The Game Engine
System Shock 2 uses
a enhanced version of the same engine that went into Looking Glass’
other masterpiece Thief: The Dark Project . This means three good
things: excellent artificial intelligence, awesome sound, very good
physics, and one bad: no eye candy.
The AI is an enhanced
version of the AI used in Thief, so you can expect the bad-guys to be
just as smart, if not smarter! Enemies will be sensitive to light and
sound, which means that not only can they hear you, but you can hide in
the shadows.
The sound in System Shock
2 will be every bit as good as in Thief (its the same engine!), which
some publications deemed to have the best sound system in any game ever
made. Sound will be realistically modeled in the 3D world, and takes
advantage of the latest EAX & 3D positional audio technology.
Players can tell where an enemy is based on where the sound is coming
from, and also from the type of sound, since all floor-types make a
different foot-fall noise. You can also tell the type of enemy, since
all enemies sound different, and the enemies awareness of the player,
since it will broadcast this as it either stands idly, searches for
you, or attacks you. Of course, the converse of this is all true as
well.
The physics modeling is of
course all state of the art, giving all objects mass and volume. Thrown
objects will arc in flight, loose objects will be thrust away by the
blast of an explosion, heavy objects will sink in water and light ones
will float, and so on and so forth.
The engine in SS2 will
feature significant visual enhancements over the Dark Engine. A 3D
accelerator is required, and acceleration will be supported through
Direct3D. 3D NOW! will also be supported. System Shock 2 supports the
usual: Colored lighting, light-mapping shadows, 16-bit graphics. S.S.2
will probably not support VR peripherals such as HMD's head tracking
and stereoscopic 3d gear or gloves. Smoke is in the game in the form of
a particle system, but fog is not. Though the game is by all means very
good-looking, some would argue that it is not up to the standards set
by Unreal or Quake 3.
Music will play an
important role in the mood-setting. Rather then a random looping midi
or mp3, or red-book audio, music will be handled on a per-situation
basis. People who have played Thief, Half-Life or Descent 3 will know
how this works. The music will be more music-like then Thief, more
frequent then Half-Life, and less annoying (hopefully) then in Descent
3.
The enemies in SS2 will be polygonal & motion captured.
It is unknown if the level
editor (Dromed) will be released to the public yet. However, it has
already been released for Thief. |