some glass (helicopter windshield, stained), Indy (when camera close), some water | light shafts | |||||||||||||||||
other | underwater distortion | lens flare, poison & underwater distortion | lens flare, underwater distortion | level of detail (LOD), light flares (coronas), simple shaders | other | max polygons before clipping: 1024 | creature polygon count: 200-1000+, lens flare | coronas, alcohol/poison distortion, volumetric fog/light | other | ||||||||||||||||||
[+/-] | PLAYER CHARACTER | PLAYER CHARACTER | PLAYER CHARACTER | [+/-] | |||||||||||||||||||||||
player character | Lara Croft | customizable, various | Gordan Freeman; HEV suit OF: Adrian Shepherd; PCV vest |
Julie Strain
|
Alex Munro (Starfleet officer)
|
Cutter Slade | player character | Anne (traveller)
|
Garrett (thief)
|
Rynn
|
Indy (archeologist/ professor) |
The Prince | 4 corporation avatar types; male or female | JC Denton
|
player character | ||||||||||||
ponytail | scouting orb links to mechanical eye | ||||||||||||||||||||||||||
young Lara | |||||||||||||||||||||||||||
training level | Ireland episode | ||||||||||||||||||||||||||
actions/moves | climb (ladder), die (various) , dive (+ somersault), grab edge (while jumping or dropping), idle, insert key/item, jump (+ flip), pick up items from ground (down on 1-knee, bend over, pick up), pull (+ up edges), push, ready/store weapon, roll (somersault), run, shimmy (horizontal ledges), shoot, sidestep, swim (+ wade shallow water), vault, walk | + climb (+ grappling hook), search (files, drawers), sneak, swing (+ bars, bat, grappling ropes?--hook?), throw grappling hook, walk (+ tightrope: left/right balance) | run, strafe, wait, walk (others configurable through SEQs) | climb (ladder), crouch (+ run & walk), die (various), idle, jump, pick up (by moving over object), run, shoot, strafe, swim, walk |
climb (rope, wall), crouch (+ roll: 4 directions, walk), die (various), grab edge (while jumping or dropping) & horizontal pole (while jumping, + wrap legs around), hug wall (+ sidestep), jump, pick up (by moving over object), place detonator, pull (+ up edges), push, ready/store weapon (2 hands), run, shimmy (horizontal edges/poles), shoot (+ alternate), strafe, swing (rope, monkeybar, sling), turn (crank, handle), vault, walk | climb (ladder), crouch, jump, shoot (+ alternate), sidestep, strafe, push button, run, use, walk | climb, die (various), jump, run, shoot, stomach lie (+ crawl), swim, walk | actions/moves | crouch, pick up/drop/throw object, jump, shoot | block, climb: ladder, wall (mantle)/rope; crouch (+ run/walk), drink, eat, jump, pick lock/pocket, lean (sideways, forwards), open/close doors & manhole covers, pick up/drop/throw object/body, ready/sheath weapon, run, swim, swing blackjack/sword, walk | block, climb ladder, crouch (+ 4-direction roll & "walk"), die, jump, pick up object, push, run, sneak, strafe, swim, swing weapon | climb, crawl, die (various), grab edge, jump, light lighter/torch, mark wall w/chalk, pull/push block/crate, pull up (edges), roll (directional), run, shimmy, shoot, sidestep, swim, vault, walk, whip (+ climb/swing) | jump, open doors, pick up object, pull up (edges), swing weapon | jump; object manipulation: build (+ rotate in 90° increments), dismantle, drop, jettison, modify, pick up (by moving over object); shoot, strafe | climb, crouch (+ walk), die (various), drink, eat, flush toilets, lean (sideways), jump, open/close cabinets/doors/drawers, pick up/drop/throw object, play (piano, pinball, pool), run, shoot, strafe, swim, turn: on faucets (sink, shower), ship wheels, valve; walk | actions/moves | |||||||||||
light/throw flare, move camera around while performing most moves, roll (+ underwater) | faster turning | hit gong | open sewer cover, play harp & piano, tilt/turn objects | ||||||||||||||||||||||||
open door (revolving handle) | crawl, crouch (+ ready/holster/shoot some weapons), dash/sprint (+ jump & slide), swing (monkeybar), open door (+ crowbar), sidestep (+ shallow water) | ||||||||||||||||||||||||||
