|Evil Volunteers: Mangle Him Really|
|Posted By: Mark Levin||Date: 1/18/04 9:11 a.m.|
Evil is one of the only two scenarios I'm aware of (the other is the MI version of EMR) that uses an intro movie, a feature that the Infinity engine has always supported but was never used by Bungie. I'm not sure why Bungie added that ability without using it (and why it's an intro movie instead of an endgame movie, which would be more of a reward), but it's pretty clear why scenarios don't: The heyday of Marathon development was still back when 33.6 modems were the norm, and adding an extra megabyte onto a download was very difficult to justify. Here, it was probably done to cement Evil's position as the greatest scenario ever released (which it was at the time).
The Evil story gets off to a running start, which is understandable as it's meant to be a sequel, but I actually played it before playing SONK (the first time). Fortunately, there's nothing really critical that you'd miss out on: You're in a ship, bad things are happening, get out.
The level design is very nice, done by FM himself in the Pfhor texture set. It's very curvy, although I wouldn't say it's "organic". A neat trick which goody-two-shoes like myself would rarely encounter is the ship's internal security system: Kill too many Bobs and you'll be fired on by fusion turrets lining the corridors. I'm not completely sure how this is done, but I'm guessing that the Tiny Yetis (gun turrets) have their monster class set to Bob, so that when all the Bobs on the level become hostile to the player the Yetis do to. There's some other fun stuff hidden around the level, like a teasing "weapons gallery" and graffiti.
The terminal on the bridge has some interesting story information. Continuing the cliffhanger at the end of SONK, the ship and the Pfhor ship Hellraiser have been dragged across space by some sort of warp, leaving them hanging over the mysterious planet Mi'Karr and with the weapon systems going haywire. The ship is said to have been dragged from Tau Ceti, which is a detail that I don't believe was ever mentioned in SONK.
The last trick on this level is a squadron of Bobs that teleports down to the planet ahead of you. Unfortunately, it wouldn't be possible to have them use the same teleporter as the player, since the polygon cannot be marked as both Goal (to get the monsters to stand on it before leaving) and Automatic Exit (to have the player leave the level).
Since I ended up writing quite a lot here, Ten Thousand Spoons can wait for next time...
|Evil Volunteers: Mangle Him Really||Mark Levin||1/18/04 9:11 a.m.|
|Re: Evil Volunteers: Mangle Him Really||Steve Levinson||1/18/04 12:24 p.m.|
|Re: Evil Volunteers: Mangle Him Really||Keith Palmer||1/18/04 12:57 p.m.|
|Re: Evil Volunteers: Mangle Him Really||Todd||1/18/04 8:49 p.m.|
|Re: Evil Volunteers: Mangle Him Really||goran||1/18/04 10:27 p.m.|
|Re: Evil Volunteers: Mangle Him Really||Steve Levinson||1/19/04 8:54 a.m.|
|Re: Evil Volunteers: Mangle Him Really||goran||1/19/04 10:56 p.m.|
|Re: Evil Volunteers: Mangle Him Really||D-M.A.||1/20/04 12:15 a.m.|
|Re: Evil Volunteers: Mangle Him Really||Steve Levinson||1/20/04 6:36 a.m.|
|Re: Evil Volunteers: Mangle Him Really||Elliott||1/18/04 2:30 p.m.|
|Re: Evil Volunteers: Mangle Him Really||Todd||1/18/04 8:57 p.m.|
|Re: Evil Volunteers: Mangle Him Really||Steve Levinson||1/19/04 9:08 a.m.|
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