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>> No.8960194 [View]
File: 205 KB, 1296x2520, 40k canon argument.png [View same] [iqdb] [saucenao] [google]
8960194

>>8960173
>nor do you or Durandal travel between them.
How do you explain the Electric Sheep/Dream levels, and the fact that you have to put in a bunch of work in order to find the bad ending level Except for Where Are Monsters in Dreams, where they screwed up the terminal assignment, or the fact that you have to go sideways from Hang Brain to get yourself into an environment where you can splice Durandal and Thoth?

>> No.7200872 [View]
File: 205 KB, 1296x2520, 1608356077744.png [View same] [iqdb] [saucenao] [google]
7200872

>>7200854
The Aleph One devs being tossy cunts makes a bit more sense given what they have to deal with

>> No.7191820 [View]
File: 205 KB, 1296x2520, Marathon-timeline-diagram-2.png [View same] [iqdb] [saucenao] [google]
7191820

>>7191734
>>7191817
this isnt funny anymore

>> No.6495392 [View]
File: 205 KB, 1296x2520, Marathon-timeline-diagram-2.png [View same] [iqdb] [saucenao] [google]
6495392

>>6489781
>>6490450
i'm pretty sure marathon 1 has some remnants of unused multiple choices and mission failstates too, from unimplemented terminal text dug out of the code to the way some of the levels end. there's an interview out there somewhere discussing these aspirations but it's funny how infinity, a game initially produced as a map-pack for durandal, had the narrative ethos of 'fuck it, we're doing everything all at once with no real care for linearity'

>> No.2340810 [View]
File: 205 KB, 1296x2520, Marathon-timeline-diagram-2.png [View same] [iqdb] [saucenao] [google]
2340810

>>2328057
The plot and writing is simply stellar in this series. The way time flows between reading terminals makes you feel like a small chess piece, summoned at the whim of megalomaniac AIs

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