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beany3001: @PraetorianWolfie

I'm about to play this game for the first time, so should i just play it with the restored content? Is it stable or does it have any issues in this mode? Because it looks like i might as well just play it like this.
As far as we've tested there are not any known issues in the Restored Content mode.

However, I'd probably not suggest the mode as is yet for someone who's playing the game for the first time, for the following that I can think of:
- A few decisions were made in this mode that may make the game "harder" for a new player. For example, in the RC mode, we follow the game's manual which mentions that the Police Lab personnel (Dino) won't be able to provide a lab report to McCoy for clues that haven't been uploaded to the Police mainframe. In the original game this was actually skipped as a requirement.
- I don't know if any walk-throughs will provide help in such cases.
- There's still content to be restored, and some of it may render existing save games (in the Restored Content mode) incompatible/ unsupported with the upcoming changes.
- As a WIP mode, it's the least play-tested, since we urged people to test the original vanilla mode. So there might be issues that I am not aware of.
- We have mostly play-tested the RC mode for the English version of the game.
- One will be able to appreciate the content that's been restored more, after having played through the game at least once in vanilla mode.

In the end it's up to you, really.
Post edited January 31, 2020 by PraetorianWolfie
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PraetorianWolfie: - A few decisions were made in this mode that may make the game "harder" for a new player. For example, in the RC mode, we follow the game's manual which mentions that the Police Lab personnel (Dino) won't be able to provide a lab report to McCoy for clues that haven't been uploaded to the Police mainframe. In the original game this was actually skipped as a requirement.
- I don't know if any walk-throughs will provide help in such cases.
- There's still content to be restored, and some of it may render existing save games (in the Restored Content mode) incompatible/ unsupported with the upcoming changes.
- As a WIP mode, it's the least play-tested, since we urged people to test the original vanilla mode. So there might be issues that I am not aware of.
- We have mostly play-tested the RC mode for the English version of the game.
- One will be able to appreciate the content that's been restored more, after having played through the game at least once in vanilla mode.
Those are some good points, especially the fact that there will likely be no walkthroughs if i get stuck lol. I want to relax as i play this so i'll stick to the official release for now. Thanks for the help.
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nalyom9: I also have the strategy guide, which explains how the decision tree works etc.
Many thanks!
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PraetorianWolfie: I have only seen some pictures of the Strategy Guide (by BradyGames). I tried to find a copy to purchase but no luck.

Today I'm mostly wondering if it could help with improving the transcript / subtitles eg. clarifying the spelling of game-world specific terms like nu-sooch, or other obscure parts of the dialogue, and also whether it contained any hints or remnant stuff about removed content.
I've just checked the Amazon marketplace and there are 8 copies for sale right now, ranging between $28 and $104. Prima also released an unofficial strategy guide but that's going for ridiculous amounts on the UK Amazon marketplace.

Thank you for the hard work in getting this game out there again and restoring a lot of missing content. It's definitely swung the decision to buy the game again, it'll either be this pay day or the next.
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Hyposphere: I've just checked the Amazon marketplace and there are 8 copies for sale right now, ranging between $28 and $104. Prima also released an unofficial strategy guide but that's going for ridiculous amounts on the UK Amazon marketplace.

Thank you for the hard work in getting this game out there again and restoring a lot of missing content. It's definitely swung the decision to buy the game again, it'll either be this pay day or the next.
Yes, I ended up grabbing one used copy through Amazon. The guide has quite useful stuff, but it's also wrong on a few occasions. This is more likely due to it being hard to write a walkthrough for a game with many paths and alternative ways to deal with some situations.

I'm just now reading through it and I have spotted at least one note where they mention something that was cut from the final game (but they mention it as if it wasn't). Interesting.

I don't know what the "official guide" label entails. Did they consult with Westwood Games Studios at the time? In the guide they include quite a few (English) dialogue quotes, but a few of those seem to be wrongly transcribed. Still helpful to verify our trascription, though. Btw, nu-sooch is mentioned as "sooch" in the guide, so that transcription seems correct. David Leary also wrote to me that he thinks that nu-sooch is right, if memory serves.
Does anyone know if the job of "restoring" old content is blocked or is contnuing?
PraetorianWolfie said that the works should be re-started in february (of the last year) but from then, no new...
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bottazzi1900: Does anyone know if the job of "restoring" old content is blocked or is contnuing?
PraetorianWolfie said that the works should be re-started in february (of the last year) but from then, no new...
It is ongoing, and I would say far from finished. But I did add a few things since last year.

