I
really hate writing introductions.They’re the most pivotal part of any written prose – the
opening should draw the reader in and pique their interest.Take for instance the opening of the official No One Lives Forever
2 (NOLF2) fact sheet.
The
sequel to the award winning No One
Lives Forever continues the adventures of super spy Cate Archer,
pitting her once more against H.A.R.M. and the inevitable threat of
global catastrophe. The goal for the project is to create an engrossing,
original experience in the spirit of No
One Lives Forever, but not necessarily in its image.
Maybe
it’s not as snazzy as it could be, but the intro is solid.And darned if it doesn’t snag my interest.
The
most interesting point, and probably the most pertinent to anyone
thinking about buying NOLF2 when it hits the shelves is that the game
world uses the “new LithTech™ Jupiter System. Each scene is filled
with over 30 times the detail of the original NOLF.Characters come alive with realistic projected texture shadows
and accurately modeled eye, head, and torso movement.Tens of thousands of particles combine to create whiteout snow
conditions, fiery explosions, or knee high grass that sways gently in
the wind.Cool ponds of
water reflect the trees and sky overhead and flow realistically around
objects and players.”Or
you can try out my definition: “Buy a ripping-fast computer because you’re going to need it if you want a good-looking
and swift-moving experience.”
There
was much praise heaped on the enemy AI of the original game, and rightly
so.Goons wouldn’t just
run at you or stand still, they would dive for cover or up-end tables or
shoot blindly around corners.But it wasn’t just the combat routine that made the AI
challenging.The buggers
could hear you and if they came across one of their HARM buddies lying
on the ground they would investigate and more often than not, raise the
alarm.The enemy AI for NOLF2
is “goal-based.”Essentially,
this means that an enemy operates toward a goal, which in most cases is
kill Cate Archer.But then
there will be goals of self-preservation, calling in the rest of the
herd, or assuming a pack mentality.They also have their non-Cate-Archer-killing tendencies like
napping and “taking care of business.”Their reactions will obviously have to be more complex due to
Cate’s ability to interact more fully with the environment.Knocking a bottle over or breaking a light bulb instead of
unscrewing it, could bring a “machinegun-totting Mime” to
investigate.
Being
detected in the original game almost always met with mission failure.NOLF2 will allow you to hide after being detected.Since NOLF2 is (at its core) a spy game, there’s an emphasis
on moving about undetected, which is not to say there won’t be plenty
of straight-up shooting.With
the kind of equipment and weapons Cate has at her disposal, you’re
sure to have fun taking the cautious route or blasting everything in
sight.
Just
as in the first game, NOLF2 sports a variety of equipment and weapon
items.Looks like the humor
quotient will remain intact because Cate can use a banana
peel and something called an Angry Kitty Artificial Feline Proximity
Mine.
Mission
variety was one of NOLF’s biggest strengths – everyone harped on the
“jumping out of a plane and grabbing a guy’s parachute” level.NOLF2, if the development team learned anything, should have
the same kind of varying mission types.Currently, Monolith isn’t releasing too much in the way of
different environments, but what there it definitely continues the NOLF
tradition of visiting locales all our favorite ‘60s spies swung
through at one time or another, such as “a feudal Japanese estate to
the exotic streets of India to a Soviet military installation.”
So,
to recap, NOLF2 is looking to deliver strong enemy AI, fantastic
environments and various locales, stealthy emphasis, and lots of gadgets
and weapons to use. (And one aspect I didn’t mention – scoring
experience points to put toward “Accuracy, Stealth, and Gadget use”
among other attributes.)
But
what about the story and dialogue?That’s harder to convey in a screenshot or a fact sheet – no
matter how well written.The
most amusing parts of NOLF was creeping around and listening to the
non-player characters gab to each other about their social lives and
working conditions – or in one case a fellow propositioning a goat –
and conversations like these will probably appear in NOLF2.The overall story hinges on an uncovered “top secret Soviet
project” but Cate is dogged by H.A.R.M. goons throughout.You can also be sure of numerous cutscenes, although it will be
interesting to see how (or if) the complaints of long-winded cutscenes
from the first game will be dealt with.
The
aspect I’m most looking forward to is the music.This area is often overlooked but my favorite part about NOLF
was the music.NOLF2 has
its work cut out for itself.It
will be interesting to hear how the original title tune is incorporated
into the overall score, since it has become Cate’s theme and it would
seem a glaring omission to drop it. (Just the way the James
Bond theme works its way into 60% of the music in any given Bond film.)
Cate's
return to the H.A.R.M. reduction program is scheduled for Q4 2002.