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Αναφορά προβλήματος μετάφρασης
All of those letter are clumped together and on the same row. Could it be a left / right pattern? Starting on the letter G a pattern might go:
Right, Right, Left, Left, Left, Right, Right, Left, Left, Left, Right, Left, Right, Right, Right, Right, Left, Left, Left, Right, Right, Left, Left, Left
http://i.imgur.com/MNjvUcb.png
Edit: I do not believe that this "Fords" code is a substitution cipher. In other words, it is not a message that can be be deciphered by assigning a different letter to each alphabetical letter in the code. e.g. A=J, N=G, etc.
You may already know that but the "Lab 2" has much in common with the "Lab 4". Just made a little comparison about it.:
Big Room. Lab 2 [pp.vk.me]
Big Room. Lab 4 [pp.vk.me]
Similar Place. Lab 2 [pp.vk.me]
Similar Place. Lab 4 [pp.vk.me]
Abandoned Huddle Chamber. Lab 2 [pp.vk.me]
Living Huddle Chamber. Lab 4 [pp.vk.me]
Test Subject Rooms. Lab 2 [pp.vk.me]
Test Subject Rooms. Lab 4 [pp.vk.me]
Sonic Shields At The Entrance of The Shock Wave Place. Lab 2 [pp.vk.me]
Sonic Shields At The End of The Game. Lab 4 [pp.vk.me]
I've already mentioned it but this shied is called "Sonic Shield":
Shield [pp.vk.me]
By the way, I found a model of this strange antenna. Its name is "Antenna Shock Wave":
Antenna Shock Wave [pp.vk.me]
Does it mean that these antennas make those sonic booms?
I also found a 3D model of the easter gameboy:
Gameboy [pp.vk.me]
This strange wire that gives underwater breath to the boy. It has a hollow needle. Its name is "WaterGirlWireFake"... dunno why.
Wire [pp.vk.me]
That's what I had always assumed. It always looked to me like they were generating it.
Good observations on Lab 2/4. I never really noticed it, but I never really thought about it, either.
Incidentally, this article/post by a sound designer has among other things a very interesting couple of things to say about the sound as it pertains to a couple specific things in the game. Check out the section "The Shockwave". Actually I'll just paste that section here for the hell of it, but the rest of the article is worth reading anyhow.
http://lucafusi.com/2016/03/31/gdc-2016-inside-ourselves/
Relevant text from link:
"The Shockwave"
Here's another cool one.
There's a part of the game in which a distant wave cannon is firing into the foreground, directly towards the screen. Like the way you'd throw guys in Turtles in Time.
As each pulse lands, things splinter and smash, sheet metal flies away, the screen shakes. You've got to run the Boy left to right, up and down, from cover to cover within the merciful intervals in which this weapon reloads.
No one called this thing a "wave cannon," but in starting to write this, it occurred to me that I don't know what sort of blast this thing's actually firing. And that's because there's no visual cue that shows you each of these pulses coming in, only the aftermath their impacts leave on the environment.
Here again, you're forced to listen to survive. All of the logic surrounding whether the Boy lives or dies is slaved to the metronome of the level.
The metronome, in this case, is quite literally the entire envelope of this terrifying weapon sound, whose variations are implemented as a Playlist within the Interactive Music Hierarchy.
Just like with the march, the playlist container of the wave cannon envelope's dotted with annotations that send information out to the engine: trigger blast effects, shake the screen, check to see if the Boy's behind cover or not. The last one's key, because the game is actually checking to see if you're behind cover or not at the peak of the sound but before all the visuals of the sound rippling through the foreground fire off.
I think this delay was baked in to allow a little grace window for the player to scramble, but it means that you could be behind cover at the moment of this check, duck out into the open right afterwards and be found safe, even as you stand amidst all the flying wreckage.
I'm not super musically inclined, but I do have a piano that I play with every now and then. I'll try and give that a shot.
