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Thread: Cassandra Episode 1: Spoilers

  1. #26
    Member
    Registered: Jan 2003
    Location: Leeds, UK
    I'm just super-pissed that it ended, and Kieron won't tell me when the next one's coming out. They /can't/ leave it at that.

    Ooh, let's speculate...

  2. #27
    Member
    Registered: Jan 2001
    Location: Lost in transit.
    Blocking the beams? Such nonsense. I just jumped down on the chair, did what I had to do, jumped back up, jumped back down again near the and cunningly dashed through the last beams and the door before the gun could hit me.

  3. #28
    Member
    Registered: Feb 2001
    Location: Cumbria, England
    Originally posted by Always_Black
    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.
    What I ment was, after I've finished the upcoming (?) mission, will I be able to restock on, say, DU rounds?

  4. #29
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    What I ment was, after I've finished the upcoming (?) mission, will I be able to restock on, say, DU rounds?
    Would you like to?

  5. #30
    Member
    Registered: Feb 2001
    Location: Cumbria, England
    If it's not too much trouble.

  6. #31
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    Not at all.

    Extra DU it is.

    Camping bastard.

  7. #32
    Member
    Registered: Sep 2001
    Location: Manchester

    Woof

    I have found something odd.

    Standing at the end of the shooting range, you can sometimes here a dog bark.
    With the special sci-fi eyes, you can get target information about the aforementioned canine.
    It is half dead.

    Dull picture

    Haven't worked out how to get to the dog, or why anyone would keep a half dead dog that far under Birmingham.

  8. #33
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    If that's the oddest thing you've found matey, you're not looking hard enough.

    Well done, though. I've been looking for Fido for ages.

  9. #34
    New Member
    Registered: Jul 2003
    Location: Ireland
    So, the first episode of this mod is over for me...I guess...

    Did this meeting with the Narcissus Entity happen to everyone else, or is it a random section of the game?

    Because I heard other people talking about actually continuing on with the mission, alongside Johnny Casino, while I am stuck in some alternate universe...


    [Priest]

  10. #35
    Member
    Registered: Jan 2003
    Location: Leeds, UK
    The people talking about continuing the mission are either lying bastards or Entity members.

  11. #36
    New Member
    Registered: Jul 2003
    Originally posted by priest
    Because I heard other people talking about actually continuing on with the mission, alongside Johnny Casino, while I am stuck in some alternate universe...


    [Priest]
    Methinks they are lying.

    Did anyone else shoot the guy who was talking about getting a blowjob from Charlotte? Because you tends to die quite rapidly after it.

    Anyone, I was very impressed with the Project overall - Very professionally done, and damned close to the original Deus Ex.

    Favourite Features:

    * The wide variety of in-references and puns; Classical Greece to Modern Cinema - Must be commended.

    * New Weapons are fatabulous, as are the Combat Dummies!

    * I really like the readout you get from Certificate frames and such - Almost a wink to the old text adventures.

    Things I didn't like:

    * Talk of people masterbating over Anime

    * The fact the first segment chopped right when you're ready to go!

  12. #37
    New Member
    Registered: Jul 2003
    Location: Ireland
    So Episode 1 of "The Cassandra Project" ends with you in the "alternate" reality with the Narcissus Entity? This happened with everyone else too, right?


    [Priest]

  13. #38
    Member
    Registered: Mar 2001
    Location: Oxford, England
    Yes.

    Its the credit sequence! Just cooler. But it means that it will be relatively easy to paste the rest of the episode over it since this presumably works as a sort of level run off.
    'An anarchist is a liberal with a bomb'

    Trotsky

  14. #39
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    You're so clever.

  15. #40
    Member
    Registered: Feb 2001
    Location: Cumbria, England
    Some Notes on Play:

    Was it intentional that you can still disable cameras the same way has in Deus Ex? The only thing to stop you disabling them now is if you can't reach them.

    Was it intentional that you can get has many medi kits has you can carry from the operating room?

    I think the X-Ray Vision thing is a bit overpowered, especially with the increased potancy of weapons. Maybe it's energy usage should be increased.

    Minor Bugs:

    Pressing F1 twice and the inventory screen reverts back to Deus Ex- you've got credits instead of cash and a yellow key ring.

    The notes for the bioelectric cells are still the Deus Ex notes.

    Question:

    Are those chess peaces placed with any metaphorical significance?

  16. #41
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    1. Was it intentional that you can still disable cameras the same way has in Deus Ex?