customizable (multiplayer) | customizable (multiplayer) | customizable (multiplayer) | |||||||||||||||||||||||||
footprints | footprints | footprints | |||||||||||||||||||||||||
footstep sound | land/water | land: dirt, hollow (wood), metallic (metal), mud/quicksand, rock (solid/gravel), soft (grass); water | land: dirt, metal, mud, rock (solid/gravel), sand, snow; water | customizable (but pauses each time) | land (varies), water (varies) | metal, ship floor (thin carpet), water | land: dirt/sand, grass, rice patties, stone, wood; water | footstep sound | land (varies), water (varies) | land: carpet, dirt, gravel, metal, rock/stone, tile, wood; water (varies) | land: dirt, grass, metal, rock, snow, wood; water; armor | land: dirt, metal, rock, snow, wood | land: dirt/grass, metal, linoleum; water | footstep sound | |||||||||||||
polygons (#) | 380, ~230? | 540 | 784?, |
984? ("200 more") | varies | polygons (#) | ~350-400 | polygons (#) | |||||||||||||||||||
textures ("skin") | normal | customizable | hazard suit/PCV vest (OF) on/off | jumpsuit (+ rips & loses pieces); leather stirrups & thong | normal, spacesuit | normal | textures ("skin") | normal | armorless, armored | normal | depends on corp and gender | normal | textures ("skin") | ||||||||||||||
grey tanktop | green tanktop | ||||||||||||||||||||||||||
wetsuit, bomber jacket | arctic (Antarctica), catsuit (London), desert (Nevada), jungle (South Pacific Islands) | training (Cambodia) | catsuit, SAS(?) camoflauge | ||||||||||||||||||||||||
view (cam- era) |
perspective (person) | 3rd | 1st/3rd | 1st (3rd via console command) | 3rd (1st via console command) | 1st (3rd via console command) | 1st | view (cam- era) |
perspective (person) | 1st | 1st/3rd | 3rd | 1st/3rd | 1st (3rd via console command) | perspective (person) | view (cam- era) |
|||||||||||
pan | static (locked behind character) & dynamic (keyboard-controlled) | static (locked behind character) & dynamic (keyboard-controlled) | dynamic (keyboard- & mouse-controlled) | pan | dynamic (keyboard- & mouse-controlled) | static (locked behind Indy) & dynamic (keyboard-/ mouse-controlled) | static (locked behind avatar) & dynamic (keyboard-/ mouse-controlled) | dynamic (keyboard- & mouse- controlled) | pan | ||||||||||||||||||
dynamic (+ mouse- controlled) | around player: 360° horizontal, 180° vertical | around player: 360° horizontal, 180° vertical | around player: 360° horizontal, 180° vertical | ||||||||||||||||||||||||
zoom | slightly when panning | 3 levels (3rd-person only) | continuous (console commands) | hazard team suit | 7 levels (1 1st-person + binoculars, 6 3rd-person) | zoom | optionally after ~10 seconds while aiming bow | aiming bow (1st-person) | when panning in pseudo-1st-person view (camera closer to Indy and he turns transparent) | nerve center camp view, certain weapons (1st-person) | binoculars | zoom | |||||||||||||||
binoculars/lasersight (1st-person) | Garret's mechanical eye | ||||||||||||||||||||||||||
water tinting | more accurate | fading | water tinting | water tinting | |||||||||||||||||||||||
[+/-] | LEVEL/WORLD DESIGN | LEVEL/WORLD DESIGN | [+/-] | ||||||||||||||||||||||||
# levels/worlds | + assault course/Lara's mansion/training | 4 episodes; 15-20 levels | customizable (depending on how many worlds purchased) | 17 maps + training
|
24 maps + training | 16 maps + tutorial | 5 regions | # levels/worlds | 8 | 12 missions + training | 16 missions | 4 worlds; 14 levels | 8 chapters; 17 levels | 7 environments; 15 levels | 1 million possible camps; customizable (depending on how many you want to build and others have built) | 11 missions + training | # levels/worlds | ||||||||||
15 | 18 | 20 | 37 (5 "episodes") | ||||||||||||||||||||||||
