Games PS2 PRIMAL-THE LEGENDARY OF OBLIVION User Manual

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TA B LE O F CONTENTS
WARNING:READ BEFORE USING YOUR PLAYSTATION®2 COMPUTER ENTERTAINMENT SYSTEM.
WARNING TO OWNERS OF PROJECTION TELEVISIONS:
Do not connect your PlayStation 2 console to a projection TV without first consulting the user manual for your projection TV,unless it is of the LCD type. Otherwise, it may permanently damage your TV screen.
USE OF UNAUTHORIZED PRODUCT:
The use of software or peripherals not authorized by Sony Computer Entertainment America may damage your console and/or invalidate your warranty.Only official or licensed peripherals should be used in the controller ports or Memory Card slots.
HANDLING YOUR PLAYSTATION 2 FORMAT DISC:
•This disc is intended for use only with PlayStation 2 consoles with the NTSC U/C designation.
•Do not bend it, crush it or submerge it in liquids.
•Do not leave it in direct sunlight or near a radiator or other source of heat.
•Be sure to take an occasional rest break during extended play.
•Keep this compact disc clean. Always hold the disc by the edges and keep it in its protective case when not in use. Clean the disc with a lint-free, soft, dry cloth,wiping in straight lines from center to outer edge. Never use solvents or abrasive cleaners.
PRIMAL™
PlayStation®2 Hint Line
Hints for all games published by SCEA are available: Within the U.S. 1-900-933-SONY (1-900-933-7669)
$0.95/min. auto hints $5.00-$20.00 for card recharge
Within Canada: 1-900-451-5757
$1.50/min. auto hints
For U. S. callers, automated assistance is available 24 hours a day, 7 days a week. This hint line supports games produced by Sony Computer Entertainment America. No hints will be given on our Consumer Ser vice Line. Callers under 18 years of age, please obtain permission from a parent or guardian before calling. This service requires a touch-tone phone.
Consumer Service/Technical Support 1-800-345-SONY (1-800-345-7669) Call this number for help with technical support, installation or general questions regarding the PlayStation 2 console and its peripherals. Representatives are available Monday-Saturday, 6AM-8PM PST, Sunday 7AM-6:30PM PST.
www.playstation.com – The official source for all things PlayStation Our news is always hot! Visit our website and find out what's happening – new titles, new products and the latest information about the PlayStation 2 computer entertainment system.
The Legendary Oblivion 2
From Mortalis to Oblivion 4
The Demon Realms of Oblivion 6
Setting Up 8 Main Menu 9 Controls 13 The Game Screen/Pause Menu 16 The Map Screen 16 Playing the Game 19
Exploring Oblivion 19
Combat 21
Demon Forms 23
Scree: Special Abilities 28
Special Mechanisms 29
Hints and Tips 34 Credits 35 Limited Warranty 42
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OBLIVION. A dimension where
energies from four demon realms flow into the Nexus, a vast machine that maintains stability in the eternal conflict between the primal forces of Order and Chaos: Order seeks balance, Chaos strives only for anarchy. Chronos is the guardian, the channeller of powers – but he is weakening, poisoned by the scheming of Abaddon, Lord of Chaos. By rights, no faction should be able to influence events beyond the Nexus, but Abaddon has been planning his treachery for many centuries.
Years ago, Abaddon’s servants abducted two babies from the mortal realm - Mortalis - our world. He altered them both so that they would grow into something quite unique: human/demon hybrids, beings caught between worlds, able to break the rules that form the very fabric of Oblivion. But the two babies were saved from Abaddon’s clutches by Abdizur, the champion of Order. He returned them to Mortalis and hid them from Abaddon’s sight.
THE LEGENDARY OBLIVION
Returning to Oblivion, Abdizur was captured. Imprisoned and tortured, his wisdom and strength have long since been lost. Nevertheless, the babies have remained beyond Abaddon’s grasp…
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FROM MORTALIS TO OBLIVION
Jennifer Tate is pretty ordinary – or so she thinks. Sure, her life has been tough, losing both her parents as a baby and growing up in a string of foster homes. But Jen is a fighter - she knows how to get by. Now twenty-one, she works as a waitress, scraping together money to put herself through college. Jen lives with her boyfriend Lewis, lead singer in an up and coming rock band. It is hard to believe that it was almost two years ago that fate brought them together, two souls more alike than either can quite comprehend.
