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Path of Neo design doc
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08/14/2007 23:39:01
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Re:Path of Neo design doc
PS10N
Ascendent Logic
Joined: Sep 27, 2005
Messages: 821
Location: Between the Worlds
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I thoroughly enjoyed PoN and still load it up occasionally for a few levels of true Matrix-style combat. Those who panned the game were mostly without sufficient hardware to run it well at any decent level of detail and resolution. Enter The Matrix has over 5000 moves in the combat move tree, yet most who played it never bothered with more than the basic fighting and shooting. You get out of a game what you put in to a game (yes, even MxO you posers.) PoN has many times the number of combinations possible and I've loved teasing every last one of them out of the engine. The targeting system is cake on the PC, hitting 2, 3, 4, 5 or even 6 opponents in one combo is so satisfying, especially when Smith says, "You can't fight us all, Mr. Anderson" and then they all get owned.
"Mr. Anterson"
"Mr. Anterson"
Yes, it's very easy to change any of the game's models to any of the other models, which makes flying around the city as the Leprechaun (see the Zion Archive in PoN) or fighting the Burly Brawl as an APU hilarious fun, as was changing the dojo scene so that Morpheus was fighting himself. Back in Enter the Matrix we would play as the pigeon model - there is nothing funnier than a pigeon going Matrix-style on a guard, throwing him across the room and then whipping out a shotgun to finish him off. "That's one pissed-off pigeon!"
The W. brothers' cut scene in the middle of the final fight of PoN is also very entertaining. Isn't it always funny when people make fun of themselves and their fans?
Message edited by PS10N on
08/14/2007 23:49:31
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