Severance: Blade of Darkness
3D Game Comparison - Game vs. game. No hype; just facts.™
Wikipedia:Severance: Blade of Darkness | }} | |
---|---|---|
year | 2001 | |
genre(s) | Action role-playing game | |
developer(s) | Rebel Act Studios | |
publisher(s) | Codemasters | |
engine | Proprietary | |
Character | ||
name | Various |
Engine
- Rebel Act proprietary at Internet Archive Wayback Machine
- Atmospheric/environmental effects
- 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; fluid
- 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
- name: Tukaram (barbarian), Naglfar (dwarf), Sargon (knight), and Zoe (adventurer)
- 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
- break: wood (barrels, crates, tables)
- eat: apples, bread crust, cheese, meat
- light on fire: barrels, crates, torches
- other: pull levers; push loose wall stones