    Probably not /intentional/ per se. Like there wasn't a design decision as far as I'm aware of. There were a good many compromises made though, mostly because Deus Ex doesn't like us very much and some things we tried to do wouldn't work. Some things we *didn't* try to do wouldn't work either.

    2. Was it intentional that you can get has many medi kits has you can carry from the operating room?

    Yes.

    3. I think the X-Ray Vision thing is a bit overpowered, especially with the increased potancy of weapons.

    I think it's on a par with the other two optional augs. Taking the X-ray vision option does mean you run the risks associated with not having the other two more practical ones.

  17. #42
    marky
    Guest
    Okay, just played through it, here are my impressions:

    Installed fine on my system. No problems at all. Top stuff.

    The game proper (played on realistic setting)-

    Overall it's very impressive, cross-media references are great, but perhaps could have been pushed a little further. The books, websites, diplomas, photos, drawer contents, all add to the patchwork of the collegues characters. Would Charlotte read Bridget Jones? I dunno. The first day initiation for the young pup made me chuckle. The guy in the loo too. I got a basket! (from the top of the lift). And Gary is the man that we all would be were it not for etiquette demanding that we treat other people as if they are human beings.

    New weapons are great, the assault rifle is top notch. New lockpick works much better too. As does the multitool, except that I didn't necessarily follow what it meant when it said that the harder locks have less time to remember the code. Surely you just press the buttons when the number comes up, yes? The 100% one in the armoury was pretty straight-forward, as was getting all of the targets on the hardest setting.

    Opening sequence is well set up, but I found it very difficult to pick out what Charlotte was saying from the background noise. Adjusting the sound levels did nothing as I assume that as a cinematic rather than a conversation piece it's a separate animation, which would also explain why there was no subtitles. The bus wheels thing didn't offend me that much, but surely a creative use of camera angles could have helped, just to stop others nit-picking at it.

    Charlotte's voice: Hmm. To be honest when I first heard it I thought that I had misread the read-me and site and got her and Jo mixed up. I don't like her "jump" noise. And Bobby Chaos isn't working class at all from that accent. Spake is on the button as a lecherous fopp, and Anastasia has a soul, where Navarre was charicatured as a ball of unrestraint without a justification. I like Jo too. As a character, obviously, not that I'd actually like her.

    Not having voices throughout isn't a problem, but we can read a lot faster than you seem to think; it's much easier to find two people next to each other and click from one to another to speed the conversation up. It was a problem in the original game, but it seemed less so as the voices were there too.

    Architecture, lovely stuff, although some of the room arrangements (especially the positioning and privacy of the toilets, who'd want a conference room reeking of shit?) are a bit iffy. The cranes and sense of a building site of a city worked well. It's like Berlin a few years ago or the Gateshead quayside today (oh yeah, the comment about Newcastle slappers was a bit cheap. Name me a city in Britain where that's not the case). Debbie's great, and would bitch-slap that KITT poof to Kwit-Fit in a jiffy.

    I got a bit of slow-down. Not a major problem as I do only have a PII 400MHz, but it seemed odd that the only location in the whole level that it occured was in the bar of all places.

    0451!

    Danger rooms are great with the assualt rifle. I played though them a number of times with the different weapons to test them out, and found that perhaps they were weighted a little too much in favour of the assualt rifle approach, damnning stealth to the poorer option. I used the chair on the trip wires, placing it on the junctions. It made me feel clever. As did the whole game actually. No idiot spelling out of stuff. It assumed that we were intelligent, which I like, naturally.

    MAJOR PROBLEM: I got stuck under the stairs by Spake's office and couldn't get out. I hadn't saved at all at that point and so restarted. I was taken back to outside the pub, standing next to myself from the cutscene. I was able to wander around the little island and have a good old nosey too. Upon entering the pub, everybody spoke to me as if I'd already spoken to them. Hm. Then when I went to go back into the base there was no way to call the lift (the second one) back up so I threw myself down the shaft to my death. Where upon I started from the beginning proper this time. And all was dandy.

    Can't wait for the next episode!

    Rar!

  18. #43
    jrw2341
    Guest

    First thought

    STYLE

  19. #44
    New Member
    Registered: Jul 2003
    Hmmmmm... just a couple notes. Please don't yell at me if they've already been mentioned

    Where are the weapon mods?!?! Cash?!?! I hope we get some soon, it just doesn't feel "DX-y" without cash, and I ALWAYS need mah bootiful weapon mods.

    The sig sauer silenced... where's the accuracy increase? I see the silenced, and the 15% power decreased, but no 10% accuracy increse. So either I'm blind or you left it out?

