Image 1 — Unreal Gold - speculations on the mysteries of the Vortex Rikers - the ship and the screams
Image 2 — Unreal Gold - speculations on the mysteries of the Vortex Rikers - the ship and the screams

Unreal Gold - speculations on the mysteries of the Vortex Rikers - the ship and the screams

For years since it came out I’ve loved the original Unreal and have pondered different things about it that seem mysterious. In particular, its first level, Vortex Rikers, where you wake up unequipped with 12% health in a cell of a crashed prison starship, has haunted me for years. Over the years a lot of things about the level have struck me as very odd and raising a lot of questions, starting just with the fact that the ship is very clearly smaller when you get out of it than it is when you’re in it, and there are things about the ship when you’re in it that suggest it’s even bigger than it actually turns to be from the outside.

The obvious easy answer to all of my questions about it, of course, is that it was 1998. The game’s creators and the audience weren’t thinking about this stuff that much because we were so enamored with this new game that had such cutting-edge fidelity and immersion for the time. Just the technical feats of the game engine (which the first level in particular was built to showcase different aspects of very early on) and how it was used to create a somewhat believable and immersive space was the point, and any logical limitations or holes in what was made with that toolkit were incidental, ignorable even. Besides, the game itself is called Unreal. It’s supposed to be wildly fantastical, even when it’s using different tricks to convey a place that would make some logical sense to exist on another planet.

And yet it is interesting and fun to speculate, and try to think of at least somewhat logical explanations for odd things in the game that, even within the frame of its own Unreality, are still not explained or elaborated on, and don’t seem to add up. I think of it along the lines of how, to name a popular example, the TV show Lost started with a simple premise of people surviving a plane crash on a seemingly normal island, and then the show went on to not only expand into so much more, but also later reveal several things that happened as a cause or effect of the crash, including things that turn out to have been happening around the crash site the entire time.

There are various little things about the design of the Vortex Rikers that are odd, such as the large vent you can walk through, the reflective “ice-skating” room with lockers and a suit of armor behind the easily deactivatable forcefield, the structure of the captain’s room, the computers from the far future that still have P1 monochrome screens and large floppy drives, and the one medical kit in a comparatively large room that you can only access by breaking the big glass window. Also, the premise of the Universal Translator is very odd for multiple reasons.

However, the first major odd thing that stands out about the level is that, even accounting for places on the ship presumed to exist that you just can’t access, the ship is pretty small, with seemingly just one cell block. You would think that a prison starship would be much bigger, even dystopianly giant and full of cell blocks to house many prisoners. And when you consider that you encounter not only several bodies throughout the ship but several more throughout the game of people who were implied (if not outright stated in translator messages) to have been aboard the Vortex Rikers, and then add to that the amount of screams you hear in the ship (which I’ll get into later), this is a small, cramped, and overcrowded prison ship. There are 12 cells in all, which with the two bunk beds in each cell suggests two people per cell, for a likely total of 24 prisoners. But this is Vortex Rikers, “the rankest prison vessel this side of the Milky Way”. It’s not hard to imagine that it’s a nightmarishly overcrowded place. One could imagine the prison putting in maybe four prisoners per cell and having two of them each share a bunk, or maybe even putting in more prisoners than that. Even so, it seems odd that there would be so little to this ship.

The most mysterious thing to me about the Vortex Rikers, however, is the screams. It’d be one thing if there were just a finite amount of screams that you heard, based on time passed or as triggered when you walk through a certain area (as some
indeed are). But these screams are frequent, recurring, and heard all throughout the ship from different directions, suggesting that there are still dozens, maybe hundreds of still-living people aboard the ship. Sometimes it sounds as though there are screams happening just behind a wall near you. And yet you only encounter the one Skaarj that runs away from you both times. It is as though most of the action is somehow taking place outside of the main areas of the ship that you’re going through. Why is that? How is that even possible?

