Heavy Metal: F.A.K.K.²
3D Game Comparison - Game vs. game. No hype; just facts.™
(Redirected from fakk2)
Contents |
Engine
Effects
- lighting: dynamic, colored
- asteroid fragments, crystals (some), explosions, flamethrower, lightning
- particle effects: blowing leaves, explosion debris, fly swarms, settling feathers after giant bird deaths, some weapon effects
- physics
- collision detection: mostly 2D (Julie adjusts feet & legs on slopes when standing)
- knock asteroid fragments off ledges which break on hitting ground
- rope-suspended platforms pivot from Julie's weight
- sliding doors push Julie
- reflection: metallic surfaces, non-translucent glass, many other things
- shadows: polygonal
- characters: horizontal, flat (2D); dynamic
- multiple light sources: position adjustment, distance lengthening & shortening
- texture
- transparency: 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)
- lens flare, underwater distortion
Atmospheric/environmental
- water ripples
- weather: moving clouds, rain
- clear-cloudy transition
- lightning: strikes bridge (breaking) and tree (burning)
- wind: leaves, tapestries
- camera shaking
- dust: cave claw hand scraping, Julie (landing & shimmying)
- smoke: chainsaw, flame sword, Gruff's pipe
- steam (some pipes)
- water mist/spray: lawn sprinkler
Character
player character
- facial animation
- footsteps: various
- head looks at pickups and scripted objects
- water level affects run speed & jump distance
- actions: 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
- combo weapon actions
- dual wield
- clothing/skin: jumpsuit (+ rips & loses pieces); leather stirrups & thong
- view: 3rd-person (1st-person via console command)
- pan: dynamic (keyboard- & mouse-controlled); around player: 360° horizontal, 180° vertical
NPCs
- aliens, birds (giant), shglieks (when mad), plants (arrow-shooting, eating, strangling vines)
- AI
- shglieks: distract (training area only?), knock unconscious, aggressive when hurt
- birds move out of Julie's way
- cave claw hand can kill NPCs
Environment
- # levels: 24 maps + training
- location: Eden (fantasy-futuristic world)
- cutscenes: many
- linear level progression
- outdoor design: somewhat expansive but still claustrophobic
- puzzles: find keys/items
- hazards: acid, closing sliding doors, gas (plant spores), rocks (falling & rolling), spiked cylinders (rolling)
Interaction
- collapsible scenery
- pick up: creepers, see #Inventory
- pull: buttons, crates, hay bales, levers, switches
- push: boulder, crates, hay bales, tree trunk
- ride: dung cart, hay (carried by crane), large machinery, sprinkler heads
- throw: shglieks
- dandelion-like flowers disperse seeds when walked into
Inventory
- store and use
- pickups: 3D objects
- ammo, health vials, gas cans, quest items, shields, Tiki runes, water ampules, weapons
- weapons
- axe, explosives (thermal detonator), guns (pistol, shotgun, Uzi), sling (rocks, explosive asteroid fragments, gas spore), swords (chainsaw: requires gas; flame, normal)
- bullet holes
- targeting: automatic and manual