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Mysteries of Perfect Dark
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acceptable67
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 PostPosted: Sat May 19, 2012 10:22 am    Post subject: Reply with quote Back to top

Rey wrote:
Another thing that bothers me alot is the hidden parts of the levels.I know on the bottom were carol is in deep sea theres glass,but i cant see it.And the plant waaaaay the hell in the back of the air force one.It can be seen with the horrizan scanner and the sniper.Oh yeh,the room at pelegic.I always think that its a spawn point of some sorts.


The room in Pelagic could be a spawn point.

I didn't bother with the "Plant" mystery because it sounds ridiculous. Not even worth mentioning because it's just a plant - people have to learn to just make a bridge and get over it.

Edit: Longer post below. Apologies for the double post!
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Perfect Dark Forever.


Last edited by acceptable67 on Sat May 19, 2012 10:35 am; edited 1 time in total
 
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acceptable67
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 PostPosted: Sat May 19, 2012 10:34 am    Post subject: Reply with quote Back to top

Kerr Avon wrote:
Thanks for that, Acceptable67, very interesting.


No problem.

Kerr Avon wrote:

One thing I've always wondered about involves the way you can exit the dataDyne building's front lobby (and die!), the way so much of the city exists in memroy (as bitmapped building exteriors, I mean), the fact that the hover-bike serves very little actual purpose in the game, the fact that you have two game levels using the same level setting so early in the game (DataDyne Central: Defection, and DataDyne Central Extraction) when to many people it might seem like lazy game design, and the fact that the end cutscene for DataDyne Central Extraction is so rubbish (the way all of the (presumably very well trained) guards miss Joanna from such a short distance).


Heh yeah, I agree. The level design wasn't too bad because it made the story make sense - Joanna went down to the laboratory, came up, and left.

Kerr Avon wrote:

What I mean is, it does seem possible that perhaps the third level (where Joanna escapes with Dr. Carroll) might instead have involved them leaving the dataDyne building via the front door, and taking a hover bike and having to fight off enemy bikers/jump ships/whatever. The Hover bike might actually have been meant to fly, and you've have had to fight your way through the buildings (explaining why the city was so detailed) until you got far enough to escape (or be picked up by a friendly craft). It would explain the presence of the enemy jumpship, which (if my surmise is correct) would have destroyed the jumpship that you arrived in, and so you had to find your own way away from the dataDyne building. And maybe Rare abandoned this idea through lack of programming time (the game was very heavily delayed, as we all know), or they realised it wouldn't be much fun, or would be too hard for most players to complete, or decided it was too resource hungry to run at a good frame-rate without making lots of other changes to the game's data formats.

I'm probably wrong about all of this, but the end cutscene for DataDyne Central Extraction just feels so contrived, like Rare made it up on the spot, because they were pushed for time and had to come up with something in a hurry.


Everyone is entitled to their own little theories, and I can't argue with them under any means. Plausible, but I don't think so. The city honesty really isn't that detailed - the buildings are literally sticks pasted with an 8 bit bitmap drawn over them. The opening city is the same, the buildings aren't detailed (Geometry wise) and getting a player to walk on them probably won't happen. Your hover-bike makes sense BUT you have to realize about the restrictions on game-play. If they couldn't create air-combat throughout the entire game, what makes you think that they could have done it in the first level. It seemed beyond the engine's limits and simply well, not possible.


Kerr Avon wrote:

The Car Park multiplayer level is something else that always feels unfinished to me, like they were in a rush so never got around to modifying and completing it.


Heh I think you're right. They had a design flaw too - how is it a Car Park when the first and second floors don't even have an entrance for the cars to get in?? haha.

Kerr Avon wrote:

Rey, I agree about how interesting it is to speculate on what the 'strange' things in PD could represent, that 'enemy' (to judge by Elvis's reaction to him) alien especially. How I wish Rare were open about their games, and willing to talk to the fans about them.


