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I have found hidden naration and sound effects by walking into walls and places which seem undesirable to visit.
Actually, that last part might be incorrect. Obviously someone would try to beat it.
Good luck.
I did just that:
http://i.imgur.com/F6pXFlC.jpg
And discovered something very, VERY mean, a little easter egg for if you managed to navigate the maze this way. Near the end, the path is simply blocked and probably impossible to pass:
http://i.imgur.com/KmtTDHs.jpg
Very clever.
That's why I think Davey is such an interesting guy. He's not really a game designer in the traditional sense (or at least, he hasn't shown himself to be one with TSP and TBG); his games never really have mechanics or goals or objectives in the games themselves. Instead, his use of space and visual design and, like, how he applies narrative ideas (repetition, symbolism, metaphor) to the actual design of the levels themselves is incredible. He's really good at conveying himself and his ideas through his levels and his storytelling. There have been plenty of "great level designers" over the years, but... I don't know. This is going to sound corny. It's like he uses Hammer (the Source engine map editor) the way a writer would use a pen, typewriter, or word processor, or the way an artist uses a pencil, brush, or Photoshop. His levels don't serve game mechanics well or like, lend themselves well to enemy placement or whatever other criteria "good levels" in other games have. Instead, it's how he expresses himself. I love it.
In addition to all the other crazy stuff this game did well, it also changed my opinion on game design somewhat. I'm not going to go into it right here, right now, because it might go on for paragraphs. Basically, Davey engineers experiences, and game designers focus on mechanics and numbers and probabilities and balance and increasing player engagement. I can't help but respect that (and be maybe a little envious).
Is there any possibility that the obstruction only appears if you don't fulfil some unmentioned criterion in the other chapters?
That would actually be an excellent explanation of why there would be some trigger at the end, to trigger that piece of narration if you made it all the way through.
You can actually pass through this brush and it will play sound of narrator saying "Damn" and remove last invisible wall.
http://puu.sh/kwRoV/22e2bad34b.jpg
http://puu.sh/kwRlG/1cc1426d5c.jpg
Tried it yesterday, you can go through that trigger without getting reset. I don't know what it does do though.
I wondered the same, but it actually just goes into a wall at the back.
1. Put up the bridge (E or enter)
2. Don't touch your mouse, and walk straight ahead until the third circle of light. Look at the map in the fourth comment to see where to walk off towards the right side. If you're standing, it'll be just after the first 128.128 disappears off the bottom of your screen.
3. Walk sideways to the right, falling off the bridge, until the far right buttress is just slightly to the left of directly in front of you.
4. Crouch (it's easier) and walk forward until the right edge corner disappears (you'll know it when you see what I mean)
5. Walk sideways to the left until you're under the bridge, then forward
Davey says, "Dayum" and then continues with the normal dialogue.
I tried doing the maze from the beginning and only got to the second light circle before giving up and jumping off a bridge. Literally