KREED - Official Website

Spaceship "Aspero" with one of Legionnaires aboard during transient skirmish found itself in a "black hole" in Cosmos. "Black hole" is the place there breaks all technical equipment. After inquiry from the main computer navigator of "Aspero" elucidated that in this place recently disappeared other Terran spacecraft, it was heavy cruiser of Hegemony. And also he received information about extraterrestrial signals SOS, which have sending from this region during all history of space flights. Not only earth civilization has suffering from this damned place.

Player will meet with representatives of different civilizations, which were also prisoners of this cosmic trap, to help alive members of crew of "Aspero" to get out from here, to meet with other people, with soldiers of Hegemony, which found them in "black hole" for a such long time, that some of them practically lost their human appearance and health minding:

In the end of game Legionnaire must collide with those civilization, which is guilty in creation of this space prison and learn their nature, to understand what was the reason for creation of this "black hole".

Key Features

  • Various game design including interiors of tens spaceships both past and modern. Spaceships of Terran Hegemony, common commercial ships, spacecrafts created by alien lifeforms
  • An atmosphere of descent team battles in a far future. Synchronous operation of different classes such as: grunts, snipers, flame-thrower soldiers, pioneer teams, medics
  • Abundance of various enemies: not only known human types, but also terrifying and dangerous representatives of extraterrestrial civilizations. Various types of insects and psi-forms of life
  • Missions include not only individual sallies but also team skirmishes
  • Advanced algorithm of artificial intellect of enemies and extraterrestrial beings and their behavior is brought maximum close to reality thanks to prototyping such feelings as sight, ear and smell
  • A lot of unique types of weapons that are completely different in appearance
  • Different modes of shooting which influence on such characteristics as accuracy, distance, rate-of-fire etc.
  • Realistic physical model, describing interaction of material objects, calculation of collisions and ricochets
  • Particle systems that generate fire, smoke, steam, atmosphere effects, volumetric and layered fog
  • Realistic projection of shadows from dynamic light sources, which are cast on every element of geometry, including models of characters and weapons
  • Highly detailed models of characters: up to 4000 polygons per model
  • Accurate skeleton animation (up to 120 bones per model) of parts of body including animation of mimic
  • Various modes of multiplayer: Deathmatch, Capture the Flag, Assault
Game Chronicles goes inside this amazing new project with an exclusive interview by John Carswell.

GCM: Please start us off by introducing yourself and telling us a bit about Burut Creative Team.
Burut Creative Team: Burut Creative Team company was founded in the end of 1999. We've started from the developing and producing of some educational programs and multimedia encyclopedias. After some time we began to make computer games. At the beginning of development of our first RPG game, Heath, there were only 5 people in the team. All of them were the desperate gamers and had had some experience of creating games. Of course, the lack of experience was presented, but we always tried to learn and weren't afraid of taking risks by trying one or anther technology. This approach can be called the credo of Burut CT - to improve ourselves and not to be afraid of the risk. Probably this is what helped us to create "Kreed" from the very beginning - even with its own engine.

In March 2001 our first game was published - Heath, which action took part in the magic world based on poetical myths and legends of East Europe. Heath was published by the well-known Russian publisher Russobit-M, our good partners.

For the moment, the work on two independent projects is near its end - Golden Land, the sequel of original Heath, and futuristic First Person shooter Kreed. More than 35 people of different professions work on them. The releases of Kreed and Golden Land are coming soon.


GCM: Kindly tell us about the main character(s) in Kreed and give us some sense of the story propels the game forward.
Burut Creative Team: The main character of KREED's name is Daniil Grok. He is the professional of the highest level - the agent of powerful military and religious LEGION's secret services. Daniil Grok is very cool, industrious and laconic. He is the space outsider who knows the price of life and death and creates the history with his own hands.

According to the plot, the Great Magistrates - the highest hierarchy of the Legion - are sending Daniil to the deadly dangerous space anomaly, Kreed, where nobody had returned from before. He must kill the "apostate", who hides in its limits - one of the Great Magistrates of the Legion. He has something in his hands that can turn all knowledge of strange Kreed characteristics and, probably, the knowledge of the universe that gave birth to it once, upside-down. And, what is the main thing, the apostate knows about the ability of returning from the anomaly (nobody had returned before!) This is what our main character has to do and return in the outer world if possible.

Tha game starts at the moment when the ship of the main character, Aspero, which was damaged during the intersection of Kreed zone, is being attacked by the Schpiggs - non-humanoid race of the carnivores. Schpiggs kill all team of Aspero, and main character survives. He tries to save the ship from the destroying, but this attempt fails. So, he has to leave the dying ship and go to the dazzling depths of abyss, to the uncertainty.


