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Continued...

Again SPOILERS follow:
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albertix: -In the notes from the designers, “secrets”, it is stated: McCoy's dog should provide plenty of amusement for the player. She will stay in the two primary apartment rooms, but will do lots of doggy-things (jump on the couch, follow McCoy around, etc.). that Maggie will follow McCoy around, visit both rooms and hop on the couch. That has been ditched or still retreavable?
Mostly ditched. A few things can be improved, but they are very little things. I want to do *something* there, but not sure how good the end result will be (Restored Content mode only). We shall see.

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albertix: -were certain lines left blank or ditched in developping? I can “interact” with a snake down at Izo’s but nothing happens. Same with -no longer there?- Early’s upstairs, projectorroom and above when you search for Dektora. It used to be possible to click/green pointer on the front desk with video reels and equipment, nothing happened though.
Some were bugs (left over unused objects, or objects set clickable by mistake). There are a few where there was a line by McCoy or such, and mostt of those have been and will be restored in RC mode.
However: I am not sure what snake is it you are referring too wrt to Izo. Can you provide a screenshot?
Same for the attic at Early Q's, although I think that that one was definitely a left over clickable with no interactions. That attic room is kind of a mess in the original game, with obstacles and clipping through scenery. I made quite a few bug fixes there.

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albertix: -also official guidelines, “secrets”: Meanwhile, Sadik and Clovis are busily terrorizing Moraji on DNA Row. When McCoy returns to his spinner, Guzza will call him and send him to DNA Row.
Can’t remember Guzza EVER calling to go to DNA Row.
This was removed or never implemented. I don't think I've seen anything in-game resources and code that implies that this was ever implemented.

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albertix: -Sebastians, chasin Sadik it seems after the Moraji bombing. I can just bearly make out Sadik crossing a doorway and later his feet going up the stairs, but i certainly never : but the player will stumble upon Sadik rifling through Sebastian's stuff. Again original idea or script but cut out? Same source.[/i]
Mostly cut out. You won't catch Sadik rummaging through Sebastian's stuff, but there are one or two more lines for McCoy to note about someone doing that.

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albertix: -rooftop Sebastian, getting beaten up by Sadik. The original lines say: During this scene, the first seeds of doubt about his own identity are planted in the player's mind; comments from his two attackers suggest McCoy is a replicant too. (This scene will play slightly differently if Sadik is not a replicant; we will use the rooftop sequence to help the player make that determination by adding more information to Sadik's file based on what he says.)
I however cannot remember any differences in Sadik’s comments, rep or human.
There are no differences on how that scene plays out, at least for the vanilla version. The "seeds" of doubt are basically the "family" stuff Clovis and Sadik mention. Not sure if I spotted anything to be restored there for restored content.
If Sadik is human, McCoy adds a note about it in his KIA (original game). If he is a Rep, there is no such note --- there might be something there to do for RC mode.

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albertix: -Act2. Official lines:
This is the first act during which McCoy will be given the opportunity to meet with Rachael and Tyrell (he can also do it in Act 3, but by Act 4, he'll be much too busy). Accordingly, we clearly present him with the option of going to the meeting, either at the police station, or at the crime scene, or at both. Going to the meeting will be a double-edged sword; the player will obtain some valuable DNA information that will be useful in the end-game, but the replicants will have even more reason to pursue McCoy.
Multiple meetings with Tyrell and Rachael????? Never had that happen. Ditched or still present somewhere in the gamefiles?
This refers to the same meeting (which is only possible in the original game, if you talk to Guzza about that). You can do that in Act 2 or Act 3.
The DNA stuff and Reps having reason to pursue McCoy was a design idea that did not make it to the final game -- they changed this around obviously, since you do get a DNA file there in Act 4.
The press text does not mention the cut meetings with Rachael only at McCoy's building (which is also Deckard's building). Thos are already restored in the RC version.

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albertix: -any truth to the rumour that Gordo’s lighter at Taffy’s is a hint to him being rep (silver) or human (gold)? By the way: I ALWAYS missed that lighter in the first place, for more than 23 years. Never noticed it.
As I wrote, the hint is not the lighter's color (I don't think they change it, and the model used is the same). The hint is what McCoy notes if you click on the lighter clue in the KIA, after you pick it up from the bar at Taffy's (after Gordo has left the bar and moved to the scene to perform).

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albertix: -lovely audio additions: Luther and Lance tell McCoy they have DIFFERENT memories, thus concluding that Clovis is right in stating they are reps. In another PT (PlayThrough) they just mention photo’s of inceptdates, which Ray comments on as not being conclusive evidence. First one L&L are reps and second human rep symps? Niiiice...
That part is kind of weird to me and kind of insufficient as a clue (Clovis giving them the incept photo or not). They do have some little different dialogue if they are human vs if they are Reps -- but mostly these characters are underdeveloped and not much changes whether they are human or Reps. I also think that the original plan was that they were (always) Reps.

