Severance: Blade of Darkness
3D Game Comparison - Game vs. game. No hype; just facts.™
../../blade.gif|width=261|height=89|border=0|Severance: Blade of Darkness
circa: 2001
genre: action-RPG
engine: Rebel Act proprietary
- atmospheric/environmental effects
- water: reflection, waterfall splash
- weather: clouds
- lighting: dynamic, colored; flickering; candles, torches
- reflection: wavy water
- shadows: real-time, projected, dynamic, multiple light sources, fade, scale, vertical angle adjustment--everything!
- physics: thrown/knocked objects bounce and ricochet off other objects
- transparency: blood, cobwebs, fading broken objects, water
- other: dust: falling wall stones, breaking objects, sword impact (+ sparks & surface debris: wood, stone), eating food crumbs
player character
- character: incremental body damage, stamina (can only attack so much before needing to rest)
- moves: attack (swing weapon in at least 4 ways), block, climb, duck, jump, pick up, ready/stow shield/weapon, run, sneak, throw (+ drop), walk
- view: 1st-/3rd-person, seamless transition, body and shadows rendered in 1st-person, camera moves with character's breathing
level design
- environmental interaction
- breakable objects: wood (barrels, crates, tables)
- other: eat (apples, bread crust, cheese, meat), light on fire: barrels, crates, torches; pull levers; push loose wall stones
other
- enemies: incremental body damage
- AI: dodge, duck, evade, encircle
- sound: stereo, EAX