There is a set story-line,but some quests can be done in different orders and there is almost always a large area of the level that can be explored before you need to solve a puzzle or do a quest, so you can wander around. You don't always have to perform certain tasks, either, so if you don't go searching for a better sword, you can try that next time you play. Multiplayer is where the real replayability lies. Surreal boasts an engine built on layer technology which allows for the smooth flow from indoorto outdoor environments, all of which are really organic in nature. A layer is essentially a piece of geometry that we lay down in our tool that can be morphed and shaped.
Layers combine with each other to create a level.
Any layer can also be morphed and shaped real-time in the game because the system doesn't use fixed visibility methods like BSP trees or some Portal methods. The worlds in Drakan are amazingly vast and expansive. This also means that the Engine needs to be able to render armies of enemies on the ground while you're flying up high. With the other cutting-edge features like our blended skeletal animation system with inverse kinematics and amazing shadows and colored lighting effects, we'd be stupid not to reuse the engine. The system was built to be the foundation for mostof the 3D games we'll be doing.