Current state of restored items and plans for the future is reflected at our ScummVM wiki here, under "Restored Content items (include but not limited to)"
https://wiki.scummvm.org/index.php?title=Blade_Runner#Improvements

Due to the pandemic, I had to move, and several other obligations (real life job, health) and matters (Android port for ScummVM) have not left me much free time to do as much as I intend to yet.

I do of course still want to complete the work.
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bottazzi1900: Does anyone know if the job of "restoring" old content is blocked or is contnuing?
PraetorianWolfie said that the works should be re-started in february (of the last year) but from then, no new...
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PraetorianWolfie: It is ongoing, and I would say far from finished. But I did add a few things since last year.

Current state of restored items and plans for the future is reflected at our ScummVM wiki here, under "Restored Content items (include but not limited to)"
https://wiki.scummvm.org/index.php?title=Blade_Runner#Improvements

Due to the pandemic, I had to move, and several other obligations (real life job, health) and matters (Android port for ScummVM) have not left me much free time to do as much as I intend to yet.

I do of course still want to complete the work.
Hey there

I just wanted to thank you for giving us this restored version of Westwoods Blade runner game. I have been in love with this game since I first played it as a kid and I would go as far to say it is probably my favourite games of all time. To play through it again with this new content was like rediscovering a hidden aspect of my childhood. I do look forward to seeing more future content restorations down the line. However don't strain yourself , it's been hard for all of us due to what's been happening in the world and your well being definitely comes first. I heard that night dive studios is rereleasing the blade runner game...... but I doubt it will have the restored content, so it won't be the same. If you ever do get around to restoring the rest of the content maybe the game can be released as some sort complete edition. It would be interesting to know what the original creators think of the restored cut, some of them are still around and you could probably get into contact with them if you wanted to. Anyway I just want to thank you for giving all us fans this great experience and any other future updates if they happen, take care of yourself okay.
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PraetorianWolfie: It is ongoing, and I would say far from finished. But I did add a few things since last year.

Current state of restored items and plans for the future is reflected at our ScummVM wiki here, under "Restored Content items (include but not limited to)"
https://wiki.scummvm.org/index.php?title=Blade_Runner#Improvements

Due to the pandemic, I had to move, and several other obligations (real life job, health) and matters (Android port for ScummVM) have not left me much free time to do as much as I intend to yet.

I do of course still want to complete the work.
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jakejakejake1234: Hey there

I just wanted to thank you for giving us this restored version of Westwoods Blade runner game. I have been in love with this game since I first played it as a kid and I would go as far to say it is probably my favourite games of all time. To play through it again with this new content was like rediscovering a hidden aspect of my childhood. I do look forward to seeing more future content restorations down the line. However don't strain yourself , it's been hard for all of us due to what's been happening in the world and your well being definitely comes first. I heard that night dive studios is rereleasing the blade runner game...... but I doubt it will have the restored content, so it won't be the same. If you ever do get around to restoring the rest of the content maybe the game can be released as some sort complete edition. It would be interesting to know what the original creators think of the restored cut, some of them are still around and you could probably get into contact with them if you wanted to. Anyway I just want to thank you for giving all us fans this great experience and any other future updates if they happen, take care of yourself okay.
Many thanks for the supportive words! They are really helpful, 'cause it really is a difficult period we're all going through and it has affected so much of our everyday, personal, professional and hobbyist aspects of life.

I'm glad you enjoyed what is currently there in the Restored Mode! It's a similar feeling for me, discovering this hidden away or untriggered material, piecing it together and putting it back. It's sort of like I'm some kind of game (hobbyist) archaeologist and for the most part it is a fun process, especially when something works out after some failed attempts and I see it running in-game.

