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Thread: Cassandra Episode 1: Spoilers

  1. #1
    Member
    Registered: Aug 1999
    Location: Bath, England.

    Cassandra Episode 1: Spoilers

    And here's a place for you to discuss anything you want about the mod.

    What did you like? What didn't you like? Tell us. It's been two and a half years and we want to talk.

    KG

  2. #2
    Still Subjective
    Registered: Dec 1999
    Location: Idiocy will never die
    Well let me be the first to say - ABOUT F~ING TIME!
    The first comment I ahve to make about Part 1 is the pleasing size of the download. Pleasing to the eye at 24.1MB, with a snazzy logo (veeery nice guys!), and it whips ontp ZIP disk in a jiffy. I like it. Okay - now home to play. I'll be back with the real shitnitz tomorrow. Enjoy everyone.

  3. #3
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    Actually, I want to lie down in a dark room.

  4. #4
    New Member
    Registered: Feb 2003
    Heh. Pimp Gun.

  5. #5
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    Straight into that editor like a whippet, weren't you?

  6. #6
    Member
    Registered: May 2000
    Location: Undercover @ Ion
    I enjoyed the single mission immensely! I must say that it improved substantially over the last few months.

    I enjoy the characters a lot. I particularly enjoyed the final scene in the control room, because even though it is used frequently, it's never before been seen in this kind of format. I thought that it fit very well with the whole idea of the CP and made their reputation for being omniscient and well organized (created in about an hour of gameplay) more convincing.

    I have a quick question: will there be a final polished release? I noted a few conversation bugs throughout my perusal and would send them in if something were to be done about it.

    Excellent so far! I hope that the future iterations will perhaps be a bit easier on the team (real translation: I want the next one in a shorter period of time!). Thanks guys!

  7. #7
    Member
    Registered: Aug 1999
    Location: Bath, England.
    Any bugs are always appreciated, in case we *do* do a patch. Bounce them in an E-mail.

    KG

  8. #8
    Still Subjective
    Registered: Dec 1999
    Location: Idiocy will never die
    I'm back, having played for a few hours last nightand this morning.
    My take, spoiler heavy so go away if you don't want to be in big spoil city:

    First impressions were good. Nice plot, nice idea, great characters. Looks good with very few graphical glitches and nice architecture. Overall I'm very impressed.

    Details:

    Scripts + texts-
    Dialogue is great. Humour is used well and the charcters are nicely fleshed out. I especially like Jo and her Vogue. Anna is cool too. I did wonder why only the first few lines are voiced though - full voicing would've been great but I undertand the need for some limitations. Love the books. Some minor grammatical errors in scripts and texts.

    Models + architecture-
    Nice. Favourites are the training dummies - they're unoriginal but they look good. All teh buildings/rooms are nicely designed. The big lift ride reminded my of Half-Life's intro. The Project base is pleasing and the glass doors are so smooth. I wish I had an office like that. So long as the glass can be dimmed. . .

    Weapons-
    Snakes alive! These are supercaliberfragalistic . Faaaantastic. Better that those in Deus Ex. The models are beautiful and their animations are faultless. I love these weapons. I love the weapon room. I love these weapons. I'm a stealth player. I'm replaying Deus-Ex without killing anyone. And I LOVE these weapons. I could go on and on about them. The multiple ammo, the integrated grenade launcher. The grenades (oh the grenades!!). The dart gun is the best though. Because of one thing, (here comes the stealth) the TAZER darts!! Sell my kindeys and call me Mr Dialysis - these are the greatest thing since. . . since stealth games were invented. Why on earth were they not in the original I ask? Sublime. The rifles are great too. I hate rifles. I love these. They've got balls. They've got punch. They've got flechette rounds. What more can you want? Shotgun you say. Oh yes. 9mm pistol? Oh, yes yes. Its all here.

    Tools + Augs-
    Lockpicking is Thiefesk. Fine. Adds tension. I like that. Tool use is far, far superior to the original's. . A triumph. A coup. Wizardry. The weapons are better though. Guns, guns, guns But the tool use is nice. Did I mention the assualt rifle? Depleted Uranium rounds? They were cool too.
    Aug (Hperadrenaline). I like it. Much longer use is very sensible. I chose visual aug and it's a treat. Was this combo of x-ray and target info possible in the original? I've yet to try the other augs but I will.

    Danger Room(s)-
    I'll confess, I haven't completed them. I'm on the "camera one" but as I've no legs (fell in that dastardly pit in the dark maze!) I'm going to try a reload. But so far they're pretty spot on. The cardboard house is V cool. And dangerous (on Realistic anyway you easy, medium or hard crybabies).

    Verdict- a success. In my mind it makes up for the waiting. Roll on the rest. Thumbs up to the Entity
    Last edited by SubJeff; 2nd Jul 2003 at 09:28.

  9. #9
    New Member
    Registered: Feb 2003
    Originally posted by Always_Black
    Straight into that editor like a whippet, weren't you?
    No way man. Editors make me want to hide in a corner and gibber softly.

    It was pure, beautiful luck. First combination I tried...bam! Really a very lax piece of security on the part of the Narcissus Entity, I must say.

