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Venom Screenshots

Style: Tactical 3D action
Release Date: 2000
System Requirements: Pentium-II 233+, 32 MB RAM Graphic Card supporting Direct 3D (Voodoo; Riva TNT is recommend) Sound Card supporting Direct Sound, surround sound support (A3D, Vortex)

About the Game:
As the main character you are about to visit the hottest spots of the crisis, collect information about alien forms and stop the infestation. Your missions will take place at well-guarded and patrolled objects, where you will face numerous enemies of superior numbers, strength and abilities. The main character should be in command of a 2 soldiers squad, learn the advantages of various weaponry, and features and patrol routes of his enemies, in order to accomplish his mission. There are many situations when a straight running through the level won't allow you to accomplish the task successfully. When your enemies outnumber you and are much stronger, you are forced to take the way of careful planning and collective action. A set of simple commands allows controlling your computer teammate and performing simultaneous actions such as scouting, taking favorable positions, luring an enemy to an ambush, maneuvering, covering, and others. The enemies will possess virtual seeing and hearing abilities. For example, in a dark place you can escape many patrols and sneak to the enemy's back, where you would be heard by the nearest patrol if stepped boldly and loudly. Game missions will take place within facilities as well as at the open places. There will be over 12 levels created for the entire game. A plotline will lead the character through all of them, allowing him to collect 10 types of weapons and face 9 different types of opponents and monsters. There will be many moving machines and mechanisms on each level, which will add to gameplay's interactivity. A network game will host up to 8 players in different deathmatch or cooperative games.

Game Engine Features:
Vital Engine ZL™ is a game engine supporting 3D accelerators but not supporting software rendering. The engine's operation is based on a portal system, which allows rendering high detail scenes with a lot of polygons. Another important engine's feature is the possibility to render vast rooms and open spaces. The engine also supports particle systems and object hierarchy: each part of an object can be rendered separately (for example, you can animate the legs of a character separately from its other body parts). For the purpose of character animation we have designed special software module - the motion manager - integrated into the level editor. Motion manager powered by improved technology enables a designer to create characters with realistic animation and avoid different drawbacks of phase animation such as character's "leg slipping", polygon collisions, etc.

  • Dynamic color lighting
  • Dynamic light sources (shadows from irregular surfaces and other interior details, used in barrel flashlights, etc). Real time object lighting. Vital Engine makes the objects being illuminated more realistically than in Quake, where objects are illuminated by the plane they are standing on. For example, a barrel can be lime-lighted by two light sources simultaneously: white in the front and blue in the rear
  • Realistic water
  • Object fallen into water causes 3D splash and waves
  • Free mirror orientation
  • Halo caused by light sources. Environment mapping (allows to create metal and chrome surfaces)
  • Fog. It can be a fog in the entire room, in a part of the room or a dynamic fog. Mapmaking (under construction)
  • High quality textures of 256x256x24 and 128x128x32
  • Procedural textures. Extended system setup routines allowing detecting sound and video subsystems in order to obtain maximum performance. For slower systems you may turn off certain effects and therefore increase FPS.
  • Various sprites' type (3D sprites, 2D sprites etc.) Support of first and third person perspective views.
Content on this page comes directly from press releases and fact sheets provided by publishers and developers and was not written by the Game Revolution staff.

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