GCM: Above all else, what do you feel will separate Kreed from the legion of competing First Person Shooters out there?
Burut Creative Team: Maybe, Kreed was made a little bit different than usual Action games, bringing some elite, concept, esthetical and philosophic approach into the genre. We made not only the colors and entertainment the main thing in the game - we did special approach in the creation of the very "virtual reality" around the player. That's what all developers want to do. Kreed tries to give more than usual hackneyed sets of the weapons, monsters and hardcore gameplay to the player. Our game offers to have an alternative trip to the history of mankind which is totally different from our world. So, welcome to the 2944 A.D.!

GCM: It has been mentioned that the player will be allowed to make certain decisions about what routes he or she will take through any given map. Will there be any incentives or rewards to lead the player down the more dangerous paths?
Burut Creative Team: There are alternative ways of walkthrough in the most part of missions. So, that is the feature of Kreed gameplay - not only hardcore gameplay takes part here, but also the reasoning, the ability of logical thinking and thinking over the next steps do. It means that, for example, in one case the player can risk and burst into the crowd of enemies armed to the teeth, but in other case it is better to gain the rear of the enemy, using the ventilation or sewers.

The big stimulation for the player is also gaining of the new, more perfect weapon, which will save his life more than once.


GCM: Please tell us about the environments and levels the players will be fighting their way through.
Burut Creative Team: We'll have to fight at the spaceships of humans and alien races, many of which have lost their way in Kreed for centuries already. Also, during the storyline, we'll have to land at planetoids where, from the technical side, we've made the spaces - the canyons, gaps, lava fields, deserts, catacombs and caves - possible.

Our adventures begin at Aspero, trade ship which took us to Kreed. We find ourselves in more than extraordinary circumstances - only the main character is alive from all the team, and the ship is being attacked by the aggressive creatures who inflicted reprisals there. When we go out from the cabin, the awful creature runs to us and tries to tear us into pieces by his razor claws. Roaming over the dark passages and glittery corridors of "Aspero", we find the signs of intrusion everywhere. Here the Navigator dies before our very eyes - the last thing which was connecting us with the outer world, and there the creature with the glowing eyes is tearing the corpse of the team member into pieces and growls joyfully. Scary, unreal, cruel picture which we can see.

After Aspero's death, the fortune will lead our main character to the Confederation battleship, Tokugawa. The team of this ship was infected with some unknown virus. Then, we'll find ourselves in the gloomy depths of the biomechanical hell of insectoid conquerors, Tiglaary's fortress-ship. They bring death, destruction and slavery to everything alive.

After long adventures, the Corsairs - our allies, the rare thing in Kreed - will help us to go to the distant world, Burg, which is scorched by the sun. The people who took part in military expeditions to Kreed and have survived - Legionnaires, "new aristocracy of the future", and genetically perfect Shakirits, biocyborg warriors, live here.

Many interesting and shocking things wait for us in Heilig - gothic world of fog, wandering shadows and ancient ruins. This is where the heretics, warriors from the apocalyptic Jikreeds Brotherhood, who preach Kreed as the threatening, punishing god, and foretell the soon End of the World, when all "sinful Universe" will die. The world of Khalle deserves the remark - it is quiet, mysterious... and deadly dangerous - every stone attacks the trespasser. It has some kind of North-European, or Celtic-Scandinavian charms. Labyrinths of high, mossy cliffs, tanks with cold, crystal clean water and dark gloomy castles, which were built hundreds, or even thousands of years ago. Khalle is the world of the frozen time, the place where you'd wish to return more than once. Maybe this is because the presence of something "alien" can be felt very sharply here.

The culmination of all the game will be alive, bio-organic shelter of phantom J'curr race, which will lead us to the place where the "verge of the eternity" lies.


GCM: What sort of enemies will the player be up against and can you tell us a bit about the AI driving their actions?
Burut Creative Team: There are 65 unique enemies in the game. There are both people who present the organizations and social structures of the XXX century and unique monsters who are very hard in battles.

At Aspero, we'll be fighting with Schpiggs - carrion hunters race. These creatures who look more like the hybrid of dog and frog are the waste of the distant future. They attack the ships and kill the teams.

At Confederation battleship we'll have to take part in the suppression of the desperate rebellion, where the rebel soldiers and the soldiers infected by some virus, that had turned them to mutants.

The most deadly enemies are Tiglaary, insectoid race which conquers other races for thousands of years, dividing them into "life-good" and "life-evil". The Tiglaary warrior is the machine of death, which destroys everything, whatever it is. It is evident that the entire galaxy is scared of Tiglaary. Exactly their invasion to the solar system had changed all mankind's history.

In Heilig world, the heresy of apocalyptic Jikreeds was born, which preaches the soon end of the world and the beginning of new era - the era of Kreed, when the entire Universe will be perfect. The history of Jikreeds is more than mysterious and connected with the appearance of Kreed. Maybe, we'll find the answer to this question. At the desert Burg - "the Dune of Kreed" - the professional warriors of Legion and bio-cyborgs, Shakirits, will resist us. Legionnaire has perfect physical and ideological base, iron will and sharp battle qualities. This enemy is really worthy - strong, mobile and tactically skilled.

