/-/S'pht-Translator-Active/-/


Re: Eternal Volunteers: Shp't Happens
Posted By: Steve LevinsonDate: 1/28/05 3:24 p.m.

In Response To: Eternal Volunteers: Shp't Happens (blake37)

: We find ourselves in the middle of a battle between Sph't defenders, and the
: red ones don't like us one bit. And a sense of Deja vu falls over us. Ah,
: yes, the good ole Citidel, evidently during the war between the Shp't
: clans. We find this to be true when we read Leela's message. Hathor has
: been here for a while, at least acroding to clues, but those are somewhat
: sckechy as the Shp't net is almost organic in nature, and structured like
: those of man. We are told to not just kill something to solve the problem,
: but to explore a bit, and the only way to go is up

Not a bad review this time, blake37. The red S'pht are, I beleave, the 'Hra we are later told to kill. This was a bit disorienting to me as well and I even e-mailed Forrest about my concerns with seeing modern 'Kr froms in general, as I'd always thought that the 'Kr developed their new and improved S'pht form in isoloation from the other S'pht while on Klia. Forrest respectfully disagrees and believes that the 'Kr were given these additional defenses that the other S'pht lacked by the Jjaro themselves. Perhaps Forrest can elaborate on that here, but I still have my doubts. The idea that one of the other S'pht clans also had these additional armaments is even more confusing - why did we never run into them in the Marathon Trilogy? Still, Forrest has a point. Perhaps the armaments were something they would wear in battle and since the 'Kr were the only remaining free S'pht, only they had them in modern times. But then why were the S'pth not able to defeat the Pfhor if they had such strong defenses? I think that Forrest has some explaining to do on this aspect, but it is central to the plot as we ourselves are able to harness the S'pht'Kr power by collecting their orbs.

One other aspect that is very important is the form of the non-fighting S'pht, what someone else here referred to as the S'pht bobs. They very closely resemble the Craig Mullens' depiction of the pre-Pfhor S'pht depicted in an M2 chapter screen - I believe on The Hard Stuff Rules. Forrest, this is very nicely done - a major new monster sprite that really works for me. I would have liked to seem them able to fight, too, but that's just my opinion. There's been talk before of a scenario based on the S'pht clan wars - now you've done it, and it's part of Eternal!

: Notes thus far: It's a but confusing to have the red guys after us, because
: we're used to red shp't being 'Kr and on our side, but it's not that bad,
: just somewhat weird at first. Also, the room at the base of the Citidel
: seems smaller then the other times we've been here. Also, dead ticks are
: sometimes seen floating in mid air.

: As we head up using teleporters, bad sph't wiil beam in, so keep on your
: toes. When we get to the top, we find a terminal that works, and the logon
: sybol is reminisent of the S'bauth (I cannot spell that name for crap, so
: if it's wrong, correct and forgive me) ones we see after his merger with
: Durandal in MI. The entity that speaks with us turns out to be S'bauth,
: older (not elder) of the 'Kr. He tells us about what he thinks we are,
: and to seek another place to talk, way down below.

Hey, even Bungie couldn't agree on how to spell S'buth, so why worry about this one?

: Notes: I just think it would be really cool if that top level had a
: window(s)looking down upon the landscape, like in The Hard Stuff Rules.

I agree with you here. I suppose the poly limit got in the way, but I would have liked to have seen something more reminescent of the original citadel levels in M2, and it would have made for much more interesting gameplay. Especially now that Bungie has released the original games - not that this amounts to permission to copy - but even Rubicon had elements copied from the original games.

: So we go back down, and through the now open door into the room with the not
: yet secret door, and find that that place has changed, or will change, or
: whatever. S'bauth gives us the mission of killing the 'Hra that are
: fighting the 'Kr, so after we save, we do just that. using the
: teleporters, hit all switchs and kill all red Sph't. With that all done,
: read S'bauth's message, and he tells us to help the 'Kr escape the
: violence, fullfiling the history terminals from our adventures with
: durandal.

I found the outdoor areas to be a bit of a disappointment myself. Again, I would have preferred to have seen something more consistent with the original. The earlier marks had lava flickta here, but perhaps they will return in the final release. They certainly made things more lively.

: This is a good, fun level, although the thing with hitting switchs to open
: all the 'Hra rooms can get confusing if you miss a wsitch, wich happened
: to me once, and took me an hour to finish the level.

Me too. This is what bugs me most about this level - there's no real feedback to help the player know which switches have been flipped, and they are all reversible, which only makes things worse. And since you can only carry one orb, why have so many? Seriously, if it were up to me, I would have made the fighting take place at the top levels of the citadel - something modeled on Hard Stuff, with the final not so secret room still serving as our exit point.

: One last note: you can only pick up one Orb, instead of a bunch, but since
: one seems to last a good long time, that shouldent be an issue.

Too bad those orbs won't be available later, when they could be of some use.

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Pre-2004 Posts

Replies:

Eternal Volunteers: Shp't Happensblake37 1/28/05 11:46 a.m.
     Sph't happens.. that's really clever. ^_^ *NM*K-chi 1/28/05 1:26 p.m.
           clever, yes.. but hardly original. *NM*tcm 1/28/05 2:25 p.m.
                 I've never heard it before. So sue me. *NM*K-chi 1/28/05 7:18 p.m.
                       okay. *NM*tcm 1/28/05 8:29 p.m.
     Re: Eternal Volunteers: Shp't HappensSteve Levinson 1/28/05 3:24 p.m.
           Re: Eternal Volunteers: Shp't Happensblake37 1/29/05 3:10 a.m.
           Re: Eternal Volunteers: Shp't HappensForrest of B.org 1/30/05 4:31 p.m.
                 Re: Eternal Volunteers: Shp't HappensSteve Levinson 1/30/05 6:49 p.m.
     Thoth and the S'pht'Kr (very long)Forrest of B.org 2/11/05 11:58 p.m.
           Re: Thoth and the S'pht'Kr (very long)Forrest of B.org 2/12/05 1:00 a.m.
                 Re: Thoth and the S'pht'Kr (very long)RyokoTK 2/12/05 3:29 a.m.
                 Re: Thoth and the S'pht'Kr (very long)luke9 2/12/05 8:13 a.m.
     StuckPala 4/21/06 8:43 a.m.
           Re: StuckForrest of B.org 4/21/06 1:37 p.m.
                 Re: StuckPala 4/22/06 7:51 a.m.

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Pre-2004 Posts

 

 

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