There was a thread about it a while back. Going to have to reinstall some systems and sort out Maya 4.5 to continue as right now all of my machine have Maya 6.0 and despite my best efforts I can't get any importer/exporters to compile and run in it.
(even the ones supplied as examples!)
The story behind the game is a pretty interesting premise; but you'll probably want to know a little background.
Might not have heard of Half-Life Zero, if you don't want the story of that to be spoilt; then probably best to not read the next paragraph.
There is a fight in the engine deck of the train between Captain Kieron and the security guard, they both fall over the side the guard immediately hits the ground (not a pretty sight) but Kieron is holding onto the railing on the side of the train for dear life. Jamie (another member of section9) tries to grab him but he falls as well. Johen and Jamie just watch on as they loose a 2nd team-mate to what should've been a simple recon mission.
Now onto Deliverance; A young spunky reporter, (Louise) is send on another "Aliens ate my baby" story in a small backward mountain town. The night is pretty stormy so just adds to the whole "life is crap" feeling she has. Something runs out across the road, it looks sort of like a dog, so she swirves to avoid it. Unfortunately the road she's on was narrower than she realised and trying to break in the rains fail causing her to loose control.
She finds herself waking up in a small wooden cabin on the edge of a dead wood and lake; the view down to the bottom shows there is a small dock, and lights on the other side of the lake suggest some sort of civilisation.
Although she isn't sure how she got to the cabin in the first place, Louise decides to go and try and get some help.
What she comes across is Kieron, who has taken it upon himself to investigate the near-by Mesa owned facility... Louise ignores this at first but after some investigation realises that both her report and Kierons 'mission' are related in a creepy way.
The game is a sort of FPS, I say sort of - because you don't actually use a weapon often if you play as Louise. Instead you have to think your way around puzzles and such, you play as Kieron then you end up using a firearm alot more as a negotiation key
What has been the key behind the game is simply to create an involving story which has the FPS player feel far more involved, that they are part of the story... not just there to shot anything that moves. To achieve this a much more indepth Interaction and the use of Items gives the game some very familiar feeling to Resident Evil players, the action really pans from intense fighting and shoot-outs with armed guards to benine investigation to find out whats going on.
By taking certain elements from games like, MGS, HL and Resident Evil. I have helped to create a story and game which just sucks the player in and lets them define thier own way to play.
The multiplayer aspect takes that one step further, with game modes that have been based on popular MP Game types such as UT2003/2004 Node Runner... or such. Yet with a slower pace of game, and more terror inducing stuff.
A good example is the map i had created for the original demo release was a masion based very closely on the Aukley Mannor. However you got to experience it from a new perspective, the entity system allowed for the light entities to be scripted to another entity: this ment stuff like electric were possible.
You use a knife in one room to slice the wires, and it could cut the electricity to the above rooms turning all the lights off... you could them radio you friend who bursts in the opponents base and starts firing away at the blinded people.
Vision was based on Light Clamp ranges, which means you go from a bright room to a dark room; or visa versa and your veiw will slowly adapt but the given values would be out of your range of vision and appear overly dark or overly bright.
Smashing glass by shooting it out, or dropping an item full or water would change the sound of the steps from people entering that room, meaning even if they're trying to walk silently you could hear the glass crunching or wet footsteps.
The aim was to really make playing multiplayer less about "bang-bang" respawn action; and more about scaring the bejezus out of your opponents.
I mean imagine your hiding in a cupboard, and suddenly your team mate trys to contact you via the radio.. it'd *beep* instantly who your hiding from would hear it and know roughly where you were.
most of it is a sacrifice of publically loved features, and fast paces action, for something that will give a gamer an experience playing; not just kill some hours of boredom