RyokoTK wrote:C06: Five finger discount
RyokoTK wrote:C10: Hairy Legs
The Chimera "plank" (that is really a stupid word choice) is strangely superfluous to Rubicon's real plot. It's an excuse to start the game in action, but after this level it seems like the chapter was a waste; you never return to the site and the plot never actually references the damn ship again. And furthermore, if you succeed on this mission (it is timed, though very hard to fail accidentally), you won't even really return to Pfhor Prime at all -- making it a real waste of time indeed.
Pfhorrest wrote:I believe I can explain this, out-of-universe.
The scenario now known as Rubicon is the merger of two older scenarios, Chimera and Salinger. Chimera was Nick Nethery's project though it eventually fell into Scott Brown's hands, and Salinger was Chris Lund and Dan Rudolph's project, though Dan later left the project.
Chimera's original plot involved some kind of Pfhor mythology about a horrible beast being released and a prophecy that it would be humans who would do it and the Chimera's crash on Pfhor Prime was the harbinger of doom and so on. I don't remember all the details of it now. I never really knew Salinger's original plot, and I stopped following the team shortly after the merger happened, so I don't know exactly what lead to the plot rearranging, but the final plot of Rubicon doesn't bear much resemblance to Nick's Chimera story that I recall.
Long and short of it being, the Chimera plank seems like a vestige of the project's development history now, whereas it was once the central point of the story.
RyokoTK wrote:(The same patience it requires to tab every inch of wall until you've found the hidden door necessary to continue. Thank you for that, Tempus Irae. Who hides a switch in a pillar?!)
Lh wrote:One of main gripes with some scenarios is that use of locked doors that never open - they just seem so odd and out of place because they're always sporadic.
I suppose mainly that's just a break between some gamers who prefer more story and depth to those that prefer more in your face action with less 'things' to fiddle with - I.E. more linear gameplay.
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