There will be also alien races in Kreed, like bio-projection creatures and J'curr phantoms. The projections are the awful experiment of some race which has been lost in Kreed. The experiment gave birth to the creatures who throw out the plasma balls and ball-like creatures - some kind of "bio-weapon". Jikreeds, however, say that the projections are Kreed's punishment to those who don't respect it.

The appearance of J'curr is also mysterious. This is very aggressive, fully energetic lifeform which takes all energy of the victim. There are more original enemies - "krakozabres", the representatives of Kreed's fauna. They live everywhere, from ventilation and sewers to canyons of Burg and mossy cliffs of Khalle.

At first, KREED's AI is made for effective realization of "smart”, “humane" model of enemy's behavior, and for good group actions, where the choice of battle type due to tactical analysis has the main part.

The enemy united by the command intellect will be very smart when attacking the player, counting all advantages and disadvantages, from type of the weapons to the features of behavior. If the player will try to burst through the enemies, it will be very problematic (or maybe it will be better to say it is impossible at all). The enemy will discourage him from these actions at once, making him analyze his actions and think them over.

Any step of the player is counted from the enemy's side. The coward will not be treated considerately. He'll be attacked from the rear of destroyed by the grenade. The enemy will reply by the defense or even by the panic flight to the courageous attacks of the player.


GCM: As for weapons, what sort of arsenal will the player have access to?
Burut Creative Team: The arsenal of Kreed is presented by 10 kinds of weapons and two kinds of grenades - splinter and energy ones. In spite of the number of weapons, they all are very vivid. The main thing for us is the creation of the balanced weapon, and there must be no "super" damage weapon, and any kind of weapon must have its own advantages and disadvantages. The vast expanses of the game characteristics allows to realize it all fully.

So, talking about standard things, there are some in our arsenal: battle knife with brass-knuckles, two kinds of shotguns (one-barreled pump shotgun and three-barreled one), compact carbine (futuristic analog of AK-47, XXX A.D), hard and very powerful machine-gun with laser system of pointing, etc.

Also, there are some original kinds of fantastic weapons. For example, these are "Dolphin", the plasma-gun, or the energy concentrator, "VARD", created by the alien technology. And, the last weapon - devastator "Grendel", named after the monster of Anglo-Saxon epos, "Beowolf", which shoots by the balls with plasma filling.


GCM: About how long do you anticipate the single player game to last and what multiplayer options will be available to add replay value?
Burut Creative Team: The singleplayer of Kreed (with all alternative ways of walkthrough) is to last for 40-55 hours. Of course, a good deal of multiplayer will be available. There will be such modes as DeathMatch, Team DeathMatch, Capture The Flag.

At the moment there are 10 Deathmatch maps (Team Deathmatch can be also player at these), and three CTF maps. All these maps are very interesting both from the positions of the playability and design, which varies from the vivid techno-gothic to strange, unusual, surrealistic buildings. One map, for example, will be probably liked by the fans of Return to Castle Wolfenstein - we united medieval gothic with futuristic elements. One more map has that unusual "bio-mechanic" look, hologram statues and the magnificence of shining particles.


GCM: The Kreed team has obviously invested a lot of time in the development of the X-Tend engine. Please tell us about this engine and just what it allows you to do.
Burut Creative Team: Kreed is based at X-Tend engine which was developed by our programmers. It supports the requirements of the project fully. X-Tend engine supports the considerable part of the technologies. Visualization system of the gaming scene uses the abilities of DirectX 8.1 and supports:
  • Pixel and vertex shaders
  • Particle systems
  • Precise shadows; the ability of casting shadows on oneself
  • Realistic hi-res lightmaps
  • Extended skeleton animation (up to 120 bones per character)
  • Detailed gaming models (up to 4,000 polygons)
  • Projection textures, which can be put on every gaming objects, also dynamic
  • Building the shadows using buffer
  • Support of open and close spaces
  • Portals

GCM: Considering, what do you predict the minimum requirements will be and how strong a rig will be needed to crank out Kreed at a high level of detail.
Burut Creative Team: For the optimal gameplay with all options turned on, PIII 1 GHz, 512 Mb RAM, videocard of 6th generation (ATI Radeon 8500, GeForce 3) Minimal requirements - PIII 600 MHz, 256 Mb Ram, 5th generation videocard. But, there is the probability of missing some visual features of the game.

GCM: Are there currently any plans to release Kreed on systems other than the PC?
Burut Creative Team: Now this question is being discussed. We will be able to give the answer after the release.

GCM: Thank you for your time. Are there any final impressions that you’d like to leave our readers with?
Burut Creative Team: We in Burut CT hope that Kreed will be appreciated by all gamers who will find something own in it. Thanks for interesting and captivating questions. Good luck to you, and wait for Kreed release!