I believe I'm nearing the end. So far it seems rather consistently good.SCO said:What do you think of the game now?
Gets better as you go along right?
SCO said:This is a spoiler in the form of a question: did you find (location). It's nothing very spoilery, but you might mind so it's in there.
Did you find the secret lab, and the crypt?
The one in flytraps wasn't all that concealed, especially after having your curiosity piqued by watching this area through that surveilance device with a lot of mirrors.SCO said:Yep. There is another secret in the flower/leafy path but you found the main ones.
Hmm... "Whoa."?What did you think of ... claude was it?
Possibly, but it severely marred my enjoyment.Yeah the byzantine thing was stupid. Can't understand why myself just say mionic or atlantean and leave it at that... let us try to rationalize it:
It's just nationalism: Simon sees the templars as the heirs of the roman patriciate/gods after betrayal by rome but still follows Christianity: thus the aliens(?) that are the source of his power are ancient Byzantium.
Skłodowska.SCO said:Didn't you just love it how:
the villain isn't even in the game! How refreshing.
And he was the one that was right all along, scientifically speaking.
Pity that like madame curie and her husband he exposed himself to some heavy duty bad shit.
andAs for the ending, i suspect that:
Grail madness strikes again!
Probably sequel hook. I'm not the only one that sees how humanity is completely fucked at the rate they are going right?
I've used my awsum, potato powered google-fu and dug up some info about the supposed sequel:SCO said:Also the
Libertarian overtones of the ending bothered me... a lot, American icky stuff in my european game? But then it clicked: it was a representation of the grail madness, and i think it was probably intended as that. But it was presented so completely serious! I'm still not sure, and that is part of the genius. It's not a kiddy game in anyway - it never spells it out!
* Imperium (EA)
* 'Nam 1965-1975 (Domark)
* USS Ticonderoga (Mindscape)
* SimIsle (Maxis)
* PGA European Tour Golf (EA)
* Azrael's Tear (Mindscape)
* Waterworld (Interplay)
* Dune 2000 (Westwood Studios)
* Formula 1 Manager (EA)
* Pro 18 World Tour Golf (Psygnosis)
* LEGO Loco (LEGO)
* LEGO Stunt Rally (LEGO)
* Action Man: Raid on Island X (Hasbro)
* Action Man: Jungle Storm (Hasbro)
* Tweenies (BBC)
* Droid Developer Kit (LEGO)
* Emperor: Battle for Dune (Westwood Studios)
* FIFA World Cup 2002 (EA)
* Carrera Grand Prix (Take-Two Interactive)
* Dexter’s Lab: Science aint fair (Bam!)
* The Powerpuff Girls: Mojo's Pet Project (Bam!)
* The Powerpuff Girls: Gamesville (Bam!)
..."I am often asked for advice by people who want to start up their own games development companies. Beyond the obvious answer: 'don't,' because it is difficult, risky and unlikely to be profitable "
..."On the subject of royalties – most publishers talk as if they are almost guaranteed when they are negotiating a deal. Don’t believe it. Generally, royalty rates are calculated so that the product has to exceed its sales targets just to break even on the advances. Some people are able to get fantastic royalty rates that buck this tendency but usually this is because either they have had a previous hit or because they are part- or wholly-funding the game development themselves and taking the risk away from the publisher. "
..."A final unspoken truth is that publishers deliberately kill at least 50% of all the titles they sign before completion. In IG’s twelve-year experience we do two paid-for designs for every one that gets put into full production and about half our in-production titles get killed. This is a fact of life for all developers but few like to admit it because it looks like admitting weakness. The reasons are many: changing markets, publishers going bust or retrenching, development delays, the release of an unexpected competitor product and occasionally sheer incompetence. Having a product killed is extremely uncomfortable. Even with a cancellation fee, you have to rapidly find work for the team by selling a new project and deal with your nicely planned world being turned upside down and you have to deal with the team’s feelings about this too. Usually a termination is preceded by an uncomfortable period with your publisher where they behave strangely and sometimes stop paying and this can serve as a warning but can also be very stressful."
As for the identity of the monster, no clue Black Cat are you there?
BTW slight spoiler
It's possible to pacify that big guy in the next encounter you have with him if you play it correctly. He gives lots of exposition.
As for the ending, i suspect that:
Grail madness strikes again!
Probably sequel hook. I'm not the only one that sees how humanity is completely fucked at the rate they are going right?
Also, yes, but I wanted MOAR!
MOAR about grailstone, MOAR about the ancient... ugh... them, MOAR about the discoveries in the caverns, MOAR about Azrael's Tear(s), MOAR MOAR MOAR!
First, not "RHO", but "DHO" - "Dark Hermetic Order". Barring the cheese it would fit and be consistent with AT's what-the-hell? ending not being supposed to be a happy one.
Finally, I've been looking around the 'net for reasons behind relatively bad user reception and must conclude that humans are fucking morons.
I don't think so. I'm still not sure what that was about (and forgot most of the plot mean while).Black Cat said:Is there a way to not have to fight the knight that sends you to the ship to recover the chest? I never knew whether I was doing something wrong or it was always like that.
What about the guy in front of theBlack Cat said:she's the only ghost we ever actually meet.
It's pretty hardcore, arguably the most trap-riddled dialogue tree ever.BTW slight spoiler
It's possible to pacify that big guy in the next encounter you have with him if you play it correctly. He gives lots of exposition.
I should replay the game, I never knew about that one, i just sneaked around him.
I think Lara Croft wouldn't have high life expectancy in this job.Also, MOAR about the Raptors.
FAPFAPFAPFAPAlso, this. The game's smart, mature, and deep. And for all the weirdness you come across in Aeternis the characters have the strangest set of interpersonal relationships and broken psyches I have ever seen on a game, and Aeternis itself, both what we see and we just read about, is an amazing place. The decline must have began much earlier than we tought.
An industry in which first person adventure games and first person dungeon crawlers would have evolved in Azrael's Tear direction would be much less stupid and banal shit boring.
DraQ said:Ah, and finally:
Wasn't Malik "Spider" and Philip "Cobweb"?
DraQ said:Ah, one more thing - dialogue log. This game needs one badly. If your helmet can translate stuff on the fly and interpret scans in real time, it can also convert voice to text and store it. There can be no excuse.
Also, probably the best implementation of "trust no one" ever.