Just lately, Lewis has been having really bad nightmares… Dreams that makes no sense, dreams that he can’t even begin to explain to Jen…
Then one night, as his band nears the end of their set, Lewis spots a huge, staring, misshapen figure. He is unnerved and leaves the stage in a sweat - even Jen is unable to reassure him - something is not right.
As they leave the club, Lewis’s nightmares become real… A monstrous creature bellows into the night. Jen is knocked to the ground, hitting her head hard. As she blacks out, her last vision is of her boyfriend, lifted away into the night-sky as if he were a rag doll.
As Jen slips in and out of consciousness, images of doctors and nurses standing over her give way to visions of talking stone gargoyles. She sits up, looks down on her still unconscious body. Scree, servant of Arella, goddess of Order is about to change her life, forever.
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THE DEMON REALMS OF OBLIVION
SOLUM A realm of eternal night and eternal winter. Solum’s inhabitants, the Ferai, are a violent, fierce race, but have a fair and ordered society. They are allied to Arella.
AQUIS
A realm where the
lapping waves are
eternally bathed in
autumn sunset.
The Undine are a
cultured aquatic
race. They are
allied to Arella.
AETHA A bleak, oppressive place, home to the evil Wraith. Amid the ever teeming rain live two castes, a downtrodden underclass and their cruel, domineering ‘masters’, the Wraith aristocracy. The Wraith are allied to Abaddon.
VOLCA
Within a vast volcano
live the Djinn. This
awesome, fiery realm
reflects its people:
volatile, powerful and
exceedingly
dangerous. The Djinn
are Abaddon’s
staunchest allies.
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MAIN MENU
Use the directional buttons to cycle through the selections and press the button to confirm:
New Game Start PRIMAL™from the beginning Load Game Load a previously saved game Options Access the Options Menu Bonus Materials View unlocked bonus features
NEW GAME
Begins your adventure
LOAD GAME
Press the directional buttons to scroll through save files. Once the desired save file is displayed on screen, highlight Load and press the button to confirm.
Press the ç button to return to the Main Menu.
SETTING UP
SAVE FILES
Insert a Memory Card (8MB) (For PlayStation®2) into MEMORY CARD slot 1 before you switch it on.
With the exception of a few special circumstances, you may save progress at any time using the ‘Save Game’ option, accessed from the Pause Menu. A save file can be created at any point during the game.
For further information see 'Save Game’ on page 18.
MEMORY CARD slot 1
MEMORY CARD slot 2
USB connector S400 i.LINK connector controller port 1 controller port 2
disc tray
RESET button
(OPEN) button
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OPTIONS MENU
Press left or right on the directional buttons to select Language, Display, Audio or Control from the Options Menu. Use up and down to highlight a preference then left or right to change settings.
LANGUAGE
Audio Language Change the voice-over language
used for in-game dialogue
Subtitles Select whether in-game dialogue should
be subtitled
Text Language Change the on-screen text language
NOTE: Default language settings will be taken from your PlayStation®2 system configuration.
DISPLAY
Display Adjust Follow on screen instructions to
reposition the game screen on your television
Widescreen Select ON for widescreen TVs or OFF
for standard TVs
Status Display Choose when game status information
is displayed on screen. Select Always, Never or Dynamic (as and when c ircumstances change). If you select ‘Never’, the status display can still be called up by pressing the ç button
Brightness Adjust Increase or decrease the
brightness level
Note: For Progressive Scan Mode, see p. 13.
AUDIO
Combat Music Volume Increase or decrease the
volume of music played during combat sequences
Ambient Music Volume Increase or decrease the
volume of music played during exploration
Sound Effects Volume Increase or decrease the volume
of in-game sound effects
Cutscene Volume Increase or decrease the volume of
cutscene speech and audio
CONTROL
Controller Vibration Toggle controller vibration
ON or OFF
Camera Pan Controls the direction of camera panning
(using the right analog stick during the game). Select Normal or Reversed
Camera Tilt Controls the direction of camera tilt
(using the right analog stick during the game). Select Normal or Reversed
Combat Controls Toggle between Normal and
Reversed. For further details, please refer to the Combat Controls section outlined elsewhere in
this manual
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BONUS MATERIALS
Various bonus elements will be unlocked during PRIMAL™. When you save progress, the status of any bonus elements you may have earned is saved too.