locations | Atlantis; Egypt; Qualopec, Peru; St. Francis' Folly | China (The Great Wall); Venice, Italy; sunken ship; Tibet; TR2 Gold: Las Vegas, Nevada, USA & Russia | India; London, England; Area 51 (Nevada, USA); South Pacific Islands; Antarctica; TR3 Gold: Scotland, English Channel, France | Anghor Wat, Cambodia (training level); Egypt (a citadel, Karnak, Cairo, Giza, Alexandria, Valley of the Kings) | Rome, Italy; Murmansk, Russia; Ireland; office tower block (Von Croft Industries? location unknown) | partial world list; customizable | Black Mesa Federal Research Facility (New Mexico, USA); Xen (alien world) | Eden (fantasy- futuristic world) |
Voyager (+ holodeck), Borg cube, Forge (space station), Scavenger ship (Klingon, classic Federation, other races) | Adelpha (parallel world) | locations | Site B (Isla Sorna : island near Costa Rica); more info ; 15km² | a city (~19th century w/magic) | Drakan (fantasy-medieval world) | post World War II (1947)
|
12th-century Persia
|
Visitor (alien planet) | the future
|
locations | ||||||||
cutscenes | 4 | 11 | 37+ | many | cutscenes | 13+ | 62+ | level transitions | cutscenes | ||||||||||||||||||
full-motion videos (FMVs) | 10 | 7 | 3 | 13 | full-motion videos (FMVs) | 3 | 17 | 16 | full-motion videos (FMVs) | ||||||||||||||||||
level/world editor | Room Editor | integrated | various | level/world editor | DromEd | integrated | modified UnrealEd | level/world editor | |||||||||||||||||||
linear level progression | some (India/Antarctica & levels within Nevada, South Pacific Islands, & London) | some (interconnected levels), "strategic hubs" | (but can return if accessible) | linear level progression | (but can return if accessible)
|
linear level progression | |||||||||||||||||||||
environ- mental inter- action | collapsable scenery |
customizable | environ- mental inter- action | collapsable scenery |
collapsable scenery |
environ- mental inter- action | |||||||||||||||||||||
o b j e c t s |
break | animals/enemies (when shot with grenade/rocket launcher), glass, walls (2) | animals/enemies (when shot with grenade launcher), chainlink fence, fuel tank, helicopter, lionhead gems, skeletons (heads & shields), star, stone ground & wall, vases, wood (barricades, bridges, some benches & crates, fence-doors, scaffolding) | crates, lock, vent | benches, bodies, books, cardboard boxes, chairs, desks, doors, glass, grates, meat, plants (cactus, shrubs) signs ("CAUTION: WET FLOOR" /\, outside post), turrets (free-standing, tank), vending machines, vents, wood (boards, crates) | distribution nodes, plasma filters | o b j e c t s |
break | chair | flags (T2), glass windows, ice (T2: + jump on), tapestries, vases, wood (crates, doors)--threshold | bodies, dishes (glass cups, jugs, plates), rocks/snowballs, some walls, wood (barrels, some bridges, crates) | stained glass | destroy buildings/rovers | animals/enemies, basketballs, benches, boats, books, bottles (beer, wine), buddah statues, cabinets, /\ caution signs, ceiling fans, clay pots, fire extinguishers, flag poles, floor cushions, furniture (chairs, couches), hanging: (birdcages, carcasses, chandeliers, coats), glass windows, human skulls, incense burners, lab flasks, microscopes, oil drums, potted plants, soda cans, some doors/walls, lamps (some ceiling, table), mailboxes, newspapers, openable objects with strength value (see other), pillows, trash bags/cans, trophy cups, utility push cart, vases, water coolers, wicker baskets, wood (boards, crates, doors) | break | o b j e c t s |
|||||||||||
drop | flares | C4 | dynamite, hoti (fruit) | drop | anything pickupable | anything pickupable (except loot) | anything pickupable | anything pickupable | drop | ||||||||||||||||||
pickup | ammo, artifacts, keys, weapons | ammo, weapons | pickup | ammo, weapons | see LEDOs | ammo, armor (adaptive, ballistic), binoculars, candy bars, cigarette packs, credit sheets, fire extinguishers, flares, hazard materials suits, lockpicks, medkits, multitools, rebreathers, soda cans, soy food, vials (Ambrosia, crack), weapon mods, weapons
|
pickup | ||||||||||||||||||||
