![]() Strife's enemies include the various denizens of the Order, all with suitably religious titles, and the army of robots they have created to guard their fortresses. These enemies rarely have anything to say other than gruff dismissal and the inane cult-like banter of the Order's propaganda. Besides these characters, various antagonistic entities such as acolytes and templars will also converse the with player - so long as he has not yet alerted them to his hostile intentions. The player may be asked to make choices, be offered to buy advice or items, or make a trade of one item for another. The player and character will face each other and dialogue will begin. Characters are conversed with by approaching to within melee distance and pressing the "use" key. A character's portrait may be shown in the background, subcaption text can be toggled on or off, and most characters include full voice acting. Unique amongst Doom engine games, Strife's plot is carried out in real time using a conversation system built on the Doom engine's menus. The added stress of Strife's failure caused that company to close its doors within the same year, leaving Rogue Entertainment in need of a new publisher. Still however, the game has a 71 out of 100 MobyScore, based on accumulation of reviews from its time period, so the decisive factor in its failure may have been insufficient promotion on behalf of Velocity, which was already in financial trouble. Reviewers were particularly harsh on its "dated" graphics and level of detail in the environment. Strife failed to gain traction in the market due to its exceptionally untimely release, hitting the stores between Duke Nukem 3D and Quake. The project suffered a total delay of around a year due to this transition, extending its development from 1994 all the way to 1996. A new publisher was found in San Francisco-based Velocity. id Software helped the company get set up in the same office building, and helped fill out its staff with programmer James Monroe, a longtime friend of John Romero, and level designer Tim Willits. Most of the staff of Cygnus quit, leaving to found Rogue and continue work on the game there. When Cygnus owner Scott Host decided to move back to Chicago and cancelled the project, there was an internal revolt. Strife began as a project by Jim Molinets, Rich Fleider, and Steve Maines at Cygnus Studios, expected to be published by id Software. It is the most non-linear of the Doom-based games, with the possibility of doing several things out of order coupled with multiple endings. Strife is far more open in its world than Hexen, in that you can go back to nearly any of the maps you've been to before (with few exceptions). There are three such endings as a result, with only one being the "best" ending. There are also decisions that the player must make in order to progress through the game that changes the ending of the game. This button lets the player know how long they have been playing Strife, as well as the current mission that has been given to the main character. Unlike most games built from the Doom engine, Strife allows for conversations with other people in the game (with voice acting for the more important ones) as well as a special "Query" key. Calling themselves the Front (referred to as "The Movement" in the demo version), they struggle to free themselves from the Order. The Order's rule is brutal and oppressive to the extent an underground resistance is formed. The survivors are forced to flee underground, while the men become peasants. The Order swiftly takes over the world using advanced technology which far surpasses that otherwise known, and, opposed to natural procreation, begins killing all women and children found. Many of the survivors began to hear the voice of a malignant god in their heads (also known as the Entity) and formed a militant cult known as the Order dedicated to its worship. A comet struck the planet, unleashing a virus and killing a large portion of the populace.
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