I have talked very briefly with some of the creators and reached out to others, although this is mostly on social media (LinkedIn, Twitter -- LinkedIn is better, Twitter is... not working for this) and mostly on the original Blade Runner release with the ScummVM engine. They were really great to talk with and positive about our work. I do intend to send them an update as soon as the Restored Content work is (more or less) finished, and hopefully they'll try it (or look into it) and have feedback for us :)
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jakejakejake1234: Hey there

I just wanted to thank you for giving us this restored version of Westwoods Blade runner game. I have been in love with this game since I first played it as a kid and I would go as far to say it is probably my favourite games of all time. To play through it again with this new content was like rediscovering a hidden aspect of my childhood. I do look forward to seeing more future content restorations down the line. However don't strain yourself , it's been hard for all of us due to what's been happening in the world and your well being definitely comes first. I heard that night dive studios is rereleasing the blade runner game...... but I doubt it will have the restored content, so it won't be the same. If you ever do get around to restoring the rest of the content maybe the game can be released as some sort complete edition. It would be interesting to know what the original creators think of the restored cut, some of them are still around and you could probably get into contact with them if you wanted to. Anyway I just want to thank you for giving all us fans this great experience and any other future updates if they happen, take care of yourself okay.
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PraetorianWolfie: Many thanks for the supportive words! They are really helpful, 'cause it really is a difficult period we're all going through and it has affected so much of our everyday, personal, professional and hobbyist aspects of life.

I'm glad you enjoyed what is currently there in the Restored Mode! It's a similar feeling for me, discovering this hidden away or untriggered material, piecing it together and putting it back. It's sort of like I'm some kind of game (hobbyist) archaeologist and for the most part it is a fun process, especially when something works out after some failed attempts and I see it running in-game.

I have talked very briefly with some of the creators and reached out to others, although this is mostly on social media (LinkedIn, Twitter -- LinkedIn is better, Twitter is... not working for this) and mostly on the original Blade Runner release with the ScummVM engine. They were really great to talk with and positive about our work. I do intend to send them an update as soon as the Restored Content work is (more or less) finished, and hopefully they'll try it (or look into it) and have feedback for us :)
Thank you for responding to my post. I haven't had the chance to talk to someone who is also a fan of one of my most favourite games of all time. There are a few things I would like to talk to you about and it would be interesting to hear your insight on these topics concerning the the game. This post will be a little long so feel free to answer whatever you can.

First thing I would like to talk about is that I saw some interviews conducted with Louis Castle one of the main directors of the blade runner game. I remember the interviewer asking whether or not Ray McCoy is a replicant and Louis said it was all up to the players decisions e.g. you play as a blade runner you're human, if you playa s a sympathizer you are a replicant. However if you've played the game many times like I have you will realize the game outright tells you the answer. It all has to do with whether or not the scorpions are on the peruvian womans counter when you first arrive at her store. The game is randomized and that includes this little scenario. Basically if the scorpions are on the Peruvian womans counter McCoy can get stung by them and he won't die because he is a replicant. However if the scorpions are not there that means Dektora has bought them and put them on the couch in Early Qs office. If my McCoy sits on the couch a scorpion will sting him but unlike in the other scenario he dies, showing that he is human. So the scorpions being on the peruvian womans counter is an indicator of whether or not Ray is human. Scorpions are there, replicant. Scorpions are not there, human. I also heard a rumour that you can find the original moonbus photo with mccoy in the background in the moonbus at the end of the game and this was the way you confirm if Ray is a replicant, whether or not he is in the photo. Since you have thoroughly looked into the games files would you be able to answer this once and for all.

Another thing that Louis mentioned in an interview was a scenario where you could pretend to be on the reps side all the way to the point where you enter the moon bus and you can just decide to kill all the replicants right then and there. Even though you can do this in game it's odd because Louis mentions if you do this Crystal will be waiting for you outside and she says I didn't know you had it in you slick. This can't happen in the game because if you side with the reps you have no choice but to kill Crystal before reaching the moonbus. If you decide to turn on the reps and retire them when you are in the moon bus with them Gaff will be the one to greet you. This made me think, I remember looking at the content to be added page and one of them mentioned an alternate ending where you must race crystal so you can get to the reps first. I have a hunch this deleted scenario may be what Louis is talking about and you have to save the reps before crystal gets to them. If this is the case it would be very interesting to see Louis' reaction to this ending that he has always talked about finally being playable in game.

Probably one of the most interesting statements he made in these interviews is he mentions that the team recreated Rutger Hauers dialogue for the tears in rain speech and if you are on the top floor of the Bradbury just below the roof you can actually here some of the dialogue from that moment. He mentions this only happens if you are at that spot at the right time however after act 3 you can not re enter Sebastians apartment and enter the area below the roof. Even during act 3 when I return there I can not get it to play but since Tyrell is still alive at the end of act 4 it's clear this must happen in act 5, but as I said Sebatians apartment is inaccessible. Then I remembered the content to be added section and it mentioned a character who appears and doesn't say much. I wonder if this is the dialogue Louis was talking about and if not if it is still in the game files somewhere. If it is and is restored it would be great to see Louis reaction to this restored content.

