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** D. Scott Phoenix (credited as D. Scott Brown in the credits to ''Rubicon'' and ''Rubicon X'') has been... [[https://dscottphoenix.com quite busy]] since finishing ''Rubicon X'', to say the least.

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** D. Scott Phoenix (credited as D. Scott Brown in the credits to ''Rubicon'' and ''Rubicon X'') has been... [[https://dscottphoenix.com quite busy]] since finishing ''Rubicon X'', to say the least. The short version, for those averse to clicking links: he cofounded the AI research company [[https://en.wikipedia.org/wiki/Vicarious_(company) Vicarious]], which was acquired by Google parent company Alphabet in 2022 after having received large investments from Jeff Bezos, Elon Musk, Mark Zuckerberg, and several others. He also advocates the development of safe AI and is a signatory to the Future of Life Institute's 2015 [[https://futureoflife.org/open-letter/ai-open-letter/ Research Priorities for Robust and Beneficial Artificial Intelligence]] (alongside Musk, Stephen Hawking, Steve Wozniak, and hundreds of others; Wikipedia page [[https://en.wikipedia.org/wiki/Open_letter_on_artificial_intelligence_(2015) here]]) and 2017 [[https://futureoflife.org/open-letter/ai-principles/ Asilomar AI Principles]] and has appeared in documentaries such as ''Do You Trust This Computer?'' (2018) and ''Machine'' (2020).

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* HeAlsoDid: ''Tempus Irae''[='=]s Courtney Evans (head writer and designer of "You Got Me in a Vendetta Kinda Mood", "...evil so singularly personified...", and "I Haven't Killed Anyone Since 1485") and Frank Rooke (designer of "Polygonum opus", "Towel Boy", and "You Gotta Sin to Get Saved") were hired by Creator/MonolithProductions, which (at least in Courtney's case) was partly due to the strength of their work on ''Tempus''. One or both of them are credited on ''VideoGame/AliensVsPredator2'', ''VideoGame/Tron20'', ''VideoGame/TheMatrixOnline'', the sequels to ''VideoGame/{{FEAR}}'', ''VideoGame/CondemnedCriminalOrigins'', ''VideoGame/Condemned2Bloodshot'', ''VideoGame/WatchmenTheEndIsNigh'', ''VideoGame/MiddleEarthShadowOfMordor'', and more.

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* HeAlsoDid: HeAlsoDid:
**
''Tempus Irae''[='=]s Courtney Evans (head writer and designer of "You Got Me in a Vendetta Kinda Mood", "...evil so singularly personified...", and "I Haven't Killed Anyone Since 1485") and Frank Rooke (designer of "Polygonum opus", "Towel Boy", and "You Gotta Sin to Get Saved") were hired by Creator/MonolithProductions, which (at least in Courtney's case) was partly due to the strength of their work on ''Tempus''. One or both of them are credited on ''VideoGame/AliensVsPredator2'', ''VideoGame/Tron20'', ''VideoGame/TheMatrixOnline'', the sequels to ''VideoGame/{{FEAR}}'', ''VideoGame/CondemnedCriminalOrigins'', ''VideoGame/Condemned2Bloodshot'', ''VideoGame/WatchmenTheEndIsNigh'', ''VideoGame/MiddleEarthShadowOfMordor'', and more.more.
** D. Scott Phoenix (credited as D. Scott Brown in the credits to ''Rubicon'' and ''Rubicon X'') has been... [[https://dscottphoenix.com quite busy]] since finishing ''Rubicon X'', to say the least.
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* DoingItForTheArt: Since most of these mods contain Creator/{{Bungie}} artwork and other assets, they can't be sold; thus, the primary motivation of their creators is likely nothing more than the desire to create video games. Beyond AttentionDeficitCreatorDisorder and their creators' other commitments, this also seems to be the primary reason many projects' release dates have to be taken with a grain of salt: the creators often appear to be uncompromising perfectionists. (Perhaps tellingly, ''Phoenix'' 1.4 was released some twelve years after version 1.0, and a 1.5 version is under development; and, as of 2022, ''Eternal'' 1.3 is under development roughly eighteen years after ''its'' first release.)

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* DoingItForTheArt: Since most of these mods contain Creator/{{Bungie}} artwork and other assets, they can't be sold; thus, the primary motivation of their creators is likely nothing more than the desire to create video games. Beyond AttentionDeficitCreatorDisorder and their creators' other commitments, this also seems to be the primary reason many projects' release dates have to be taken with a grain of salt: the creators often appear to be uncompromising perfectionists. (Perhaps tellingly, ''Phoenix'' 1.4 was released some twelve years after version 1.0, and a 1.5 version is under development; and, as of 2022, 2024, ''Eternal'' 1.3 is under development roughly eighteen twenty years after ''its'' first release.)
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* CreatorBreakdown: One of the reasons that ''Eternal'' 1.2 was delayed a few months past its original planned release date is that one of its developers suffered one of these in early 2019, which also meant that several planned features were ultimately held for future updates. ''Eternal'' 1.2.1 was released in November 2021; at the moment, the creators are hoping to release it in 2024 (however, it has suffered several {{Schedule Slip}}s, primarily due to repeated expansions in feature scope and the creators' AttentionDeficitCreatorDisorder). Further releases of the game beyond 1.3 have not been ruled out, though it is highly unlikely that they will expand the game as much as 1.2 and 1.3 each did.

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* CreatorBreakdown: One of the reasons that ''Eternal'' 1.2 was delayed a few months past its original planned release date is that one of its developers suffered one of these in early 2019, which also meant that several planned features were ultimately held for future updates. ''Eternal'' 1.2.1 was released in November 2021; at the moment, the creators are hoping to release it version 1.3 in 2024 (however, it has suffered several {{Schedule Slip}}s, primarily due to repeated expansions in feature scope and the creators' AttentionDeficitCreatorDisorder). Further releases of the game beyond 1.3 have not been ruled out, though it is highly unlikely that they will expand the game as much as 1.2 and 1.3 each did.
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* CreatorBreakdown: One of the reasons that ''Eternal'' 1.2 was delayed a few months past its original planned release date is that one of its developers suffered one of these in early 2019, which also meant that several planned features were ultimately held for future updates. ''Eternal'' 1.2.1 was released in November 2021; the creators hope to release 1.3 in 2022 (however, it has suffered several {{Schedule Slip}}s, primarily due to repeated expansions in feature scope). Further releases of the game beyond 1.3 are still tentatively planned.

