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Re: Evil Volunteers: Hackers | ||
Posted By: Steve Levinson | Date: 1/26/04 6:14 a.m. | |
In Response To: Evil Volunteers: Hackers (Mark Levin) : The first map actually done by FM since the beginning of the scenario,
There are very interesting spaces in Hackers, but understanding the map is impossible. This isn't a real place - things don't fit neatly together and there are some very obvious 5-D effects. Looking at it in Forge (or Pfhorge), the "swimming pool" area is layered on top of everything else, yet it's at a lower height than one of the circular passages you traverse. This is a very enjoyable map to play and it feel's real, but anyone with a keen sense of 3D space will find themselves significantly disoriented by this map, as did I. I'm not sure if this was on purpose or if FM liked the appearance of his work too much to alter it to be physically real. The room with the rocket launcher is a cruel touch, but nothing that Bungie didn't already do to us. : You're accompanied in many areas by vacuum Bobs, who did a decent job of
Not so on TC - none left standing. : You'll also notice pretty quickly
Let's backtrack a moment and explain why we're exploring a crashed ship. As you'll recall, we were using an IPIT to teleport our entire crew back to UESC space, to the nearest base of operations. When we read the first terminal here, in addition to learing about General Dire's abberrant behavior, we learn that an alien ship of unknown origin has crashed on a nearby planet and that the Pfhor were instrumental in bringing it down. If the Pfhor want it, there must be a reason and so we want it, too. All we have to do is exterminate the Pfhor. : on this level are two "boss"
Not all that dangerous? Taken on singly, they can easily be punched to death if you're patient as Mark noted, but we'll soon be seeing them in groups and dealing with them can be a challenge. Their energy projectiles are guided and will follow you around corners, and their spacing is too tight to dodge them individually. One other annoyance is that the Mystics never, ever fight each other and they cannot be beserked. Fortunatley, we'll be getting some weapons that are much more effective against them than anything we have now. : The second unique monster is General Dire, who turns out to be an assimilated
Still a weak plot element IMO, but we'll be discussing this more later. : Once he's dead, you can pick up a new weapon: The Athena railgun. This can be
Wow, I didn't realize all of this. It certainly is a great weapon for long-range - the only real sniper weapon in the Marathon Universe. : At the end of the level, we see what the Mystics are: A Pfhor "master
In some ways the Mystics more resemble the S'pht, but these floating entities have feet that resemble the Pfhor. The fact that they bear less of a resemblance to the modern Pfhor is probably not an issue - Rubicon went even further with this theme - forms among the same species vary widely in the insect world. In any case, the reason that the Mystics crashed a couple of ships here so close to UESC space will become apparent in the end, as well as the fact that they were involved with bringing you through that rift in the first place. But what about the Pfhor. If this is their master race, why did they expend so much effort in attacking this ship? There's more to the story here, and I'm not sure that the scenario really ties the plot threads together. |
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Replies: |
Evil Volunteers: Hackers | Mark Levin | 1/25/04 1:41 p.m. | |
Re: Evil Volunteers: Hackers | Steve Levinson | 1/26/04 6:14 a.m. | |
Re: Evil Volunteers: Hackers | D-M.A. | 1/26/04 6:32 a.m. | |
Re: Evil Volunteers: Hackers | Andrew Nagy | 1/26/04 10:44 a.m. | |
Re: Evil Volunteers: Hackers | Keith Palmer | 1/26/04 12:50 p.m. |
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