Also a couple of things I noticed while playing the restored content of the game. Some of the animations were a little off. When Moraji runs out of Dermo design he runs slightly slower and in a different direction. This was probably done to make the section easier since in the original you can run into Moraji and he runs offscreen and you are unable to talk to him. Another is the fight with Sadik on the Bradbury roof. The fight is a little out of sync with Sadik punching McCoy before he runs into position. Also in the sewers when the tram passes ahead of you just out side of the room where Baker and his lackey were about to torture you, you are able to move around while the train is moving whereas in the original game you had to wait until the cutscene had finished.

Also I heard Nightdive studios was remastering the game, however from what I've seen I'm not really looking forward to it. It's going to be available on playstation which is cool but I've seen how they are trying to clean up the game and the results leave a lot to be desired. During the cgi cutscenes they have removed the pixelated effect which was caused by scene compression. However the program they used seems to be erasing certain details in the process. A clear example is Guzzas jacket. In the original during the opening cutscene you can see a striped pattern on his jacket. But in the remastered version the stripe pattern is gone, smoothed out by whatever program they used. They also seem to be doing this for the background animation loops as well. This is a big mistake since in one of the interviews Louis explained they used voxels for the game characters is because it blended well with the pixelated effect in the backgrounds. Both voxels and pixels are square so the fit is seamless. But if you remove the pixelated effect from the background the character models are going to stick out like a sore thumb. This will create the same problem that Louis and the team ran into when making the game where they used sprites at first, but it looked terrible because they didn't blend in well with the backgrounds. I have a feeling this is a reason why nightdive delayed the remaster. In the end in my opinion the Scumm version will be the definitive way to play the game. It contains all the effect and cutscenes which are unaltered just like the devs wanted and as a bonus we get the restored content, something which I doubt the nightdive studio version will contain.

Well that's everything I wanted to talk to about. Feel free to respond to these topics in any way you see fit and once again thank you for taking the time to talk to me. Good look with the rest of the restoration..... oh and don't forget to tell us when the next update will be out. But like I said don't strain yourself.
Post edited March 30, 2021 by jakejakejake1234
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jakejakejake1234: First thing I would like to talk about is that I saw some interviews conducted with Louis Castle one of the main directors of the blade runner game. I remember the interviewer asking whether or not Ray McCoy is a replicant and Louis said it was all up to the players decisions e.g. you play as a blade runner you're human, if you playa s a sympathizer you are a replicant. However if you've played the game many times like I have you will realize the game outright tells you the answer. It all has to do with whether or not the scorpions are on the peruvian womans counter when you first arrive at her store. The game is randomized and that includes this little scenario. Basically if the scorpions are on the Peruvian womans counter McCoy can get stung by them and he won't die because he is a replicant. However if the scorpions are not there that means Dektora has bought them and put them on the couch in Early Qs office. If my McCoy sits on the couch a scorpion will sting him but unlike in the other scenario he dies, showing that he is human. So the scorpions being on the peruvian womans counter is an indicator of whether or not Ray is human. Scorpions are there, replicant. Scorpions are not there, human. I also heard a rumour that you can find the original moonbus photo with mccoy in the background in the moonbus at the end of the game and this was the way you confirm if Ray is a replicant, whether or not he is in the photo. Since you have thoroughly looked into the games files would you be able to answer this once and for all.
From what I can tell, Louis Castle statement is correct here. The player decides how to play McCoy and what his nature or affiliations will be in the game (based on clues gathered and/or missed). The scorpions thing is not a clue. It's probably there to indicate that the scorpions are actually poisonous albeit fake, but the designers did not want an instant death there. And I kind of think that the Peruvian Lady who sells them would have to deal with a lot of lawsuits if her customers could drop dead by perusing an item she sold. So my guess is that one scorpion bite, is not enough to kill you. For the murder of EarlyQ Dektora uses the whole cage.
I'm pretty sure also that the scorpions cage missing is a timing issue (of when Dektora decides to buy it) and you can have McCoy find it at the Animoid stand and get bitten, and then Dektora buy it, and later on have McCoy sit on EarlyQ's couch and die.

