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Re: RED Volunteers: Too Tired to Kill?
Posted By: Ben A. PotterDate: 3/26/04 3:05 p.m.

In Response To: RED Volunteers: Too Tired to Kill? (Mark Levin)

: The first thing to notice upon launching RED is the slow, dissonant theme
: music and redone menus. The sections of the preferences dialog have been
: renamed, and there's a rather creepy... something staring out at you from
: behind the logo. There are actually a few beta testers listed in the
: credits, although there's definitely some question as to how good a job
: they did :P

: After a nice chapter screen, we drop into part 1 of the scenario: Resistance.
: The first level introduces the general story and some of the new tricks
: RED has up its sleeve. The first quirk to notice is that "shield
: canisters" have been changed to pieces of body armor. This doesn't
: really change the dynamics of the game, but it's interesting to notice-
: shield recharger panels will be dealt with later. The HUD is all-new, and
: the motion tracker no longer identifies friend from foe. Your weapon is a
: ".33 Mercury Pistol", but we won't get a chance to use it until
: the next level- there's absolutely no ammo here, and even your fists don't
: work. The health colors have changed: Level 1 is red, level 2 is a bright
: green, and level 3, when we see it, will be grey.

The textures are more modifications of Infinity textures than I remember. Shading got better later on in the scenario - it looks rather 1 dimensional on this level.

: The key to getting off this level is one of RED's new features: Talking to
: characters. To your right as you exit your quarters (or whatever) and
: enter the area named "Lounge", there's one of the new RED
: marines. These guys are described in detail (along with most of the other
: enemies) on the RED Bighouse site . The new marines are far bulkier than
: the original Marathon sprites, echoing the change from shields to armor,
: and they're immune to fists, so don't think you can just steal their ammo
: when no one's looking. Ian has a good point about the pulse rifles, too :P
: You talk to the marine by hitting your action key, which activates a
: hidden terminal containing only a Picture section.

: This level has a bit more to do on it than just get to the cargo bay.
: Directly across from you as you exit the marine room is a small door which
: can be activated with the switch to its right. In there is the
: "Hydroponics", and one of the new Science Bobs , made to
: provide the utterly helpless victims that have been missing in the games
: since Marathon 1. Not much else in there besides a switch that will get
: you back out of the room (be careful not to hit it too quickly, or you'll
: have to wait for the doors to cycle again).

: The textures and scenery on this level foreshadow the art of the rest of the
: scenario: Grey and red are the primary colors, with the occasional brown
: thrown in. There are cylinders containing partial human bodies lying
: around, much more bold than the more subtle "Pfhor experiments"
: in Marathon 1. The texture set also contains some custom lighting, as we
: saw in TI, but it's not applied with the same polish (look around the
: cargo bay doors).

Are these containers explained later? I thought they were just cryo-containers. Looking at them again, they remind me of cyborgs without the tank tracks.

: Once you enter the cargo bay, you see another of RED's new creations: The
: assault drone . These things really aren't used much in the game, although
: they look pretty cool and pack a wallop. On that page, Ian mentions
: complaints of "too much grey". Oh, if they only knew...

: You exit the level by (eventually) figuring out that you have to talk to that
: dude in the far right, who identifies himself as... Ian. The idea of
: inserting yourself into your own scenario is frankly a bit silly;
: fortunately it's easy to ignore this fact as the story progresses. He
: explains that you're going off to investigate a dead Pfhor scoutship and
: download the contents of its databank. What could possibly go wrong?

I admit I didn't immediately catch on to the "tab the action key when standing in front of certain sprites in the game in order to access a 'terminal'" the first time I played RED. Actually, it was somewhat irritating. There are shades of "matrix" in that Ian is an "operator." Apparently "Paco" is the player's name...

Ben

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Pre-2004 Posts

Replies:

RED Volunteers: Too Tired to Kill?Mark Levin 3/26/04 2:07 p.m.
     Re: RED Volunteers: Too Tired to Kill?Ben A. Potter 3/26/04 3:05 p.m.
     Re: RED Volunteers: Too Tired to Kill?Ernie 3/26/04 3:09 p.m.
           Re: RED Volunteers: Too Tired to Kill?Mark Levin 3/26/04 7:39 p.m.
           Re: RED Volunteers: Too Tired to Kill?Mista_B 3/26/04 9:10 p.m.
                 Re: RED Volunteers: Too Tired to Kill?Document 9/9/07 10:05 a.m.
     Re: RED Volunteers: Too Tired to Kill?Steve Levinson 3/27/04 3:49 a.m.
           Re: RED Volunteers: Too Tired to Kill?Mark Levin 3/27/04 5:40 a.m.
           Re: RED Volunteers: Too Tired to Kill?Elliott 3/27/04 8:41 a.m.
     Re: RED Volunteers: Too Tired to Kill?Dylan 9/3/04 6:39 a.m.

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Pre-2004 Posts

 

 

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