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Revenant (video game) - Wikipedia, the free encyclopedia

Revenant (video game)

From Wikipedia, the free encyclopedia

Revenant
A picture of Locke D'Averam, main protagonist of Revenant
Developer(s) Cinematix
Publisher(s) (Win), (Mac)
Flag of the United States Eidos Interactive
Flag of Europe Eidos Interactive
Designer(s) Cinematix
Version 1.22 (2006-12-18)
Platform(s) Windows, Mac OS
Release date (Win)
Flag of the United States Flag of Europe October 26,1999
(Mac)
Flag of the United States October 26,1999
Genre(s) Action/Adventure RPG
Mode(s) Single player, Multiplayer Deathmatch/CoOp
Rating(s) ESRB: T (Teen)
USK: 12+
OFLC: M15+
ELSPA: 15+
PEGI: 16+
OFLC/NZ: R16+
Media CD-ROM
System requirements Windows:
233 MHz Pentium or better, Windows 95/98, 32MB RAM, 400MB uncompressed drive space, DirectX 6.1 or higher, 8X CD-ROM drive, DirectX compliant 8 MB Video Card, DirectX compliant Sound Card, Keyboard and Mouse
Input methods Keyboard, Mouse

Revenant is an action-RPG computer game by Cinematix Studios, released in 1999 by the publisher Eidos Interactive.

Contents

[edit] Story

The main character of the story is Locke D'Averam, a revenant named after the house of Averam, which raised him from the dead. His real name is never revealed in the game. Immediately after being brought back from Anserak (Hell), Locke is sent on a quest by his new master, Sardok, who is the advisor to Lord Tendrick, ruler of the island. The quest is to locate and rescue the Tendrick's long-missing daughter, Andria, who was kidnapped by a mysterious cult calling themselves The Children of the Change. The entire game takes place on the island of Ahkuilon, which is home to the town of Misthaven, where Tendrick rules.

[edit] Gameplay

The main aspect of "Revenant" was its unique combat system that came in two flavours. Locke could be controlled by the mouse, performing standard attacks. However, the player could control Locke with the keyboard, performing different attacks and even attack combos, some of which resulted in special death animations (fatalities). These specialized kill moves appeared to be enemy-specific, and ranged from a crushing stomp to beheading. A gamepad or joystick could also be used in a similar way to the keyboard method, with nearly every move or command able to be mapped to buttons or button combinations. Locke gained extra fighting abilities after a level cap had been reached (every 3 levels, seemingly up to 24), thus providing the drive to go through the level grind. It was also possible to combine certain movements to a fluid cycle of kicks and thrusts. A trainer in town provided Locke with the necessary instructions whenever he leveled up.

As well as melee combat, there were also a number of talismans which could be combined to cast magic spells. Certain combinations could be found in scrolls starting with basic spells and progressing to more complicated ones. Spells varied from freezing to poisoning, and certain spells locked opponents in place allowing Locke to combine a magical attack with a special combat move, resulting in spectacular effects.

[edit] Presentation

The game had 3D visuals with attention to detail, that were pretty advanced in its day. The game featured a day to night cycle and the sound effects and ambient music helped the atmosphere come to life. However the game demanded a high end PC at the time of its release, a problem which is obviously solved by now. Both armor and weaponry were excellently detailed, but the rate at which they were discovered made saving money for new items pointless. The game did, however, allow one to add and exchange any and all armor pieces, allowing for a near endless combination of gloves, boots, body armor and helmets, and thus a varied combination of looks. As these were excellently modeled, the end-result was stunning.

Movement of Locke and his human opponents was very smooth, and showed much more attention to detail. Apart from a few path-finding issues it was nearly seamless and perfect, and the animations were also excellently done.

[edit] Game problems

Revenant was unlucky enough to be caught in the fall of Ion Storm's Daikatana. Eidos had made handsome contracts and when Daikatana flopped, Eidos proceeded in budget cuts and attempted to cash in on its other projects. Thus in Revenant, NPCs will be completely oblivious after some point in the game and they won't respond to your heroic actions. There are even some NPCs who promise to join you later, but do not (though these 3 NPCs are playable in the multiplayer game). The game rather deflates after the middle of the story. After this point the game becomes somewhat of one big outdoor dungeon crawl. The vast variety of armor, combined with the lack of time between the pieces and the lack of accomplishment when acquiring new armor increases the feeling of a rushed game. And the story lacks certain vital details, leaving the player somewhat confused about the backstory and motives of the characters.

[edit] External links

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