Dredd vs Death Screens #5
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19:25 February 24th, 2004
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Evolved Games has released some new screenshots of Judge Dredd: Dredd Versus Death, showcasing this FPS developed by Rebellion. Already available in Europe since several months, the game will ship in North America on Gamecube, Playstation 2, Xbox and PC in March (click on each links to view the new screens).
Judge Dredd vs. Judge Death will be a first-person shooter seen through the eyes of Judge Dredd as he patrols the mean streets of the stunningly realised future metropolis, Mega-City One. Dredd will find himself having to deal with the full spectrum of criminal behaviour, from littering and caffeine abuse to saving the city from the utterly evil Judge Death. The game will also have extensive multiplayer modes, enabling ferocious splitscreen or online play and will use Rebellion's versatile new Asura engine. Judge Dredd vs. Judge Death will feature a unique new storyline, but one that fits in perfectly with the continuity of the comic with a full cast of characters from the Judge Dredd stories, including Judge Anderson and the Dark Judges, and many of the famous Mega-City One locations. The history and character of the Judge Dredd stories will be absolutely central to gameplay. For instance, because Dredd must obey the law he upholds and react according to the severity of all crimes, gamers won't be able to just blast their way through the game, shooting petty criminals at will (not unless they fancy spending the rest of their life breaking rocks on Titan). Some Features of the Asura Engine: * State-of-the-art engine and tools suite, developed completely in-house at Rebellion. * Asura includes a fully integrated, wysiwyg tools system which allows artists and designers to make changes whilst the engine is running, and see the differences in real-time. This significantly reduces the time spent creating and refining game resources. * Anything that needs to be done to author game resources can be done within the tools system via an easy to understand graphical interface: - Texturing (with multiple passes and effects per surface) - Mesh editing - Automatic generation of curved surfaces - Automatic generation of AI waypoints and tactical data - Placement and editing of lights, sounds, objects, particle systems, etc. etc. - Powerful cinematic cutscene creation tools - Editing game strategies and scripts - Import/Export to leading 3D design packages * Fully featured, extremely fast rigid body physics system capable of handling thousands of moving objects simultaneously. * Integral multiplayer client/server design - allowing split-screen, Internet and massively multiplayer games to be made with the ease of a single-player game. * Progressive 3D sound system: - Dolby surround sound - Time-scaling and Doppler shift - Occlusion and muffling - Cuboidal and spherical sound volumes - Multiple simultaneous music streams - Split-screen support * Continuous level of detail on both characters and environments, allowing seamless transitions between intricately detailed interior and exterior settings. * Characters can be made with many thousands of polygons, and yet upward of thirty characters can be displayed on screen simultaneously with no slow-down. * Incredible special effects and graphic detail offering unparalleled visuals such as : - Realistic, interactive liquids - Fully featured weather simulation - Environmental reflection mapping - Bump mapping - Detail mapping * Geometry Amplification to give the best possible compromise between image quality and frame rate. This allows the system to run on configurations at an acceptable frame rate it ensures that users with older machines can still enjoy the game, whilst those with the latest equipment will still get state-of-the-art visuals. * Highly sophisticated animation system * An unlimited number of animations can be played simultaneously over the same skeleton with varying blending weights (e.g. 70% walk, 20% run, 10% limp) to create an infinite variety of animations. * 'Ragdoll' physics for creating unique, realistic death animations on the fly (e.g. when shot a character might spin around, hit a wall and slump down against it, rather than just playing a pre-made death animation with no collisions.)

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