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Major kudos to whomever designed the Curie (Spoilers post-Lambda) - Printable Version

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Major kudos to whomever designed the Curie (Spoilers post-Lambda) - PathOS - 09-23-2015

That was just a wonderfully realized sequence from beginning to end.

Firstly, I love the concept and unique idea of having a ship sunk like that, bow-first in a 90 degree angle, and then having the interior slightly being redesigned to accommodate that new drastic perspective.

Spoiler below!
And then of course the whole sequence from beginning to end. It was super tense and creepy for me, with that monster stalking you and following you. It even killed me a few times because I kept thinking I'd lost it....but then it showed up and I was hiding like a little girl in the side rooms waiting for it to pass by. It's "speech" was very disturbing and all the noises it made just from walking around.

When I tried to outrun it initially I got a huge scare listening to its loud and fast footsteps coming after me and turned around and "Bam!" Game Over man Big Grin

But yeah, great buildup to that segment and the pacing was great since afterwards you get a nice respite as well. Smile


RE: Major kudos to whomever designed the Curie (Spoilers post-Lambda) - kojack - 09-24-2015

It's based on a real ship, the 53 year old FLIP (Floating Instrument Platform).
http://ocean.si.edu/ocean-news/flip-floating-instrument-platform


RE: Major kudos to whomever designed the Curie (Spoilers post-Lambda) - PathOS - 09-25-2015

Wow. I had no idea that such a ship or system existed. Next time I play through the game I'd like to try exploring the ship more. I think there were a few logs in there that explained what happened to it. But of course, that damned disco-ball head terrifies me too much to go exploring ;P


RE: Major kudos to whomever designed the Curie (Spoilers post-Lambda) - kojack - 09-25-2015

(09-25-2015, 05:19 AM)PathOS Wrote: Wow. I had no idea that such a ship or system existed. Next time I play through the game I'd like to try exploring the ship more. I think there were a few logs in there that explained what happened to it. But of course, that damned disco-ball head terrifies me too much to go exploring ;P

It seems that if you make it to the engine room checkpoint, disco ball is gone from the previous areas. I went back and looked around a bit before continuing and didn't run into him.

(Damn it, now I want to mod the game to play something like Stayin' Alive every time that enemy appears. "And now it's all right. It's OK. And you may look the other way." hehe, the lyrics even work!)

I'm curious about one part of the ship though. After the engine room in the last little room with the locked door, there's a large air vent and a fire extinguisher next to it. You can't grab the vent, but if you throw the extinguisher at it, it wobbles. So it's a dynamic physics body on a rigid constraint. Why? Is there more to it, or did they just reuse a physics prop instead of making it part of the wall geometry? I spent a while trying to get it open before I realised how the level was supposed to proceed.