When you enter the Bonus Materials section with a Memory Card inserted into ME M O RY CARD slot 1, the available options will reflect elements from all PRIMAL™ save files on the Memory Card.
TAROT GALLERY
The worlds of Oblivion contain many secrets, and as a special reward for the thorough explorer, Tarot Cards are hidden throughout the game. When a Tarot Card is found, a piece of PRIMAL™ concept artwork will be unlocked and can be viewed in the Tarot Gallery.
SCENE SELECT
As you progress through the game, new scenes are opened in the Scene Select Menu. By selecting a scene you will be able to commence play at the given starting point. You may continue playing beyond this point and can create your own saved games as though playing normally.
Look out for other unlockable bonus features as you play through the game!
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ABOUT PROGRESSIVE SCAN
If you have a PlayStation 2 Component Video Cable (SCPH-10100), along with a Progressive Mode enabled (480p) television with Component Video inputs, you will be able to enjoy a higher quality picture.
If you do not have a Progressive Scan enabled (480p) television, or if you do not use the Component Video Cable to connect the PlayStation 2 to the television, there is a chance that the picture will not be displayed properly.
For instructions on how to set up your PlayStation 2 with the Component Video Cable, refer to the instructions in the PlayStation 2 Instruction Manual, or the instructions for the Component Video Cable. Be sure to set the Component Video Out settings to "Y Cb/Pb Cr/ Pr" under PlayStation 2 System Configuration. Some television sets are not Progressive Scan enabled even if the y have Component Video inputs; refer to your television's instruction manual, or contact the manufacturer if you are unsure about your television's compatibility.
SELECTING PROGRESSIVE SCAN
If you hold down the ç and ≈ buttons while your game is starting up, a message will appear asking to switch over to Progressive Scan. To switch to Progressive Sc an, read the text prompt on the screen, and use to confirm "Yes" or ç to confirm "No" for your selection. If the picture does not appear correctly, press the RES E T button on the PlayStation 2, and use the Normal Mode.
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JEN: ADDITIONAL CONTROLS
button Hold down to swim (Undine only)
Hold down to time shift (Wraith only)
å button Initiate combat µ Toggle Undine form/summon Undine energy Toggle Djinn form/summon Djinn energy Toggle Ferai form/summon Ferai energy ñ Toggle Wraith form/summon Wraith energy
NOTE: Further information on the Undine, Wraith, Ferai and Djinn demon forms can be found in the Demon Forms section on pg. 23.
JEN: COMBAT CONTROLS
button Change enemy lock/targetbutton Disengage combat mode ç button Taunt å button Spin attack ß button Left attackbutton Block ƒ button Right attack
button Default camera setting
during combat
ß button + ƒ button Super attack/Finishing move
SCREE: ADDITIONAL CONTROLS
Left analog stick Climb on wall
button Turn to stone/Disengage stone modebutton Possess statue ç button Dispossess statue
CONTROLS
JEN AND SCREE: SHARED CONTROLS
Left analog stick Move character Right analog stick Move camera
button Action ç button Helpbutton Cycle through available actionsbutton Set default camera view/ Head look
START button Pause Menu/Map Screen SELEC T button Switch character
NOTE: Character control can be switched at any time between Jen and Scree. For further information on specific controls, see the “Playing The Game” section on pg. 19.
button button button button
directional buttons
left analog stick
(L3 button when pushed down)
SELECT button ANALOG mode switch START button right analog stick
(R3 button when pushed down)
L2 button L1 button
R2 button R1 button
DUALSHOCK®2 ANALOG CONTROLLER CONFIGURATIONS
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THE GAME SCREEN
NOTE: The compass and energy icons displayed on screen can be accessed by holding down the
ç button.
THE MAP SCREEN/ PAUSE MENU
Press the ÷ button at any time during the game to access the Map Screen. Press or ñ to switch between the map display and the different option panels. Press the ç button or the ÷ button to return directly to the game.
