![]() As well as, all locations have alarm systems, which can be triggered by the aforementioned bystanders, security cameras, weapons fire, and other conditions, such as destroying a security door setting off an alarm will bring down significant military presence, and the player is encouraged to avoid triggering them, or deactivate them as soon as possible if set off. There is an additional incentive to kill unarmed bystanders present in No Remorse, as the player character being able to loot the bodies for credits which are used to purchase better weapons. Settings vary from military bases to factories to offices to space stations, and contain a variety of enemy soldiers and servomechs, traps, puzzles and innocent bystanders (who can be killed with no penalty). The Crusader games are divided into missions, each with their own locations and objectives. Like many Origin games, both No Remorse and No Regret shipped with significant in-universe back-story material, including a fold-out propaganda poster, newspaper and a guide from the fictional Resistance. These conversations are generally one-sided, as the player character never speaks. The Crusader games feature Full Motion Video (FMV) sequences with live actors FMVs are used in cut-scenes to further the story, generally through interaction with other characters. ![]() The soundtracks for both games were composed by Andrew Sega and Dan Grandpre of the now-defunct Straylight Productions. Each mission and intermission level has its own track. CRUSADER NO REMORSE RELEASE DATE MODThe game's audio uses a specially made engine, called Asylum Sound System, which employs MOD files rather than General MIDI, in order to provide good quality without relying on expensive hardware. Both games use an advanced version of the Ultima VIII isometric view engine featuring full SVGA graphics. ![]()
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