![]() The fullscreen hud can now properly show ammo values over 999 ![]() The fullscreen hud now has more colors and tracks much more information like item cooldown timers, more ammo types, Leonard's alcohol and gut meters, and stats and leveling information There is now a section in the Compendium that explains what each setting in the mod does Every class now has the damage values of their weapons listed in the Compendium Blazkowicz (Return to Castle Wolfenstein) Hopefully, you won’t stay dead for another few decades this time.Adrian Shephard (Half Life Opposing Force)Ĭybermage (I don't expect you to know this one, but Cybermage)ī.J. If you do decide to take the plunge now, just know that you might have a rough go of it for a bit.Įven with those rough edges, the majesty that is Blood shines through quite well. It does suck that this isn’t the 100% definitive way to currently play Blood (the fan-made BloodGDX works much better), but it’s also an easier option than modding out the old DOS version. You can safely complete all of the Monolith-produced levels without issue and any other bugs are sure to be tackled in due time. So while Fresh Supply isn’t perfect, I can’t be too harsh on it. They now sport all kinds of features that weren’t originally available, not to mention are polished to a remarkable degree for games that most studios would forget about. In fact, both the original Turok and System Shock have received ports to the KEX Engine years after their initial release. What helps is that Nightdive has a history of tweaking and perfecting each of its ports for years after release. It dampens what should be a rip-roaring good time, though the option for offline, eight-player split-screen (yes, that’s right!) does mean you can get a full deathmatch going without these issues. You’re going to have to make liberal use of your unlimited respawns here, because playing with skill gets thrown out the window when a point-blank shotgun blast results in literally nothing happening to a zombie. While connections between friends suffer far less from input latency, playing online incurs several seconds of delays to your actions that it becomes futile even trying to progress. The online multiplayer, as well, is riddled with lag. It doesn’t help that even launching “Cryptic Passage” is confusing, which makes the broken nature of it doubly sting. It’s a real pain in the ass to get a groove going, and then have it ruined because a required door won’t operate properly. Both the “Steamboat” and “Castle” levels have instances where trying to throw a switch/open a door won’t happen and it locks you out from finishing the levels. While the “Cryptic Passage” expansion isn’t exactly known for being that great, it’s actually impossible to complete by standard means right now. Then there are the issues with switches in certain levels not functioning properly. Those secondary modes expand your options greatly, even if a few weapons have pointless ones (the Tommy Gun’s spread fire, for instance). What Blood defined was alternate fire modes for each of its weapons, something that would quickly become a standard in the genre the following year. This gives you some range to attack your foes with, or just clear out the entire screen with a single attack. My personal favorite has to be the voodoo doll, which sort of acts similar to something like the BFG in Doom. ![]() It’s insane to see enemies running around ablaze and screaming in horror, but it’s such a joy. ![]() Your starting pistol in Blood is actually a flare gun, which will set foes on fire after sticking to them. While there are the genre-standard shotgun and machine gun, that’s where conventional design ends. What else truly sets this above the pack is the arsenal that main character Caleb has at his disposal. I could write an entire essay on how the level design makes Blood so special, but that’s only one aspect of the game.
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