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Previews / RPG / Blade
We now resume your regularly scheduled interview between Rebel Act and 3DGN.
On average, about how many different death animations are there for each enemy?

The PCs have more than 12 different death animations and the NPCs about 8.

Few would deny the beauty that is Blade's graphical splendor, but what kind of system will it take to run them acceptably? (We'll define acceptably as about 30 frames per second, 640x480 by 16-bit color)

A PII 450 with 64 MB Ram and a good 3D card

Will the environment be really interactive? As in, can doors be knocked down, can objects be burned or broken, etc.?

We designed Blade to be as active as possible with the environment. The engine allows you to take all the objects from the levels (bowls, Candelabras, Skulls, Bones, Weapons, Food...), to break almost all the objects (chairs, tables, boxes, barrels..) and some doors. You'll be able to light torches and fire objects too.

How long has Blade been in the making?

About three years, but we're very close to the end.

Do you ever have trouble pronouncing "Infogrames" because of that extra "r"?

No, but that's a funny idea

Blade really looks like a sure fire hit, anything else cool about the game you'd like to discuss with our fine readers?

I just want to point out that you didn't talk about our real-time shadows .... We have also a real Physics system that increases the feeling of playing in a real world..

Thanks again to the intelligent race of orcs disguised as humans and collectively calling themselves: "Rebel Act."

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