flares | creepers, see inventory | basketball, bats, batteries, bus sideview mirrors, cans (crushed beer/soda, paint), canteen, cement blocks, bones (+ rib cage, skull), boots, chairs, containers (crates, oil/fuel drums, plastic), helmet, hammer, I-beams, keycards, oil filters, mug (broken), phone cover (- pickupable), picture frame, pipes, radiator fans, rebar, rocks, shipping containers, table (portable), telephone (office-style), trailers, trashcans, wood: beams, planks, shards, sticks | bodies, crates, hammers (large), "junk": bottles (green glass, grey), dishes (bowls, cups, pans, plates, pots), goblets, trays, vases; plants (potted); see inventory (- compass) | see inventory | puzzle objects, treasure | ||||||||||||||||||||||
secrets | see inventory | barrels (small), basketball, bedroll, glass (after broken), masks, medallion | anchors, chart compass, flares, hankerchief, lab equipment, letters, Mechanist mace, sextant, strongbox | ||||||||||||||||||||||||
pull | levers, switches, stone/wood blocks/crates | a body (pull only), air conditioners, compass marker stones, generator, large pots/vases, levers/switches, metal racks/shelves, stone block | chairs, crates, drums |
buttons, crates, hay bales, levers, switches | pull | levers | blocks/crates, levers/switches | crates? | pull | ||||||||||||||||||
push | customizable (through bot SDK) | boulder, crates, hay bales, tree trunk | push | barrels, crates, rocks (boulders), sandbags | barrels, bodies, broken bot pieces, crates | barrels (broken pieces), body parts, rocks (boulders)/snowballs, some crates, some stone columns, some wall stones | crates?, stone vases? | basketballs, benches, cardboard boxes, /\ caution signs, crates, floor cushions, human skulls, incense burners, pans/pots, pillows, potted plants, small tables, trash bags/, canstrophy cups, utility push carts
|
push | ||||||||||||||||||
ride | elevator, snowmobile (skidoo), speedboat | 4-wheel all-terrain vehicle (ATV; quad bike), kayak, mine cart, boat, underwater propulsion unit | floor (sinks when Lara's on, rises when Lara's off), jeep, motorcycle w/sidecar, sand (rising), train | anything falling (breaking floor, crates, etc), conveyor belts, elevators, helicopter-plane (OF), lifts, monorail, tram, Xen's revolving rocks | dung cart, hay (carried by crane), large machinery, sprinkler heads | elevators, some machinery | boat, Twon-Ha (like a camel) | ride | anything falling (junked vehicles, etc), lift | lifts
|
anything falling, Arohk (dragon), lifts | clock hands, jeep, mine cart, raft | boat? | anything being built, rovers | boats, elevators/lifts/platforms, manhole covers & grates (closing/opening), utility push carts, warehouse doors (sliding) | ride | |||||||||||
throw | flares | grenades | shleeks | throw | anything pickup-/push-/pullable | anything pickupable (except loot, papyrus/parchments/scrolls) | anything pickupable | throw | |||||||||||||||||||
buttons | action commands | buttons | shoot (arrow) | buttons | |||||||||||||||||||||||
levers/ switches |
shoot | levers/ switches |
levers/ switches |
||||||||||||||||||||||||
other | shoot bells | turn some lights on/off | build | other | shooting: above things moves them, outdoor phone buttons activates message | whip wraps around things so Indy can climb or swing across | other | ||||||||||||||||||||
outdoor landscaping/ terrain design |
gridlike: squares/blocks | customizable (depending on objects used and if using modular ground) | mostly indoors | somewhat expansive but still claustrophobic | mostly on tight cooridoor ships, but one map outside in space | voxels | outdoor landscaping/ terrain design |
very natural/organic | mostly indoors or urban | layering | fractal; very natural/organic: deep canyons, flat plains, rolling hills, steep mountains | mostly urban | outdoor landscaping/ terrain design |
||||||||||||||
triangles: more complexity, organic surfaces, smoother angles, arches, domes, vaulted ceilings, etc. | more "organic [and] have shapes and complex surfaces" | ||||||||||||||||||||||||||
puzzles | find keys/items | find items & combine | customizable | target airstrike | find keys/items | aim laser, lead repair "fireflies" to teleporter | find keys/items | puzzles | find keycards | breaking and entering, evade detection (sneak), find/steal items, follow/trail people, pick pockets | find keys/items