ENERGY GAUGES
The two circular displays on the left-hand side of the Map Screen show Jen and Scree’s energy levels.
The top gauge represents Jen’s energy, and is split into color coded energy levels for each of her demon forms as follows:
Next to Jen’s energy gauge is a counter showing the number of energy gems (items that restore demon energy) that she currently possesses.
Scree’s gauge shows the energy he has available for Jen to summon. A counter also displays the number of lode stones (items that enable Scree's statue possession ability) he has absorbed. (See p. 23 & 29 for more information.)
USING THE MAP
The map to the left shows the position of both Jen (pink marker) and Scree (yellow marker).
The initial map view provides a close-up of the current location. Press the å button or the ß button to change the map detail level. The highest level shows the full extent of the current location, and indicates the general area that Jen and Scree are in.
As the game is played, various pieces of information are added to the map display. These include Rift Gates, energy fountains, special items and prompts for locations that should be visited in order to meet certain characters.
Ferai . . . . . . . . . .Green
Undine . . . . . . . . .Blue
Wraith . . . . . . . .Purple
Djinn . . . . . . . . . . .Red
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OPTIONS
From the Map Screen, press or ñ on the directional buttons to switch between the map display and the different Options, then press µor to choose a menu item.
GAME Save game
Save game progress. You may overwrite an existing save or create a new file
Quit
Exit the game and return to the Title Screen without saving
Other option descriptions can be found on pg. 10
EXPLORING OBLIVION
Throughout PRIMAL™ you may play as either Jen or Scree. Their roles in the game are quite different; Jen will become a powerful fighter as she acquires her demon forms. Scree does not fight but he is agile and strong, and as a living gargoyle he has a number of special abilities. Being made of stone, Scree is very tough; unfortunately most enemies are out to hurt Jen!
From the moment Jen and Scree enter the realm of Solum, it is possible to switch control between the two characters at any time by pressing the button. At
certain points in the quest, control of one of the characters may be blocked. At such times, if the button is pressed, a ‘blocked’ symbol will indicate that the character is currently unavailable.
PLAYING THE GAME
CONTROLLING JEN AND SCREE
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ACTIONS
Press the button to trigger context sensitive actions (e.g. opening doors) at specific points during the game. On occasion, there may be more than one action that can be performed and at these times the button may be pressed to c ycle through the available options.
HELP
Press the ç button when controlling either character to trigger a short conversation between Jen and Scree. Jen will ask Scree for hints as to what they should be doing.
STATUS DISPLAY
Press and hold the ç button to c all up on screen information. This information includes a compass, display of how many energy gems Jen possesses and how many lode stones Scree possesses. By default Jen’s demon energy level is only shown briefly when the level changes. Use the Status Display setting in the Display options section if you wish to change this.
NOTE: When Jen is in demon form, the glow of her armlets and tattoo indicate her energy level at all times.
CAMERA
The camera may be controlled with the right analog stick. Use the camera to look around the character as they explore.
Press the button (or the button during combat) to realign the camera behind the controlled character. When not in combat, press and hold the button to enter a ‘head look’ c amera mode. Use this to look around the world for secrets.
COMBAT
Once Jen has obtained the dagger, or later her demon forms, she is able to engage enemies in combat. Before she can fight, she must activate her weapons. Approaching an enemy and pressing the ß button or the ƒ button will cause Jen to draw her blade if in human form, or activate her demon weapons if in demon form. She will automatically lock on to the nearest enemy.
Once Jen is locked on to an enemy, press the ß button or ƒ button to launch left or right attacks. Pressing the å button will launch a spinning attack (useful for repelling several enemies).
The ß button and the ƒ button are pressure sensitive: if you press them gently Jen will perform fast, weaker attacks and pressing more firmly will trigger slower, yet stronger attacks.
Press the ß button and the ƒ button together for Jen to perform a super attack. These moves are the slowest to execute, but will cause the most damage.
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By initiating a new attack just as a previous attack is finishing, Jen will perform a new combo attack move. You may string together as many moves in a combo sequence as you like. There are many moves that are possible as part of a combo attack sequence.
NOTE: When you have successfully executed a combo move, you will see a brief flare of energy over Jen’s armlets.
