It seems to be less confrontational, and I get the sense that the latter parts aren't as fleshed out as the designers would have liked it to be. Third major iteration I know of is the story we have now. This version had some cryptic hints sent by Sam to Robin, hinting at Al-An's presence. The orbital craft was still a part of this story, and payload rockets sent from the center island would have been a part of it. Relations between the protagonist and Al-An are less friendly then the current iteration. That got ditched for a somewhat adversarial story where you start from orbit as per now, crashland as per now, but when you find Al-An he forces the download. The orbital craft drops a life pod and the story starts. You go there, finding no one but a mysterious voice warning you away - then the meteors hit and your base, as well as an orbital space craft, get hit, flushing you out into the water. One where you wake up in Zeta, get told to get a colleague in what is now the Architect transport site. I just think being less of a survivor, more of a saboteur would have been a neat twist to the gameplay. You rigging the radio to signal the wrong number of humans to hide you and marge's whearabouts, new tech to tap into radio comms, time of day being more important as to avoiding day-to-day alterra tasks, sneaking into the bases while they're out or sleeping to scan objects, read data pads, administer the cure, and then hear the fallout of that. I think it would have been cool if they left the bases occupied by alterra, and added in stealth mechanics. Outside the accident at the frozen leviathan it doesn't appear anything went catastrophically wrong, and it's weird for them to leave an asset of that caliber and possible danger unmanned. I think the bigger plothole the changes create is it doesn't really explain why all the bases were abandoned. That said, all the logs talking about how the flying creatures poop corrode and break the radio tower on a regular basis kinda damage that excuse. If you just shut it off, presumably you'd just be calling in an alterra crew to fix it. Sorry to necro, but I kinda see the logic in it, as it broadcasts a fake signal of "working- all clear". Like I couldn't just break it to stop working, or simply cut the power. I remember a story part that appeared to be unfinished because it was too deep to access with anything I could find. The mercury II was there but some of the tablets inside were blank. I believe there was also a place you had to go find wreckage with the first depth module. I think one of the first story points was getting the antenna back up and operational at delta base and that was how you started to communicate with your sister. In the final game al-an talked about needing to stop people from finding him but never appeared to have acted on that. The part where al-an enters your head was the same.įrom dialogue in the finished game and the cave in caused by al-an in the EA version I was expecting al-an to have caused the death of your sister. The cave next to the northern most alterra base is where you first heard from al-an because you went to look for another stranded coworker but al-an appeared to cause a cave in. You communicated with your sister who I believe was on a space station in orbit around the planet. I played about a year and a half ago and you were trying to escape the planet with everyone else from alterra but the meteor shower made you crash.
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