I then tried to trigger the sentry to miss me by hanging off the left side of the cage and pulling myself up before the sentry would shoot me, in hopes of it hitting the cage, pulling it up and leading to something secretive. After many attempts, I got the cage to go COMPLETELY sideways, twice. Both times I died by getting hit by the sentry, the sleepwalkers did not fall out, no music started to ensure that I did something right.
So, either I'm missing something crucial or I just kinda hit a bug luckily twice by how many attempts it took. I'm still curious as to why it's that location that appears on the developing picture in the bunker...
I took the keyboard and transposed it onto a piano... I used tape and everything. xD
It doesn't seem to quite fit; the sharps, R, U and O don't match up well enough. Still, I made a short video of what it sounds like when played.
https://youtu.be/LXGyhWIG5fg
It wouldn't surprise me if some thematic elements of the game tie into the book.
Also - I hope they don't give consoles exclusive easter eggs
Heh, neat. Nice going. Clearly likely to be nothing, I agree. I would have set the same tempo as the one the game uses for the marching section pacing, only because of how they incorporated it into the engire/game so deeply, but obviously that's moot now, unless it somehow unlocks a secret on your piano or something.
Very nice work, Atom.
This brings forth many questions and theories. Why were Lab 2 and Lab 4 different to Lab 3? Were they testing different things in each lab?
Perhaps in Lab 2 they were testing the endurance of Albino bodies. In this area, you can be blown to bits by the shock-wave, but the Albinos remain intact. Perhaps the antennas we see are used to measure the force of the wave for scientific purposes, while the pads on the heads of the Albinos measure the electrical activity of their brains.
Images - (Edit: Most Likely Just Crash Test Dummies)
http://i.imgur.com/SqdVsTo.jpg
http://i.imgur.com/a8g8VTk.jpg
Maybe the third lab had nothing to do with Huddle, but was instead about the water girls and/or experimenting with breathing underwater. This might explain why we haven't found a Huddle Chamber in this lab. Contrarily, the Albinos can already breathe underwater in Lab 2, and will even slowly keep afloat above the surface without mind control. So maybe this is incorrect.
Images:
http://i.imgur.com/UWHOilu.jpg
http://i.imgur.com/yJl0Ijs.jpg
Lab 4 is the final lab we see, and we are introduced to pools of water that defy gravity. Who knows what the benefits of these pools could be. The scientists seem to store (or perhaps even grow) Albinos in these anti-gravity pools with machines tied to them on the ground. Perhaps this is an alternative to the Albino Mind Tanks?
This also has me wondering where each lab begins and ends.
Using the current world record speed run as an example:
https://www.youtube.com/watch?v=X5ldJ6YJNd0
Lab 1 (0m to 23m)
- No idea where this lab starts... Perhaps we are in Lab 1 from the very beginning?
- 17:40 - The only indication of Lab 1 is on the wagon at 18:25 - Credit: Atom
Lab 2 (23m to 39.m)
- 23:00 - Boy enters submarine for first time - https://youtu.be/X5ldJ6YJNd0?t=23m
- 23:35 - The "Big Room" that Atom posted.
- 23:50 - First actual Lab 2 text on the floor.
Lab 3 (39m to 48m)
- 39:00 - Last Lab 2 text on shock-wave sliding door - https://youtu.be/X5ldJ6YJNd0?t=39m
- 40:00 - Elevator Crash.
- 40:30 - Lever and rope swing puzzle.
- 41:00 - First actual Lab 3 text above "Easter Egg" door.
Lab 4 (48m to 72m)
- 48:15 - Last Lab 3 text on floor (breathing underwater) - https://youtu.be/X5ldJ6YJNd0?t=48m15s
- (There is six minutes between last Lab 3 text and first Lab 4 text).
- 54:15 - First Lab 4 text on glass window - https://youtu.be/X5ldJ6YJNd0?t=54m15s
https://www.youtube.com/watch?v=v8jTtvgXbMQ
I don't know if it has any consequence if we continue the game at this point.
Sorry for my bad english and thank to all of you for yours interesting posts (particulary to i_hate_drm for the compillation).