About the Moonbus photo, there is no other version of it. The "interesting" part of this photo is the Moonbus reflection clue, which supposedly should have McCoy's reflection there but does not -- meaning that the photo was indeed doctored. However, there is minor dialogue nuances about the photo that are not used in-game, so maybe the game designers wanted to leave it to the player to figure this out, or ignore the clue.
Dialogue nuances example: instead of McCoy saying "That can't be me", he also has an usued line that says "That's not me".

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jakejakejake1234: Another thing that Louis mentioned in an interview was a scenario where you could pretend to be on the reps side all the way to the point where you enter the moon bus and you can just decide to kill all the replicants right then and there. Even though you can do this in game it's odd because Louis mentions if you do this Crystal will be waiting for you outside and she says I didn't know you had it in you slick. This can't happen in the game because if you side with the reps you have no choice but to kill Crystal before reaching the moonbus. If you decide to turn on the reps and retire them when you are in the moon bus with them Gaff will be the one to greet you. This made me think, I remember looking at the content to be added page and one of them mentioned an alternate ending where you must race crystal so you can get to the reps first. I have a hunch this deleted scenario may be what Louis is talking about and you have to save the reps before crystal gets to them. If this is the case it would be very interesting to see Louis' reaction to this ending that he has always talked about finally being playable in game.
Yes, this is pretty much my intention although planning this out is tricky and I have yet to finish / decide the details for it.

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jakejakejake1234: Probably one of the most interesting statements he made in these interviews is he mentions that the team recreated Rutger Hauers dialogue for the tears in rain speech and if you are on the top floor of the Bradbury just below the roof you can actually here some of the dialogue from that moment. He mentions this only happens if you are at that spot at the right time however after act 3 you can not re enter Sebastians apartment and enter the area below the roof. Even during act 3 when I return there I can not get it to play but since Tyrell is still alive at the end of act 4 it's clear this must happen in act 5, but as I said Sebatians apartment is inaccessible. Then I remembered the content to be added section and it mentioned a character who appears and doesn't say much. I wonder if this is the dialogue Louis was talking about and if not if it is still in the game files somewhere. If it is and is restored it would be great to see Louis reaction to this restored content.
I remember him saying something along these lines. I may misremember or misheard, as I was under the impression that the statement was that you could *catch a glimpse* of Roy on the rooftops.
Sadly, as far as I know (and I've looked quite exhaustively), none of this is in the game resources (neither Roy's monologue, nor a character model or a scene video loop variation).

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jakejakejake1234: Also a couple of things I noticed while playing the restored content of the game. Some of the animations were a little off. When Moraji runs out of Dermo design he runs slightly slower and in a different direction. This was probably done to make the section easier since in the original you can run into Moraji and he runs offscreen and you are unable to talk to him. Another is the fight with Sadik on the Bradbury roof. The fight is a little out of sync with Sadik punching McCoy before he runs into position. Also in the sewers when the tram passes ahead of you just out side of the room where Baker and his lackey were about to torture you, you are able to move around while the train is moving whereas in the original game you had to wait until the cutscene had finished.
Some of these sound like bugs that could be fixed. Are these with the latest development build?
The fix(es) for Moraji could have side-effects, although I didn't notice anything last time I tested (it's been a while though)
The Sadik encounter was always a bit off-synch with the sound and finnicky with the animations synchronization -- even in the original. However, again this might be tweak-able and maybe there's some side effects from the animation fixes for the characters.
McCoy moving while the tram passes overhead is intentional in our engine -- I have noticed that it can be a bit glitchy, but previously having McCoy wait around could get frustrating for the player. We also removed the train from passing overhead upon every visit of that scene -- but it does always play the first time.

