• Re: The worst endings...

    From Justisaur@[email protected] to comp.sys.ibm.pc.games.action on Thu Feb 5 10:44:06 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 1/28/2026 1:20 PM, candycanearter07 wrote:
    Spalls Hurgenson <[email protected]> wrote at 15:25 this Tuesday (GMT):
    On Mon, 26 Jan 2026 15:59:36 -0800, Justisaur <[email protected]>
    wrote:
    On 1/20/2026 8:43 AM, Spalls Hurgenson wrote:


    [Their list included, for those of you too lazy to click
    the link: Ghosts 'n Goblins; Monkey Island 2: LeChuck's
    Revenge; Fable II; Mass Effect 3; and Assassin's Creed
    III. There, I saved you some reading. ;-)]

    I don't remember ME3's ending which is the only one of those I've played >>> to the end.

    In its essence: fight your way to the Crucible, and make a choice for
    one of three endings (although you may get fewer options depending on
    your 'military readiness' score. These included:

    <ROT13>
    - Qrfgebl gur Erncref naq nyy NV (raqvat gur 50,000 lrne plpyrf bs
    qrfgehpgvba)
    - Pbageby gur Erncref (tvivat Furcureq gur novyvgl gb gryy gur erncref
    jung gb qb), be
    - Zretr jvgu gur Erncref, jurer NV naq betnavp yvsr shfr gbtrgure va n
    arj sbez bs yvsr.
    - Ershfny Raqvat (ninvynoyr va gur rkgraqrq irefvba cngpu) unf
    Furcureq ershfr gb pubbfr, juvpu zrnaf gur Erncref jva naq gur plpyrf
    pbagvahr
    </ROT13>

    In the original game, regardless of your choice, you got a nearly
    identical ending cinematic, with the primary difference being whether
    the lights were red, blue or green. The patched extended edition added
    a few tweaks.

    The similarities between the endings were... not well received.
    Myself, I didn't mind the endings themselves, but the lack of effort
    to diffentiate them was rather a let down.

    I sure do love games where your choice of ending is down to a clear signposted choice at the end.

    What game do you think of first when it comes to 'bad endings'?

    The original ending of Fallout 3 before they fixed it with a DLC is what >>> comes to mind. It didn't ruin the game, but it was definitely
    disappointing you died to make safe water.

    Mostly because your sacrifice was predicated on your entering a
    high-radiation area and you had a party member who could easily
    survive that. It was such an obvious oversight that it angered a lot
    of people.

    Not me, though. I didn't have Fawkes in my party so it was never an
    option. What, allow one of those murderous abominations to travel with
    me? I think not! I left him in bloody gibbets in Vault 87!!! ;-)


    I believe FO3 got a patch to change the patch later. Also, apparently
    FO3 wasn't a very good Fallout game anyways (not speaking as a FO fan)

    As an FO fan I was initially disappointed, but eventually got into the
    game. I still think it's the best of the Bethesda ones. Actually
    interesting things and characters in it, and you can actually explore
    and find interesting things. FO3 was the only one I've ever completed a replay, and I've done that recently again.

    I loved 1 and 2, but they don't hold up so well anymore, and I hated the
    time limit in 1 such that I never managed a full replay (I think.)
    Actually I don't think I ever got to the end in 2 again either, though I
    got to SF many times, I didn't really like the end sequence against the Enclave. I still never got through a replay of NV or 4, I'm not even
    sure if you can replay 76.
    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'
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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Fri Feb 6 10:09:32 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Thu, 5 Feb 2026 10:44:06 -0800, Justisaur <[email protected]>
    wrote:


    I loved 1 and 2, but they don't hold up so well anymore, and I hated the >time limit in 1 such that I never managed a full replay (I think.)



    For what it's worth, there's a patch that removes the time-limit in
    the original "Fallout" game. Well, technically it doesn't remove it so
    much as set it to a virtually unattainable length.

    In fact, according to some random reddit post: https://www.reddit.com/r/Fallout/comments/11pm8fz/fallout_1_postwaterchip_time_limit/

    "Before you patch the game, there was a time limit of 500
    days. It could be reduced* by 100 if you bought water from
    Water Merchants.

    "Later on, there was a patch that removed that time limit
    and changed it to 13 years. The Steam version has the
    patch with the 13 years time limit."

    Of course, the time limit was only one of the problems with the game,
    even if it was perhaps the most egregious. So it's likely this news
    won't convince you to replay the game. But should you ever have a
    change of heart and decide, "Oh, I'd love to play the game again but
    absolutely hate being rushed by artificially induced time-limits",
    well, worry not about that! ;-)



    * I think the original poster meant 'increased' here, as in meeting
    with the water merchants gives you MORE time to finish the quest
    before your vault runs out of water.





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  • From Dimensional Traveler@[email protected] to comp.sys.ibm.pc.games.action on Fri Feb 6 07:30:21 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 2/6/2026 7:09 AM, Spalls Hurgenson wrote:
    On Thu, 5 Feb 2026 10:44:06 -0800, Justisaur <[email protected]>
    wrote:


    I loved 1 and 2, but they don't hold up so well anymore, and I hated the
    time limit in 1 such that I never managed a full replay (I think.)



    For what it's worth, there's a patch that removes the time-limit in
    the original "Fallout" game. Well, technically it doesn't remove it so
    much as set it to a virtually unattainable length.

    In fact, according to some random reddit post: https://www.reddit.com/r/Fallout/comments/11pm8fz/fallout_1_postwaterchip_time_limit/

    "Before you patch the game, there was a time limit of 500
    days. It could be reduced* by 100 if you bought water from
    Water Merchants.

    "Later on, there was a patch that removed that time limit
    and changed it to 13 years. The Steam version has the
    patch with the 13 years time limit."

    Of course, the time limit was only one of the problems with the game,
    even if it was perhaps the most egregious. So it's likely this news
    won't convince you to replay the game. But should you ever have a
    change of heart and decide, "Oh, I'd love to play the game again but absolutely hate being rushed by artificially induced time-limits",
    well, worry not about that! ;-)



    * I think the original poster meant 'increased' here, as in meeting
    with the water merchants gives you MORE time to finish the quest
    before your vault runs out of water.

    As I recall buying from the Water Merchants would cause your vault to be
    found by one of the hostile factions (The Brotherhood?) and captured or destroyed. So "reduced" may be correct, but its been a long time since
    I played.
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.
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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Fri Feb 6 11:00:07 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 6 Feb 2026 07:30:21 -0800, Dimensional Traveler
    <[email protected]> wrote:
    On 2/6/2026 7:09 AM, Spalls Hurgenson wrote:



    * I think the original poster meant 'increased' here, as in meeting
    with the water merchants gives you MORE time to finish the quest
    before your vault runs out of water.


    As I recall buying from the Water Merchants would cause your vault to be >found by one of the hostile factions (The Brotherhood?) and captured or >destroyed. So "reduced" may be correct, but its been a long time since
    I played.


    I will bow to your knowledge. It's been too long since I've played the
    game. I seem to remember that the game gave you more time but, like I
    said, it's been decades since last I played the game. I suggest it may
    actually be both: the water merchants may increase the time-limit with
    regards to water (and this is what it reports to the player), but also
    starts a new timer for when your vault is discovered by enemies.

    But honestly, I've no confidence in any of my recollections regarding
    this game, so if you say it is reduced, I'll not argue the case too
    strongly. ;-)


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  • From Mike S.@[email protected] to comp.sys.ibm.pc.games.action on Fri Feb 6 13:05:38 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 06 Feb 2026 10:09:32 -0500, Spalls Hurgenson <[email protected]> wrote:

    For what it's worth, there's a patch that removes the time-limit in
    the original "Fallout" game. Well, technically it doesn't remove it so
    much as set it to a virtually unattainable length.

    The version with the changed time limit is the only version of Fallout
    I ever played. I hate time limits in video games. I likely won't play
    a game if I know it has one.
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  • From Dimensional Traveler@[email protected] to comp.sys.ibm.pc.games.action on Fri Feb 6 17:45:18 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 2/6/2026 8:00 AM, Spalls Hurgenson wrote:
    On Fri, 6 Feb 2026 07:30:21 -0800, Dimensional Traveler
    <[email protected]> wrote:
    On 2/6/2026 7:09 AM, Spalls Hurgenson wrote:



    * I think the original poster meant 'increased' here, as in meeting
    with the water merchants gives you MORE time to finish the quest
    before your vault runs out of water.


    As I recall buying from the Water Merchants would cause your vault to be
    found by one of the hostile factions (The Brotherhood?) and captured or
    destroyed. So "reduced" may be correct, but its been a long time since
    I played.


    I will bow to your knowledge. It's been too long since I've played the
    game. I seem to remember that the game gave you more time but, like I
    said, it's been decades since last I played the game. I suggest it may actually be both: the water merchants may increase the time-limit with regards to water (and this is what it reports to the player), but also
    starts a new timer for when your vault is discovered by enemies.

    But honestly, I've no confidence in any of my recollections regarding
    this game, so if you say it is reduced, I'll not argue the case too
    strongly. ;-)

    I'm not arguing my case strongly either, so we'll just have to sit here
    weakly looking at each other.
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.
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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Sat Feb 7 13:04:18 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 06 Feb 2026 13:05:38 -0500, Mike S. <[email protected]>
    wrote:

    On Fri, 06 Feb 2026 10:09:32 -0500, Spalls Hurgenson ><[email protected]> wrote:

    For what it's worth, there's a patch that removes the time-limit in
    the original "Fallout" game. Well, technically it doesn't remove it so
    much as set it to a virtually unattainable length.

    The version with the changed time limit is the only version of Fallout
    I ever played. I hate time limits in video games. I likely won't play
    a game if I know it has one.

    Is it really a time-limit if there's really no chance of that timer
    running down, though? ;-)

    I'm not against time limits per se. They can be used to add some much
    needed tension to a game. I tend not to enjoy games that use them,
    though, but that's not because I think they're a bad idea but because
    they don't tend to fit my style of gaming.

    When I play a video game, I want several things out of it. The
    mechanics --the actual gameplay-- are important, but they aren't what
    I focus on the most. I like a good story, I like entertaining
    characters; those rank slightly higher. But what I most want is a
    sense of immersion; of being dropped into a realistic world, one so
    detailed and complete that I can poke my nose into every nook and
    cranny and feel like I am somewhere else. Because that's exactly what
    I am going to do. I like EXPLORING these strange digital realms, and I
    want to look at every bit of it.

    Which is sort of hard to do if there's a time pushing me to get to a
    certain point before the game irrevocably ends. It's like taking a
    vacation to another country and only having a single weekend to see
    all the sights! Who wants that?

    Which, again, isn't to dismiss timers entirely. Some players don't
    really care about tediously-thorough exploration. Some games have
    extremely simple worlds where a single glance can tell you everything
    you need to know about it. Sometimes the narrative demands a timer.
    Timers aren't, in and of themselves, bad. I won't avoid games with
    timers entirely.

    The problem with "Fallout" was it presented players with a vast world
    with endless nooks to explore, told them to take their time and having
    fun in this world, then yanked the rug out from beneath them for
    actually following the game's advice. The problem with "Fallout"
    wasn't the timer so much as how it was utilized in a genre that didn't
    really support it.

    You know one game I think actually would have _benefitted_ from a
    timer? "Ultima VII: The Black Gate". Maybe not one that ran right from
    the start, but after a certain point, I think the game would have
    benefitted from a certain urgency. Put it late enough in the game that
    the player has already had opportunity to do all the necessary
    exploration, keep the timer lenient enough that it's not a REAL threat
    to the gameplay... but have a clock ticking down in the background so
    you do feel some pressure. The complete lack of all that really
    weakened Ultima 7's end-game, where you could literally fight your way
    to the end of the final dungeon, then wander off and sleep away months
    and the Big Bad would never appear until you finally went back and
    triggered him.











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  • From Anssi Saari@[email protected] to comp.sys.ibm.pc.games.action on Thu Feb 26 12:45:37 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <[email protected]> writes:

    I always had mixed feelings about the drone battle mechanics. On the
    one hand: neat! I liked the conceit behind the battle (although I
    always wondered why your ship only used /half/ its drone complement in
    the introductory battle before the captain surrendered). It was also a
    fun little battle simulator (the secret, I found, was to spam the time-compression mechanic and constantly send your drones back to the mothership for repair and switching to new weapon-types). I could see
    that little segment of the game expanded into a completely separate
    game.

    Sure, it's like a mini-RTS in space and all without the tedious
    complication of too many different unit types like some RTS games liked
    to do.

    I've reached this point now but there seems to be some problem with the
    DosBox emulation: the game runs at reasonable speed but mouse clicks on
    some UI buttons seem to get interpreted in a rather different time
    scale. The shortest tap on a mouse button I can manage still seems to
    get interpreted as holding it down for 2-3 seconds. Especially the
    "rotate" control in the drone battle is pretty hard to use.

    So do you, as the resident emulation and retro guru, have any ideas? I
    tried slowing down the emulation speed of the game but it doesn't make a
    lot of difference. Messes up sound if going too low though.

    Still, it isn't so bad, I managed half of the training missions so far
    without losses. I didn't remember the graphics were so crude though.
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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Thu Feb 26 10:20:47 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Thu, 26 Feb 2026 12:45:37 +0200, Anssi Saari <[email protected]> said this thing:

    Spalls Hurgenson <[email protected]> writes:

    I always had mixed feelings about the drone battle mechanics. On the
    one hand: neat! I liked the conceit behind the battle (although I
    always wondered why your ship only used /half/ its drone complement in
    the introductory battle before the captain surrendered). It was also a
    fun little battle simulator (the secret, I found, was to spam the
    time-compression mechanic and constantly send your drones back to the
    mothership for repair and switching to new weapon-types). I could see
    that little segment of the game expanded into a completely separate
    game.

    Sure, it's like a mini-RTS in space and all without the tedious
    complication of too many different unit types like some RTS games liked
    to do.

    I've reached this point now but there seems to be some problem with the >DosBox emulation: the game runs at reasonable speed but mouse clicks on
    some UI buttons seem to get interpreted in a rather different time
    scale. The shortest tap on a mouse button I can manage still seems to
    get interpreted as holding it down for 2-3 seconds. Especially the
    "rotate" control in the drone battle is pretty hard to use.

    So do you, as the resident emulation and retro guru, have any ideas? I
    tried slowing down the emulation speed of the game but it doesn't make a
    lot of difference. Messes up sound if going too low though.

    Not really (I'm hardly an emulation expert; I just play a lot of old
    DOS games ;-). I don't recall any such difficulties... which isn't to
    say they weren't there for me, just that I don't remember them. Alas,
    I don't have a save-game for the combat sequences so I can't test
    directly.

    [I just fired up the game --it has a permanent spot on the hdd--
    and while I found the mouse a bit sluggish in movement, its
    clickiness wasn't a problem for me. For what it's worth, I'm
    running on DOSBox v0.74-3 with 100% (max) CPU. I have set the
    game to use the GUSMax (which requires tweaking of the DOSBox
    config file and installation of the GUS drivers in DOSBox)
    and sometimes DOS games reacted poorly to some soundcard
    setups. Other than that, I dunno. Sorry.]


    Still, it isn't so bad, I managed half of the training missions so far >without losses. I didn't remember the graphics were so crude though.

    The training missions aren't really that hard; it's really only the
    last two or three story missions where you start to struggle a bit
    (and, of course, there's always the difficulty slider). I think at the
    very easiest you can even skip the battles? I forget.

    But yeah, the tactical combat sequences do use very simplistic
    visuals, although I think that's intentional. It reflected what a lot
    of sci-fi shows at the time were using, and --in fact-- military
    systems also usually use simpler visuals in order to de-clutter the
    interface so you can focus on what's actually going on (at the
    strategic level, you don't need photo-real visuals). Plus, of course,
    Legend was mostly making an adventure game, so who knows how much
    effort they actually wanted to put into the RTS mini-game.

    By itself, I had no problem with the combat. As I said, expanded a bit
    it might have worked as a stand-alone title. But I can understand why
    a lot of people hated it included in the adventure.


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  • From Anssi Saari@[email protected] to comp.sys.ibm.pc.games.action on Sat Feb 28 14:21:13 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <[email protected]> writes:

    [I just fired up the game --it has a permanent spot on the hdd--
    and while I found the mouse a bit sluggish in movement, its
    clickiness wasn't a problem for me. For what it's worth, I'm
    running on DOSBox v0.74-3 with 100% (max) CPU. I have set the
    game to use the GUSMax (which requires tweaking of the DOSBox
    config file and installation of the GUS drivers in DOSBox)
    and sometimes DOS games reacted poorly to some soundcard
    setups. Other than that, I dunno. Sorry.]

    Thanks for the effort. I realized you can also rotate the view by
    holding the right mouse button down and moving the mouse around on the mini-map. The only other place where I had this issue was the early pipe
    puzzle in engineering. I thought there was a bug in the game as the up
    and down arrows in the GUI just moved the display of the pipe structure
    right to the top or bottom, so acting like home and end keys. So I
    couldn't see the middle part of the pipes. But of course, it was this
    same emulation bug instead. Arrow keys on the keyboard saved my day
    there.

    Still, it isn't so bad, I managed half of the training missions so far >>without losses. I didn't remember the graphics were so crude though.

    The training missions aren't really that hard; it's really only the
    last two or three story missions where you start to struggle a bit
    (and, of course, there's always the difficulty slider). I think at the
    very easiest you can even skip the battles? I forget.

    Yes, I think I did just that back when, let the computer win the real
    battles for me. Now that I beat the real battles, I wonder why. Default difficulty and there were only two of them. I hope. Basically my tactics
    were simple since the computer doesn't really present a challenge. It
    attacks piecemeal with groups of five and that's either five assault
    drones or four assault drones and one fighter. So all I needed to do was
    send more attack drones (six or five) than the computer had in each
    group. The fighters are so weak they don't matter and the computer never
    sends bombers. The attack drones are really the all-rounder craft.

    Maybe higher difficulty changes something but like this it was basically
    a turkey shoot.

    I did worry, I lost two drones in the first battle and one more in the
    second but it seems that was fine. A third battle with six drones left
    would likely be hard to win. Clearly I wasn't fast enough on the
    controls to pull out damaged drones out of the engagements to get them
    back and repaired before they were destroyed. But good enough.
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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Sat Feb 28 11:09:21 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Sat, 28 Feb 2026 14:21:13 +0200, Anssi Saari <[email protected]> said this thing:

    Spalls Hurgenson <[email protected]> writes:

    [I just fired up the game --it has a permanent spot on the hdd--
    and while I found the mouse a bit sluggish in movement, its
    clickiness wasn't a problem for me. For what it's worth, I'm
    running on DOSBox v0.74-3 with 100% (max) CPU. I have set the
    game to use the GUSMax (which requires tweaking of the DOSBox
    config file and installation of the GUS drivers in DOSBox)
    and sometimes DOS games reacted poorly to some soundcard
    setups. Other than that, I dunno. Sorry.]

    Thanks for the effort. I realized you can also rotate the view by
    holding the right mouse button down and moving the mouse around on the >mini-map. The only other place where I had this issue was the early pipe >puzzle in engineering. I thought there was a bug in the game as the up
    and down arrows in the GUI just moved the display of the pipe structure
    right to the top or bottom, so acting like home and end keys. So I
    couldn't see the middle part of the pipes. But of course, it was this
    same emulation bug instead. Arrow keys on the keyboard saved my day
    there.

    Still, it isn't so bad, I managed half of the training missions so far >>>without losses. I didn't remember the graphics were so crude though.

    The training missions aren't really that hard; it's really only the
    last two or three story missions where you start to struggle a bit
    (and, of course, there's always the difficulty slider). I think at the
    very easiest you can even skip the battles? I forget.

    Yes, I think I did just that back when, let the computer win the real
    battles for me. Now that I beat the real battles, I wonder why. Default >difficulty and there were only two of them. I hope. Basically my tactics
    were simple since the computer doesn't really present a challenge. It
    attacks piecemeal with groups of five and that's either five assault
    drones or four assault drones and one fighter. So all I needed to do was
    send more attack drones (six or five) than the computer had in each
    group. The fighters are so weak they don't matter and the computer never >sends bombers. The attack drones are really the all-rounder craft.

    Maybe higher difficulty changes something but like this it was basically
    a turkey shoot.

    IIRC, it's only the last two or three 'real' battles that ever present
    any real challenge... and even then its because the AI has multiple
    carriers, so you have to use your limited resources to defend from
    multiple directions at once. Basically, send out fighters to wipe out
    one wave, then quickly re-arm and send them off to intercept the
    second wave. It's really only difficult the first time you fight the
    battle (because that second wave takes you by surprise) but once you
    know they are coming it's just a matter of timing.

    As I've said, I liked the combat sequences. I'm not sure I felt that
    way the first time I played the game --I think my initial reaction was something along the lines of, "what the fuck is this arcade shit in my adventure game?"-- but with time I've come to appreciate it more. It
    really plays into the fantasy of being onboard a (relatively) hard
    sci-fi battle-cruiser, and it's short enough that it doesn't
    interfere too much with the main quest.

    Maybe it could have done with a few less missions. I think you do 9
    training missions and 9 real missions, and --narratively-- that's
    probably a bit much. But they none of them last that long. I really
    got the impression that the developers had put all that effort into
    creating the combat engine that they tried to get some value for their
    dollars from it by extending how long you used it. ;-)


    Still, its mostly the ending bits (that chat with the 'aliens' later
    on, and the post-game cinematic ending) that I found most memorable
    about the game.


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  • From Anssi Saari@[email protected] to comp.sys.ibm.pc.games.action on Sun Mar 1 22:31:32 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <[email protected]> writes:

    As I've said, I liked the combat sequences. I'm not sure I felt that
    way the first time I played the game --I think my initial reaction was something along the lines of, "what the fuck is this arcade shit in my adventure game?"-- but with time I've come to appreciate it more. It
    really plays into the fantasy of being onboard a (relatively) hard
    sci-fi battle-cruiser, and it's short enough that it doesn't
    interfere too much with the main quest.

    In a way the fights divide the story, let's say they're act 2. Act 1 is
    all that running around on the ship, solving puzzles to fix, avoid
    disasters, find out things and get ready for the fights. Act 3 is a kind
    of mixed bag, landing on the planet, few puzzles but lots of
    story. Then, last act, time jump and one final fight, or considering
    what happens, it's the first fight redone. And an epilogue to round
    things out.

    Still, its mostly the ending bits (that chat with the 'aliens' later
    on, and the post-game cinematic ending) that I found most memorable
    about the game.

    Yes, I've finished the game again. BTW, Wikipedia mentions there's a
    novel, Mission Critical: Death of the Phoenix by Paul Chafe. It's not
    really sequel but a related story in the same universe. Have you read
    that? Seems a bit hard to find now but archive.org seems to have a
    viewable copy.
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