Weaker enemies will die when they have sustained sufficient injury. Tougher enemies must be vanquished using a special finishing attack. To launch a finishing move, Jen’s opponent must first be stunned. Once stunned, press the ß button and the ƒ button together to trigger the finishing move.
Press and hold the button for Jen to block. If the button is pressed at the right moment, as an enemy launches an attack, Jen will parry the move and perform a counter-attack.
Press the ç button during comb at in order to make Jen perform a ‘taunt’. This can be a good way to provoke a defensive enemy into dropping his guard!
Push the left analog stick gently to make Jen creep, allowing her to sneak up behind enemies. Press either the ß button or the ƒ button in this position to execute a stealth kill.
DEMON FORMS
Jen will acquire the ability to shift into each of the four main races of Oblivion. Different forms offer new abilities, weapons and fighting styles. Once Jen has acquired demon forms, she may shift into them at any time so long as she has sufficient Primal energy for that particular form.
The demon forms are assigned to the directional buttons as follows:
Ferai . . . . . . . .
Undine . . . . . .µ
Wraith . . . . . .ñ
Djinn . . . . . . .
Press the appropriate button to shift Jen between human and the respective demon form.
Jen relies on Scree to obtain Primal energy, but she can summon the energy from him at any time. Press and hold µ, ≤, ∫ or ñ to summon energy for a particular demon form. As energy is drawn from Scree, it is converted to the demon form that Jen has requested. Jen has separate energy stores for each of the demon forms she possesses.
(Demon Forms - Cont. on P.26)
NOTE: For further information on Primal energy, see the Energy section within the Special Mechanisms section on pg. 30.
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WRAITH
When in Wraith form, Jen may use Wraith time-shifting abilities. When not in combat, pressing the button will c ause Jen to speed up – her surroundings will appear to be moving in slow motion. Use of this mode will drain Jen’s Wraith energy. When in combat, press the button whilst pushing the left analog stick to trigger a Wraith dodge move. These quick moves do not drain any energy.
D JINN
Press the button whilst in combat to switch Djinn weapons between two different attack modes.
FERAI
In Ferai form Jen can run faster and jump higher than normal.
UNDINE
Jen can dive and swim in this form. If Jen shifts into Undine form when not in water, her Undine energy will begin to drop. It will be replenished as soon as she returns to un-polluted water.
(Demon Forms - Cont. from P.23)
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SCREE: SPECIAL ABILITIES
CLIMBING
Being a gargoyle, Scree can climb any brickwork surface. He cannot climb walls that have smooth or plastered surfaces. To make Scree climb, simply walk him into a wall – if it’s made of brick he’ll automatically start to climb! Once Scree is on a wall, crawling to the top or bottom edge will allow him to climb off.
TURNING TO STONE
Press the button and Scree will turn to stone. He will automatically use this ability whenever Jen is engaged in combat. Whilst in stone form, Scree is impervious to attack.
STATUE POSSESSION
Another of Scree’s unique gargoyle abilities is the power to project his spirit into the form of certain effigies and statues. In order to achieve this, he must first empower himself with the essence from lode stones. These are rare stones found throughout Oblivion that are made from the same material as the statue to be possessed. Different statues require Scree to absorb different numbers of stones.
When Scree is within range of a statue that can be possessed, he will glow with energy. At this time, press the button to trigger the spirit transfer. Press the ç button to return Scree’s spirit to his usual gargoyle form.
NOTE: Different statues have different control options.
SPECIAL MECHANISMS
DOORS
Either character may open doors. Move to a door and press the button to open it. Some doors are too heavy for one character and must be opened by both together. The second character will be automatically called over to assist.
ROPE
Once Scree has found the rope, he can use it to allow Jen to climb to places which would otherwise be inaccessible to her. Stand Scree near an appropriate edge and press the button. He will drop the rope if there is suitable ground below. Once the rope is dropped, control will switch to Jen. Walk her to the edge and press the button to make her climb on. Push µ or on the left analog stick to climb.
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ENERGY
The worlds and races of Oblivion are all charged with Primal energies. This energy is critical, as Jen needs it to utilize her demon forms. One of Scree’s unique powers is his ability to absorb energy without actually using it. This allows him to collect and store energy on Jen’s behalf. Energy can be obtained from three sources:
1. Scree can collect Primal energy from energy rocks that can be found throughout the worlds of Oblivion.
2. In a few places, large rocks that are super­charged with energy can be found. These ‘energy-fountains’ present an unlimited
energy resource.