  20. #45
    Member
    Registered: Dec 2001
    Location: Belgium
    The design of the office is great (and unlike the original DX, it does somewhat make sense in terms of layout, except the placement of the bathrooms). The weapons are okayish, but haven't played much with that yet. The nondestructible lockpick and multitool are a godsend, though the 'repeat the numbers' thingy is a bit silly. Especially because you can type the numbers as they appear. Can't think of a better solution though.

    The jokes are great, though the explicit guard-sex talk seems out of place to me. Don't get me wrong, I don't mind the fact that it's sexual at all (in fact I loved Fallout for this, it was adultish, but in a smart and non-stupid way). It's just that in the first guard conversation, they are simply joking around and seem quite friendly towards you. To have them switch to a pervy sex-starved jerk is just too sudden and different (after all they're still polygonal puppets with almost no expressions).
    Perhaps the camera angles and movements could be changed to show you walking in through the door and showing that neither of them see you enter at all.

    My only major criticism is the sound-volume in the opening sequence. The speech is waaay too silent at times (perhaps it should be normalized) and very hard to understand. I had to turn my speakers up to understand parts, but even then it was hard. And of course, the huge explosion in the apartment afterwards probably woke up my neighbours because it's so damn loud compared to the speech (any reason why?). Volume controls seemed to have no effect. This pissed me off majorly...thankfully Debbie immediately cracked me up and got me interested again . A sportscar with an attitude!

    Minor nitpick: the username/password is not kept in a note or goal, so if you forget it (which I did, being distracted by all the conversations and stuff around the office), you have to go dig it out of the conversation-log. Would be handy if a simple note was kept.

    Oh and the fact that it ended at that really weird credit scene was completely unclear to me. A simple "note: this is a work in progress" in the installer in big letters would be great.
    Extra bad marks for making a completely unclear website. Having special terminology for sections is usually a bad idea if you want to present useful information about a project, especially if you start using vague talk like "narcissus speaks" or "the entity is very busy today". I do know now that each section has a short paragraph about it on the 'front door' of the website, but I entered through a link and never saw that on my first visit. AFAICT there's no way to go back there from within the site?


    Oh and one thing about the laser tripwires: I didn't bother with stuff like pushing the chair around because I really don't see the point with having beams in FPS games. If that were real-life, you would be stepping over them no problem at all. However in an FPS your movement options are so limited, that something as simple as avoiding a single horizontal beam becomes an impossible jumping puzzle. So I spent a couple of minutes trying to jump the beams in vain and concluded that my l33t jumping skills weren't up to the task.
    Last edited by UnConeD; 5th Jul 2003 at 03:07.

  21. #46
    New Member
    Registered: Jul 2003
    great mod. I can't wait for the next part

    a problem i found was that on the health screen the heal buttons don't work. Also when you read notepads they don't put a note in so you have to do it yourself.

  22. #47
    New Member
    Registered: Jul 2003
    OH yes, which brings up the point. The medkits and the prod ammo are "different". WHen you pick up the prod from the armory, then the battery packs for it right underneath, the battery ammo DOES NOTHING to the prod. THey show up as seperate ammo types in the ammo screen of the inventory. Perhaps you dropped in the wrong type of ammo/weapon?

    ANd the medkits are just strange. They healed like 100 points to me, even when I was on untrained. Is this normal? Also, the health screen doesn't seem to like the medkits, as RobDDav pointed out.

  23. #48
    damnning stealth to the poorer option.
    It's a matter of taste. Surely that's part of the point of Deus Ex. You get to choose which you want to do.

    though the 'repeat the numbers' thingy is a bit silly. Especially because you can type the numbers as they appear. Can't think of a better solution though.
    That's the problem, isn't it? Realistically speaking, there shouldn't really be anything for the player to do at all what with the tiny yellow device doing it for them...

    Oh and one thing about the laser tripwires: I didn't bother with stuff like pushing the chair around because I really don't see the point with having beams in FPS games. If that were real-life, you would be stepping over them no problem at all. However in an FPS your movement options are so limited, that something as simple as avoiding a single horizontal beam becomes an impossible jumping puzzle. So I spent a couple of minutes trying to jump the beams in vain and concluded that my l33t jumping skills weren't up to the task.
    If you think they're bad, consider that many people's solution to the situation is to BLOCK THE TRIPWIRES with chairs so that they don't later BLOCK THE TRIPWIRES with their feet.

    That's a Viewtiful Joe level abuse of physics, that is.

  24. #49
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    The beams KNOW, dude.

  25. #50
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    In testing I tried to complete the Danger Rooms using only the combat knife, the throwing knives and the lockpick and multitool.

    That was difficult.

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