Coming back full circle...
One of the very first posts I did on the forums here was to figure out where Chandler Ave was in SF. I was looking at the map this morning where Coit Tower was at and noticed that besides being near the beginning of Lombard street, (cool, right?) that Tex is near the water front and Pier 39. For those non-local, Pier 39 is one of the old shipping piers back when SF was a big port town (before Oakland took over the role) that has since been converted into a family amusement area.
I was thinking it would be cool if pier 39 was in Project Fedora (i.e. Chance, we all know that's what it will be) as either a villain headquarters, or a Circu-de-freak type place.
Ideas?
I was thinking it would be cool if pier 39 was in Project Fedora (i.e. Chance, we all know that's what it will be) as either a villain headquarters, or a Circu-de-freak type place.
Ideas?
gryphonosiris wrote:I was thinking it would be cool if pier 39 was in Project Fedora (i.e. Chance, we all know that's what it will be) as either a villain headquarters, or a Circu-de-freak type place.
Ideas?
I don't know anything about Pier 39 but the way you say it'd be a villain / dark circus type place then maybe it could be the severely mutated mutants area where "there'll always be danger" Chris mentioned in the 30% stretch goal. Though he said (as a pun) Mean Streets, meaning multiple streets maybe?
(Ruri_Ayanami from the old Tex Murphy ezboard).
"I don't believe in intuition, don't know why... just a feeling." - Tex Murphy
"I don't believe in intuition, don't know why... just a feeling." - Tex Murphy
The bit about "constant danger" definitely means multiple opportunities to get your ass kicked.my voice just wrote:meaning you`ll have the multiple opportunity to get your ass kicked - like in mean streetsSai wrote:meaning multiple streets maybe?
I haven't played the first Tex game yet but will when I get the GOG credits in the rewardsmy voice just wrote:...or duck`n`shoot gameplay sequences
I'm not really against shooting parts in a game though, I really enjoyed the Blade Runner game and that has a shooting part to the gameplay and firing range. But for Tex the lack of gun meant he had to find another way to get out of danger which was often more fun for me. Kind of like how Columbo and other great detectives don't carry a gun.
Some previous debate here:
http://www.bigfinishgames.com/guns
I'd find it fitting if there was some clever way of fighting in the "dark and dangerous" part of Chandler Avenue with wit and humour like the Monkey Island swordfighting sequences.
In the Reddit they seemed to hint they wouldn't use FPS capabilities in the engine:
Still at one point in Ask Aaron he did hint Tex could get a gun again.With regards to the engine, you've admitted that the engines used in UKAM/PD/Overseer each had their own issues and that you wish to obviously rectify that. Now that First Person Shooters, as compared to the 1990s, are more versatile in their ability to immerse the player and tell stories, such as Deus Ex, is it possible to have an adventure game on an FPS engine with an unarmed protagonist? With NPCs added, Chandler Avenue could be so much more immersive not to mention the free roaming aspect of it. Once again, see Deus Ex.
It is possible and it's pretty likely we'll end up using an engine that could also be used for an FPS. But our game, of course, will not be an FPS.
http://unofficialtexmurphy17995.yuku.co ... one-it-nowOne of the things that makes Tex so endearing (and easy to relate to) is the presumption that he will NEVER, EVER get a piece...
He may, however, get a new gun.
But then in another answer he said Tex will not use a firearm on someone (though that is for the story and not a side-quest like this "Morlock zone" could be):
http://unofficialtexmurphy17995.yuku.co ... few-thingsI can't give full details (loose lips provide new game ideas to other developers!), but I hope this will ease your mind: I've spent a lot of time sketching out sequences that will be exciting, fast-paced, and dangerous, take place in a wide variety of locations, and where Tex has to move quickly and often use a weapon (or tool) to survive. The list has become quite extensive and NONE of the sequences involves using a lethal firearm on a human being.
I kinda hope if he gets a gun its just for another funny scene where he loses it 1 minute later though
http://unofficialtexmurphy17995.yuku.co ... -think-of-Chris and I briefly considered adding an incredibly silly joke near the end of Pandora. If you're on the C (dark) path ("Boulevard of Broken Dreams"), there's a point when Tex meets up with Cross, Regan and Fitzpatrick outside the Mayan ruin. To prove Tex's loyalty, Cross hands him a gun and tells him to shoot Fitzpatrick. Our idea was, if Tex pulled the trigger, to have a stream of water squirt Fitzpatrick in the face, who would take it without so much as a flinch. Tex would then say something like: "I knew it wasn't a real gun -- I heard the sloshing."
