![]() This means the game screen stays locked to a position until the player's character moves to an edge, at which point the screen moves to the next location. Zurovec kept the static frame method from Ultima VIII. To get around the problem of smooth scrolling, Mr. It also opened up the opportunity for more varied kinds of puzzles and map layouts that would be possible in a traditional FPS game or side-scrolling game. Zurovec stated that one of the benefits of using a third-person perspective was the extensive environmental damage that could be implemented. But the question still remains, why did Origin opt to create a third-person action game instead of another FPS? One reason could be that they already had the Ultima VIII engine and decided to get more use out of it by using it to make another game. Ultima VIII's engine was modified and used as the foundation for Crusader: No Remorse. Also unsurprising is that Tony Zurovec was also a programmer on Ultima VIII. The only other game that looks and plays similar to Crusader is Ultima VIII: Pagan which was, unsurprisingly, developed at Origin. RPG games like SSIs Gold Box Dungeons and Dragons games could be classified as isometric third-person games, but this is stretching the definition a little. There were strategy games such as the XCOM games that were turn-based isometric third-person games. It was much easier to make third-person games in other genres. Computers of this time did not have the processing power to render the high resolution backgrounds expected in a third-person game while also delivering the smooth scrolling expected in an action game. Part of the reason behind this is that it was difficult to make these games on computers of the early 90s. ![]() There weren't many isometric third-person action games on the market in 1995, I can't think of any in fact. Even Origin was getting into the FPS market with games like CyberMage: Darklight Awakening (developer) and Shadowcaster (Publisher).Ĭrusader: No Remorse's perspective really was unique. If you were a PC developer in the early 90s and wanted to make an action game, your best bet was a FPS game. In 1995, first-person shooter games were the new "big thing" in PC gaming. Which makes sense as he is listed as the director for the franchise. From what I can gather, the Crusader games were really Tony's babies. The primary force behind the decision to use these new cutting edge technologies was the game's director, creator, and main programmer: Tony Zurovec. It took some risks in its technology and was one of the first big commercial games to release only on CD-ROM and to require SVGA-compatible graphics cards. As I mentioned above, Crusader: No Remorse was released in 1995 and developed by the great Origin Studios.
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