Although it's quite old now, I'm always astonished of the "object model" - that's how I call it - of the game called "Nox".
Enemies, for example - undead ones in particular - can become a mass of bones, when defeated. That means, that each bone is an individual enity, and bones can (in one casein an underground cave) even be arranged to form special signs - an arrow in this case.
Well, the bones are simplified, of course, measured against real life, but they appear "real" enough to make them recognizable as bones from different body parts. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
On the other hand, it is not possible to actually grab a bone and use it as a tool or as a weapon. These bones are seemingly not meant to be used as such (flags ?).
Yesterday I plkayed a little bit further on, and what astonished me was the trace of powerder that led to a bunch of barrels with a sign for explosives on it.
What I *really* found astonisching was the fact that the character could cast a fireball on this line of powder, and this ighnite it - and the fire followed that powder-trail to the barrels !.
I don't remember having seen such a thing before.
This detonation removed a part of a wall in that cave, which led to an newly-opened mini-"room" there. Upon entering, a message appeared on the screen saying, that an "secret area" had been discovered - which resulted in a plus of experience points.
I liked that. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
What i didn't like, though, was the difficulty level, overall.
When you find a big kettle of crazy, it's best not to stir it. --Dilbert cartoon
"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch