SS2Dante wrote...
MegumiAzusa wrote...
SS2Dante
I still can't figure out the weird lighting thing that happens when you approach the doors of the first room though :S
What do you mean exactly by "weird lighting"?
Easiest to see if you go on the ghost keeper and turn to face where you came from. Everything dims significantly. It happens near the door. Don't know if it's for effect or what.
I wish I could believe that its a clue for IT, but I suspect that its just a transition in the game's lighting/color engine that has to take place before you get to the "chasm" area. If whatever color/filter/lighting effects they have active for that red corridor were still in effect for the chasm, it would look totally wrong....
SS2Dante wrote...
Aha. Aha. Ahahaha. Oh, Bioware, you.
So, playing through the end and I noticed something while on the bridge. A big hole in the floor. I thought it was just my computer messing up but as it turns out it's in the xbox version too.
Here. This is you looking at the bridge from a long view...

See the grey stripes? They're walkable panels. This is what the black bits (which you can walk over no problem) look like, from a side view.

...so. Weird, huh? 
EDIT - remember to open them up in a new tab to actually see what I'm referring to. Also, damn. Forgot to cut the white bit off in Paint
My bad.
Yep. It's a big hole. Surprised you hadnt noticed it before. The only thing that would really seal it for me is if you could shoot bullets through it, but the bullets seem to impact along the "invisible floor" surface that you can walk over. It
could just be a limitation of the game engine though, meaning they cant actually make a walkable invisible surface that you can still shoot through.
balance5050 wrote...
The bullet goes into the hole, I've tested it. You don't fall in but the bullets actually go into the hole.
I could have sworn that when I've tested it, the bullets impact on the invisible surface. Maybe I'm just seeing it wrong? But it doesnt look to me like the bullets are going through.
MegumiAzusa wrote...
SS2Dante wrote...
Ok, another hahahah moment. Guys, load up your citadel return restart file. And start pulling the trigger while the woman/coats is talking 
lol but I guess it's the same category like triggering skills per Kinect in the whole thing.
I also want to believe that being able to shoot the pistol before you get up is a clue for IT, but I cant discount the possibility that it's a glitch in the game design for that section, because they obviously had to retool that part for the "Shepard is injured" mechanics. I wont discount the possibility that they left the "glitch" in there on purpose, though...
What happens if you issue Kinect commands?
SS2Dante wrote...
The gun is the symbol of rebellion in the dreams. You use it to activate destroy, while in the others (or definitely control at least) you toss it away. This is probably why it's Andersons gun - to link it to the part of you still fighting. You can fire the gun before you pick it up because it's a part of you.
...is my guess.
Hmm, I like that. Looking at it that way actually does make it seem more plausible that it could be a clue from Bioware.
SS2Dante wrote...
Someone said this like 10 mins ago, but I wanna expand.
The gun. I've said it stand for rebelling in the game as it is used to destroy the crucible while in BOTH control and synthesis Shepard tosses it away. It's implied to be Andersons.
However, as someone said, it loses it's focus the deeper you go. When you first wake up it's the gun you see, inches from your hand. (and you can fire it but we'll ignore that for now).
THEN when you wake up in the citadel you don't have it on you. Shep has to limp forward to find it, apparently on the path. Finally, when you wake up in the Crucible, it's INVISIBLE. I thought you just didn't have it but you can see on closer inspection Shepard is holding the gun in his/her right hand (trigger finger is in position) but it's invisible. It only becomes visible again when you've to make your choice.
Just a few more odd coincidences 
This is a good point, and I wouldnt be surprised if you're right, but it loses a bit of credibility being that there are tons of points in the game where guns conveniently pop into existence during/after cutscenes.
DJBare wrote...
While I'm here, does anyone else get this in their game?, Hackett seems to forget the word "citadel"
www.youtube.com/watch
Yeah, that's happened for me every time.