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* CreatorBreakdown: One of the reasons that ''Eternal'' 1.2 was delayed a few months past its original planned release date is that one of its developers suffered one of these in early 2019, which also meant that several planned features were ultimately held for future updates. ''Eternal'' 1.2.1 was released in November 2021; at the moment, the creators hope are hoping to release 1.3 it in 2022 2024 (however, it has suffered several {{Schedule Slip}}s, primarily due to repeated expansions in feature scope).scope and the creators' AttentionDeficitCreatorDisorder). Further releases of the game beyond 1.3 are still tentatively planned.have not been ruled out, though it is highly unlikely that they will expand the game as much as 1.2 and 1.3 each did.
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** "Wiping Away the Dirt & Glue" was known as "Sistine Chapel"

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** "Wiping Away the Dirt & Glue" was known as "Sistine Chapel""Art/SistineChapel"
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** There's also a [[spoiler:secret invincibility and 3x]] on the level "Lost Behind the Stars" that seems to be there entirely for this reason. It ''is'' possible to get them with a well-executed grenade jump or rocket jump, though (the [[spoiler:secret nailgun]] is placed on the level seemingly to encourage players to jump up to [[a location from which they are visible]]). Be warned, though; there's a trap hole in version 1.0. (Version 1.1 fixes this.)

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** There's also a [[spoiler:secret invincibility and 3x]] on the level "Lost Behind the Stars" that seems to be there entirely for this reason. It ''is'' possible to get them with a well-executed grenade jump or rocket jump, though (the [[spoiler:secret nailgun]] is placed on the level seemingly to encourage players to jump up to [[a [[spoiler:a location from which they are visible]]). Be warned, though; there's a trap hole in version 1.0. (Version 1.1 fixes this.)
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** There's also a [[spoiler:secret invincibility and 3x]] on the level "Lost Behind the Stars" that seems to be there entirely for this reason. It ''is'' possible to get with a well-executed grenade jump, though (the [[spoiler:secret nailgun]] is placed on the level seemingly to encourage players to jump up there). Be warned, though; there's currently a trap hole (at least until the next release).

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** There's also a [[spoiler:secret invincibility and 3x]] on the level "Lost Behind the Stars" that seems to be there entirely for this reason. It ''is'' possible to get them with a well-executed grenade jump or rocket jump, though (the [[spoiler:secret nailgun]] is placed on the level seemingly to encourage players to jump up there). to [[a location from which they are visible]]). Be warned, though; there's currently a trap hole (at least until the next release).in version 1.0. (Version 1.1 fixes this.)
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** There's also a [[spoiler:secret invincibility and 3x]] on the level "Lost Behind the Stars" that seems to be there entirely for this reason. It ''is'' possible to get with a well-executed grenade jump, though (the [[spoiler:secret nailgun]] is placed on the level seemingly to encourage players to jump up there). Be warned, though; there's currently a trap hole (at least until the next release).
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* TrollingCreator: This seems to be at least part of why ''Apotheosis X'' has [[spoiler:a second Assassin]] on the level "Don't Step on the Mome Raths" - [[spoiler:after seeing how much of a fright the first one gave players, the developers decided to throw in a second one at least partly to troll players who'd played the original ''Apotheosis'', knew to expect the first Assassin, and figured they'd be safe after defeating it. It's in a place that's very similar to where they encountered the first one in the original level, too, and placed sneakily enough that they won't know it's there until it's probably already too late.]]
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* DoingItForTheArt: Since most of these mods contain Creator/{{Bungie}} artwork and other assets, they can't be sold; thus, the primary motivation of their creators is likely nothing more than the desire to create video games. Beyond AttentionDeficitCreatorDisorder and their creators' other commitments, this also seems to be the primary reason many projects' release dates have to be taken with a grain of salt: the creators often appear to be uncompromising perfectionists. (Perhaps tellingly, ''Phoenix'' 1.4 was released some twelve years after version 1.0; and, as of 2022, ''Eternal'' 1.3 is under development roughly eighteen years after ''its'' first release.)

to:

* DoingItForTheArt: Since most of these mods contain Creator/{{Bungie}} artwork and other assets, they can't be sold; thus, the primary motivation of their creators is likely nothing more than the desire to create video games. Beyond AttentionDeficitCreatorDisorder and their creators' other commitments, this also seems to be the primary reason many projects' release dates have to be taken with a grain of salt: the creators often appear to be uncompromising perfectionists. (Perhaps tellingly, ''Phoenix'' 1.4 was released some twelve years after version 1.0; 0, and a 1.5 version is under development; and, as of 2022, ''Eternal'' 1.3 is under development roughly eighteen years after ''its'' first release.)
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** ''Eternal''[='=]s director had [[http://pfhorums.com/viewtopic.php?p=186913#p186913 quite a few things he'd have done differently in hindsight]]. The forthcoming 1.3 version is planned to implement a few of these ideas (and more may be included in a subsequent - and probably final - 1.4 release), but several others would require a complete redesign of the game from the ground up. Ultimately, ''Eternal'' could still be considered part of a loose trilogy with ''Phoenix'' and ''Rubicon'' as parts two and three (''Kindred Spirits'' actually links the latter two, though it's only four levels long). However, this still leaves several major plot branches unresolved, potentially to be explored in future games. (One of the main developers of the current 1.2 release is in fact working on a game that plans to do this entitled ''Marathon Chronicles''; info can be found on [[http://pfhorums.com/viewtopic.php?f=13&t=53553 the Pfhorums]] or [[https://www.youtube.com/playlist?list=PLoysJW6pXQ6k1ExcIEZMIOWc9wfgIkYmL&disable_polymer=true YouTube]]. It is available as a currently roughly half-finished game, although very little of the planned story is yet implemented in the game itself.)
** A less substantial case for ''Eternal'' is that version 1.2 was initially planned to incorporate rain, snow, and various other effects on some levels, but this lagged some older machines. The engine didn't provide a practical way to make these effects optional at the time of release, so they were instead released separately as a "precipitation branch". Old releases of this branch can be found [[https://github.com/ravenshining/Eternal/raw/precipitation/Eternal-Maps-wPrecip.sceA on Github]] or [[http://simplici7y.com/items/precipitation-for-eternal-1-2-0 on Simplici7y]] (despite the URL, the latter is an old beta of what ultimately became 1.2.1, but the official release of 1.2.1 in 2021 ultimately omitted precipitation as well). The "ephemera" data type added to Aleph One 1.4 provided a more practical way to make precipitation optional, and ''Eternal'' 1.3 [[http://eternal.bungie.org/development will include it]].
** At one point, the creators of ''Eternal'' and ''Rubicon'' considered merging their projects. In a way, it's probably good that they didn't, though, because it's unlikely the combined result would've been longer (or better) than either game was by itself.