3. Scree can also absorb residual energy that is released from the corpses of enemies that Jen has defeated.
In all cases, if you are controlling Scree, just move over to the corpse or energy rock and press the button to obtain energy. Scree will collect energy himself when not being controlled.
RIFT GATES
Rift Gates are devices that were created by the servants of Abaddon and Arella in order to travel swiftly between the Nexus and the demon realms (and also within each realm). Rift Gates are magical devices based around two large wheel-handles that can be spun up to very high speeds, generating power and allowing a ‘rift’ to form within the center of the gates. The user may then walk through, as if through a doorway, emerging on the other side of a second Rift Gate at a completely different point in Oblivion.
Gates from the Nexus are always open and are paired with specific Gates in each of the four realms. Gates outside of the Nexus can link either back to the Nexus, or to any other Gate within the same realm.
As Jen and Scree explore, each Rift Gate they discover becomes accessible as a potential destination.
Activating a (non-Nexus) Rift Gate, requires both characters. Walk up to either of the wheel-handles on the sides of the Rift Gate and press the button. A map will display all Rift Gates in the realm, and also a link back to
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the Nexus. Only Gates that Jen and Scree have reached are valid as destinations. Move the selection marker and choose a destination by pressing µ, ≤, ∫ or ñ and press the button to confirm. Now the characters must spin the wheels up to sufficient speed. Press the button rhythmically to make both characters operate the wheel­handles. When revolution speed is sufficient, a portal to the selected destination will form and Jen and Scree will automatically pass through.
NOTE: If a gate has yet to be activated it may not be selectable as a destination.
JEN’S LIFE FORCE
When in human form, Jen’s astral presence is diminished whenever she is hurt. Her full strength will automatically return over time, but if she is hurt too badly her spirit will be expelled violently from Oblivion and back into her physical body. In her weakened state, Jen will not survive for long – Scree must race to return her to Oblivion before it’s too late. Playing as Scree, you must head for the nearest Rift Gate as quickly as possible. Arella will have opened the Gate to allow Scree to quickly call forth Jen’s spirit.
SUMMONING STONES
These large monoliths are formed from the very same stone as Scree himself. They may be used to summon Scree to Jen if they have become separated. To use a summoning stone, walk Jen up to one and press the button.
LODE STONES
Lode stones are special rocks that give Scree the ability to possess certain statues.
ENERGY GEMS
These rare gems are brimming with Primal energy. A single energy gem will completely restore Jen’s demon energy. Once collected, gems are automatically used whenever Jen’s energy level reaches zero.
SMASHABLE OBJECTS
There are various objects that may be smashed by Jen or Scree. Some objects may contain hidden items, such as lode stones, energy gems, or energy essence (which will be automatically absorbed by the active character). Stand in front of an object and press the button to smash it.
(Rift Gates - Cont. from P.31)
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HINTS AND TIPS
Remember that help is always available - Scree knows a lot more about the worlds of Oblivion than he sometimes lets on! Press the ç button when controlling either character and Jen will ask for advice.
Use the map screen to locate places you need to visit. Use the in-game compass to help navigate your way around.
Primal energy is essential for Jen to use her demon forms effectively. Take e ver y opportunity for Scree to store up energy.
It will be necessary to use Jen’s demon forms wisely in order to tackle the challenges she must face.
