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February 8, 2002
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 Overall Score: *74*ESRB Rating: Mature (M)

Blood 

by Monolith Productions  Reviewed by: Chad Hanson  


ScreenshotOverview

Blood is the first major release from Monolith Productions, a small development house located in Kirkland, Washington. Blood is the computer gaming equivalent of the film The Crying Game, having been produced by an unknown independent using pooled employee earnings, borrowed money, and lots of late nights at the keyboard. Given its background, I really wanted to like Blood. And I did, to some extent. But as you read on, you'll discover that sometimes determination and inspiration are not quite enough.

Blood has a story of sorts (something about a Texas man in 1847 who started worshipping and serving some Dark Lord or other), but suffice it to say that once you start playing, the story gets tossed out the window. You certainly don't need to be aware of the, uh, "nuances" of the story in order to succeed in the game.

Gameplay

Blood plays like most other 3D shooters on the market today. You run around these levels and choose the right weapon to destroy whatever "unspeakable horror" you happen to run across. Along the way, you pick up ammo, health, and special items, and shoot more creatures... yadda, yadda, yadda. The controls are pretty much identical to those used in Duke Nukem 3D, so you won't have to learn anything to get started.

Blood has 4 episodes, each with 6-8 levels. Some of the levels were very creatively designed, many with a theme. (There was a level that took place at a carnival, one on a train, another on a ship, etc.) But the majority of the levels are of the four-walls-and-a-ceiling variety. It seems like Monolith spent a lot of time and effort on a few really cool levels, and then felt pressed to add a bunch of ad-hoc levels at the last minute. The result is an inconsistency that becomes distracting. You play through an awesomely rich and fun level, only to end up in some stereotypical "castle" as a reward on the next level.

ScreenshotOne thing that greatly disappointed me was the showdown sequence at the conclusion of the first episode, and it will serve as a good example of the game's somewhat slapped-together feel. After several enjoyable levels, Monolith decided to cap off the episode with one of those one-on-one, you-against-the-big-monster motifs. Oh boy. The big monster in this case was a large stone gargoyle that, according to the book, was "nigh invincible." I'd have to agree with that assessment. Even after resorting to God mode, it took me something like 50 missiles to kill the infernal beast. So here's the punch line: after I was finally victorious, you would imagine that I got a big rousing video or at least some text saying "Congratulations. You have vanquished [evil foe name here] and have saved all humanity." Right? Wrong. Instead, the creature screamed, flopped, and then my screen froze momentarily (making me think I'd have to reboot). Finally, Monolith's animated ad appeared. Huh? Oh, I guess I have to start the next episode with a new character...

Graphics

Blood's graphical engine is very similar to that used in Duke Nukem 3D. The danger in using an already popular engine, though, is that your game (especially if it's released two years later) must offer some improvements upon the original engine to get noticed, or at the very least must live up to the expected level of excellence in implementing that engine in a new environment. Blood is a bit like having a Volkswagen bus with a V8 thrown under the hood. The V8 offers a lot of potential, but you need control over it in order to take advantage. Furthermore, the mere nature of the somewhat antiquated bitmap-based engine means that Blood won't make a good showcase piece for your new Monster Ultra Gold Voodoo 3D card (or whatever).

Let it be said that there are some nice visual effects in the game, including the ability to shoot bullet holes in the walls or kick gibbed zombie heads around a level like so many soccer balls. But these effects are simply that -- effects. They make for an interesting diversion, but can't hide the fact that the engine technology used in Blood is a bit outdated and somewhat disjointed in its implementation from level to level. The monsters themselves are really nothing new, visually. You've got your monks and gargoyles from Heretic, your zombies from Quake, along with a few bats, rats and spiders.

ScreenshotAudio

In this respect, Blood's a winner. You won't hear much music, but the sound effects are top-notch and at times were the only thing that kept me playing. I loved it when I threw a pack of TNT at a bunch of zombies and was rewarded with a huge BOOM that literally shook the room. And the monks run around with Tommy guns and incessantly shout at you in some half-baked brand of Latin. It's funny, but it also lends your foes a certain personality and makes it all the sweeter when you stick a missile up their backside. Add to this the fact that your character likes to spontaneously burst into somewhat pitiful renditions of Irving Berlin songs, and the audio in Blood gets an A+.

Documentation

3D shooters traditionally don't provide, or need to provide, much documentation. Such is the case here as well. Along with a somewhat forced story are the usual weapon, item, and enemy descriptions.

System Requirements

DOS 6.2 or better (works with Win 95), P-75 or faster processor, 16 MB RAM, 80 MB hard disk space, 4X CD-ROM drive, SoundBlaster or compatible sound card, VGA display @ 256 colors
     Reviewed on: P-120, 32 MB RAM, Diamond Stealth 64 video, 16X CD-ROM drive

Bottom Line

If Monolith could have tied the level design and action more closely to a real storyline, worked to smooth the engine a little, and created a few new types of monsters, Blood might have risen another notch or two up the 3D food chain. As it stands, the game is a little too uneven to be successful. There are some redeeming moments of wit and creative level design, but unless you've played all the way through better games like Quake, Eradicator or Outlaws, you may want to try one of them instead.

 
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