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Although the levels do get tougher as you progress in the game, the means of jumping from one level to the next is via transporter which doesn't leave you with a feeling of any continuity as there hardly seems to be a logical reason for the sequence of the levels. To get any reasonable satisfaction from the game (which includes viewing it in SVGA), a Pentium class computer is a necessity. Inexplicable and seemingly random, this malady crops up far too often to ensure a smooth transition of the game from start to finish. A cursory look around, however, won't spotlight any bad guys lurking nearby with a nail gun so you're left with the inevitable conclusion that it's the game engine. But the unforgivable major fault of the game is it's penchant for slowing your character's movements down to the point where you figure someone has nailed his feet to the floor.
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The tough aspect of getting through this game can in part be attributed to the absolute toughness of the monsters and death knights you meet which actually can be construed as a desirable trait as you can't just simply and easily hack, slash and magically poof your way through a bunch of milquetoast opponents. A good example is computer controlled movement by the bad guys and creatures who still run into walls, sometimes having a hard time getting out of their own way which oddly enough makes this is a game of contradictions in terms of gameplay.īut undoubtedly the most frustrating aspect of Witchaven II: Blood Vengeance is the overall sluggish performance of the game itself. It's because of these improvements and a few others that it's utterly baffling as to why the designers let other areas of the game be so embarrassingly amateurish. Ranged weapons such as arrows can actually be retrieved. For example, the environment is more fully realized with textured wall hangings, mirrored water effects and generally better constructed rooms with more realistic features. The game in and of itself isn't badly structured as a sequel and, in fact, many of the aspects of gameplay utilized in the first game have been enhanced or improved. Unfortunately, that release in the computer first-person adventure genre left Witchaven II: Blood Vengeance in a sort of bridesmaid status which as it turns out is a shame. The 3D Realms engine used in the game (as well as it's predecessor, Witchaven), underwent some technological tweaking as evidenced by Duke Nukem 3D. A funny thing happened during the development of Witchaven II: Blood Vengeance.
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