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Thread: New kid on the block expresses his simplistic views...

  1. #1
    Member
    Registered: Aug 2004

    New kid on the block expresses his simplistic views...

    Greetings all. DarkForge here, avid fan of DX and TCP, much like you all are! Just thought I'd take the time to say I and "kudos" on making such a cool mod. I've been looking back through some old threads here, and no way would I be able to give feedback as in-depth and educated as others have, but I figure that a little is better than nothing at all.

    Well first off, TCP in general is a fine creation. And when you consider the fact that it's only the beginning and the real adventure hasn't even begun yet, to release something this impressive is a major achievement! I'm amazed by how engrossed I become by something with only minimal content.

    Well by minimal content, I mean in comparison to what the finished product could boast. On the "demo's" own merits, there's a lot of stuff to wade through, and I had fun doing so!

    The characters intrigue me greatly: I find James Spake particularly humourous, and Bobby Chaos' personality is just something else! And it's thanks to Jo Parkes that I now have the phrase "Bless. Double Bless" stuck in my head!

    It's also nice to hear some voice acting. Granted it's not full voice acting, but I can't complain - it's not something you usually get in a lot of other DX mods.

    I, like everyone else, is very intrigued by all the elements of secrecy and mysteriousness going on: the "painted on door" for one. I know there really is no purpose for this yet, (okay, so I got curious and used Ghost Mode to investigate - sue me! ), but I'm interested to see what it could be for. Maybe it's like the safe behind Manderley's bookcase in DX, which is only actually there at one instance in the game.

    And what is the deal with the 'invisible' chess pawns in the bathroom and armoury? You can't see them unless you use the vision aug, but the crosshairs pick them up as friendly targets when you face them, and you can see the shadow on the ground for the one in the armoury. Clearly, it's doubtful that anyone outside of the Narcissus Entity has been let in on the secret, but man I'd really like to know what it's all about. Could these be related to the "special conditions" that open up the painted door? I wish I knew.

    The new array of weapons are very impressive. Again, to have new weapons is a great achievement - especially ones with new designs (often new DX weapons look exactly the same as the original ones, just with some alterations).

    The only problem I have in this respect is with the "experimental" weapons behind the locked door (again, I got curious and Ghosted my way through). It's not a major complaint, but after exploring the sci-fi but still realistic world of TCP, to suddenly find weapons like the Pimp Gun kind of ruined the atmosphere for me. No offence, but I just didn't see the point in it. Unless the Pimp Gun really is something that could have only been dreamt up by a collaboration of Chaos and Spake's imaginations, I can only hope that it's something temporary and (apparently) comical to stand in for whatever might appear in the future. And if it's the first of those, why would Anna allow it into her armoury? - I guess that's why it's behind a locked door eh?

    Finally, I'd like to ask a couple of questions. Of course I'm not sure if The Narcissus Entity could answer these, but I don't think they would directly give anything away so it's worth a shot:

    - Again, about those chess pawns: I won't ask exactly what their purpose is. But can I be assured that they do have something to do with TCP's story/events, and aren't just in there as a little pointless easter egg for the fans to find?

    - Can I ask how many Apollo Modifications you plan to have available in total? Cheating isn't normally my thing, but for experiment's sake I used the "allaugs" cheat to get vision, environment and internal protection all together. There were still 3 empty slots, but does this mean there's only 3 more augs to appear? Or will you have a choice of 2 augs for each slot like in DX?

    Well I think I've rambled on for long enough now. Sorry for writing up something so lengthy, but if you're still awake, I appreciate you taking the time to read through it. In short: you've made an incredible mod and one which I've enjoyed playing through immensely! Thank you for making it happen - if and when the next installment arrives, I'll be waiting!

  2. #2
    Member
    Registered: Aug 1999
    Location: Bath, England.
    Quote Originally Posted by DarkForge
    Greetings all. DarkForge here, avid fan of DX and TCP, much like you all are! Just thought I'd take the time to say I and "kudos" on making such a cool mod. I've been looking back through some old threads here, and no way would I be able to give feedback as in-depth and educated as others have, but I figure that a little is better than nothing at all.
    Any feedback is good feedback. As long as it's your thoughts, they're interesting.

    The characters intrigue me greatly: I find James Spake particularly humourous, and Bobby Chaos' personality is just something else! And it's thanks to Jo Parkes that I now have the phrase "Bless. Double Bless" stuck in my head!
    Thanks. The characters are something we spent a lot of time on. Glad you digged them.

    The only problem I have in this respect is with the "experimental" weapons behind the locked door (again, I got curious and Ghosted my way through). It's not a major complaint, but after exploring the sci-fi but still realistic world of TCP, to suddenly find weapons like the Pimp Gun kind of ruined the atmosphere for me. No offence, but I just didn't see the point in it. Unless the Pimp Gun really is something that could have only been dreamt up by a collaboration of Chaos and Spake's imaginations, I can only hope that it's something temporary and (apparently) comical to stand in for whatever might appear in the future. And if it's the first of those, why would Anna allow it into her armoury? - I guess that's why it's behind a locked door eh?
    They're cheat weapons, basically. The plan is that the door can only be opened fairly in game after you've played through the rest of the episodes - ala Resident Evil or Metal Gear Solid's unlocked slightly oddball stuff once you've completed the game. In other words, you've cheated to get in, so already broken the game world - well, here's some random silly toys.

    Similarly, since you've broken the game world by cheating to get in, you do kind of sacrifice your right to complain about realism. If you play the game as it is, it's internal realism remains.

    - Again, about those chess pawns: I won't ask exactly what their purpose is. But can I be assured that they do have something to do with TCP's story/events, and aren't just in there as a little pointless easter egg for the fans to find?
    No comment here, really.

    - Can I ask how many Apollo Modifications you plan to have available in total? Cheating isn't normally my thing, but for experiment's sake I used the "allaugs" cheat to get vision, environment and internal protection all together. There were still 3 empty slots, but does this mean there's only 3 more augs to appear? Or will you have a choice of 2 augs for each slot like in DX?
    We wanted to leave room to expand in future if we wanted. We also planned for you to be able to swap which AUG you selected if we ever reached future missions.

    In short: you've made an incredible mod and one which I've enjoyed playing through immensely! Thank you for making it happen - if and when the next installment arrives, I'll be waiting!
    Aw, shucks. Thanks.

    Er... don't hold your breath on the second mod, alas.

    KG

  3. #3
    Member
    Registered: Jan 2002
    Location: Freeland, WA
    So is TCP dead, then?

    Another masterpiece bites the dust before it even starts?

    I could certainly underestand the reasoning- Deus Ex is so old the potential audience is tiny compared to, say, making the same mod for Half-Life 2....but still, that bites.

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