to:

** ''Eternal''[='=]s director had [[http://pfhorums.com/viewtopic.php?p=186913#p186913 quite a few things he'd have done differently in hindsight]]. The forthcoming 1.3 version is planned to implement a few of these ideas (and more may be included in a subsequent - and probably final - 1.4 release), but several others would require a complete redesign of the game from the ground up. Ultimately, ''Eternal'' could still be considered part of a loose trilogy with ''Phoenix'' and ''Rubicon'' as parts two and three (''Kindred Spirits'' actually links the latter two, though it's only four levels long). However, this still leaves several major plot branches unresolved, potentially to be explored in future games. (One (The codirector of the main developers of the current most recent 1.2 release 2.1 and 1.3 releases is in fact working on a game that plans to do this entitled ''Marathon Chronicles''; info can be found on [[http://pfhorums.com/viewtopic.php?f=13&t=53553 the Pfhorums]] or [[https://www.youtube.com/playlist?list=PLoysJW6pXQ6k1ExcIEZMIOWc9wfgIkYmL&disable_polymer=true YouTube]]. It is It's available as a currently roughly half-finished game, although though very little of the planned story is yet implemented in the game itself, and the publicly available build is reportedly years out of date because more recent builds share assets with ''Tempus Irae Redux'' that the creator does not wish to release in advance of ''Tempus Irae Redux'' itself.)
** A less substantial case for ''Eternal'' is that version 1.2 was initially planned to incorporate rain, snow, and various other effects on some levels, but this lagged some older machines. The engine didn't provide a practical way to make these effects optional at the time of release, so they were instead released separately as a "precipitation branch". Old releases of this branch can be found [[https://github.com/ravenshining/Eternal/raw/precipitation/Eternal-Maps-wPrecip.sceA on Github]] or [[http://simplici7y.com/items/precipitation-for-eternal-1-2-0 on Simplici7y]] (despite the URL, the latter is an old beta of what ultimately became 1.2.1, but the official release of 1.2.1 in 2021 ultimately omitted precipitation as well). The "ephemera" data type added to Aleph One 1.4 provided a more practical way to make precipitation optional, and ''Eternal'' 1.3 3's preview builds [[http://eternal.bungie.org/development will include it]].
** At one point, the creators of ''Eternal'' and ''Rubicon'' considered merging their projects. In a way, it's It's probably good better that they didn't, though, because it's unlikely the combined result would've been longer (or better) than either game was by itself.
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* HeAlsoDid: ''Tempus Irae''[='=]s Courtney Evans (head writer and designer of "You Got Me in a Vendetta Kinda Mood", "...evil so singularly personified...", and "I Haven't Killed Anyone Since 1485") and Frank Rooke (designer of "Polygonum opus", "Towel Boy", and "You Gotta Sin to Get Saved") were hired by Creator/MonolithProductions, which (at least in Courtney's case) was partly due to the strength of their work on ''Tempus''. One or both of them are credited on ''VideoGame/AliensVsPredator2'', ''VideoGame/Tron20'', ''VideoGame/TheMatrixOnline'', the sequels to ''VideoGame/{{FEAR}}'', ''VideoGame/CondemnedCriminalOrigins'', ''VideoGame/Condemned2Bloodshot'', ''VideoGame/WatchmenTheEndIsNigh'', ''VideoGame/MiddleEarthShadowOfMordor'', and more.
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** Mod developers sometimes take player feedback into consideration when revising mods. Thus, ''Eternal'' 1.3's first few previews emphasised that [[spoiler:one reason Hathor found existence without a physical body so distasteful is that it left her with lusts that she no longer had any way to satiate. At the start of the game, she'd already spent nine years this way; by chapter four, she's spent ''over seven hundred''. This has been toned down, however, after it became clear that players were reading this as being intended either to present her sexuality as a negative character trait or to suggest that all she needed to fix her problems was to get laid - neither of which, per WordOfGod, were the case: the authors intended no reading more negative than that it's inadvisable to cope with trauma purely with SexForSolace and without [[ThereAreNoTherapists seeing a therapist]].]] Likewise, after preview 3, the developers replaced the infinitely respawning Bobs in several chapter two levels with infinitely respawning Defenders, since players felt the massive cache of fusion batteries players could build up in those levels trivialised the rest of the game's combat. (Players can still build up decent-sized caches of fusion ammo in the first two chapters, but they can no longer pick up hundreds of fusion batteries just from running around "Unlucky Pfhor Some" for a few minutes.)

