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Wadjet Eye Primordia - A Point and Click Adventure - Now Available

evdk

comrade troglodyte :M
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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
I'm loving the game so far, nice story, graphics, music and logical puzzles.

I'm stuck ATM though :

How do you find the code of the raised bridge in the undercity ? I've learned that this is probably one of Primer's pranks and I've gotten a bunch of prime numbers from him , but I can't figure out the code.
I'm not sure if there's something else I can do. There's a robot that blocks my way to Factor(y) in undercity and I need some coil to fix the engine for that robot outside the courthouse.
Primer had originally a different designation
 

MRY

Wormwood Studios
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You can also use the decryption module from Goliath on the panel.
 

MRY

Wormwood Studios
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Doing that makes Primer unimpressed, which slightly worsens certain endings, so you picked the better path.
 

ghostdog

Arcane
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Just finished it. Great game. It can easily stand next to the adventures of the golden era.

:greatjob:

Doing that makes Primer unimpressed, which slightly worsens certain endings, so you picked the better path.

That's very interesting. Are there any other early decisions that affect the endings ?
 

MRY

Wormwood Studios
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Per Ghostdog's question -- pre-finale choices with ending consequence (major spoilers):
The small changes affect who shows up to help rebuild the UNNIIC in the endings where Horatio goes home. They're pretty minimal:
- pass EFL's Gospel quiz, rather than doing the penance, and EFL shows up
- help Crispin make a ladyfriend, and she shows up
- fix Gimbal's motor before giving it to him, and he shows up
- answer Oswaldbuilt or Factorbuiltbuilt, and Oswald shows up
- answer Corneliusbuilt or Factorbuiltbuilt, and Cornelius shows up
- detonate Scraper's bomblet on your own, and 187th shows up
- use the Gospel on Leopold, and he shows up
- crack the bridge code and the Council Code on your own and give Primer his medal back, and he shows up

Larger changes:
- if you blow up Gamma, or destroy the decryption module in exchange for Primer's help, then you can't use it to to decrypt Horatio's memories, which closes off two possible endings and has some minor effects in the endings where Horatio returns home (e.g., the ship is called the UNNIIC)
- if you retrieve Crispin's personality matrix, Horatio rebuilds him in the endings where Horatio returns home
- if you retrieve Clarity's head, Horatio rebuilds her in the same endings
None of them is the kind of significant choice and consequence that I'd ideally like to have, but it's tough in a small adventure game to go that route. I actually think that even the approach we did is fairly unusual. Obviously QFG (at least the first one) has a high degree of ending variations, but I'm not sure how often adventure games do it.
 

ghostdog

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Per Ghostdog's question -- pre-finale choices with ending consequence (major spoilers):
The small changes affect who shows up to help rebuild the UNNIIC in the endings where Horatio goes home. They're pretty minimal:
- pass EFL's Gospel quiz, rather than doing the penance, and EFL shows up
- help Crispin make a ladyfriend, and she shows up
- fix Gimbal's motor before giving it to him, and he shows up
- answer Oswaldbuilt or Factorbuiltbuilt, and Oswald shows up
- answer Corneliusbuilt or Factorbuiltbuilt, and Cornelius shows up
- detonate Scraper's bomblet on your own, and 187th shows up
- use the Gospel on Leopold, and he shows up
- crack the bridge code and the Council Code on your own and give Primer his medal back, and he shows up

Larger changes:
- if you blow up Gamma, or destroy the decryption module in exchange for Primer's help, then you can't use it to to decrypt Horatio's memories, which closes off two possible endings and has some minor effects in the endings where Horatio returns home (e.g., the ship is called the UNNIIC)
- if you retrieve Crispin's personality matrix, Horatio rebuilds him in the endings where Horatio returns home
- if you retrieve Clarity's head, Horatio rebuilds her in the same endings
None of them is the kind of significant choice and consequence that I'd ideally like to have, but it's tough in a small adventure game to go that route. I actually think that even the approach we did is fairly unusual. Obviously QFG (at least the first one) has a high degree of ending variations, but I'm not sure how often adventure games do it.

Thanks for the info. Nothing major but it's a nice touch. Reminded me a bit of the way Chrono Trigger handled things.


