By: PseudoNim
3D shooters seem to be a dime a dozen these days. Many bad
ones, a good number of good ones, fortunately. As a matter of
fact, lately (and this is a surprise for me) I can recall a lot more
good ones than bad ones - that's fairly rare, I'd say. Sin, Half
Life, Shogo and now Blood 2: The Chosen. All of these games
introduced something new to the genre, as well - Half Life has
a spellbinding story, Shogo has (in my view) the best engine
around, Sin is just cool and Blood... well, Blood is somewhat of
a different mix.
Mind you, that is not to say it's bad. Being based on the
LithTech engine and developed by Monolith, who, as of late,
continuously impressed me with quality title, it can't be bad.
However, some things about it disconcert me, and lead to
believe less production work has been put into it compared to
Shogo - and that's a shame. Case at point: weapons. Shogo
follows in the steps of Turok and the like, where switching a
weapon is as close to the real thing as possible - up to the
spinning of the dual pistols, Western-style. I suppose the folks
at Monolith thought dual pistols were a rather cool idea (that
was probably the only thing I liked about Rise of the Triad a
few years back), so they re-implemented it in Blood 2. For
some reason, though, the dual Berettas aren't spun in a funky
type of way - they're taken out à la Doom. Not only the pistols,
though - SMG and the flare gun are, as well. I'm not too fond of
the SMG, either - the one in Shogo was silenced and
wicked-looking, yet the one in Blood looks... it looks too much
like a standard boring SMG. ... Original. The flare gun is
somewhat neat, but again, that's variation on the grenade
launcher theme - though I have to admit this is a better shot at
it.
The graphics are quite nice. However, they also feel somewhat
sub-par to Shogo - even though it's the same engine. A gamma
correction control would be welcome, as well - the initial areas
are way too dark, even on the maximum brightness setting on
the monitor. I suppose it somewhat makes sense, as the areas
represent dark back alleys - but at least some light would be
welcome.
There are a few neat things that I find Monolith should be
given credit for. You can hold the trigger on the machine gun
as you're raining death on someone, and 'support' him on the
bullets, meaning he won't fall while you hold the trigger. For a
little while, anyway. So you get to do what Al Pacino and
Robert DeNiro have been doing for so long. It's actually pretty
well-done, and I don't think I've seen something like this in an
FPS yet, ever. For some dumb reason, however, once a critter
is dead, you can still shoot its body - and have it explode on
you, leaving a 'Life essence' behind, which is technically a
fancy-sounding (and looking) stimpack. Sorry, I don't buy that.
Dead bodies should stay where they are - as well as (on a side
note) skid marks on tracks in racing games, and other
permanent damage effects. Then again, I suppose, the
resources of the host system would be strained a lot more were
they required to remember such huge (and mostly useless)
things.
To add to the atmosphere, NPCs are included. Technically,
NPC would be a somewhat incorrect term, as you don't interact
with them - but then again, definitions of terms are stretched to
even longer lengths these days (Java-compliant, anyone?), so I
shall use it in this context. The story is told through
engine-rendered sequences, complete with speech and funky
camera movement. Talking to the so-called NPCs is usually
neat, too - they pretty much never provide any useful info, but
very often have a gag or insult to spice up your pixel hunt.
Since I mentioned pixel hunts, I should say that pixel hunts,
key hunts, and door hunts are not Blood 2's fortés. To clarify,
there are none - you don't have to go pushing every door panel
for a hidden room, and you don't have to go through the
insanely cliché and repetitive routine of finding the key,
unlocking a door, finding another key and so forth (which,
amazingly, some people still seem to enjoy). The quests are of
a much more intellectually challenging nature, heightening the
difficulty level with a flashing marker telling you to hit Tab and
providing obscure hints of the 'This area is different. There are
boxes of different heights. You have to be on other side of
fence. Jump boxes, in a clever pattern.' type. The hints are of
varied usefulness, with some being absurdly obvious, but with
others being actually helpful. I suppose, as well, that Monolith
got flamed slightly for the difficulty of Shogo's levels (which I,
personally, found to be completely intuitive and easy to
navigate - but there, where I saw logical to enter the third
door, turn left twice, jump down and turn right, all in a
multitude of paths, others may have not = room for flaming.)
The levels are fairly exquisitely designed. The textures on the
buildings are quite nice, and there is a multitude of signs that
call up a smile every once so often. The only problem is, in
order to read them you'd have to be in the 'High' detail level -
and for that you'd need a pretty nice machine. On my P200
with a Voodoo adapter, I can play perfectly at Medium level -
but that doesn't leave much in the way of actual text on the
walls. There are also a lot less graphics options than in Shogo -
there's just "Detail - Low, Med, High" as opposed to object
complexity, texture detail &c. that Shogo had. Quite a shame,
as not as much tweaking is possible. I also liked the fact that
the levels aren't some abstract extrapolations of the designers'
minds, which either represent some authentic universe in the
nth dimension, or just a twisted, broken,
pizza-deprived mind of the lead level designer. They represent
cities, subways, things real to us - and, while nowhere nearly
as detailed as Amen's, they're believable enough.
The game difficulty is acceptable. It's a lot better than Shogo's,
in any case. As a matter of fact, for a while I thought Shogo's AI
was designed to be like it was - i.e. the enemies never ran out
to fight you, they camped and waited for you to show up. It
sure got me a few times - until I understood that all that meant
was that the AI was horribly deficient. In Blood 2, the enemy
performs that which is standard and expected these days - if
there's a corner, he will run out from around it to fight
you. Needless to say, standard defense works perfectly fine -
you camp there until he shows up, and you make use of the
trigger. A rather neat thing I found was that enemies rolled -
and, unlike Unreal, they didn't roll every time - it
seemed to be fairly random, which is a great feature.