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** Mod developers sometimes take player feedback into consideration when revising mods. Thus, ''Eternal'' 1.3's first few previews emphasised that [[spoiler:one reason Hathor found existence without a physical body so distasteful is that it left her with lusts that she no longer had any way to satiate. At the start of the game, she'd already spent nine years this way; by chapter four, she's spent ''over seven hundred''. This has been toned down, however, after it became clear that players were reading this as being intended either to present her sexuality as a negative character trait or to suggest that all she needed to fix her problems was to get laid - neither of which, per WordOfGod, were the case: the authors intended no reading more negative than that it's inadvisable to cope with respond to trauma purely with by using SexForSolace and without as a [[ThereAreNoTherapists seeing a therapist]].substitute for therapy]].]] Likewise, after preview 3, the developers replaced the infinitely respawning Bobs in several chapter two levels with infinitely respawning Defenders, since players felt the massive cache of fusion batteries players could build up in those levels trivialised the rest of the game's combat. (Players can still build up decent-sized caches of fusion ammo in the first two chapters, but they can no longer pick up hundreds of fusion batteries just from running around "Unlucky Pfhor Some" for a few minutes.)
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Mod developers sometimes take player feedback into consideration when revising mods. Thus, ''Eternal'' 1.3's first few previews emphasised that [[spoiler:one reason Hathor found existence without a physical body so distasteful is that it left her with lusts that she no longer had any way to satiate. At the start of the game, she'd already spent nine years this way; by chapter four, she's spent ''over seven hundred''. This has been toned down, however, after it became clear that players were reading this as being intended either to present her sexuality as a negative character trait or to suggest that all she needed to fix her problems was to get laid - neither of which, per WordOfGod, were the case: the authors intended no reading more negative than that it's inadvisable to cope with trauma purely with SexForSolace and without [[ThereAreNoTherapists seeing a therapist]].]] Likewise, after preview 3, the developers replaced the infinitely respawning Bobs in several chapter two levels with infinitely respawning Defenders, since players felt the massive cache of fusion batteries players could build up in those levels trivialised the rest of the game's combat. (Players can still build up decent-sized caches of fusion ammo in the first two chapters, but they can no longer pick up hundreds of fusion batteries just from running around "Unlucky Pfhor Some" for a few minutes.)
Is there an issue? Send a MessageReason:
None


** This can also apply to story elements. None of the original authors had read Creator/KurtVonnegut at the time they wrote the original story; however, developers later noted parallels between ''Literature/SlaughterhouseFive''[='=]s Tralfamadorians and [[spoiler:the ascended Jjaro]], and it's now possible to find a few [[ShoutOut Shout-Outs]] to ''Slaughterhouse-Five'' in the map writing for "Where Giants Have Fallen" (viewable by opening the map in the editor Weland) and also (subtly) in the same level's mournful bird song, which persists even after everything else in the level (besides the player) is dead, [[spoiler:just as "Poo-tee-weet?" is the final phrase of ''Slaughterhouse-Five'', which states earlier, "There is nothing intelligent to say about a massacre. Everybody is supposed to be dead, to never say anything or want anything ever again. Everything is supposed to be very quiet after a massacre, and it always is, except for the birds. And what do the birds say? All there is to say about a massacre, things like 'Poo-tee-weet?'"]]. The developers have suggested that existing parallels between ''Eternal''[='=]s story and the works of authors such as Vonnegut and Creator/MichaelMoorcock may be played up further in future releases; indeed, 1.3 already does this somewhat, with [[ShoutOut Shout-Outs]] to the philosophers Heraclitus and Creator/FriedrichNietzsche (both of whose works have themes at times similar to ''Eternal''[='=]s) and the graphic novel ''ComicBook/{{Watchmen}}'' being added to 1.3.

to:

** This can also apply to story elements. None of the original authors had read Creator/KurtVonnegut at the time they wrote the original story; however, developers later noted parallels between ''Literature/SlaughterhouseFive''[='=]s Tralfamadorians and [[spoiler:the ascended Jjaro]], and it's now possible to find a few [[ShoutOut Shout-Outs]] to ''Slaughterhouse-Five'' in the map writing for "Where Giants Have Fallen" (viewable by opening the map in the editor Weland) and also (subtly) in the same level's mournful bird song, which persists even after everything else in the level (besides the player) is dead, [[spoiler:just as "Poo-tee-weet?" is the final phrase of ''Slaughterhouse-Five'', which states earlier, "There is nothing intelligent to say about a massacre. Everybody is supposed to be dead, to never say anything or want anything ever again. Everything is supposed to be very quiet after a massacre, and it always is, except for the birds. And what do the birds say? All there is to say about a massacre, things like 'Poo-tee-weet?'"]]. The developers have suggested that existing (if originally coincidental) parallels between ''Eternal''[='=]s story and the works of authors such as Vonnegut and Creator/MichaelMoorcock may be played up further in future releases; indeed, 1.3 already does this somewhat, with [[ShoutOut Shout-Outs]] to the philosophers Heraclitus and Creator/FriedrichNietzsche (both of whose works have themes at times similar to ''Eternal''[='=]s) and the graphic novel ''ComicBook/{{Watchmen}}'' being added to 1.3.
Is there an issue? Send a MessageReason:
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** This can also apply to story elements. None of the original authors had read Creator/KurtVonnegut at the time they wrote the original story; however, developers later noted parallels between ''Literature/SlaughterhouseFive''[='=]s Tralfamadorians and [[spoiler:the ascended Jjaro]], and it's now possible to find a few [[ShoutOut Shout-Outs]] to ''Slaughterhouse-Five'' in the map writing for "Where Giants Have Fallen" (viewable by opening the map in the editor Weland) and also (subtly) in the same level's mournful bird song, which persists even after everything else in the level (besides the player) is dead, [[spoiler:just as "Poo-tee-weet?" is the final phrase of ''Slaughterhouse-Five'', which states earlier, "There is nothing intelligent to say about a massacre. Everybody is supposed to be dead, to never say anything or want anything ever again. Everything is supposed to be very quiet after a massacre, and it always is, except for the birds. And what do the birds say? All there is to say about a massacre, things like 'Poo-tee-weet?'"]]. The developers have suggested that existing parallels between ''Eternal''[='=]s story and the works of authors such as Vonnegut and Literature/MichaelMoorcock may be played up further in future releases; indeed, 1.3 already does this somewhat, with [[ShoutOut Shout-Outs]] to the philosophers Heraclitus and Creator/FriedrichNietzsche (both of whose works have themes at times similar to ''Eternal''[='=]s) and the graphic novel ''ComicBook/{{Watchmen}}'' being added to 1.3.