And indeed not many adventure games had endings influenced by early choices. All I can think of :

Indiana Jones and the fate of Atlantis had 3 distinct paths, which you could choose fairly early in the game, but the actual endings were the same for all paths.
Blade Runner had many different endings, based on various actions/choices.
Clock Tower had about 10 different endings.
I Have No Mouth, and I Must Scream kept track of the morality of your choices, and this affected each character's ending and the group ending, but it was very difficult to actually get the "good" ending.
Silent Hill 1&2 had various endings but we're crossing into the survival horror territory here.
 

MRY

Wormwood Studios
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I really need to play Blade Runner; it sounds like an amazing game, but for whatever reason, back in the day it held no appeal to me. (I'm not a huge fan of the movie, perhaps because I played Rise of the Dragon first, so it all felt cliche!)
 

Aeschylus

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Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
None of them is the kind of significant choice and consequence that I'd ideally like to have, but it's tough in a small adventure game to go that route. I actually think that even the approach we did is fairly unusual. Obviously QFG (at least the first one) has a high degree of ending variations, but I'm not sure how often adventure games do it.
Well, King's Quest VI is the obvious (and not yet mentioned) example. Two distinct paths through the final part of the game, leading to two rather different endings, as well as differences to the endings depending on whether you solved certain optional puzzles.

King's Quest VII also did this to a lesser extent -- only one real difference based on an optional puzzle.
 

Darth Roxor

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This game has a lot of endings, alright.

Also, did anyone find any use for the record that Gimbal gives you?
 

MRY

Wormwood Studios
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It's just flavor. It was going to have a role in a puzzle where you put music on at Waldo/Armstrong's bar, which would cause the repairbot to leave his post and allow you to loot the herringbus, but that puzzle got cut.
 

MRY

Wormwood Studios
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No. He cannot be helped. There are any number of reasons why he's there and incapable of being saved, but partly it's to make clear that you cannot help everyone with their issues and partly it's because he's meant to be an embodiment of the passive acceptance of bad fortune.
 

Darth Roxor

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I wanted to cheer him up with a crowbar to the interface :x

That place was weird. I really thought it was some important piece that I've been missing all the time, given how the whole place has only 1 thing to inspect (the sign), BUT it has its own exclusive tune and an npc. Now I feel tricked : x
 

Gakkone

pretty cool guy eh
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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
No. He cannot be helped. There are any number of reasons why he's there and incapable of being saved, but partly it's to make clear that you cannot help everyone with their issues and partly it's because he's meant to be an embodiment of the passive acceptance of bad fortune.

Nice. I can appreciate that even though I visited the place like 20 times desperately trying to find a way to help that sad little fellow.
 

MRY

Wormwood Studios
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Piydek's review is so completely awesome it feels like I ghost wrote it.

(Which I didn't! I don't even speak Croatian.)
 

Blaine

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Grab the Codex by the pussy
I finally realized where that "pound pastrami, can kraut, six bagels—bring home for Emma" reference is from: A Canticle for Leibowitz. I started rereading it the other day, hadn't touched it since the late '90s.

The 1960s were a fantastic era for speculative science fiction.
 

made

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Thanks for the info. Nothing major but it's a nice touch. Reminded me a bit of the way Chrono Trigger handled things.


And indeed not many adventure games had endings influenced by early choices. All I can think of :

Indiana Jones and the fate of Atlantis had 3 distinct paths, which you could choose fairly early in the game, but the actual endings were the same for all paths.
Blade Runner had many different endings, based on various actions/choices.
Clock Tower had about 10 different endings.
I Have No Mouth, and I Must Scream kept track of the morality of your choices, and this affected each character's ending and the group ending, but it was very difficult to actually get the "good" ending.
Silent Hill 1&2 had various endings but we're crossing into the survival horror territory here.
You can add the Star Trek adventures to the list. Several ways to finish missions, and I think multiple endings at least in one game. Not much in terms of consequences though iirc, just a slap on the wrist during debriefing and possibly an early game over if you get too many innocents killed.
 

pocahaunted

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What a great game, hands down my favorite game of the last few years.

While on one hand I'd love for the setting to be expanded upon, I also feel that the game's relatively short length is a positive feature.
 

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