CREDITS
SONY COMPUTER ENTERTAINMENT EUROPE - CAMBRIDGE
Creative Director Chris Sorrell Producer Jean-Baptiste Bolcato Lead Programmer James Busby Lead Artist Mark Gibbons Lead Designer Katie Lea Senior Technologies Programmer Andrew Ostler Studio Communications Manager Mark Green Studio Director Rob Parkin
PROGRAMMING
Engine Programming Andrew Ostler, Paul Donovan,
James Busby, Gavin Bell, Alan McCarthy, Chris Sorrell, Mike Froggatt
Gameplay Programming Paul Donovan, Mike Froggatt,
Alan McCarthy, Guy Moss, Adam Garman, Gavin Bell, Kevin Rose, Richard Talbot-Walkins,
Chris Sorrell, Juri Oudshoorn Sound System Programming Gavin Bell, Gary Richards Audio Implementation Gary Richards Movie Playback Paul Edridge, Gavin Bell Maya Tools Kevin Rose, Adam Garman,
Andrew Ostler, Guillaume Raffy
ART
Concept Art Mark Gibbons Environment Modelling Jason Riley, Pete Ridgway,
Andy Tudor, Ben Levitt, Scott McInnes, Steven Moore, Jesus Cobo
Character Modelling Rob Hill
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Additional Character Modelling Miguel Fernandez, Jesus Cobo,
Tony Jackson
Keyframe Animation Alan Brand, Jesus Cobo, Tony Jackson,
Lisa Harmon, Mitch Philips, Rob Starr
Mocap Ingame Work Alan Brand, Lisa Harmon,
Jesus Cobo Cutscene Direction Mark Gibbons Cutscene Creation Alan Brand, Jesus Cobo,
Lisa Harmon, Andy Tudor,
CENTROID (mocap, Aquis, Volca,
Nexus), ATTITUDE STUDIO
(mocap, Aetha) Front End Flash Menus Andy Tudor 2D Work, Special FX Artwork Jason Riley, Pete Ridgway,
Andy Tudor Intro Work Jason Riley (supervisor & rendering),
Lisa Harmon (mocap) Additional Intro Work Rob Starr, Alan Brand
D ESIGN
Design Katie Lea, Alex Sulman,
Chris Sorrell (concept, direction) Additional Design Mark Gibbons (art), James Busby (code) Mapping Rob King, Katie Lea, Alex Sulman Additional Mapping Dominic Cahalin
AUDIO VISUAL
Sound Effects Lee Banyard, Nick Kidd Additional Sound Effects Michael DeBelle, Bob ‘n’ Barn Video Editing Alex Sulman Music 16 Volt (combat tracks and intro night
club) - Eric Powell, Mike Peoples,
John ‘Servo’ Desalvo Cutscenes and Ingame Bob ‘n’ Barn ­Score Composition Andrew Barnabas, Paul Arnold
ORCHESTRATION
Composed by Bob ‘n’ Barn Orchestrated by Nic Raine Produced by James Fitzpatrick Choir Master Mario Klemens Orchestra Contractor Tadlow Music
Performed by the City of Prague Philharmonic Orchestra and Chorus
Concert Master Bohumil Kotmel Conducted by Nic Raine
Recorded at Barrandov Scoring Stage, Smecky Studios, Prague, October 2002
Engineered by Jan Holzner
SOLOISTS
Soprano Voice Michaela Srumora Solo Violin Bohumil Kotmel EWI (Electronic Wind Instrument) Ivan Myslikovjan Alto Flute Pavel Becherovka Piano/Celeste/Harpsichord Jaraslava Eliasova Post Production Mixed & Edited by
Gareth Williams at SRT Studios, St. Ives, Cambridge
SCRIPT/VOICES
Scriptwriting Jonathan Ashley Additional Scriptwriting Mark Gibbons, Chris Sorrell,
Katie Lea, Martin Pond
English Casting Jonathan Ashley, Chris Sorrell,
Andy Emery / Side, Dawn Hershey / Blindlight
Voice Direction Jonathan Ashle y
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Actors Hudson Leick (Jen)
Andreas Katsulas (Scree) Sean Pertwee (Jared) Paul Darrow (Ferai Shaman, The Watcher) Stephane Cornicard (Raum) Rob Brown (Herne) Niki Felstead (Arella, Elizabeth) Nicola Goodchild (Aino, Empusa) Colin McFarlane (Abaddon, Iblis) Eric Loren (Lewis) Melissa Lloyd (Malikel) Eve Karpf (Devena, Valeera) Tony Morley (Ferai huntsmen) James Busby, Andy Tudor, JBB for extra voices…
EXTRA HELP (Cambridge Studio) Steven Tattersall (AI & inventory code),
James Shepherd (recruitments, cross project support), Brandon Smith (Marketing/PR interface), Peter Giles (environment modeling help), Julian Rex (code sharing), Dean Miller (IT manager), Simon Miller (IT assistant), Sharon Richards (Office Manager), Peter Murphy (AV)
MOTION CAPTURE
