The really impressive thing is that most machines appeared to be running Geforce2 Ultras, rather than Geforce3 chipsets, which proves that we've yet to appreciate the true ability of the Ge2 generation cards, let alone the what will happen as Ge3's become more affordable. Powered by the reliable Quake 3 engine, Return to Castle Wolfenstein was capable of presenting both indoor and outdoor environments in gorgeous detail. The brooding look and depressed colors gave the game an appearance that separated it from the others on show, with Unreal 2 being rather fantastical and Max Payne obviously having a more modern-day and comic book feel. Enemy reactions are a key part of this. For example, when sniping from a distance, Goodrich demonstrated how guards would often turn and investigate noises if you shoot areas close by.
Guards also behave differently when in various levels of alertness.
There are several ways you can open doors, including stealthily and by kicking it down - the latter choice, if performed when a guard is close by and not expecting an intruder, can sometimes put them into a state of shock, making it easier to pick them off. Enemies also fight tactically, in a similar vein to the decent marine AI from Half-Life . Sometimes a soldier might flip a table, duck behind and then take swift potshots at you. And if taking hits, they'll attempt to retreat. Return to Castle Wolfenstein is due out before the end of the year.