Cryo's Dune (First PC Game)
Posted: 19 Sep 2011 23:30
There is no forthcoming question - just notes about the first game incase anyone is interested and has better things to do than find out firsthand.
- The premise is that you have to keep the Emperor happy with spice shipments in the short term, and ultimately expose his treachery and beat the Harkonnens.
- From the outset your job as Paul is to rally Fremen to mine spice to satisfy the Emperor's (not CHAOM's) quotas
- Duncan's Fremen PR duties are carried out by Paul, and he is, for some reason, just the accountant and doesn't get killed
- There is no Dr Yueh, no Great Betrayal, no Harkonnen seizure, though there is a Harkonnen/Imperial conspiracy against the Attreides. Paul and Jessica don't go renegade. Gurney doesn't go missing, Thufir doesn't get captured.. Only Leto is lost.
- Leto is killed leading a revenge campaign against the Harks
- There is no Helen Mohium, no Alia, no Piter de Vries, no Beast Rabban
- You are settled in Carthag and the Harks are in Arrakeen, instead of vice versa. Except the Harks are STILL there for some reason, like it's a reality survival gameshow.
- You discover sietches as you progress, mainly by Fremen suddenly disclosing "There is a sietch North-West from here." or whatever direction
- Regions and Sietches are named after Dune words and made-up words. Tuono-Tuek, Tuono-Tabr, Cielago-Harg, Cemlilyn-Timin,
- There is no shield wall
- Paul's spice-induced powers are just long-range communication. They peak when he is able to drink the Water of Life which extends his powers planetwide.
- Kynes is met via Chani, and you send some Fremen to help cultivate bulbs to start vegetation which motivates your Fremen. Dunno why he waited for your permission...
- You asign tasks to troops. Solders can be given crysknife, lasguns (laserguns now), wierding modules (from the lynch movie), and atomics. As you take Hark forts you get better weapons in that vein.
- You have up to two companions at any time. At first just Gurney, then Harah, then Stilgar, then Harah, then Chani.
- When you "find" Stilgar, you can start asigning military tasks and the task of systematically sacking Hark forts begins until only their Palace remains.
- Jessica's "powers" serve to find a few secret rooms in the Attreides' Carthag palace.
- You travel by orni. Later, when it becomes useful to join Fremen in battles (to boost their motivation) you must go by worm which works just the same way. Worm travel is learned quite late in the game.
- The premise is that you have to keep the Emperor happy with spice shipments in the short term, and ultimately expose his treachery and beat the Harkonnens.
- From the outset your job as Paul is to rally Fremen to mine spice to satisfy the Emperor's (not CHAOM's) quotas
- Duncan's Fremen PR duties are carried out by Paul, and he is, for some reason, just the accountant and doesn't get killed
- There is no Dr Yueh, no Great Betrayal, no Harkonnen seizure, though there is a Harkonnen/Imperial conspiracy against the Attreides. Paul and Jessica don't go renegade. Gurney doesn't go missing, Thufir doesn't get captured.. Only Leto is lost.
- Leto is killed leading a revenge campaign against the Harks
- There is no Helen Mohium, no Alia, no Piter de Vries, no Beast Rabban
- You are settled in Carthag and the Harks are in Arrakeen, instead of vice versa. Except the Harks are STILL there for some reason, like it's a reality survival gameshow.
- You discover sietches as you progress, mainly by Fremen suddenly disclosing "There is a sietch North-West from here." or whatever direction
- Regions and Sietches are named after Dune words and made-up words. Tuono-Tuek, Tuono-Tabr, Cielago-Harg, Cemlilyn-Timin,
- There is no shield wall
- Paul's spice-induced powers are just long-range communication. They peak when he is able to drink the Water of Life which extends his powers planetwide.
- Kynes is met via Chani, and you send some Fremen to help cultivate bulbs to start vegetation which motivates your Fremen. Dunno why he waited for your permission...
- You asign tasks to troops. Solders can be given crysknife, lasguns (laserguns now), wierding modules (from the lynch movie), and atomics. As you take Hark forts you get better weapons in that vein.
- You have up to two companions at any time. At first just Gurney, then Harah, then Stilgar, then Harah, then Chani.
- When you "find" Stilgar, you can start asigning military tasks and the task of systematically sacking Hark forts begins until only their Palace remains.
- Jessica's "powers" serve to find a few secret rooms in the Attreides' Carthag palace.
- You travel by orni. Later, when it becomes useful to join Fremen in battles (to boost their motivation) you must go by worm which works just the same way. Worm travel is learned quite late in the game.