|
find items | breaking and entering, evade detection (sneak), find keys/items | puzzles | |||||||||||||
ordered levers/switches, pressure-sensitive floors, timed doors/levers | kidnapping, plant evidence | ||||||||||||||||||||||||||
gears | break walls | ||||||||||||||||||||||||||
traps/hazards | blades (floor, vertically swinging), fire, spikes (ceiling, floor, wall) | breaking metal walkways, fire, lasers | cold (freezers), electricity, heat (fire, steam), radiation | acid, closing sliding doors, gas (plant spores), rocks (falling & rolling), spiked cylinders (rolling) | plasma beams | traps/hazards | falling stone walls/statues (triggered) | arrows (shooting), blades (horizontally/vertically swinging), fire, pressure-sensitive floors, mines | blades (track-spinning), darts (shooting), fire, floors (crumbling), lava, poison gas, rocks/rubble (falling), spikes (door, horizontally-triggered, swinging balls, vertically-falling), stone blocks (ceiling-/wall-crushing) | boulders (rolling), crumbling floors, lava, pressure-sensitive floors, spikes (bamboo-floor, wall) | arrows (shooting), blades (horizontally rotating/swinging), floors (crumbling), lava, spikes (ceiling/floor/wall) | decoy silos/walls, land mines, turrets | electricity, LAMs, poisonous gas/water, radiation, tripwires (lasers), turrets | traps/hazards | |||||||||||||
arrows (shooting), blades (+ rolling), boulders (rolling), darts (shooting), doors (split-shutting), floors (crumbling, falling-anchored), lava | balls (rolling), blades (+ horizontally rotating, "geared", & slicing; vertically: circle-spiraling & "scissors"), chains (swinging), fire (+ oil water), land mines, machineguns (+ flamethrower), poison, rocks (falling, horizontally crushing), spikes (+ ceiling spiral-expanding, diagonal, large "jacks"), stone block columns | ||||||||||||||||||||||||||
lightning bolts, Midas' golden hand, swords (falling), Thor's hammer | crane (moving), fans, icicles/stalagmites (falling) | ||||||||||||||||||||||||||
acid/sewage, blades (+ horizontally swinging, statue-swinging), crates (swinging), glass (floor-vertical), mines (water), oil drums (rolling), sand bags (falling), snowballs (rolling), spikes (+ swinging balled) | barbed wire, blades (+ horizontally rotating), drills, electric fences, fire (+ swinging), lasers, mud, quicksand, poison, rocks (falling), spikes (+ crushing/rolling cylinders), statues (fire-emitting), subway trains | ||||||||||||||||||||||||||
[+/-] | WEAPONS | WEAPONS | WEAPONS | [+/-] | |||||||||||||||||||||||
weapons | guns (Colt pistols, shotgun, Uzis) | chloroform, cosh?, grappling hook gun, sniper rifle, truncheon? | C4, crossbow, crowbar, grenades, guns [alien wasp, gauss, Glock, gluon, Magnum .44, MP5 w/grenade launcher, rocket launcher (laser-guided), shotgun], laser trip bombs, "snarks" (alien hand grenades)
|
axe, explosives (thermal detonator), guns (pistol, shotgun, Uzi), sling (rocks, explosive asteroid fragments, gas spore), swords (chainsaw: requires gas; flame, normal) | arc welder, compression rifle, crossbow, grenade launcher, IMOD (infinity modulator), phaser (+ rifle), Scavenger rifle, statis weapon, Tetryon Disruptor, Winchester rifle | flamethrower, grenade launcher, guns (HAWK-MK8, SLNT-B dartgun, others) | weapons | bat, guns [.22 Calico, .38 Special, .50 Barret rifle, AK-47, Benelli M1 Super 90 shotgun, Beretta 9mm, Browning .50 caliber machine gun, Desert Eagle .44 Magnum, Heckler and Koch (91, MP5 9mm, VP70 9mm), M-14, Mac-10 9mm, Ruger Redhawk .44 Magnum, S&W 686 .357 Magnum, SPAS 12, toxic gun, tranquilizer pistol & rifle], mace
|