    Also, am I right in assuming it would be possible to get into the door by Anna's office? Any clues on how?

    Final thing: Are throwing Knives meant to be so overpowered at breaking and entering? 4-5 of them are able to break down any door I came across /and/ I could pick them up afterwards. I don't know whether that's a balance issue, or whether it's a concious decision. I suppose the Apollo mods could let you throw things pretty hard.

  10. #10
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    Oops.

  11. #11
    Member
    Registered: Jan 2001
    Location: Lost in transit.

    Everything's pretty top notch. Especially the guns. Mmm. I like the changes to the tools to. It's nice to know that my superagent won't have to go play smash-the-crate to get the tools to complete a mission. Only niggles are some typos and the occasional missing word, but that's to be expected with a script that big I suppose, and the voice acting, especially Charlotte's. It just doesn't sound natural. Although it does have some Comedy Value and goes with the over the top characters, it makes it difficult to like her.

    I like the humour and the little references the most. James' response when Charotte asks him if he's really cooking E in the lab. The guard practicing one-liners in the bathroom. The unisex toilets. Bobby Chaos. Etc, etc.

    It's nice to see people keep up the classic LG doorcode and basketball too. Speaking of which, I think I'll go shoot some hoops. I *will* make that bloody shot dammit.

  12. #12
    Member
    Registered: Mar 2001
    Location: Oxford, England
    It must be simply that I interact with people on a regular basis with accents resembling Charlotte's in some way that I do not see a problem. Sounds like many people find her rather annoying.

  13. #13
    Member
    Registered: Jul 2000
    Location: Brittyland!
    It says on her file on the information terminal she's from Nottingham, and well, that ain't a not'n'm accent. The voice acting for her is actually not bad but you can hear the effort going into the accent, which isn't too bad, as they go...

  14. #14
    New Member
    Registered: Jul 2003
    Location: Ireland

    What do I do now?

    Um, I don't exactly know what to do now:

    The part just after you fall asleep in Casino's talking car, where you talk to the Narcissus Entity. It tells you to study some things, but there is nothing to study except the names of people on the development team. The "Entity" also mentions .dx files (Deus Ex map files) and I then realized that maybe I simply had to copy the map files from the "Cassandra" file into my Deus Ex "Maps" file in order to progress further into the game. Unfortunately, nothing changed.

    Did I do something wrong earlier in the game, or am I missing something?


    Thanks,

    [Priest]

  15. #15
    Member
    Registered: Feb 2001
    Location: Cumbria, England
    Originally posted by Phobia
    [B]Sounds like many people find her rather annoying.
    I think the problem is that her opening monologue is rather overacted. Other than that, I don't find her accent *that* annoying.

  16. #16
    @priest: you did nothing wrong, The Narcissus Entity was telling you that the rest of the mod has not been completed yet; he simply did it in a very clever way.

    My Opinions:
    Weapons: simply top-notch. better than the original guns
    Dialogue: nice and witty, though there are the aforementioned typos 'n such, which is forgiveable considering the sheer amount of dialogue (more dialogue > than polished text). i especially liked the pcgamer article in 3.2's office - Duke Nukem Forever! haha! good times.
    Danger Room: some interesting action, at least something to try out the new weapons. the trick to defeating the lowest level in the skyscraper part (with the laser trips) was rather clever
    Overall: very professional, although i must admit that typos can take away from the professional feel, at least for me. i still very much enjoyed it(mostly the witticisms), so keep up the good work everyone : )

  17. #17
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    Which trick did you adopt for the laser trips?

  18. #18
    Originally posted by Always_Black
    Which trick did you adopt for the laser trips?
    ah, of course; there was more than one trick ; - )

    I used the computer chair to block the beams

  19. #19
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    /Just/ the chair?

    You are hardcore.

  20. #20
    Just the chair. I'll look for some other methods on my next play-through.

  21. #21
    Member
    Registered: Mar 2001
    Location: Oxford, England
    2 DU shots did the trick for me.

  22. #22
    Member
    Registered: Oct 2001
    Anyone read the PC Gamer 'article' on Doom IV, the new Sims and (ahem) Duke Nukem Forever? Classic stuff.

  23. #23
    Member
    Registered: Feb 2001
    Location: Cumbria, England
    Originally posted by Always_Black
    Which trick did you adopt for the laser trips?
    High Explosives.
    Those boxes.
    DU Rounds.

    Incidentally, does the ammo get repenished in the armour between missions, or should I avoid blowing DU rounds and homing ammo on the Danger Room?

  24. #24
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    The ammo cabinets in the armoury should top all your ammo up to max, although I think they only work for ammo you're currently carrying.

    It's probably wise to leave the base with a full loadout.

  25. #25
    Member
    Registered: Jul 2000
    Location: Brittyland!
    I feel stupid for smashing the chair and monitor, jumping onto the table, using the speed mod and jumping over the trip towards the stairs, then turning it off and normal jumping up to the stairs and onto them, then jumping out a first floor window

    Dartgun + both G36s + baton + silenced pistol.... raaaargh. Lots of nice big weapons, some stuff which blows up, a scope and the taser darts, perfect
    Everything about the weapons was perfect in my mind.

    I can't wait for the next bit

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