to:

** This can also apply to story elements. None of the original authors had read Creator/KurtVonnegut at the time they wrote the original story; however, developers later noted parallels between ''Literature/SlaughterhouseFive''[='=]s Tralfamadorians and [[spoiler:the ascended Jjaro]], and it's now possible to find a few [[ShoutOut Shout-Outs]] to ''Slaughterhouse-Five'' in the map writing for "Where Giants Have Fallen" (viewable by opening the map in the editor Weland) and also (subtly) in the same level's mournful bird song, which persists even after everything else in the level (besides the player) is dead, [[spoiler:just as "Poo-tee-weet?" is the final phrase of ''Slaughterhouse-Five'', which states earlier, "There is nothing intelligent to say about a massacre. Everybody is supposed to be dead, to never say anything or want anything ever again. Everything is supposed to be very quiet after a massacre, and it always is, except for the birds. And what do the birds say? All there is to say about a massacre, things like 'Poo-tee-weet?'"]]. The developers have suggested that existing parallels between ''Eternal''[='=]s story and the works of authors such as Vonnegut and Literature/MichaelMoorcock Creator/MichaelMoorcock may be played up further in future releases; indeed, 1.3 already does this somewhat, with [[ShoutOut Shout-Outs]] to the philosophers Heraclitus and Creator/FriedrichNietzsche (both of whose works have themes at times similar to ''Eternal''[='=]s) and the graphic novel ''ComicBook/{{Watchmen}}'' being added to 1.3.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** This can also apply to story elements. None of the original authors had read Creator/KurtVonnegut at the time they wrote the original story; however, developers later noted parallels between ''Literature/SlaughterhouseFive''[='=]s Tralfamadorians and [[spoiler:the ascended Jjaro]], and it's now possible to find a few [[ShoutOut Shout-Outs]] to ''Slaughterhouse-Five'' in the map writing for "Where Giants Have Fallen" (viewable by opening the map in the editor Weland) and also (subtly) in the same level's mournful bird song, which persists even after everything else in the level (besides the player) is dead, [[spoiler:just as "Poo-tee-weet?" is the final phrase of ''Slaughterhouse-Five'', which states earlier, "There is nothing intelligent to say about a massacre. Everybody is supposed to be dead, to never say anything or want anything ever again. Everything is supposed to be very quiet after a massacre, and it always is, except for the birds. And what do the birds say? All there is to say about a massacre, things like 'Poo-tee-weet?'"]]. The developers have suggested that existing parallels between ''Eternal''[='=]s story and the works of authors such as Vonnegut and Literature/MichaelMoorcock may be played up further in future releases; indeed, 1.3 already does this somewhat, with [[ShoutOut Shout-Outs]] to the philosophers Heraclitus and Creator/FriedrichNietzsche (both of whose works have themes at times similar to ''Eternal''[='=]s) and the graphic novel ''ComicBook/{{Watchmen}}'' being added to 1.3.
Is there an issue? Send a MessageReason:
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** Not so much one for ''Eternal'' on its own, but for ''Halo'': ''Eternal''[='=]s implementation of the Jjaro was originally meant to tie in with the story of ''Halo'', before the latter was rewritten to remove most of its connections to the ''Marathon'' universe. It would have been interesting to see how they'd have interlocked had that plan not been abandoned.

to:

** Not so much one for ''Eternal'' on its own, but for ''Halo'': ''Eternal''[='=]s implementation interpretation of the Jjaro was originally meant to tie in with the story of ''Halo'', before the latter was rewritten to remove most of its connections to the ''Marathon'' universe. It would have been interesting to see how they'd have interlocked had that plan not been abandoned.



** A less substantial case for ''Eternal'' is that version 1.2 was initially planned to incorporate rain, snow, and various other effects on some levels, but this lagged some older machines. The engine didn't provide a practical way to make these effects optional at the time of release, so they were instead released separately as a "precipitation branch". Old releases of this branch can be found [[https://github.com/ravenshining/Eternal/raw/precipitation/Eternal-Maps-wPrecip.sceA on Github]] or [[http://simplici7y.com/items/precipitation-for-eternal-1-2-0 on Simplici7y]] (despite the URL, the latter is an old beta of what ultimately became 1.2.1; however, the official release of 1.2.1 in 2021 ultimately omitted precipitation as well). The "ephemera" data type added to Aleph One 1.4 provided a more practical way to make precipitation optional, and ''Eternal'' 1.3 [[http://eternal.bungie.org/development includes it]].

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** A less substantial case for ''Eternal'' is that version 1.2 was initially planned to incorporate rain, snow, and various other effects on some levels, but this lagged some older machines. The engine didn't provide a practical way to make these effects optional at the time of release, so they were instead released separately as a "precipitation branch". Old releases of this branch can be found [[https://github.com/ravenshining/Eternal/raw/precipitation/Eternal-Maps-wPrecip.sceA on Github]] or [[http://simplici7y.com/items/precipitation-for-eternal-1-2-0 on Simplici7y]] (despite the URL, the latter is an old beta of what ultimately became 1.2.1; however, 1, but the official release of 1.2.1 in 2021 ultimately omitted precipitation as well). The "ephemera" data type added to Aleph One 1.4 provided a more practical way to make precipitation optional, and ''Eternal'' 1.3 [[http://eternal.bungie.org/development includes will include it]].



** There are six bonus levels at the end of ''Phoenix'' 1.3 that represent what was to be the first chapter of an abandoned project entitled ''Thunderstorm'', based around the idea of shorter levels that would mostly have focused on exploration and combat. Ryoko abandoned this idea and placed them as secret levels that can be accessed from the secret terminal of "Swan Song"; he has since worked on a ''VideoGame/MetroidPrime''-inspired mod entitled ''Echoes of the Ashen'' instead, although it's not clear if he will complete it.