blackjack, bow (arrows: broadhead, fire, gas, moss, noise, rope, water), hammers, mines (explosive, gas) | axes (battle, flame, lightning), bows (energy, heavy, long, speed; arrows: explosive, ice, fire, magic, normal, poison), cleaver, clubs, crystals (fire, ice, lightning), hammers, maces, swords (flame, ice, scimitars, short, long) | guns (bazooka, pistol, rifles), hand grenades, machete, satchel charges, whip | bow (arrows: charm lights, death, explosion, fire, freeze, possession, wasp swarm), staff, swords | explosives (detonators, homing toys, mashers), weapons | baton, bazooka, crossbow (darts: normal, tranquilizer, flare), fire extingusher, flamethrower (napalm), grenades (EMP, gas), guns: 10mm pistol (+ stealth), assault, buckshot, guided explosive projectile (GEP), shotgun, sniper rifle; knife, lightweight attack munitions (LAMs), pepper spray, PS20 (plasma), riot prod, rocket launcher, swords (normal, Dragon's Tooth) | weapons | ||||||||||||
Magnums | crossbow (bolts: exploding, poisoned, normal), grenade launcher (+ grenades: normal, flash, super), revolver, shotgun (+ shells: wide & narrow arc), Uzis | bow (arrows: + vine-climbable), frogbeast eggs, Mechanist mace | |||||||||||||||||||||||||
M-15/M-16 | Desert Eagle, grenade/rocket launchers, MP5 | ||||||||||||||||||||||||||
bullet holes | burn marks | bullet holes | bullet holes | ||||||||||||||||||||||||
bullet shells | eject, bounce off ground, make sound, then disappear
|
eject, hit ground, make sound, then disappear | eject, bounce off things, make sound, then disappear after a few seconds | bullet shells | eject, bounce off things, make sound, then disappear after a few seconds | eject, hit ground, make sound, roll around, then disappear after a few seconds | bullet shells | ||||||||||||||||||||
targeting | automatic | automatic & manual | automatic & manual | manual | targeting | manual | automatic | manual | automatic & manual
|
targeting | |||||||||||||||||
other | harpoons stick in ground, rocks, & walls (but disappear ~10 seconds later) | other | arrows stick in dirt/grass/wood; retrievable | arrows stick in animals/enemies & dirt/grass/wood; retrievable (some may be broken) | whip weapons out of enemy hands | darts & throwing knives stick in surfaces; retrievable | other | ||||||||||||||||||||
[+/-] | NPCs | NPCs | NPCs | [+/-] | |||||||||||||||||||||||
animals/ enemies | alligators/ crocodiles, bats, bears, cats (cougars, lions, panthers), centaurs, demons, dinosaurs (Tyrannosaurus Rexes, Velocoraptors), gorillas, humans, mummies, rats, wolves | birds (crows, falcons), cats (leopards, tigers), dinosaurs (Tyrannosaurus Rexes, Velocoraptors), fish (barracuda, catfish, eels, sharks), dogs (Doberman Pinchers), dragon, humans, rats, spiders, Yeti | alligators/ crocodiles, bats, birds (buzzards/ vultures, crows), dinosaurs (compsognathus, Pterodactyl--TR3 Gold, Tyrannosaurus Rexes, Velocoraptors), dogs (German Shephards), fish (angelfish?, piranha), dolphins (TR3 Gold), humans, killer whales, lizard humanoids, monkeys, rats, snakes (Cobras, rattlesnakes), tigers, wasps | crocodiles, bats, bulls, elementals, humans, insects (locusts, beetles: flying & scarab, scorpions), jackals, monkeys, mummies, sharks (hammerhead), skeletons, sphinxes?, statues (ancient gods/creatures?, horses, knights), warthogs, wraiths | bats, dogs (Doberman Pincers, German Shepherds), humans, lions, rats, skeletons, statues, water wraith | aliens, humans, zombies | aliens, birds (giant), shglieks (when mad), plants (arrow-shooting, eating, strangling vines) | aliens (harvesters, Scavengers: Borg, Hirogen, Klingons, Species 8472), humans | aliens, humans, gorgor, spiders, vulture-like birds, compos (large water plants), zeedog (canine-like animal), etc. | animals/ enemies | dinosaurs : Albertosaurus, Brachiosaurus, Parasaurolophus, Stegosaurus, Triceratops, Tyrannosaurus Rexes, Velocoraptors | bug beasts, burricks (dog-lizards), fire (elementals, shadows--Thief Gold), frogs, ghosts, humans, mosquitoes, spiders, zombies | humans, mechanical droids (security & worker), tree humanoids | dragons, dragonflies, giants, goblins, humans, orcs, scavengers, spiders, succubi, trolls, wartoks | cheetah?, humans, ice monsters, leopards?, monkeys?, piranhas?, robot?, serpent god?, scorpions, sharks, snakes (Cobras), spiders?, wolves | djinni, humans, muck monster; >30 distinct types | other players, rovers | bots, dogs (some), doglike beasts, greasels, humans
