The Let's Play Archive

Blade Runner

by Scorchy

Part 31: Act IV - The Hook

Act IV - The Hook

So let's go along with this for now. Ray will have go break into the Tyrell building, steal their most sensitive corporate secrets, and escape with his life. Sounds hard, right?

Well, not really. If there's any place in the game they could have put a heavy action/escape sequence, it was here. But they might have felt it wasn't particularly Blade Runner-esque. Who knows.

First, there's a ladder next to the twins' secret lab that leads Ray to a vent directly connected to the Tyrell building.

Then they put the dozing security guard here beside the elevator. If there's anyone more incompetent than Ray in this game, it's probably this guy. He let the barechested delivery guy with the bomb slip through, and now this.

And look, the DNA data is right on the conference room table. With no one around. For once, it's not even a trap. We can just stroll into the most important corporation in the city and steal their shit with impunity.

The security guard wakes up as Ray leaves, but he can just run past him.

The whole sequence is so stupid that I wonder if this is a joke about Tyrell's building security. Apparently Roger Ebert, on reviewing the film in 1982, commented on the horrible security measures that led to Roy Batty waltzing into Tyrell's bedroom unmolested and killing him. If it was the same security guard who let them in, it would have explained a lot.

Well, the voting about what to do with the twins was a bit of a... mixed bag, but there's been some concern about Ray being a closet Replicant, and fucking himself over by shooting the guys working on the cure.

Nakar posted:

Let's look at this rationally: Ray is the biggest loser in the Blade Runner universe. The instant he shoots the twins, he'll turn out to be a replicant, and will die because he killed the only people who could fix his lifespan. If he doesn't shoot them, the worst that happens is he turns out to be human after all, and has become a rep sympathizer and fugitive. But he's already been framed and given Clovis's track record for killing things and getting away with it he seems like a better friend than a foe.

So killing them is only good news if Ray really is human. If he's a rep (which we aren't sure of yet), helping is beneficial to him, and if he's a human, it can't be any worse for him than the shit he's already in.

That's the most logical thing I've seen, so we'll hold off on shooting them for now. I guess Ray can just come back and cap them later if there's a change of heart.

Really Ray? Now the light starts flickering?

Great. Now we have to find a phone.

No one carries a cellphone because... I guess they didn't think of them back in 1982. Neon umbrellas, trenchcoats, corporation dominated skyscapes, sure, but not cellphones.

There's actually a vid-phone upstairs from the twins, but I ran across town to use this one because it's the same phone from the film (Deckard used it to call Rachael, from Taffy's bar). I appreciated them scripting this alternate phone into the game for no other reason than the fact it was a prop used in the movie for about 10 seconds.

Now to make the call to Ray's dear boss, Lieutenant Guzza.

What, Ray doesn't mention wanting his doggie back? He must really be losing it.

Next update - it's payback time!