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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