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jakejakejake1234: Also I heard Nightdive studios was remastering the game, however from what I've seen I'm not really looking forward to it. It's going to be available on playstation which is cool but I've seen how they are trying to clean up the game and the results leave a lot to be desired. During the cgi cutscenes they have removed the pixelated effect which was caused by scene compression. However the program they used seems to be erasing certain details in the process. A clear example is Guzzas jacket. In the original during the opening cutscene you can see a striped pattern on his jacket. But in the remastered version the stripe pattern is gone, smoothed out by whatever program they used. They also seem to be doing this for the background animation loops as well. This is a big mistake since in one of the interviews Louis explained they used voxels for the game characters is because it blended well with the pixelated effect in the backgrounds. Both voxels and pixels are square so the fit is seamless. But if you remove the pixelated effect from the background the character models are going to stick out like a sore thumb. This will create the same problem that Louis and the team ran into when making the game where they used sprites at first, but it looked terrible because they didn't blend in well with the backgrounds. I have a feeling this is a reason why nightdive delayed the remaster. In the end in my opinion the Scumm version will be the definitive way to play the game. It contains all the effect and cutscenes which are unaltered just like the devs wanted and as a bonus we get the restored content, something which I doubt the nightdive studio version will contain.
Unfortunately we can only wait and see about how the remaster will turn out, and it's now been more than a year since communications between NDS and us have stopped. I am not very optimistic about how the remaster will turn out, but I would like to be surprised of course, since I love the game. I am however apprehensive of the amount of work that they will borrow from us (fixes, restored content, subtitles), without crediting our team and partners from the community as appropriate. They did state that they will do everything on their own... Anyway, we'll just have to wait and see.
Thank you again for responding. I have to admit the whole situation with the scorpions always came to mind when thinking about the game. Back in the day when my auntie and I played the game we talked about extensively about it and when discussing whether or not Ray was a replicant we would always come back to the scorpions. At least I now know what their purpose is. In a way I am kind of glad this is the case since whether or not Ray is a replicant is actually not randomized, but is instead based on the players choices therefore giving them more freedom.

The whole moonbus photo thing really did confuse me a bit especially when it came to the reflection. I didn't know that this was supposed to show that Ray wasn't actually in the photo and it had been doctored, so thanks for clearing that up.

I'm glad to see I was right about the whole hidden ending thing with Crystal. I can't wait to see it in action and what Louis' reaction will be.

It's sad that Roy and his monologue never made it into the game even to the point where the files weren't printed on to the disc. I guess not all the unused content made it onto the disc but with a big project like this that is to be expected.

Also there is one last thing I'd like to ask. As we know when you start a new game whether or not certain characters are replicant or human is randomized. I know this unlikely but do you think it would be possible to add a feature where when you start a new game you have the option to choose who is a replicant and who is human? This will give players the chance to easily explore all the alternate paths without having to start the game over and over again to get the combination that they desire.
Post edited March 31, 2021 by jakejakejake1234
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jakejakejake1234: Also there is one last thing I'd like to ask. As we know when you start a new game whether or not certain characters are replicant or human is randomized. I know this unlikely but do you think it would be possible to add a feature where when you start a new game you have the option to choose who is a replicant and who is human? This will give players the chance to easily explore all the alternate paths without having to start the game over and over again to get the combination that they desire.
It is a good idea, but probably it would have to be implemented as a command line parameter rather than built into the in-game UI / KIA (due to the many possible combinations, especially since you have to also choose the game difficulty).

The more viable way to currently do that is to call the ScummVM debugger as soon as you begin a new game, and then set the Replicants and Humans (among those where it is possible to change them) manually.

The following takes away from the mystery, revealing technical stuff on the game, so read on at your own risk! :)
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Keep in mind that:
- The debugger works properly with a recent ScummVM official release or a daily development build. Do not attempt to use it with the ScummVM version (2.1.0) that GOG ships with Blade Runner, because a small bug will make the game seem frozen when you call the debugger (it is not technically, but control is passed to a "console window" that is configured to be hidden, and that ScummVM version is set so that debugger commands have to be issued from that console window).
- This has to be done at the start of the game eg. during the intro or when McCoy is playable outside Runciters for it to work as intended (to set the values at the start of the game and have them matter since the start). You can do it later on of course, but... it wouldn't be necessarily the same (by then some of these actors may have already taken actions based on their "original" nature)
- You will miss out on the differentiated initial health values that these characters get depending on their nature. But this is no big thing.
- You will have to keep one of Gordo, Dektora or Lucy as Replicant, otherwise the game will not be completable.