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albertix: -Act3. McCoy then dreams of running with Lucy and Maggie, by a lake on a distant planet.
Cannot remember seeing Maggie there, that would have even been more sceemy dreamy. And then, why is McCoy in a spacesuit and Lucy not? Happy reps all together? Confusion seems to be the name of the game.
Yeah, this was changed. The dream is supposed to be ambiguous and also, well, it is a dream not a memory.
The player however is left to make his own interpretation about its significance.

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albertix: -on my latest dozen-or-so PTs I cannot ever get an upgrade for my KIA from Bullet Bob. How does one get this? Functional or for now inconsequential?
As I wrote above, don't talk to him about Hasan, and don't do stuff that will annoy him (I am unsure if drawing a gun in there makes him less friendly -- it could). But it is inconsequential in the vanilla game.

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albertix: -I killed Bullet-Bob and the game did not end. His VK (full) was inconclusive. McCoy stated he had crossed a line though. Also nice sequence with the bum in the alley, when Ray kills him he can now dump him and tell Guzza to clean up the mess. That was NEVER in my earliest 1998 PTs.
McCoy will say that if the test says Bob is human or it is inconclusive. If it says Bob is a Rep, McCoy will have no guilts (but Bob is always human, it's just that he has PTSD and he can "confuse" the VK test). No money if you "retire" Bob.
I think the bum substory was also like that in the original. We may have tweaked it a little if there was a bug in there, but I think it played out like that if you killed him there.

To be continued.
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albertix: -Act3 Hysteria Hall: Lucy starts screaming and McCoy is accused of being a child molester by another patron of Hysteria; the "police" are called by a disguised Clovis. Lucy slips away in the confusion. Never saw the patron and A DISGUISED CLOVIS????? A formidable disguise then, because pobably NO-ONE recognised him. Later adapted in the eventual game?????
Yeah, this does not happen. Not implemented or scratched out. The final version is quite simpler/shorter than that.

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albertix: -Act3 Gordo. McCoy and Crystal catch up with Gordo and chase him into the street. They'll have to avoid shooting innocents, dodging civilians to retire him. (McCoy would have an easy time hindering Crystal here if he wants to.) Gordo takes a hostage in his attempt to escape.
The "police" come and cart off McCoy during Gordo's "act."
This seems almost completely different from what it is now. Never chased Gordo WITH Crystal, though she sometimes shows up. He takes a hostage though sometimes. Never had the police come and cart McCoy off during Gordo’s performance.
All these can happen, to some degree.
Gordo can "call the police", if he is the last suspect that McCoy deals with in Act 3.
Gordo may take a hostage (if he is a Replicant). I think in that scene Steele is always with McCoy.
McCoy can hinder Steele (shoot at her hand) -- I am unsure if he can get in her way, like in the Izo chase case (I think not).
You only have to avoid killing the one hostage.

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albertix: -I wonder if all these options are still in the original gamefiles?? "Used Car Garage" - McCoy can interact with the owner of the used car lot, and he may be able to arrest the owner and shut the place down. Never had that option. Perhaps cut out because it made the car-endings impossible? But is also seems that the cars upstairs at Crazy Legs might have been meant as escape vehicles at some point, or not? They are “clickable” but closed.
The CrazyLegs arrest is cut from the final game, but can be restored. It's an easy one too; It's planned out, I just need to write some stuff to restore it. But, yeah, *if* you arrest him (it is a choice in USER CHOICE) then the car endings will probably be closed off.
(similar to what happens if you draw a gun in the Used Cars Lot and Crazylegs gets offended and leaves permanently).

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albertix: -Act3. It almost seems that they are referring to a pre-release of the game we have now that has been severly altered, because it is so utterly different from our options now. Gameplay Issues
McCoy will not be able to contact Guzza during Act 3; Guzza is busy, nervous about what McCoy's up to, starting to frame him, and is generally not available for chit-chat.
This is partially true. Guzza starting from Act 2 is harder to find in his office. I think Act 3 is even harder (but it could be the same). You still *can* find him in the office some times. For example in Act 3, you can talk with him about Holden's badge (if you got it from the Hotel room (Leon's room)).

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albertix: -I never was or am able to find Izo’s binoculars on the floor in his arms’stash. I read they are only there if he is a rep, as they are off-world specs. Were they always there or originally intended but then cut out?
They are there, in the original game too. Only if Izo is a Replicant. They require some pixel hunting to spot. They are on the ground, sort of next to the left stairs where McCoy enters from.
After that, you can talk to Bullet Bob about them and *if he's friendly* he will explain their use. If he is not friendly he'll tell McCoy to "ask his friends" about them.

