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Thread: Is Part 2 ever going to come out?

  1. #1
    New Member
    Registered: Mar 2007

    Is Part 2 ever going to come out?

    I just downloaded and played The Cassandra Project Part 1 last night and played through it in one sitting.

    I was quite impressed by the strong and compelling characters, the beautiful graphics work, and the effort to take a unique approach to video games (i.e. episodes and movie-like storytelling rather than 10 hours of continous play). I read on the website about all the characters and saw that in addition to all the painstaking work with graphics there was a lot of thought about the characters and their interpersonal relations.


    Since it is many years after the release of Part 1 and the website hasn't been updated I get the feeling that Part 2 won't ever come out. This is a real shame because the whole premise of TCP had a lot of promise. Also, a lot of work was obviously already put into setting the premise of TCP. It must be very discouraging for the people who put forth so much effort to set the scene so well to not be able to tell a single story when all they would need for a story or two would just be one or two hours worth of gameplay.

    Are there any plans to ever release a Part 2? If so I'd very eagerly play it. If not, I'd like to express my admiration for the beautiful work which has been done so far.

  2. #2
    Member
    Registered: Jan 2001
    Location: New York, New York
    in short, no.
    i agree-- it's still the best intro sequence ever, no matter what.

  3. #3
    New Member
    Registered: Mar 2007
    Location: Finland
    Aww maan! This sucks... Damn..

    Thanks anyway for a great mod

  4. #4
    New Member
    Registered: Apr 2007
    I'm with Wounded Ronin, you guys really did a fantastic job. I was impressed with the humor and depth. I'm suprised theres no one on the team that wants to follow up. I think itd be worthwhile.

  5. #5
    Member
    Registered: Jan 2001
    Location: New York, New York
    according to them, the Deus Ex editor and other bits of the SDK were just far too buggy and useless to work with, so the ambitious design proved to be far too ambitious for its own good (after all, look how long it took for them to get the first episode-- the briefing for the first mission-- working and released in playable form). lots of people have said that if you try to modify DX too much, it becomes a horrorshow and screws with you, so it's not really surprising as much as a little bit disappointing (a lot bit actually) that they're too tired to do anything more with it.



    and then DX:IW just sucked so much asshole that they didn't even bother releasing an SDK for that, so there you go. franchise killed, studio shut down, problem solved.

  6. #6
    Member
    Registered: Aug 1999
    Location: Bath, England.
    Over ambition is one of the biggest problems with DXED - and it's especially bad when you don't *realise* you're being ambitious.

    This actually only gets worse as the years go by. We get used to the idea of such things being possible in engines, as we see them in modern games, and they'll simply break the world subtly, without you even realising.

    (The death of Episode 2 - from what I understand - was basically AB deciding to rework the Village to be on multiple tiers, with slopes. However, Deus Ex's pathfinding just wouldn't have any truck with it whatsofuckingever, and a lot of other things just broke. I believe AB was looking at having to virtually restart the level, losing months of work and he figured... well, no, that's enough for me.

    Er... AB, correct me if I'm wrong.)

    KG

  7. #7
    New Member
    Registered: Jun 2007
    Location: Middle of Nowhere, Nevada
    Quote Originally Posted by Brem_X_Jones View Post
    The death of Episode 2 - from what I understand - was basically AB deciding to rework the Village to be on multiple tiers, with slopes. However, Deus Ex's pathfinding just wouldn't have any truck with it whatsofuckingever, and a lot of other things just broke. I believe AB was looking at having to virtually restart the level, losing months of work and he figured... well, no, that's enough for me.

    Er... AB, correct me if I'm wrong.
    Not to give a glimmer of false hope here or anything, but I'm pretty sure I could find a way around the pathfinding problem. It'd require a new pathfinding node class and some other code tweaks, but I'm pretty sure I could get it working. I'd love to take a crack at fixing said map, if you're game that is.

  8. #8
    New Member
    Registered: Dec 2006
    i really think some1 should try to pick up the project, cuz i love the new weapons, the lockpicking, and the nades. There wasnt much to do in the first episode and i was disappointed that there was no mission

  9. #9
    New Member
    Registered: Oct 2006
    jesus fucking christ, the cassandra project was the best fucking mod for deusex ever. (sorry for the swearing, but i cant put it any other way). it would be such a shame if it wouldnt be picked up again.

    atleast someone of the moding team, tell me: that door in the room with the basketball basket, was it really a faked door, or would it turned out to be real later ?that was such a brilliant idea. almost like mindboggling surealistic art.

  10. #10
    is Best Pony
    Registered: Nov 2002
    Location: The magical land of Equestria
    In the Ultraspoilers thread KG explained about the doors:
    spoiler:
    In context, the door was a silly joke made by the guards to piss off Newbies. More importantly, it was also a criticism of games which just paint doors on walls and have them entirely non-functioning. It had no other planned function than that, though knowing us, we'd have worked out one.
    Last edited by Matthew; 7th Aug 2007 at 07:37. Reason: Added link to Ultraspoilers thread

  11. #11
    New Member
    Registered: Oct 2003
    Location: Hollywood, California
    Yuki - you are crazy.

    Kieron - you are also crazy.

    AB is crazy by association.

    You are all officially crazy.

    That is all.

  12. #12
    New Member
    Registered: Sep 2007
    Location: Sydney, AU

    Ok, now that this thing won't warn me about necromancy...

    Jolly good show with Part 1, shame I can't fire up UEd here (it refuses to work) as i want a list of the weapon and ammo item names... like

    > summon TCPCore.TCPWeaponSigP12 (i think that is one of them)

    so I can use the Cassandra weapons in the middle of normal Deus Ex - t'would be awesome in the extreme, especially combined with the shifter mod and the deus ex weapons, it would make the thing very nice to play

  13. #13
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    After all these years, the pain has faded and I think I miss the stuff we were doing on Cass.

  14. #14
    Member
    Registered: Aug 2004

    You probably shouldn't say stuff like that out loud. Don't dangle the dream and then take it away!

  15. #15
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    I heard there was another team working on part two at one point, what happened to that?

  16. #16
    New Member
    Registered: Oct 2003
    Location: Hollywood, California

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