The debugger command is:
flag <flagID> <0: for false (Human) or 1: for true (Replicant)>

Flag IDs are:
- IzoIsReplicant: 44
- GordoIsReplicant: 45
- LucyIsReplicant: 46
- DektoraIsReplicant: 47
- SadikIsReplicant: 48
- LutherLanceIsReplicant: 560

So for example for:
- Izo Replicant,
- Gordo: Replicant,
- Lucy: Human,
- Dektora: Human,
- Sadik: Replicant,
- LutherLance: Human
- Arrest McCoy at Gordo's location (Taffy's)
you have to issue these six debugger commands:
flag 44 1
flag 45 1
flag 46 0
flag 47 0
flag 48 1
flag 560 0
var 40 2

For more debugger commands we have a detailed listing on the ScummVM wiki here:
https://wiki.scummvm.org/index.php/Blade_Runner#Debugger_commands

Edit: Added some additional debugger command (var 40), since that controls the decision for where Hollow will arrest McCoy is also done at the start. Valid values for this variable are:
1: For Dektora's place (dressing room)
2: For Gordo's place (Taffy's)
3: For Lucy's location (Arcade)
You need to set that to match with one of the characters who is a Replicant based on the above index, for the game to proceed properly in Act 3.
Post edited April 01, 2021 by PraetorianWolfie
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jakejakejake1234: Also there is one last thing I'd like to ask. As we know when you start a new game whether or not certain characters are replicant or human is randomized. I know this unlikely but do you think it would be possible to add a feature where when you start a new game you have the option to choose who is a replicant and who is human? This will give players the chance to easily explore all the alternate paths without having to start the game over and over again to get the combination that they desire.
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PraetorianWolfie: It is a good idea, but probably it would have to be implemented as a command line parameter rather than built into the in-game UI / KIA (due to the many possible combinations, especially since you have to also choose the game difficulty).

The more viable way to currently do that is to call the ScummVM debugger as soon as you begin a new game, and then set the Replicants and Humans (among those where it is possible to change them) manually.

The following takes away from the mystery, revealing technical stuff on the game, so read on at your own risk! :)
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Keep in mind that:
- The debugger works properly with a recent ScummVM official release or a daily development build. Do not attempt to use it with the ScummVM version (2.1.0) that GOG ships with Blade Runner, because a small bug will make the game seem frozen when you call the debugger (it is not technically, but control is passed to a "console window" that is configured to be hidden, and that ScummVM version is set so that debugger commands have to be issued from that console window).
- This has to be done at the start of the game eg. during the intro or when McCoy is playable outside Runciters for it to work as intended (to set the values at the start of the game and have them matter since the start). You can do it later on of course, but... it wouldn't be necessarily the same (by then some of these actors may have already taken actions based on their "original" nature)
- You will miss out on the differentiated initial health values that these characters get depending on their nature. But this is no big thing.
- You will have to keep one of Gordo, Dektora or Lucy as Replicant, otherwise the game will not be completable.

The debugger command is:
flag <flagID> <0: for false (Human) or 1: for true (Replicant)>

Flag IDs are:
- IzoIsReplicant: 44
- GordoIsReplicant: 45
- LucyIsReplicant: 46
- DektoraIsReplicant: 47
- SadikIsReplicant: 48
- LutherLanceIsReplicant: 560

So for example for:
- Izo Replicant,
- Gordo: Replicant,
- Lucy: Human,
- Dektora: Human,
- Sadik: Replicant,
- LutherLance: Human
- Arrest McCoy at Gordo's location (Taffy's)
you have to issue these six debugger commands:
flag 44 1
flag 45 1
flag 46 0
flag 47 0
flag 48 1
flag 560 0
var 40 2

For more debugger commands we have a detailed listing on the ScummVM wiki here:
https://wiki.scummvm.org/index.php/Blade_Runner#Debugger_commands

Edit: Added some additional debugger command (var 40), since that controls the decision for where Hollow will arrest McCoy is also done at the start. Valid values for this variable are:
1: For Dektora's place (dressing room)
2: For Gordo's place (Taffy's)
3: For Lucy's location (Arcade)
You need to set that to match with one of the characters who is a Replicant based on the above index, for the game to proceed properly in Act 3.
Thanks again for responding, I really appreciate you taking the time to talk to me. I'll admit this all does seem a bit intimidating at first glance, but I'm pretty sure I will figure it out eventually. The only other element in the game that seems to be randomized other than whether or not someone is human or replicant has to be whether or not Dektora buys the scorpions and appears in the photo that Izo takes of Ray. Do you know what exactly triggers this?

