Exhumed / Powerslave Amiga port
Exhumed / PowerSlave is an Egyptian-themed FPS by Lobotomy Software using the Build engine. The console versions were quite popular back in the day, but the DOS one was largely overlooked due to the somewhat awkward controls and issues on faster systems.
Here's an early preview of the Amiga version: https://www.youtube.com/watch?v=VMXsmS_MDdI Download: http://aminet.net/package/game/shoot/pcexhumed |
Total Eclipse on pills!
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Great stuff! :D
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I don't remember all that 'Story' at the beginning
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It's possible that you've had the public beta, or just a ripped version that didn't have the intro movie. It's pretty cool, and it's voiced by the late great Don LaFontaine.
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Ah this looks so cool, a first time Egyptian like fps on the Amiga ? Keep up the good work BSzili !!
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Is this downloadable yet or is it a too early stage?
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Wow!
And impressive the amount of work you are doing with your ports, there are no words to thank you. What engine does this EXHUMED use? It would look very similar to Shadow Warrior |
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How much customization between games wich uses Build engine? Does these make other ports easier, or is it same amount work with every game?
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Having JFBuild working on Amiga definitely helps a lot as I can reuse it for different Build games. That being said, Exhumed used an older version of Build, so it needed some compatibility hacks, but these were already done by sirlemonhead and Nuke.YKT for PCExhumed, I just had to backport them.
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I played this game a lot on my Saturn back in the time !
Thanks for this Amiga port ! |
The game was probably the most popular on the Saturn. This port is based on the DOS version, which is different from the console versions of the game.
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Powerslave did one thing better than all other Build engine games: platforming does not suck. In fact the entire game revolves around it, rather than an FPS it's one large environmental puzzle first and foremost. It's a bit of a shame it went under the radar to be honest, it's on par with the big three for the most part. Nice meaty weapons, an actually useable flame thrower. Bullets go where you aim. Good stuff.
Except the levels... there is only so much you can do with an Egyptian theme :) Eventually it gets quite samey, but the platforming and the many traps help to keep the grind away. |
It's a shame, but it was probably too much like a console game for most people at the time.
I'm actually a fan of the Egyptian setting, but what surprised me is how much the levels do with so few textures. Easily 90% of the tiles are for enemies, weapons, UI, etc. I never noticed this during my normal playthrough. |
This game was gorgeous on the PSX back then.
Looking great, thank you. |
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Keep up the good work! |
I found the platforming in the PSX version relentless. That part in Cavern of Peril where you have to do very long jumps over green slime broke me. I've heard that on Saturn that level is bit easier, but I never got that far.
Anyway, if you have only played the console versions, this one will be a new experience. |
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https://i.imgur.com/iF0eECK.png |
I didn't say the engine didn't support slopes, but that they didn't use slopes in the maps. The version of Build engine they shipped the game with had an early version of slopes that just replaced Groudraw heightmaps. So yes, slopes did work to an extent, but they looked glitchy in the distance and didn't support shading yet. This is probably why they opted not to use them.
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