Heavy Metal: F.A.K.K.²
3D Game Comparison - Game vs. game. No hype; just facts.™
Contents | 
 Engine
 Effects
-  lighting: dynamic, colored
- asteroid fragments, crystals (some), explosions, flamethrower, lightning
 
 - particle effects: blowing leaves, explosion debris, fly swarms, settling feathers after giant bird deaths, some weapon effects
 -  physics
- collision detection: mostly 2D (Julie adjusts feet & legs on slopes when standing)
 - knock asteroid fragments off ledges which break on hitting ground
 - rope-suspended platforms pivot from Julie's weight
 - sliding doors push Julie
 
 - reflection: metallic surfaces, non-translucent glass, many other things
 -  shadows: polygonal
- characters: horizontal, flat (2D); dynamic
 - multiple light sources: position adjustment, distance lengthening & shortening
 
 - texture
 - transparency: explosions, fire, ghosts, glass (glasses, health vials, water ampules, windows), hologram (Julie), lens flare, lightning, light shafts, plant/flower petals (some), smoke, steam, wasp wings, water (+ dripping)
 - lens flare, underwater distortion
 
 Atmospheric/environmental
- water ripples
 -  weather: moving clouds, rain
- clear-cloudy transition
 - lightning: strikes bridge (breaking) and tree (burning)
 - wind: leaves, tapestries
 
 - camera shaking
 - dust: cave claw hand scraping, Julie (landing & shimmying)
 - smoke: chainsaw, flame sword, Gruff's pipe
 - steam (some pipes)
 - water mist/spray: lawn sprinkler
 
 Character
 player character
- facial animation
 - footsteps: various
 - head looks at pickups and scripted objects
 - water level affects run speed & jump distance
 -  actions: climb (rope, wall), crouch (+ roll: 4 directions, walk), die (various), grab edge (while jumping or dropping) & horizontal pole (while jumping, + wrap legs around), hug wall (+ sidestep), jump, pick up (by moving over object), place detonator, pull (+ up edges), push, ready/store weapon (2 hands), run, shimmy (horizontal edges/poles), shoot (+ alternate), strafe, swing (rope, monkeybar, sling), turn (crank, handle), vault, walk
- combo weapon actions
 - dual wield
 
 - clothing/skin: jumpsuit (+ rips & loses pieces); leather stirrups & thong
 -  view: 3rd-person (1st-person via console command)
- pan: dynamic (keyboard- & mouse-controlled); around player: 360° horizontal, 180° vertical
 
 
 NPCs
- aliens, birds (giant), shglieks (when mad), plants (arrow-shooting, eating, strangling vines)
 -  AI
- shglieks: distract (training area only?), knock unconscious, aggressive when hurt
 - birds move out of Julie's way
 - cave claw hand can kill NPCs
 
 
 Environment
- # levels: 24 maps + training
 - location: Eden (fantasy-futuristic world)
 - cutscenes: many
 - linear level progression
 - outdoor design: somewhat expansive but still claustrophobic
 - puzzles: find keys/items
 - hazards: acid, closing sliding doors, gas (plant spores), rocks (falling & rolling), spiked cylinders (rolling)
 
 Interaction
- collapsible scenery
 - pick up: creepers, see #Inventory
 - pull: buttons, crates, hay bales, levers, switches
 - push: boulder, crates, hay bales, tree trunk
 - ride: dung cart, hay (carried by crane), large machinery, sprinkler heads
 - throw: shglieks
 - dandelion-like flowers disperse seeds when walked into
 
 Inventory
- store and use
 - pickups: 3D objects
 - ammo, health vials, gas cans, quest items, shields, Tiki runes, water ampules, weapons
 -  weapons
- axe, explosives (thermal detonator), guns (pistol, shotgun, Uzi), sling (rocks, explosive asteroid fragments, gas spore), swords (chainsaw: requires gas; flame, normal)
 - bullet holes
 - targeting: automatic and manual
 
 

