AGN3D heeft een Q&A gepost met Ravensoft, developer van Soldier of Fortune. Hier is een stuk:
I heard that Soldier of Fortune is using a new engine with Target spots on the characters. Is this true and if so, how does it work and how does it look like?
Raven is using a heavily modified Quake II engine that has been upgraded with Raven's revolutionary new GHOUL rendering system. GHOUL allows for location based damage on 26 different "gore zones" on each enemy and player model. GHOUL's advanced physics model makes this damage system possible and allows pinpoint accuracy with the game's weapons. For example: Utilizing the sniper rifle (one of the 12 weapons in the game), you can shoot the sunglasses off an enemy's face at maximum range without injuring him. It's pretty amazing... [break]Verder heeft A3D.com (de officiŽle site van Aureal) een interview gepost met de sound designer van Raven's Soldier of Fortune. Uiteraard gaat 't over A3D support in SoF:[/break] Do you think the impact of 3D audio in this particular title makes it a better game? If so, in what specific ways?
There's NO DOUBT in my mind that 3D audio will make Soldier of Fortune a better game. The 3D audio places the gamers in realistic gun battles, with bullets zipping by and carnage developing all around them. It makes you a part of the action, instead of a spectator.