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** There are six bonus levels at the end of ''Phoenix'' 1.3 that represent what was to be the first chapter of an abandoned project entitled ''Thunderstorm'', based around the idea of shorter levels that would mostly have would've focused mostly on exploration and combat. Ryoko abandoned this idea and placed them as secret levels that can be accessed from the secret terminal of "Swan Song"; he has since worked on a ''VideoGame/MetroidPrime''-inspired mod entitled ''Echoes of the Ashen'' instead, although owing to its massive scope, it's not clear if he will ever complete it.this either.

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* DoingItForTheArt: Since most of these mods contain Creator/{{Bungie}} artwork and other assets, they can't be sold; thus, the primary motivation of their creators is likely nothing more than the desire to create video games. Beyond AttentionDeficitCreatorDisorder and their creators' other commitments, this also seems to be the primary reason many projects' release dates have to be taken with a grain of salt: the creators often appear to be uncompromising perfectionists. (Perhaps tellingly, ''Phoenix'' 1.4 was released some twelve years after version 1.0; and, as of 2022, ''Eternal'' 1.3 is under development roughly eighteen years after ''its'' first release.)



* SavedFromDevelopmentHell: ''Eternal'' has had a lengthy development cycle that has lasted for more than sixteen years as of this writing and is still not complete, as seen on its [[http://eternal.bungie.org/development.php development page]], which lists all the release dates. The first version of the game appeared in late 2004. Version 1.0 came out in 2008, 1.1 in 2015, 1.2 in 2019, and 1.2.1 in 2021. Several of these suffered {{Schedule Slip}}s for various reasons. Version 1.3 is currently in development, with hopes for an official release in 2022, and version 1.4, likely to be the final major update of the game, planned for release after that.

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* SavedFromDevelopmentHell: ''Eternal'' has had a lengthy development cycle that has lasted for more than sixteen years as of this writing and is still not complete, as seen on its [[http://eternal.bungie.org/development.php development page]], which lists all the release dates. The first version of the game appeared in late 2004. Version 1.0 came out in 2008, 1.1 in 2015, 1.2 in 2019, and 1.2.1 in 2021. Several of these suffered {{Schedule Slip}}s for various reasons. Version 1.3 is currently in development, with hopes for an official release in 2022, and version 1.4, likely to be the 4 (the possibly final major update of the game, version?) tentatively planned for release some unspecified time after that.[[note]]The creators have suggested on Discord that they're waiting for dynamic lighting to be added to Aleph One's desktop releases before they begin planning 1.4 in earnest. (As of April 2022, the iOS branch already has it, but the Mac, Windows, and Linux releases don't.)[[/note]]

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** The codirector of ''Eternal'' 1.3 provided commentary in Website/{{Twitch}} chat for an [[https://www.twitch.tv/videos/1427729927 "any%" speedrun]] of the game at a speedrun marathon (which incidentally is the current Kindergarten world record as of March 2022).



** The old ''Rubicon'' site, as well as some of the game's secret levels, [[https://web.archive.org/web/20021009211213/http://www.marathonrubicon.com/history.html detailed the history of the scenario]] and what was intended for the smaller ones that became part of it. "Chimera" (which became the final's Chimera Plank) would've involved the eponymous ship crashing on Pfhor Prime as it does at the start of ''Rubicon'', except this time it was seemingly part of an ancient Pfhoric prophecy, and in the chaos the player would've found themselves teaming up with a Pfhor AI, Usyrus. Another scenario, from which some plot elements in ''Rubicon'''s Salinger Plank originate, wasn't meant to be part of the ''Marathon'' universe.
** There are six bonus levels at the end of ''Phoenix'' 1.3 that represent what was to be the first chapter of an abandoned project entitled ''Thunderstorm'', based around the idea of shorter levels that would mostly have been focused around exploration and combat. Ryoko abandoned this idea and placed them as secret levels that can be accessed from the secret terminal of "Swan Song"; he has since worked on a ''VideoGame/MetroidPrime''-inspired mod entitled ''Echoes of the Ashen'' instead, although it's not clear if he will complete it.

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** The old ''Rubicon'' site, as well as some of the game's secret levels, [[https://web.archive.org/web/20021009211213/http://www.marathonrubicon.com/history.html detailed the history of the scenario]] and what was intended for the smaller ones that became part of it. "Chimera" (which became the final's Chimera Plank) would've involved the eponymous ship crashing on Pfhor Prime as it does at the start of ''Rubicon'', except this time it was seemingly part of an ancient Pfhoric prophecy, and in the chaos the player would've found themselves teaming up with a Pfhor AI, Usyrus. Another scenario, from which some plot elements in ''Rubicon'''s ''Rubicon''[='=]s Salinger Plank originate, wasn't meant to be part of the ''Marathon'' universe.
** There are six bonus levels at the end of ''Phoenix'' 1.3 that represent what was to be the first chapter of an abandoned project entitled ''Thunderstorm'', based around the idea of shorter levels that would mostly have been focused around on exploration and combat. Ryoko abandoned this idea and placed them as secret levels that can be accessed from the secret terminal of "Swan Song"; he has since worked on a ''VideoGame/MetroidPrime''-inspired mod entitled ''Echoes of the Ashen'' instead, although it's not clear if he will complete it.
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** A less substantial case for ''Eternal'' is that version 1.2 was initially planned to incorporate rain, snow, and various other effects on some levels, but this wound up causing lag on some older machines. The engine didn't provide any way to make these effects optional at the time of release, so instead they were released separately as the "precipitation branch" of the game. It can be found [[https://github.com/ravenshining/Eternal/raw/precipitation/Eternal-Maps-wPrecip.sceA on Github]] or [[http://simplici7y.com/items/precipitation-for-eternal-1-2-0 on Simplici7y]] (note that, despite the URL, the latter is actually an old beta of what wound up being renumbered to 1.3). With the inclusion of the "ephemera" data type in Aleph One 1.4, there is now a more practical way to make these effects optional, and they are being restored into ''Eternal'' 1.3.

to:

