cantremember
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RE: Things you may not have noticed (spoilers ahoy!)
(11-13-2015, 03:16 PM)Romulator Wrote: (11-13-2015, 03:04 PM)cantremember Wrote: If you lock Akers in a room, I think him escaping eventually is an unintentional consequence of his programming. He disappears and respawns closer to you a short while later if you go too far from him, effectively teleporting him out of the room he's locked in.
It is noticable if you are in one of the rooms and he roams the hallways. The footsteps, interference and his howling noise all abruptly stop after he walked past. Then a short time later you will suddenly hear him again and he will arrive from a different direction, physically impossible for him to have went around that quickly.
Never noticed that to be the intention, but I noticed that technically he disappears and spawns elsewhere, sometimes it physically doesn't make sense even if that is what they had in mind for him.
Another strange thing in the labs, there are a few sections of corridor that don't lead anywhere except a dead-end, and by that I don't mean blocked paths, but literally no doors or any other provisions were made there, just flat walls, which would probably be a very unlikely design for an underwater station.
(This post was last modified: 11-13-2015, 05:05 PM by cantremember.)
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11-13-2015, 05:01 PM |
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Paddy™
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RE: Things you may not have noticed (spoilers ahoy!)
I think I agree with cantremember, in that I don't believe Akers is supposed to be escaping the rooms via the vents and is instead just despawning after a period of "inactivity" then respawning elsewhere, as he does throughout the rest of the level (unless you do something to keep him active, like making noise or keeping him in view). Here's why I believe this to be the case:
I think Akers escaping the room is a bug/oversight. If it's not a bug, and this is his intended behaviour, I think FG needs a swift kick in the bollocks for it
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11-13-2015, 08:38 PM |
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GhylTarvoke
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RE: Things you may not have noticed (spoilers ahoy!)
Well, I finally plucked up the courage to explore Yoshida's territory at Tau (the only part of the game that still scares me). There's not much, except that when you call the infirmary, Sarah Lindwall says, "Not in the mood to talk to robots. No offense."
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11-14-2015, 03:36 PM |
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TiManGames
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RE: Things you may not have noticed (spoilers ahoy!)
(11-14-2015, 03:36 PM)GhylTarvoke Wrote: Well, I finally plucked up the courage to explore Yoshida's territory at Tau (the only part of the game that still scares me). There's not much, except that when you call the infirmary, Sarah Lindwall says, "Not in the mood to talk to robots. No offense."
It'a not that difficult to find though, most of the players encounter this part as a normal part of the gameplay.
This forum is dead
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11-14-2015, 03:52 PM |
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GhylTarvoke
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RE: Things you may not have noticed (spoilers ahoy!)
Oh, okay. Guess I was more chicken than most players.
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11-14-2015, 04:12 PM |
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Mudbill
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RE: Things you may not have noticed (spoilers ahoy!)
Not sure where those statistics are pulled out from, because I did not encounter it either, so I'm not sure if I'm part of the minority or that most people tend to think that what they did themselves is within the majority.
(This post was last modified: 11-14-2015, 05:02 PM by Mudbill.)
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11-14-2015, 05:01 PM |
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Sleepbug
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RE: Things you may not have noticed (spoilers ahoy!)
This isn't really something that is "omfg supa secret!!!" or anything like that, but it is a weird little detail. Under the bathroom sink in Simon's apartment there is what appears to be a bottle of shampoo that you can't interact with at all.
It's just strange.
Are You Still In There? Am I Still Here?
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11-17-2015, 01:47 AM |
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GhylTarvoke
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RE: Things you may not have noticed (spoilers ahoy!)
Simon's apartment is so well-made. The running water, the fridge, the frosted glass window, the sound the shower curtain makes, the rolled-up tube of toothpaste, the light switches, the dog barking outside... I could go on and on.
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11-17-2015, 02:25 AM |
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Sleepbug
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RE: Things you may not have noticed (spoilers ahoy!)
Some more stuff found in Simon's apartment:
On the back of the Massive Recoil box part of the small text says it's produced by "Some Company Inc."
The text on the tracer fluid bottle says Simon is 27, which actually doesn't match either of his birthdates mentioned in game. Guess we'll never figure out his real birthdate.
Not an in-game finding but still pretty neat: in SOMA\music\00_00 a file named "00_00_ringtone" can be found, which is a portion of the Penumbra tech demo theme modified as... well... a ringtone.
Are You Still In There? Am I Still Here?
(This post was last modified: 11-21-2015, 02:56 AM by Sleepbug.)
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11-17-2015, 03:14 AM |
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AurosAerondo
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RE: Things you may not have noticed (spoilers ahoy!)
A bit late to post, but, on my playthru. this part seriously kills a part of the story. Don't know to put this on bug or things you may not notice.
Luckily there are lots of LPs where I could get a grip on what happened there
(This post was last modified: 12-01-2015, 05:27 PM by AurosAerondo.)
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12-01-2015, 05:19 PM |
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