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Mortyr Review - Tech3D EngineMirage dudes have created a sweet engine to the game, and the game sure looked fine on our Riva TNT2U system on 450MHz and a whooping (well, at least we intend to think so) 320 megs of RAM. The bad boy includes ambient lighting, reflective surfaces, shading, and transparent effects like mist and fog. The enginie runs a fully three dimensional environment (err, kinda better than Wofenstein [3D?]). Things to take notice of, is support for realistic shadows, outstanding lighting effects, complicated architecture (rocks big time), fogs, snow (we feel kinda home :-), rain, reflecting surfaces (rocks ultra-big time), and really HUGE textures Resolutions are spread from 320x200 to 1024x768, and a Direct3D-card is required. For interested 3D-dudes, we'll add that there are two Levels of Detail: textures farther away from the player will be at a lower resolution, while closer textures are at a higher resolution. Mortyr does support particles. The modelling/skin-system is quite like the Half-life skeletal type, and you can make your own skins in 3D Studio to the game. That was the information in a nutshell, but how does it really look? Honestly, we got really impressed. Beautiful reflections and details, filled up with athmospheric levels - and some places we just stopped and looked around, instead of watching our asses... There are a few small bugs some places, but whattaheck - it rocks! SoundThe sounds itself is much like every other game, except that it really sounds like a p0rn move when the guy picks up a pack of medical assistance =) And we really enjoyed the realistic wind effects outside. Technically, the sound is very good - done using the Miles Sound System, which means that lucky bastards with a soundcard supporting CL's EAX or Aureal's A3D gets a spooky surround sould. Also, the software type'o sound is powered by DirectX - which will give lamers sticking with a poor soundcard a nice experience too. BugsWe have mentioned it before, and there are a few things that we belive went in a bit of a hurry. We experienced some CD-ROM trouble in the beginning, but we're two sweet asses to troubleshoot, so the damage was repaired... And some places later in the game we stopped and thought: "I've seen this before". And we really had, because some areas inside the castle are quite Cut'n'pasted. The sound also went crazy banana in a multiplayer session, but these are just small things - not stoopid boombangiethingies. Anyways, we could have lived without them. <-- previous section -- next section -->
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