** A less substantial case for ''Eternal'' is that version 1.2 was initially planned to incorporate rain, snow, and various other effects on some levels, but this wound up causing lag on lagged some older machines. The engine didn't provide any a practical way to make these effects optional at the time of release, so instead they were instead released separately as the a "precipitation branch" branch". Old releases of the game. It this branch can be found [[https://github.com/ravenshining/Eternal/raw/precipitation/Eternal-Maps-wPrecip.sceA on Github]] or [[http://simplici7y.com/items/precipitation-for-eternal-1-2-0 on Simplici7y]] (note that, despite (despite the URL, the latter is actually an old beta of what wound up being renumbered to ultimately became 1.3). With 2.1; however, the inclusion official release of the 1.2.1 in 2021 ultimately omitted precipitation as well). The "ephemera" data type in added to Aleph One 1.4, there is now 4 provided a more practical way to make these effects precipitation optional, and they are being restored into ''Eternal'' 1.3.3 [[http://eternal.bungie.org/development includes it]].
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* CreatorBacklash: The creator of ''Phoenix'', although not too critical of the game overall, has been rather dismissive of the game's story. He also doesn't much care for the level "Escape Two Thousand", owing in large part to the mixture of combat and precise jumps the level requires to complete successfully.

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* CreatorBacklash: The creator of ''Phoenix'', although not too critical of the game overall, has been rather dismissive of the game's story. He also doesn't didn't much care for the level "Escape Two Thousand", owing in large part to the mixture of combat and precise jumps the level requires to complete successfully.successfully, though some of this is fixed in the most recent 1.4 release.
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Trivia for {{Game Mod}}s of Creator/{{Bungie}}'s ''VideoGame/{{Marathon}}'' series, which we've collectively dubbed the ''VideoGame/MarathonExpandedUniverse''.
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* ApprovalOfGod:
** [[https://www.youtube.com/playlist?list=PLIof4Cp3-camDv24Zb0BvLYV_Sf3fUsLe Rampancy.net's Let's Play of Eternal]] had three of the creators drop into the chatroom in various episodes, culminating in the GrandFinale where all three actually participated in the network game and provided voice commentary.
** [=RyokoTK=] made ''Phoenix'' with the intention for {{speedrun}}s to be possible, and expressed approval of a fan's [[https://www.youtube.com/watch?v=ThRHIVrKOzY 37-minute speedrun]] when it was completed.
* AscendedFanon: ''Eternal'' 1.3 makes a number of elements that were previously subtext into text, thus making a number of (often common) {{fanon}} interpretations of its story into part of its canon. Examples include Hathor's personality before [[spoiler:she was awakened as a disembodied mind, her suffering SanitySlippage as a result of no longer possessing a body, her losing a large portion of her memory as a result of our destroying the computer banks housing it in "Deep Into the Grotto", and her HeelFaceTurn in chapter five.]]
* AttentionDeficitCreatorDisorder: Some developers can suffer this. One particular developer has contributed in some fashion to ''Eternal''; the revised ''Tempus Irae''; ''Where Monsters Are in Dreams''; the revised ''Apotheosis''; the ''Trojan'' Director's Cut; his own mod called ''Marathon Chronicles''; remastered sounds for ''Marathon 1'', ''Marathon Infinity'', and ''Pathways into Darkness''; ''and'' a Website/YouTube channel he maintains with thousands of videos. Most other developers aren't this severe about this, but this trope has no doubt contributed to some of the {{Schedule Slip}}s various mods sometimes see.
* CreatorBacklash: The creator of ''Phoenix'', although not too critical of the game overall, has been rather dismissive of the game's story. He also doesn't much care for the level "Escape Two Thousand", owing in large part to the mixture of combat and precise jumps the level requires to complete successfully.
* CreatorBreakdown: One of the reasons that ''Eternal'' 1.2 was delayed a few months past its original planned release date is that one of its developers suffered one of these in early 2019, which also meant that several planned features were ultimately held for future updates. ''Eternal'' 1.2.1 was released in November 2021; the creators hope to release 1.3 in 2022 (however, it has suffered several {{Schedule Slip}}s, primarily due to repeated expansions in feature scope). Further releases of the game beyond 1.3 are still tentatively planned.
* CreatorsFavoriteEpisode: [=RyokoTK=] considers "Roquefortress" the best level of ''Phoenix''.
* DevelopmentHell: Since many scenarios are the works of small numbers of amateur creators who are often perfectionists and have other commitments besides game development, they don't go as quickly as commercial development projects. Some scenarios such as ''Where Monsters Are in Dreams'', ''Marathon 1 Redux'', and ''Marathon Chronicles'' have been in active development for years or even decades. Sometimes creators will release incomplete versions of their games, but sometimes all you get are screenshots or gameplay videos. At the same time, in the best cases, this may end up being a blessing in disguise, because some of these scenarios have ended up being very detailed and refined, particularly if creators keep going back and revising the games in response to player feedback (as has happened in ''Eternal''[='=]s case). On the other hand, sometimes you end up with OrphanedSeries; ''Megiddo Game'' and ''Return to Marathon'' are particularly infamous cases of this, since what we did get was so good (''Megiddo Game'' even won Bungie's mapmaking competition. Its creator was later one of the two main people behind ''Tempus Irae'', though, so it wasn't a complete loss).
* PromotedFanboy: In some cases, new revisions of mods have been co-developed by people who were already fans of the earlier releases. Examples include ''Eternal'' and ''Tempus Irae''.
* RealitySubtext: ''Eternal'' has the War on Terror (topical when the game first appeared in 2004, but less so now) as an inspiration for a major subplot of the game, but like many other aspects of the plot, it's done quite subtly and still has {{applicability}} to other real-world events. The increased prevalence of authoritarianism in modern politics has arguably made some aspects of its message timelier now than they were in 2004.