Also I just noticed the black window screen in the background while you're playing the game. A lot of interesting comments from MG and JM, nice touch.
Post edited April 01, 2021 by jakejakejake1234
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jakejakejake1234: Thanks again for responding, I really appreciate you taking the time to talk to me. I'll admit this all does seem a bit intimidating at first glance, but I'm pretty sure I will figure it out eventually. The only other element in the game that seems to be randomized other than whether or not someone is human or replicant has to be whether or not Dektora buys the scorpions and appears in the photo that Izo takes of Ray. Do you know what exactly triggers this?
Dektora takes some long walks around Animoid Row (although you cannot actually *catch* her walking about) during Act 2 (and Act 3 if I am not mistaken).
Anyway, at the end of each walk and before starting another one she decides with a random chance, whether she will purchase the scorpions or not. If she decides to, she will do that when McCoy is NOT at that area of Animoid Row where the insect dealer is or the earlier where the fish dealer is.

The photo from Izo will have Dektora, if she purchased the scorpions by that point (she carries the scorpions in her back -- a clue I've missed for years until finding it being a thing!). If she didn't it will have Deckard instead.

Dektora always "buys" the scorpions by Act 5, but by then it may not matter for anything. (She will also 'buy' them at the start of Act 5 and they should be gone from the insect dealer, even is she's dead at that point :D -- but since this does not matter for the game, it's a "safe" inconsistency to allow in the code).

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jakejakejake1234: Also I just noticed the black window screen in the background while you're playing the game. A lot of interesting comments from MG and JM, nice touch.
That developer's chat thing, that was exposed by another ScummVM developer, the first one who worked on reverse engineering the BladeRunner engine and integrated it with ScummVM, madmoose, was probably what excited my curiosity and, if not triggered, at least enhanced (heh) my involvement with the Blade Runner restoration tasks.
Unfortunately, they only did this for the first scene of the game. Probably some sort of abandoned developer's commentary mode or something that was aimed for the press to see in some special build distributed for previews.
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jakejakejake1234: Thanks again for responding, I really appreciate you taking the time to talk to me. I'll admit this all does seem a bit intimidating at first glance, but I'm pretty sure I will figure it out eventually. The only other element in the game that seems to be randomized other than whether or not someone is human or replicant has to be whether or not Dektora buys the scorpions and appears in the photo that Izo takes of Ray. Do you know what exactly triggers this?
avatar
PraetorianWolfie: Dektora takes some long walks around Animoid Row (although you cannot actually *catch* her walking about) during Act 2 (and Act 3 if I am not mistaken).
Anyway, at the end of each walk and before starting another one she decides with a random chance, whether she will purchase the scorpions or not. If she decides to, she will do that when McCoy is NOT at that area of Animoid Row where the insect dealer is or the earlier where the fish dealer is.

The photo from Izo will have Dektora, if she purchased the scorpions by that point (she carries the scorpions in her back -- a clue I've missed for years until finding it being a thing!). If she didn't it will have Deckard instead.

Dektora always "buys" the scorpions by Act 5, but by then it may not matter for anything. (She will also 'buy' them at the start of Act 5 and they should be gone from the insect dealer, even is she's dead at that point :D -- but since this does not matter for the game, it's a "safe" inconsistency to allow in the code).

avatar
jakejakejake1234: Also I just noticed the black window screen in the background while you're playing the game. A lot of interesting comments from MG and JM, nice touch.
avatar
PraetorianWolfie: That developer's chat thing, that was exposed by another ScummVM developer, the first one who worked on reverse engineering the BladeRunner engine and integrated it with ScummVM, madmoose, was probably what excited my curiosity and, if not triggered, at least enhanced (heh) my involvement with the Blade Runner restoration tasks.
Unfortunately, they only did this for the first scene of the game. Probably some sort of abandoned developer's commentary mode or something that was aimed for the press to see in some special build distributed for previews.
Thanks for all your help and taking the time to talk to me. After all these years restarting the game over and over to get the combination that I want when it comes to who is human and who is a replicant I now have a much simpler way of doing it. I think this is something you should share with all the community and fans of the game who decide to revisit. Maybe you can add these codes in the scumm blade runner debug page you linked to earlier. Anyway good luck with the rest of the restoration and it was a real pleasure talking to you. Take care.
Post edited April 01, 2021 by jakejakejake1234