|
animals/ enemies | ||||||||
artificial intelligence (AI) | attack immediately | GAIA: 1 , 2 | artificial intelligence (AI) | attack immediately | artificial intelligence (AI) | ||||||||||||||||||||||
unharmed Buddhist monks fight enemies but turn on Lara if she shoots them | |||||||||||||||||||||||||||
[+/-] | INVENTORY | INVENTORY | INVENTORY | [+/-] | |||||||||||||||||||||||
design | passport & rings; store & use items | store, combine, & use items | store & use items | hazard suit transporter buffer | store & use items | design | only 2 items at a time (1 stored, 1 in-hand) | store & use items | store & use items | design | |||||||||||||||||
items/ objects | artifacts, flares, keys, weapons/ammo | weapons/ammo | items/ objects | weapons/ammo | items/ objects | ||||||||||||||||||||||
bars (gold/lead), cogs, compass | chips, circuit boards/ breakers, fuse, gemstones, gong hammer, interruptors, keycards, masks, plaques, prayer scrolls, relay box | battery, discs, crowbar, embalming fluid, keycards, mallet, masks, penny, switch, ticket, winch starter | amulet of Horus, armor: (breast plate, gauntlets, greaves), bag of sand, binoculars (+ flashlight), broken handle, cartouches, compass, crowbar, gas can (jerrycan), gem, holy scriptures (sculptures?), hook, laser sight, metal blade, nitro, puzzle objects, scrap of paper, stones (Atum, Khepri, Maat, Re), token, torch, valve pipe, waterskins, wooden handle | aqualung, batteries, binoculars (+ flashlight), canisters (oxygen, nitrogen), chalk, chloroform, cloth, coin, crowbar, discs, fuse, gemstone pieces, hammer, keycards, Mercury stone, pitchfork, rubber tube, suit console, symbols, Timex TMX, valve wheel | hazard suit (+ damage & health sensors, flashlight)
|
health vials, gas cans, quest items, shields, Tiki runes, water ampules | hyposprays (normal, truth serum), tricorders | artifacts, beacon, binoculars, cloaker, holographic projector, hoti (fruit), keys, lexicon, notebook, plants, minerals | keycards, almost anything less than or equal to the size of a weapon | compass, flash bombs, flasks/potions (breath, health, holy water, speed), food (apples, bread, carrots, cheese, deer legs), lock picks, keys, papyrus/parchments/scrolls, loot (coins: gold, silver; goblets, gold/gem vases, tiaras) | armor (leather, mail: banded, chain, plate), book (Atimar), crystals (Rift), potions (health, invisibility, invulnerability, life), keys, runes | chalk, lighter, machine parts, puzzle objects, treasure | potions (arrow invincibility, disguise, featherfall, flight, health, life extension, poison, strength, superjump) | LEDOs | see pickupable objects | ||||||||||||
flares, loot (+ glass lenses, gold-rimmed glasses, jade staffs), potions (+ slowfall & invisible), scouting orbs | |||||||||||||||||||||||||||
map | 2D, 3 sizes (overlaid), rotates w/camera, zoom; precise position | map | 2D, vague position | 2D, automatically updates objectives; precise position | 2D, overlaid, rotates w/camera (optional), zoom; precise position; hints | 3D wireframe, limited radius; zoom levels; precise position | 2D, no position | map | |||||||||||||||||||
add text/notes | |||||||||||||||||||||||||||
pickups | sprites | 3D objects | 3D objects | pickups | 3D objects | pickups | |||||||||||||||||||||
[+/-] | OTHER | OTHER | OTHER | [+/-] | |||||||||||||||||||||||
multiplayer | multiplayer | only | multiplayer | ||||||||||||||||||||||||
sound | stereo | stereo | sound | stereo | stereo | sound | |||||||||||||||||||||
no "oomph!" (run into something) and "aha" (pickup object) | one sound at a time | A3D & EAX | A3D | real-time Foley (more info ) |
Thief Gold: body drop & different food eating sounds | ||||||||||||||||||||||
no grandfather clock ticking in Lara's mansion | roll replaced with dead body slump; no lava death sigh | binocular zoom; no vault or jump | |||||||||||||||||||||||||
|
Introduction News/Updates Comparison Table Honorable Mentions Links | Engine Player Character Level/World Design Weapons NPCs Inventory Other |
^ Top < Back |
| |