- Intricate pendulum level design: As a guard, you'll be expected to patrol a set area, walking back and forth between point A and point B (at higher difficulty levels, a more challenging point C may be added). This path will be made very clear to the player, with potential exits blocked off by debris, locked doors, raging fires or piles of dead guards.
- Dynamic AI conversations: In an effort to create the illusion of intelligence in your fellow evil minions, non-player characters have been designed to frequently respond to your actions and engage in banter entirely unrelated to work. An extensive dialogue tree enables you to choose a response for any situation, be it relaxed ("Good morning."), congratulatory ("Good work.") or alarming ("Good lord, someone's shooting at us.")
- Positional sound muffling: In order to be truly successful as a guard, distractions cannot be tolerated. Thanks to an advanced positional audio algorithm, the game aids the player in correctly categorizing the sounds of gunfire, explosions, bloodcurdling screams, shattering windows and crashing helicopters as the unremarkable, nocturnal machinations of rats.
- Oblivious (TM) lighting engine: The next generation of HDR lighting better simulates the vision of an actual guard. All fluorescent lights appear to be flickering, darkness is entirely impenetrable and brightly lit christmas trees that strangle you from behind are entirely invisible. Note: This feature is only available in the Xbox 360, PC, PS2, Gamecube, PS3 and Xbox versions of Double Agent.
Posted on Dec 4th 2013 3:30PM
Posted on Dec 4th 2013 1:15PM
Posted on Dec 3rd 2013 5:30PM