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albertix: It seems to me that LL can also be human, just rep sym, or so it is hinted at by McCoy and the “evidence”?
Yeah they can be human, but this changes very few stuff.

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albertix: WHO is G.G. Stein?????? The info we get now -3rd march 2021- is that he killed a civilian Izo, even though many times Izo was arrested and locked-up. Makes no sense.
Probably some iteration of Izo, or a character that got merged with Izo --- or split into Izo, Gordo, and maybe Grigorian too.

To be concluded. :)
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albertix: -Act4. During Act 4, McCoy might shut down Luther/Lance's lab and retire Luther/Lance if he's playing as "Rambo." (Luther/Lance is a pathetic character so the retirement will not be a satisfying action-fest with a chase (as the Act 3 retirements were) but a depressing single-shot kill.) If he's "Gandhi", McCoy's conversations with Luther/Lance may provide additional DNA clues - especially if he missed the Act 2 conversation with Rachael and Tyrell. Are these options still there? The agressive mode I presume they mean with Rambo? Never had that option with User-Choice.
It's in there in some form. Not exactly as written in the press document. McCoy can kill L/L in the underground lab. And if he does not shoot twice, L/L will destroy evidence (their PC will go *bzzzzt*) before dying. Conversations don't really branch with them iirc. But you can get their DNA research without killing them; just wait till they leave the lab (they will leave and return at random intervals).

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albertix: -Act4. Meanwhile, Clovis and Sadik are pressuring Guzza to finish McCoy off once and for all. Guzza isn't happy about having to deal with Clovis and Sadik, but he's got no choice. Really???? Nowhere to be found?
This is mostly explaining stuff that are supposedly happening in the "background", and McCoy finds about them by talking to suspects and informants, and later on at the meeting with Guzza and the ambush by Clovis/Sadik.

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albertix: -Act4. McCoy will have to dodge bullets and escape through the sewers. (We will allow him to return fire, and if he's really good, he can retire Sadik.) He might also attempt to converse with the pair, but won't make much headway. Once he leaves the sewers with the evidence, the police will arrest him and bring him in, ending the act. It feels they are referring to an entirely different gameset. Never been able to talk to them at the sewer-Guzza-crisis, let alone shoot Sadik, or getting arrested by the cops.
The police arrest thing is cut, but I think it can be restored (I had some planning made towards that). You'll need to exit the sewers at a specific point (Chinatown exit) for this.
Retiring Sadik is not allowed in the vanilla game, but it can be implemented for the Restored Content mode. (we'll see).
The rest refers to how things play out in Act 4, although what was finally implemented was a shortened, simplified version. Overall, I have the impression that Act 4 was rushed with respect to many things (combat, bad AI and path finding for police officers, mutant rats, bugged sequences etc). We fixed some of those; I still want to improve / fix the police officer AI further.

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albertix: -Act5. If he's playing Rambo, Crystal Steele will meet him there for the final sequence. Sadik, Clovis, and any remaining replicants will attack as the player makes his way toward the moonbus. Really???? I never had anyone attack me, other than crystal or -lately- Sadik, never any others even if they were later found on the Moonbus. Should I play as Rambo then and get these scripts??
This does not happen.
With some luck and good planning I may be able to restore/implement certain variations on this -- although I am mostly interested in a related part of the press document, which should enable the so-called "secret" ending (where Steele is alive *after* McCoy reaches the moonbus as a Rep sympathizer and then turns on and kills every Replicant in there).

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albertix: -I’ve seen several images of McCoy in the sewers right before exiting to the Kipple at Act5. He has to shoot 2 hoodoorats and can move on, but the images I’ve seen entail one huge fan being blown up or collapsing, never seen this in-game.
That's concept art / art that did not make it to the final game.
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albertix: -Act4. During Act 4, McCoy might shut down Luther/Lance's lab and retire Luther/Lance if he's playing as "Rambo." (Luther/Lance is a pathetic character so the retirement will not be a satisfying action-fest with a chase (as the Act 3 retirements were) but a depressing single-shot kill.) If he's "Gandhi", McCoy's conversations with Luther/Lance may provide additional DNA clues - especially if he missed the Act 2 conversation with Rachael and Tyrell. Are these options still there? The agressive mode I presume they mean with Rambo? Never had that option with User-Choice.
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PraetorianWolfie: It's in there in some form. Not exactly as written in the press document. McCoy can kill L/L in the underground lab. And if he does not shoot twice, L/L will destroy evidence (their PC will go *bzzzzt*) before dying. Conversations don't really branch with them iirc. But you can get their DNA research without killing them; just wait till they leave the lab (they will leave and return at random intervals).

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albertix: -Act4. Meanwhile, Clovis and Sadik are pressuring Guzza to finish McCoy off once and for all. Guzza isn't happy about having to deal with Clovis and Sadik, but he's got no choice. Really???? Nowhere to be found?
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PraetorianWolfie: This is mostly explaining stuff that are supposedly happening in the "background", and McCoy finds about them by talking to suspects and informants, and later on at the meeting with Guzza and the ambush by Clovis/Sadik.