Rare's team is full of sarcastic idiots.
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Rey
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 PostPosted: Sat May 19, 2012 11:32 am    Post subject: Reply with quote Back to top

Anyone think they know what that alien is for in attack ship??
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acceptable67
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 PostPosted: Sat May 19, 2012 12:29 pm    Post subject: Reply with quote Back to top

Rey wrote:
Anyone think they know what that alien is for in attack ship??


That I can't explain.

Anyone know if a certain item drops in the aliens location: Ex. Shield, Weapon etc?
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PaRaDoX
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 PostPosted: Sat May 19, 2012 5:27 pm    Post subject: Reply with quote Back to top

If I'm not mistaken he drops a shield in Agent difficulty.
 
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acceptable67
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 PostPosted: Sat May 19, 2012 5:36 pm    Post subject: Reply with quote Back to top

PaRaDoX wrote:
If I'm not mistaken he drops a shield in Agent difficulty.


Then that's your answer.

Quote:
Unsolved Mystery #21: Deep Sea dead man walking.

Rare had a history of linking guns to guards for some reason. Same thing applies to the A51 guard w/ the Rocket Launcher on the helipad. I don't know why they did this and don't have a fixed explanation for it.

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 PostPosted: Sat May 19, 2012 6:35 pm    Post subject: Reply with quote Back to top

Oh yeah thats right,he does drop a shield,been so long.Yes now i remember.He was basically like the cases of the guy on area 51 and deep sea,where they had an item to drop and we set to be killed upon load.But they left him,he doesent die.
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 PostPosted: Sat May 19, 2012 6:36 pm    Post subject: Reply with quote Back to top

I think he does die over a set period of time, either that or simply vanish.
 
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 PostPosted: Sat May 19, 2012 8:37 pm    Post subject: Reply with quote Back to top

Just got done playin it on console.He does live till someone kills him.
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 PostPosted: Sun May 20, 2012 3:27 am    Post subject: Reply with quote Back to top

To the car park thing...

the cars FLY in the future, so doors are not needed. They come in from the top.
Laughing
 
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acceptable67
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 PostPosted: Sun May 20, 2012 5:27 am    Post subject: Reply with quote Back to top

fantsu wrote:
To the car park thing...

the cars FLY in the future, so doors are not needed. They come in from the top.
<span><img><span>lol</span></span>


I mean, they gotta fly in side the building some how.... Right??? :p
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 PostPosted: Sun May 20, 2012 8:24 am    Post subject: Reply with quote Back to top

What i wounder is what is the door behind the blue things in Pelegic.You can open open it,maybe a just forgotten door or was connected some were.
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 PostPosted: Sun May 20, 2012 9:34 am    Post subject: Reply with quote Back to top

^those lead to the final room where the submarine is. I used moonjump and walk through walls code to get to the door and get in there.
 
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 PostPosted: Sun May 20, 2012 2:10 pm    Post subject: Reply with quote Back to top

PaRaDoX wrote:
^those lead to the final room where the submarine is. I used moonjump and walk through walls code to get to the door and get in there.
moon jump huh,on emulater or console?But maybe that could be the empty door were i said there could be a spawn.But i there was no reason to remove it.
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 PostPosted: Mon May 21, 2012 7:05 am    Post subject: Reply with quote Back to top

Kerr Avon wrote:
Thanks for that, Acceptable67, very interesting. Your answers for Unsolved Mystery #12: Another double agent?, and Unsolved Mystery 31: Deep Sea's hidden glass I find especially interesting, as now you've said their explanations they seem so obvious (and I can't doubt that they are right), but the explanations never occured to me (or anyone else, from what I've read).


I might have just been spewing shi.t out of my mouth, but about the piece of glass in Deep Sea - Does anyone hear glass breaking? I'm thinking back in my head and all I can remember were sounds of explosions.

The glass simply might have been a mistake by (one of) the programmers.

Oh well, not too important anyway.

#12 is correct tho.
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