Aldro said:
Marlowe's crew is supposed to be a highly-trained clandestine organization, with roots stretching back to Elizabeth I and earlier. Sort of like CIA/MI6 secret intelligence service type ops... so the idea is they have lots of means to confound their enemies like a secret arm of the CIA or MI6 might, for example. Like Cutter says, manipulating their enemies through espionage, deception, fear. This is based on real-life clandestine ops, and "the art of deception". Groups like the CIA really used magician's tricks as well as drugs, etc. to trick and frighten their enemies. So - you can assume there's a rational explanation behind these mysteries... e.g., a bulletproof vest, an escape rope/wire, whatever--which looks "magical" but has a rational explanation, just like a magician's trick. Magic, tricks, deception, illusion, perception vs. reality - these are themes throughout the game.
Amy Hennig said that^
They had to shoot someone with a dart in order to somewhat control them, but it wasn't even perfect. We saw Cutter snap out of it and we also noticed how Drake went mad by it. NONE of that compared to the water that was in the City of Brass/Ubar/Iram of the Pillars. Once drinking from the water, you were seeing things that had a far more impact... Sully dying is a good example. The supposed "Djinns" are also an example of this. Since the organisation focuses on fear and deceit, it is very clear why they would want this power. |
Ahh gotcha......then they should've did some Scooby Doo type reveals on all their tricks. Either way, I'm getting the itch to play through the game again. Despite the faults, I believe this is the most fun I've had playing a game since UC2.
I am the Playstation Avenger.
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