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| GAME INFO publisher: Gathering developer: Terminal Reality genre: Action Adventure MINIMUM REQUIREMENTS P-II, 128MB RAM |
ESRB rating: M homepage: www.nocturne.nu/ release date: Oct 31, 99 (released) |
| » All About Nocturne on ActionTrip | |
Nocturne is an offering steeped in both classical and modern horror, a George Romero ode to Lovecraft with a deep tip of the hat to pulp fiction ethos. Behind each rendered frame is a team of designers grinning evilly and poised to jump out and scream, "Gotcha!"
The Nocturne Rendering Engine incorporates many technologies proprietary to Terminal Reality. The engine itself supports either 16-bit or 32-bit color rendering, with 32-bit color rendering supporting 1 billion visible colors through a proprietary dithering technique. This means you'll see the most realistic settings and characters that have been seen on a PC. Often people have thought we take screen shots from cinematic scenes, but in reality it is all from gameplay. Real time lights and shadows make for an eerie environment. Puzzles may be solved by manipulating lights. Shadows may hide enemies and/or secrets. Lights are attached to most of the weapons you will posses. The moving lights reveal darkened areas and cast shadows off everything in the scene. If a monster is walking towards you, his/her shadow will get longer and longer the closer he/she gets. Just as it would in real life. The cone or volume of light can be seen a lot due to the volumetric fog that rolls in and out. Imagine standing at the end of a long dusty trail up to a house you knew was infested with a zombie hoard. You can't quite see clearly, it is foggy in the distance. So you begin a careful walk toward the house and out of the shadowy haze comes a variety of undead. Not a pleasant thought.
The Nocturne Engine also has some great reflections. Walk by a mirror and see your image clearly. But wait. The image morphs into a creature that lunges out to take you down. Or perhaps seeing a reflection in the mirror is the only way to really tell if the "person" you are talking to in the game is a vampire or human. Lights reflect off mirrors as well. Just as real time lights and shadows must be seen on a PC to be fully appreciated and enjoyed, the same goes for the Nocturne Cloth Engine. The long trench coat of The Stranger flows with his confident stride. He turns to the left, the coats sways. A wind blows from the front, the coat flows out behind. Other characters wear different types of material. Each type of material has a specific weight. The weight determines how environmental effects and movements cause a reaction to the cloth. Other ways this technology is used could be a large tapestry on a wall that might actually be hiding a hidden doorway. Walk up to the tapestry, push around on it, if it flows then you might want to proceed. Curtains also react as they would in real life while walking through and under them. All of the cloth simulations have to be seen in game to truly get the full impact. Words cannot describe.
The sounds of the Nocturne Sound Engine are some of the best you will hear in a game. 3D positional audio attaches sounds to moving objects, full surround sound support and legacy support for stereo all make the final experience spine tingling. You will hear werewolves stalking you in the forest. Zombies footsteps will alert you that they are coming up from behind. What you can't see, but can hear, will probably hurt you. Screeching blasts of sound rock you when a window smashes and then a ghoul throws itself out at you.
This is updated demo.
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