Overall, I find Blood 2 to be a very entertaining game. While I
do believe Shogo to be more detailed and finely crafted, Blood
is a title well worthy of one's time. The story, graphics, and
design present the player with many hours of fun gameplay,
drawing one in until the climax of the story. And, it's powered
by the LithTech engine, which, in my opinion (like I mentioned
on multiple other occasions) is one of the best engines
in the industry. Truly, a worthy contender.
Graphics: 21/25
Gameplay: 21/25
Sound: 15/20
Fun Factor: 12/15
Multiplayer: 4/5
Overall: 8/10
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By: Rebellion
Blood II is one of the more heavily anticipated first
person shooters that was expected this fall. Using the relatively
new Lithtech engine premiered just a short time ago in Shogo,
it sets off to create yet another gorefest like its predecessor
Blood. Blood was reknowned for its, well, blood and Blood II
will be quite a bit more of the same.
It's 2028, about a hundred years since Caleb kicked
the Dark God's ass in the first Blood. Everything doesn't turn out
so hunky-dory for Caleb and he becomes somewhat of an
outcast. The Cabal call him the great betrayer and decide they
want to run things. He decides he better resurrect the other
chosen, Ophelia, Gabriella, and Ishmael to go wrest the power
from the Cabal. Along the way, he realizes that there's much
more behind the Cabal than evil scientists creating an army of
zombies and crazed psychotic lunatics.
For a first person shooter, this one's got a relatively
singular plot line. It's not as adaptive as Shogo or Halflife, but
this does go back to the FPS roots where plot doesn't matter.
It's the killing that counts. It runs a lot like Shogo, with the
ingame animations and cutscenes and it's thirty levels of some
of the creepiest places I've played.
The Lithtech engine once again shines in Blood II.
The levels are extremely well done and definately creates the
spooky environment that fits Blood II like a glove. The lighting
is spectacular, weapons are excellent, blood and explosions
frequently left marks on many of the walls. Monolith has put
together a great engine and hopefully we'll see it in a few
other games down the road. It's nowhere near as bright and
wide open as Shogo was, but that just wouldn't fit the
enviroment. Blood II will keep you in tighter quarters as you
make your way through the city, through many interesting
buildings like the museum, into the sewers, and right into the
heart of the Cabal. It's Direct3D and it supports up to 1280x1024
so it definitely will excel with the right system but will also run
decently on lower end systems.
If the graphics aren't creepy enough for you, why not
add a little music? The sound is great. It does its job of adding
to the atmosphere. Each weapon has a distinctive and realistic
sound effect. It just has great audio for going out and waxing a
few genetically enhanced, wacked out zombies.
There's some decent gameplay here. Like I
mentioned before, it's a little too straight and narrow for as the
plot goes. It's not real different game wise from any of the
other fps so other than a significant amount of killing, there's
not a lot to set it apart. It is a great game like it's predecessor,
but it's just not a standout. The levels are well designed and
there's a good level of difficulty. It doesn't make you go around
and search for keys like some of the boring fps, but there is a
little button pushing and knob turning, be it well within
reasonable limits. It does have some decent interactivity with
the surroundings, like the phone rings and you can answer it. I
also liked the ability to just go up and kill a civilian. You
actually get rewarded with some health for rubbing out the
"good" guys. I want to be bad bad bad! The atmosphere is well
created and instills a level of fear, it's like Alfred Hitchcock
gone extremely bad. Blood II offers a couple of different
choices in game play. You can either play as Caleb, or you can
play as one of the Chosen. It makes the gameplay slightly
different but the storyline stays the same. Makes it a little
fresher than having to play as a single character, but not much.
Monolith did a good job with the weapons. The flare gun was
my favorite, I just loved lighting zombies on fire. The Flayer
and the Decapitator add a whole new meaning to the word
fun. They also left in the Voodoo Doll from the original. You
also will get a few interesting items to use like the eye, which
is particularly useful for spying. The AI is notably better than
Shogo, though it still doesn't reach the awesome complexity
that Halflife has. I found myself running away from a few of the
monsters only to turn around to find them still there. The major
AI problem is that they don't open doors. They'll go through
doors that automatically open, but they won't open other doors.
Control is easily customizable so you can set it up to your
favorite combinations. My only major gripe is that, like Shogo,
the level load times are high. It takes about thirty seconds or so
to load a level. Thats just a little too high.
It's pretty fun, lots of killing, relatively challenging,
and it's got a killer environment. You can't ask for much more
in a FPS. It's not the best FPS by far, but it does a great job. I
didn't think it was quite as entertaining as Shogo, I think,
mainly because it was dark and foreboding. It has a lot of
levels so it should keep you playing for awhile.
The multiplayer is decent. It's laggy like Shogo was
on modem connections, but it's got all the usual options. The
weapons make it a little more entertaining then the average
everyday shooter, but Quake/QuakeII are still the mothers of
FPS multiplayer.
Blood II is a decent first person shooter. It can hold
its own against the others this fall and allows gamers to see the
"dark side" of the Lithtech engine. Monolith deserves some
credit for using an engine to create two games that look and
feel totally different but still have a good level of
entertainment.
Highs: Convincing environment, looks and plays great, great
weapons
Lows: slow loadtimes, laggy multiplayer
Overall: It's good, but it's not the best
Graphics: 18/20
Sound: 13/15
Gameplay: 26/30
Entertainment: 17/20
Multiplayer: 4/5
Overall Impression: 8/10
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