THE MAKING OF BLACKTHORNE
Flanked by two shotgun-toting orcs, you grit your teeth and slam your back against the wall, slinking into the shadows as bullets fizz past and spatter little pixel debris off the wall. Right after the shooting subsides, you jump out and blow one of the orcs away with a double shotgun blast.
Meanwhile, the orc behind you has reloaded his weapon and grins with violent idiocy as he prepares to fire again. With no time to turn around and face the threat, you, Kyle Blackthorne, do what quite possibly no videogame character has ever done before: without looking, you straighten your arm behind you andshoot the other orc in the chest, sending him crumpling in a puddle of censor-friendly green gunk.
Blizzard’s cinematic platformer Blackthorne was made during relatively simple times; a time when a premise like ‘Prince Of Persia with guns and a no-look shot’ and a talented development team was all the incentive needed to sell a project.
Founded in 1991, Silicon & Synapse (which became Chaos Studios in 1993, then Blizzard Entertainment in March 1994) was a small studio churning out ports to
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