Unlike most objects throughout the Enrichment Center, Frankenturrets do not react to the Mobility Gels.Wheatley is unaffected by GLaDOS' paradox, which suggests that the Frankenturrets are not only sentient, they are more intelligent than Wheatley. While they do not speak themselves, they do appear to understand speech, since a number of them were disabled by GLaDOS' paradoxical statement.If they are moved against one of Wheatley's screens through an Excursion Funnel, they will smash it after a short amount of time.If placed right side up, they attempt to headbutt Chell, but to no effect.Occasionally they will be missing half or all of their plating. The turret heads on the cube are not consistently patterned.This change is also visible on the loading screens during the time in Wheatley's testing track. Their cube fixtures feature a modified version of the Enrichment Center logo, reading "Wheatley Laboratories" instead of "Aperture Laboratories".It is also interesting to note that their form of locomotion is very much reminiscent of hermit crabs. When picked up, they tuck their turret bodies and legs into the cube, like hermit crabs the term "hermit" is used in the related animations.They sound like sped up and gargled voice clips which can be roughly translated to "Let me think about this.", "What are you doing?", "Up!" and "Please put me down!". Instead of speaking like standard turrets, they make unusual chirping sounds similar to that of the Combine Advisor.The developer commentary notes their withdrawing into a cube was initially just to make them be cubical when picked up, but it was so cute they added shaking animations and wide-eyed reactions to the turret to make the player sympathize with their plight.Another strange event is when the player takes it into the Grill, a skin change will convert it to the one without the plate armor before the Frankenturret disappears.The Frankenturrets' skins also change from, if they have their plating on, to losing their plating when being picked up. Because they were excluded from the standard cooperative chambers, whenever a player picks up a Frankenturret from either a community-made chamber or created into the map using console commands, the shaking animations and sounds in single player are not played, resulting in a zombie-like Frankenturret.This can be a nuisance in Wheatley's tests, but placing them so they land on their back negates the problem. After their introduction, they are used in place of normal cubes, with the only major difference between them and the standard cube being that the Frankenturrets will try to hop away if placed right-side up. However, they are shown to be utterly useless for that purpose, only wandering around aimlessly and falling over. Wheatley designed the Frankenturrets to compensate for his lack of test subjects, having intended to design a cube which could walk on buttons themselves.
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