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albertix: -Act4. McCoy will have to dodge bullets and escape through the sewers. (We will allow him to return fire, and if he's really good, he can retire Sadik.) He might also attempt to converse with the pair, but won't make much headway. Once he leaves the sewers with the evidence, the police will arrest him and bring him in, ending the act. It feels they are referring to an entirely different gameset. Never been able to talk to them at the sewer-Guzza-crisis, let alone shoot Sadik, or getting arrested by the cops.
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PraetorianWolfie: The police arrest thing is cut, but I think it can be restored (I had some planning made towards that). You'll need to exit the sewers at a specific point (Chinatown exit) for this.
Retiring Sadik is not allowed in the vanilla game, but it can be implemented for the Restored Content mode. (we'll see).
The rest refers to how things play out in Act 4, although what was finally implemented was a shortened, simplified version. Overall, I have the impression that Act 4 was rushed with respect to many things (combat, bad AI and path finding for police officers, mutant rats, bugged sequences etc). We fixed some of those; I still want to improve / fix the police officer AI further.

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albertix: -Act5. If he's playing Rambo, Crystal Steele will meet him there for the final sequence. Sadik, Clovis, and any remaining replicants will attack as the player makes his way toward the moonbus. Really???? I never had anyone attack me, other than crystal or -lately- Sadik, never any others even if they were later found on the Moonbus. Should I play as Rambo then and get these scripts??
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PraetorianWolfie: This does not happen.
With some luck and good planning I may be able to restore/implement certain variations on this -- although I am mostly interested in a related part of the press document, which should enable the so-called "secret" ending (where Steele is alive *after* McCoy reaches the moonbus as a Rep sympathizer and then turns on and kills every Replicant in there).

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albertix: -I’ve seen several images of McCoy in the sewers right before exiting to the Kipple at Act5. He has to shoot 2 hoodoorats and can move on, but the images I’ve seen entail one huge fan being blown up or collapsing, never seen this in-game.
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PraetorianWolfie: That's concept art / art that did not make it to the final game.
Thanks you thank you thank you for taking so much time to respond indepth!! It has clearified many point for me and yes I agree, it must have been a promorional press document, pre-release but it does make one wonder I've there are any pre-release gamediscs or data that were made and send out for testing/PR.
The game is even far more intricate than I could have imagined and your work is highly appreciated, you've done and are still doing a man's job Sir.
As far as the clickable screens go, I am pretty lousy at making screenshots (how does one go about this?). The snake I mentioned at Izo's is when you go downstairs to the weaponscache and then the sewers -where one can meet Lucy as love interest later. The snake is in the foreground wrapped around pipes. The other one is the messy room above the projector, where you can kill Dektora or let her escape, foregroundtable, monitor, the wires at the back -no longer clickable, only original version.
Have a marvelous weekend and thanks again. Will continue my PT with Dektora as love-interest and yes, she is a replicant. What a smashing game it still is!!!!
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albertix: As far as the clickable screens go, I am pretty lousy at making screenshots (how does one go about this?). The snake I mentioned at Izo's is when you go downstairs to the weaponscache and then the sewers -where one can meet Lucy as love interest later. The snake is in the foreground wrapped around pipes. The other one is the messy room above the projector, where you can kill Dektora or let her escape, foregroundtable, monitor, the wires at the back -no longer clickable, only original version.
Have a marvelous weekend and thanks again. Will continue my PT with Dektora as love-interest and yes, she is a replicant. What a smashing game it still is!!!!
I think the snake, is just plastic piping; I don't think we removed it being clickable -- it's just part of a clickable area which is labeled "pipes". Upon first interaction, McCoy will turn off the steam.
McCoy just says "Hmph" if you click on those at all times (original engine). In our engine he will say "Hmph" only when clicking after he has closed the steam, but *not* when turning off the steam. I don't remember why i changed that. Probably because it made less sense, and maybe I wanted to remove many sounds playing at the same time. There were more bugs there -- mostly visual, related to the steam.

About Dektora's escape room there were some buggy hotspots that did not make sense to be there. There was a "box" and another thing with a duplicate name that created some issues and acting as part of the rest of the scenery where Dektora would be hiding.

It's nice to revisit such things, and it allow me to make some extra notes from my planning on the RC work.
Have a nice weekend too.
Post edited March 06, 2021 by PraetorianWolfie
I am taking the Blade Runner folder down from Google drive, need the space for other projects. Please let me know if you still need anything, then I'll wait a bit longer
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albertix: I am taking the Blade Runner folder down from Google drive, need the space for other projects. Please let me know if you still need anything, then I'll wait a bit longer
It's ok with me.