T H E G A M E S P O T N E T W O R K

BY MOIRA MULDOON & TRENT C. WARDPAGE 1



Westwood
Studios



Westwood
Studios



November
1997




Long before Alien and Ripley turned the corner of their fourth movie, Ridley Scott filmed Blade Runner and Deckard - and the sci-fi world hasn't been the same since. Blade Runner was a powerfully influential movie, both in terms of its subject matter and its dark, seamy atmosphere, and has remained a cult hit for the last fifteen years, a classic in the film sci-fi canon.

You could almost say the same things about Westwood's Dune II. Long before its more famous product Command & Conquer hit the shelves, Westwood broke new ground in the real-time strategy world with Dune II - a game that remains a cult favorite among many real-time gamers, and certainly a major part of the real-time canon.

Now Westwood Studios has every intention of taking Ridley's Blade Runner and creating "the first real-time 3D adventure game" - a game Westwood is sure will again break new ground and land itself smack-dab in the middle of the adventure gaming canon.

Westwood certainly has good reason to think it's possible. With 1,600 clues, 6,800 lines of dialogue, advanced AI, and intense, moody graphics that run well even on P-90, Blade Runner is shaping up to be an impressive title - and we've got the inside scoop. Back from a quick trip out to Westwood's Las Vegas offices, we've got all the details on the who's and how's of how this game came to be, not to mention exclusive art, interviews, an exhaustive behind-the-scenes look at the making of the game, details on the characters and their AI, the music - you name it, we've got it. And you'll find it in the following pages of this GameSpot exclusive preview.

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