* SavedFromDevelopmentHell: ''Eternal'' has had a lengthy development cycle that has lasted for more than sixteen years as of this writing and is still not complete, as seen on its [[http://eternal.bungie.org/development.php development page]], which lists all the release dates. The first version of the game appeared in late 2004. Version 1.0 came out in 2008, 1.1 in 2015, 1.2 in 2019, and 1.2.1 in 2021. Several of these suffered {{Schedule Slip}}s for various reasons. Version 1.3 is currently in development, with hopes for an official release in 2022, and version 1.4, likely to be the final major update of the game, planned for release after that.
* ScheduleSlip: It's best to take release date estimates from fan projects with a rather large grain of salt... as the edit history of this very page will probably make clear. Reasons include, but are not limited to, real-life commitments (these are fan projects, after all), perfectionism, creators dividing their attention between multiple projects, and creators working only sporadically on projects.
* ThrowItIn: Sometimes features of level design are the result of happy accidents. "Killing the Giants as They Sleep" in ''Eternal'' 1.2 is a composite of two levels from earlier versions of the game, "May the Pfharce Be With You" and "Forever My Greatest and Only Love". The latter was removed from 1.1 due to a story rewrite, but the two levels were combined into one giant level, the largest in the game by polygon count, in 1.2. The happy accident is that both of those levels centred around an octagonal architectural structure featuring the ubiquitous Pfhor slime, which "Killing the Giants" takes full advantage of by stacking them on top of one another, but it's unlikely the designers of the original levels had this in mind when making them, since they originally weren't even intended to be part of the same ship. Regardless, this particular design accident helps the two segments feel more like part of the same space. It also helps that the two levels have fairly similar architectural styles (partially because the same designer designed part of "May the Pfharce Be With You" and all of "Forever My Greatest and Only Love", and partially as a joke on the stagnancy of Pfhor culture: their architecture hasn't changed meaningfully in some 10,000 years, as shown in the chapter four Pfhor ship levels).
* WhatCouldHaveBeen:
** Not so much one for ''Eternal'' on its own, but for ''Halo'': ''Eternal''[='=]s implementation of the Jjaro was originally meant to tie in with the story of ''Halo'', before the latter was rewritten to remove most of its connections to the ''Marathon'' universe. It would have been interesting to see how they'd have interlocked had that plan not been abandoned.
** The creators of ''Rubicon'' have admitted that the terminals could have tied in better with the level missions if they'd taken another week or so to rewrite them once level development had finished.
** ''Eternal''[='=]s director had [[http://pfhorums.com/viewtopic.php?p=186913#p186913 quite a few things he'd have done differently in hindsight]]. The forthcoming 1.3 version is planned to implement a few of these ideas (and more may be included in a subsequent - and probably final - 1.4 release), but several others would require a complete redesign of the game from the ground up. Ultimately, ''Eternal'' could still be considered part of a loose trilogy with ''Phoenix'' and ''Rubicon'' as parts two and three (''Kindred Spirits'' actually links the latter two, though it's only four levels long). However, this still leaves several major plot branches unresolved, potentially to be explored in future games. (One of the main developers of the current 1.2 release is in fact working on a game that plans to do this entitled ''Marathon Chronicles''; info can be found on [[http://pfhorums.com/viewtopic.php?f=13&t=53553 the Pfhorums]] or [[https://www.youtube.com/playlist?list=PLoysJW6pXQ6k1ExcIEZMIOWc9wfgIkYmL&disable_polymer=true YouTube]]. It is available as a currently roughly half-finished game, although very little of the planned story is yet implemented in the game itself.)
** A less substantial case for ''Eternal'' is that version 1.2 was initially planned to incorporate rain, snow, and various other effects on some levels, but this wound up causing lag on some older machines. The engine didn't provide any way to make these effects optional at the time of release, so instead they were released separately as the "precipitation branch" of the game. It can be found [[https://github.com/ravenshining/Eternal/raw/precipitation/Eternal-Maps-wPrecip.sceA on Github]] or [[http://simplici7y.com/items/precipitation-for-eternal-1-2-0 on Simplici7y]] (note that, despite the URL, the latter is actually an old beta of what wound up being renumbered to 1.3). With the inclusion of the "ephemera" data type in Aleph One 1.4, there is now a more practical way to make these effects optional, and they are being restored into ''Eternal'' 1.3.
** At one point, the creators of ''Eternal'' and ''Rubicon'' considered merging their projects. In a way, it's probably good that they didn't, though, because it's unlikely the combined result would've been longer (or better) than either game was by itself.
** The old ''Rubicon'' site, as well as some of the game's secret levels, [[https://web.archive.org/web/20021009211213/http://www.marathonrubicon.com/history.html detailed the history of the scenario]] and what was intended for the smaller ones that became part of it. "Chimera" (which became the final's Chimera Plank) would've involved the eponymous ship crashing on Pfhor Prime as it does at the start of ''Rubicon'', except this time it was seemingly part of an ancient Pfhoric prophecy, and in the chaos the player would've found themselves teaming up with a Pfhor AI, Usyrus. Another scenario, from which some plot elements in ''Rubicon'''s Salinger Plank originate, wasn't meant to be part of the ''Marathon'' universe.
** There are six bonus levels at the end of ''Phoenix'' 1.3 that represent what was to be the first chapter of an abandoned project entitled ''Thunderstorm'', based around the idea of shorter levels that would mostly have been focused around exploration and combat. Ryoko abandoned this idea and placed them as secret levels that can be accessed from the secret terminal of "Swan Song"; he has since worked on a ''VideoGame/MetroidPrime''-inspired mod entitled ''Echoes of the Ashen'' instead, although it's not clear if he will complete it.
* WorkingTitle: ''Tempus Irae''[='=]s levels had the following working titles:
** "Wiping Away the Dirt & Glue" was known as "Sistine Chapel"
** "Sordidae, turpes et faetidae" was known as "Streets of Milan"
** "KMG-365" was known as "General Hospital"
** "For Your Eyes Only" was known as "Easter Island"
** "Il grande silenzio" was known as "葬列" or "Souretsu" (Japanese for "Funeral Procession"; the creator was listening to a song by Music/ShiinaRingo at the time and used a LineOfSightName as a placeholder)
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