||Can you provide us some information about the story behind Blood 2?|
After Caleb destroyed Tchernobog, The One That Binds, at the
end of Blood he returned to Earth with the goal of taking control of the
Cabal as their leader, a position he feels is rightfully his. The Cabal
consider Caleb and the other Chosen to be betrayers of the cause, and so
wanted nothing but Caleb's death. This, of course, spurned a constant
conflict between Caleb and the Cabal that has lasted 100 years, with
Caleb unable to take over the Cabal by himself, and the Cabal failing in
its efforts to destroy Caleb.
During this 100 years Caleb quickly realizes that he can't take
over the Cabal by himself, so sets about finding a way to bring back the
other 3 Chosen to help him. He begins a quest to find the knowledge he
needs, and the Cabal opposes him at every turn.
In the meantime, the Cabal has been rebuilt since the events of
Blood, and have founded a global mega-corporation to front their
activities. According to Cabal tradition, they appoint a child of
hereditarily sacred bloodlines to act as their leader, his name is
Gideon. Gideon grows to adulthood and assumes control of the Cabal with
the belief that the destruction of Caleb is their salvation.
Blood 2 begins in the year 2028. Caleb has recovered the last
artifact he needs to raise the other 3 Chosen, so he raises them. (this
is the opening cut scene) The Chosen then form a shaky alliance and
agree to go after the Cabal.
This is the back story, and it sets up the events that occur
throughout the actual game. The story will twist and turn several
times, developing the characters and going in new directions as the
player discovers the ramifications of what's REALLY going on. The story
links heavily into events that occured in Blood, as well as events that
occur in Blood 2. My goal with the story for Blood 2 is to make it much
more than just window dressing for action, or a setup for why you are
killing things, but rather a complex set of events that all relate to
one another. The characters will develop over the course of the game,
and your opinions about them may be vastly different by the end. The
player will constantly be discovering elements of what's going on that
will remain consistent throughout. Like a character in a movie, the
player will have to deal with events that may occur unlike they
expected, and will be constantly intrigued regarding not just what is
happening, but why.
||What major improvements over the original Blood game can we expect in the sequel?|
Too numerous to list, not the least of which will be an improved and
more consistent story, and a true 3D engine.
||Without entering into great detail, what are the differences (if any) between Microsoft's DirectX and Monolith's
They aren't really comparable, since they are different things when it gets right down to it. As I'm sure you know,
Direct X is a set of libraries used to run games under Windows 95. DirectEngine is a true 3D engine used to build games.
Like most Windows 95 games, DirectEngine uses DirectX, but it is not a literal part of DirectX, so don't expect
DirectEngine to be bundled with the next DirectX release .
Basically, we couldn't figure out what to call the engine, and
DirectEngine just kind of came up one day. If we'd known we'd be
explaining that it wasn't actually a part of DirectX than we probably
would have named it differently. :)
||How large is Blood 2 in terms of the number of levels and their sizes?
In what kind of environments do players move about? How many single/multiplayer levels are there? Will the game
ship with a level editor?|
Its the typical size for a 3D game. About 30 levels,
ranging from small to large, but most falling in the medium range (a
little bigger than the average Quake 2 level). The environments are
mostly urban city areas, with a look heavily influenced by films like
"The Crow". In addition to these primary levels, there will be an eight
level Bloodbath multi-player level. We will ship the editor with the
||How realistic will the enemies be in the game? Will they be represented
by sprites or with 3D polygons as in Quake?|
Very realistic. All the creatures are 3D models, with most
of the models utilizing in the area of 1000 polygons (compared to the 600
to 700 in most 3D games). The high polygon count is made possible by a new
modeling system that was created for DirectEngine that allows 250
degrees of detail on each model. This allows a 1000 polygon model to be
reduced to as little as 250 polygons at a medium distance with no visible
loss of detail. The numerous levels of detail means that the models
scale their polygons down smoothly, with no abrupt polygon-dropping.
||Will the AI algorithm be different than the first version of Blood?|
Yes. We have a full-time engineer working only on creature AI. Expect something special.
||For example, let's say we had to compare graphics between Blood 2 and
Quake 2. What does Blood 2 have that Quake 2 doesn't?|
I can't really say at this point, since the engine isn't
complete. We have everything that Quake 2 has, plus a few special
features, and we're looking on ways to improve upon how Quake 2 handles many
things. Right now we're concentrating on gameplay, and leaving the huge
leaps in engineering to the DirectEngine team.
||What will be the maximum screen resolution the game will run in?|
As high as you can crank it. This is more limited by your system than
the game. A Voodoo 2 chip will probably run in it 800x600 or even 1024x768 just fine.
||What is the expected release date of Blood 2? Is development on schedule?|
Development is slightly ahead of schedule at this point, but
I don't expect that to remain the case. ;) We should be able to hit a
Fall '98 release no problem.
||If there was just one word to resume what you think Blood 2 will be when finished, what would that be?|
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