![]() These conversations are generally one-sided, as the player character never speaks. The Crusader games feature full motion video (FMV) sequences with live actors FMVs are used in cutscenes to further the story, generally through interaction with other characters. ![]() No Regret introduced higher-quality 16-bit samples. The soundtracks for both games were composed by Andrew Sega and Dan Grandpre of the now-defunct Straylight Productions. Each mission and intermission level has its own track. The game's audio uses a specially made engine, called Asylum Sound System, which employs MOD files rather than General MIDI, in order to provide good quality without relying on expensive hardware. The game's story is notably more simplified and straightforward than that of No Remorse.īoth games use an advanced version of the Ultima VIII: Pagan isometric view engine featuring full SVGA graphics. The WEC's lunar headquarters are destroyed and the Resistance takes control of mining operations, with the hint of further conflicts with the WEC. Over the course of No Regret's ten missions, the Silencer works to undermine the WEC presence on the Moon, culminating in a showdown with Chairman Draygan who pilots a mech. On learning of the Silencer's presence, he sends all his forces against him. For this reason, Chairman Draygan is on the Moon to oversee the Di-Corellium production, which has been lagging recently-possibly due to incursions from the Resistance cell on Moon, at the hidden Dark Side base. Approximately half of all known reserves are on the Moon, and a shortage of Di-Corellium would cause serious problems for the WEC. The WEC uses the moon as both a mine and prison, where most of the political dissidents and Resistance members are forced to extract a precious radioactive compound, Di-Corellium, the mineral that is the basis of virtually all energy production on Earth. A WEC freighter headed for the Moon picks up the escape pod, and the Silencer, upon moonfall, makes contact with the local Resistance. No Regret begins 46 hours after the events in No Remorse. This latter tactic is usually the only available course of action in No Regret. In that game, many obstacles could either be circumvented, defeated with items such as passkeys, or blown up with brute force. Gameplay is more combat-oriented than that of No Remorse. Nonplayer characters no longer carry money, since there are no friendly merchants to deal with on the Moon. In No Remorse, the Silencer could carry no more than five firearms at once in No Regret, this restriction was lifted entirely. No Regret added several new weapons and death animations, including freezing (and subsequent shattering) and two different kinds of melting. Teleportation pads are used for quick travel within and between levels. The player controls the Silencer as he fights his way through the levels. The gameplay is similar to Crusader: No Remorse. ![]() Set immediately after the events of No Remorse, No Regret chronicles the further adventures of the Silencer, a supersoldier-turned-resistance-fighter in a dystopian 22nd century. ![]() Mechanically similar to No Remorse, it features new levels, enemies and weapons. Nominally a sequel to 1995's Crusader: No Remorse, it is considered both by critics and by the game director more akin to a stand-alone expansion pack. Crusader: No Regret is an isometric action game developed by Origin Systems and published by Electronic Arts in 1996. ![]()
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