It's probably a good idea we didn't do it...
A similar disparity is here as in the Reddit they mentioned not venturing too far into Tex being a combatant (which considering his clumsiness from UAKM onwards I think fits his character more to want to avoid fights than face them head on)
But in the old Ask Aaron he mentioned fisticuffs as a possible future gameplay:Imagine the potential trying to outrun someone or even a Black Arrow Killer type confrontation. I suppose in parts like that, parts which will appear very sparingly, you could have a first person hand-to-hand combat type scenario?
I'm not sure how far we would go in that direction. We want to meet our fans' expectations.
http://unofficialtexmurphy17995.yuku.co ... x-GameplayIn future games we would include some of our favorite types of puzzles: codes, locks, combinations (and, yes, even) variations on slider puzzles, as well as conversation-based, inventory-based, and exploration puzzles, but into this mix we would also add tailing a suspect, fistacuffs, speeder chases, etc....everything you would expect from the world's coolest P.I.
(wait..... variations on slider puzzles? NOOOOOOOO. Auto-solve please!)
So yeah I'm super curious how Tex will face the dangers in the dangerous addition to Chandler Avenue. I guess if it does turn out to be combat or shooting for those who desire it, and its optional, it can always be skipped but for me I always found it a part of the charm to the character that he is not a sharpshooter or skilled fighter. Even if optional I guess it does define the character a bit if its in the game (and not a fan work). Whats everyone elses preference?
Hey, it might actually happen you knowJerry Dan wrote:Maybe they meant it'd require a flight simulator...![]()
http://unofficialtexmurphy17995.yuku.co ... few-thingsThe one idea I can verify (since it has been mentioned by several people) is several types of "speeder chases" -- just imagine how cool it would have been to pursue Dag Horton (in his Avatar) in a dogfight in, above, and through New San Francisco...diving under the Golden Gate Bridge...rolling to avoid the TransAmerica tower...flying blindly through the encroaching fog...swerving to avoid other speeders, etc. Sounds fun, huh?
(Ruri_Ayanami from the old Tex Murphy ezboard).
"I don't believe in intuition, don't know why... just a feeling." - Tex Murphy
"I don't believe in intuition, don't know why... just a feeling." - Tex Murphy
I agree. Tex is a much stronger character than any FPS hero by being able to go up against diabolical villains without weapons and still come out on top. Also, if you remove the gunplay from Mean Streets, you still have Tex occasionally having to rough someone up for information. So, he doesn't need a gun to be a tough guy.
Hammerhead
Hammerhead
Yeah I think it would be really creative if they thought of some way of facing these "dangerous mutants" that didn't just involve having a punchup or whipping out a gun. The Monkey Island swordfights with the funny wordplay fighting was very clever and still stands as being quite unique (or at least I haven't played a game since that has tried to do something as inventive with combat sequences).
It might be interesting if the dark part of Chandler with dangerous mutants was sort of an alternative to the information database (which you got in Overseer), so you had to go to those dark parts of Chandler to get information that you cant just find in a database about the seedy underbelly of San Francisco (both Old and New). But to get the information you have to play a game of wit and cautious choice of words to get them to talk whilst avoiding antagonising them. I wouldn't mind stealth sequences either, or puzzle solving to create a distraction, if there was just 1 particular Mutant informant you had to find and get near to in a network of dark back alleys.
I don't think I've ever played any flight sims but so long as its not hard to control speeder chases could be pretty cool
Though uh Tex will need to get another speeder first! Unless he plans to kick the taxi driver out or backseat drive 
It might be interesting if the dark part of Chandler with dangerous mutants was sort of an alternative to the information database (which you got in Overseer), so you had to go to those dark parts of Chandler to get information that you cant just find in a database about the seedy underbelly of San Francisco (both Old and New). But to get the information you have to play a game of wit and cautious choice of words to get them to talk whilst avoiding antagonising them. I wouldn't mind stealth sequences either, or puzzle solving to create a distraction, if there was just 1 particular Mutant informant you had to find and get near to in a network of dark back alleys.
I don't think I've ever played any flight sims but so long as its not hard to control speeder chases could be pretty cool
(Ruri_Ayanami from the old Tex Murphy ezboard).
"I don't believe in intuition, don't know why... just a feeling." - Tex Murphy
"I don't believe in intuition, don't know why... just a feeling." - Tex Murphy
