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Blade Runner (1997 video game)

Blade Runner
BladeRunner PC Game (Front Cover).jpg
Developer(s) Westwood Studios
Publisher(s) Virgin Interactive
Director(s) Louis Castle
Producer(s) Donny Blank
Designer(s)
  • David Leary
  • Jim Walls
Artist(s)
  • Louis Castle
  • Aaron Powell
Writer(s)
  • David Yorkin
  • David Leary
Composer(s) Frank Klepacki
Platform(s) Microsoft Windows
Release date(s) October 31, 1997 (1997-10-31)
Genre(s) Point-and-click adventure
Mode(s) Single-player
Aggregate score
Aggregator Score
GameRankings 77%
Review scores
Publication Score
Adventure Gamers 4.5/5 stars
Game Revolution A-
GameSpot 6/10
PC Zone 88%
Quandary 3.5/5 stars
RPGFan 93%
Science Fiction Weekly A+
Award
Publication Award
Academy of Interactive Arts & Sciences Adventure Game of the Year (1997)

Blade Runner is a 1997 point-and-click adventure game developed by Westwood Studios and published by Virgin Interactive for Microsoft Windows. The game is not a direct adaptation of the 1982 Ridley Scott film Blade Runner, but is instead a "sidequel", telling an original story, which runs parallel to the film's plot, occasionally intersecting with it.

Set in 2019 Los Angeles, the game tells the story of Ray McCoy, an elite detective charged with hunting down a group of dangerous replicants (bioengineered androids designed to look and act like humans). Although several of the film's characters appear in the game, with the original actors returning to voice them, the film's protagonist, Rick Deckard, does not appear in a speaking role. Instead, he is referred to on multiple occasions, is seen several times, and his activities as depicted in the film are mentioned. Other parallels with the film include the reproduction of several prominent locations, as well as scenes and dialogue closely modelled on the original. The game also features extracts from the film's soundtrack.

Blade Runner was advertised as a "real-time 3D adventure game," since it was one of the first adventure games to use both 3D character rendering and a game world which progressed in real-time (as opposed to waiting for the player's actions). Unlike many games of its time, which used polygon-based renderers exploiting 3D accelerators, Westwood opted for their own software-based renderer using voxel technology.


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