Motion Capture Actors Nicola Felstead, Antony Morley,
Cecile Cuignet, Ashley Beck,
Olivier Schneider Ecoutez-Voir/Ex-Machina Francois Forges Attitude Studio Marc Miance,
Sandrine Nguyen,
Anne-Christine Gasc Centroid Mike Stilgoe,
Leon Stilgoe, Ben Stilgoe
MARKETING MATERIALS
Production Artist Howard Swindell External Studios Attitude Studio, Com-X,
Crazed, Babelfish
Additional Fleur Breteau (Fkgb)
SENIOR MANAGEMENT
VP Development Phil Harrison President Chris Deering
LICENSING AND LOCALISATION
International Licensing Shawn Layden,
Shiho Deruiter Planning and Localisation Manager Vanessa Wood Localisation Co-ordinator Gaelle Leysour Localisation Lead Tester Nadège Josa Localisation Testers Nathalie Marchau,
Yannick Paulet, Gaëlle Grenapin,
Sandra Raue, Katharina Tropf,
Nadine Martin, Deniz Ulu,
Monica Dalla Valle, Domenico Visone,
Giacinto Attanasio, Sacha Fellica,
Yolanda Akil, Mónica Bello,
Jose Flores, Virginia Martin
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SONY COMPUTER ENTERTAINMENT AMERICA
MARKETING
Senior Manager, Product Marketing Susan Nourai Associate Product Manager Mark Valledor Director, Product Marketing Ami Blaire Director, Promotions Sharon Shapiro Director, Public Relations Molly Smith Public Relations Charlotte Panther
Tina Casalino Patrick Seybold
Heather Crosby Director, Direct and Online Marketing Steve Williams Director, Loyalty and Channel Marketing Ed DeMasi Creative Services Manager Quinn Pham Packaging and Manual design Origin Studios, SLC
"We would like to thank each individual at Sony Computer Entertainment America for their contributions, support and dedication to the success of Primal with special recognition to the Executive Management team including: Kaz Hirai, Andrew House, Jack Tretton, Shuhei Yoshida, Marilyn Weyant, Riley Russell, Steve Ross and Masayuki Chatani."
SONY COMPUTER ENTERTAINMENT AMERICA
PRODUCT DEVELOPMENT
VP of Product Development Shuhei Yoshida Director of Product Development Connie Booth Producer Darren Yager Assistant Producer Kenneth Chan
QUALITY & ASSURANCE STAFF
Director of FPQA Michael Blackledge Senior Manager, FPQA Richard Markelz Core Manager, FPQA Sam Bradley Technical Coordinator, FPQA Ara Demirjian Project Coordinator, FPQA Eric Ippolito Lead Analyst David Meagher Assistant Lead Analyst David Condry QA Analyst David King
Shaheed Khan Vance Wu Jon Vosovic Matt Consoli Will Cline Joel Manzano Lenny Gordon Ric Stepp Chester Lee
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Sony Computer Entertainment America (SC E A) warrants to the original purchaser of this SC EA product that this software is free from defects in material and workmanship of a period of ninety (90) days from the original date of purchase. SC EA agrees for a period of ninety (90) days to either repair or replace, at its option, the SC EA product. You must call 1-800 -345-SONY to receive instructions to obtain repair/replacement services.
This warranty shall not be applicable and shall be void if the defect in the SC EA product has arisen through abuse, unreasonable use, mistreatment or neglect.
THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER REPRES ENTATIONS OR CLAIM S OF ANY NATURE SHALL BE BINDING ON OR OBLIGATE SCEA. ANY IMPLIED WARRANTIES APPLICABLE TO TH IS SOFT WARE PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIB ED ABOVE. IN NO EVENT WILL SCEA BE LIABLE FOR INCIDENTAL OR CONSEQUE NTIAL DAMAGES RESU LTING FROM POSSESSION, USE OR MALFUNCTION OF THE SCEA SOFTWARE PRODUCT.
Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitations of consequential damages, so the above limitations and/or exclusions of liability may not apply to you. This warranty gives you specific legal rights, and you may also have other rights which vary from state to state.
L IMITED WARRANTY
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