You can more understand the screams with ISV-Kran because it’s a much larger and more complex ship. But with Vortex Rikers it just doesn’t seem to make much sense. I’ve thought of some possible explanations for the screams in Vortex Rikers.

-Not only are there crawlspaces where most living people aboard the ship are, but said crawlspaces are probably among the places (including apparently the escape shuttle room) accessible from one of the doors in the opening cellblock that you can’t get through. It seems likely that most of the ship’s inhabitants got through one of those doors (maybe before the crash) and most of the Skaarj got in there, and maybe closed the doors so the people couldn’t get out. It’s not clear how they would’ve done that, since the only clear opening in the ship is the one you climb out of. So could the Skaarj have gotten onboard through the same opening you exited the ship from, then gone into the main area behind the doors you can’t access, and then locked/blocked the doors off?

-Despite there seeming to only be one small ship, it’s possible there’s still more to the ship than you can see. For example, there may be another level to the ship that’s buried underground, and what you see of the ship from the outside is just the upper part that didn’t get buried. That wouldn’t necessarily explain why you seem to hear more from other angles than more below you, but it would be one piece of the puzzle.

-Maybe there are secretly teleportation gates on the edges of the ship that you can’t access and don’t even know about, and they lead to remote places. These remote places could be other sections of a total ship that broke off during the crash, and instead of being in the entire ship you are in just one of different sections that was previously connected by something like a starbridge. This could mean there is at least one other section of the Vortex Rikers somewhere on Na Pali.

-The Skaarj set up teleportation gates at the edges of the ship, which may lead to remote locations you can hear through said gates.

-There are not that many people screaming. It’s the same handful of people who are repeatedly screaming from crash injuries, being tortured but not killed by a Skaarj, or maybe just being slowly killed by crawlspace infestations of Skaarj-pupae eating them.

-You hear recurring periodic announcements from the ship computer. It would make sense that occasionally a person would want to record their own announcement depending on the situation and have that play over the speakers
periodically. So maybe the recording equipment was turned on inadvertently and captured screams, or maybe someone meant to record a message but wound up screaming instead, and what you’re hearing are repeated broadcasts of screams of people who are probably now already dead.

-The Skaarj secretly installed sound devices that would play screams to scare, mislead, and demoralize any survivors, to make them easier to kill or control.

-The prison system installed sound devices before the crash to scare, mislead, and demoralize prisoners in order to further punish them and make them easier to control, and these got turned on maybe accidentally and stayed on even after the crash.

-The ship is now haunted and you are hearing the screams of victims past. Unreal by its very title is fantastical with supernatural themes where you encounter ghost Nali and the like, so it’s not inconceivable that such an already nightmarish place of death and suffering would have screams of tormented souls in it. The Vortex Rivers was already hellish as a prison and now it has literally descended down into a place that for its inhabitants is an even greater hell, even if it seems to offer freedom from prison, so it makes sense that it would sound like hell.

-The player character is insane and at least a lot of the screams are hallucinations. That wouldn’t necessarily explain why you don’t hear the screams as much after you leave the ship. However, when you consider that the player is perhaps already an insane hardened criminal with a dark history who has waken up badly battered in a crashed, dilapidated, carnage-filled ship in an unknown destination with mysterious sights and sounds, it’s not inconceivable that they may have a brief psychological episode in which they hear things that aren’t necessarily there.

-The Vortex Rikers canonically really is much larger and more complex than it appears from the outside, and Epic were just sloppy about it or basically following old-school open-world RPG logic where distinct locations in the open world are depicted as tiny places that are not to-scale. This opens up the possibility that there is at least one other cell block on the ship, as well as the crawlspaces and the escape shuttle room. Maybe there’s canonically an entire giant part of the ship you can’t access, that is much larger than what you can.

Feel free to offer any theories, ha ha.

u/Adminn_1 — 8 days ago

Unreal Gold - were there ever multi-level custom solo campaigns made for an “expanded” version of Vortex Rikers or something similar (i.e. possibly crashed lqrge prison ship)?

I like the idea of a much larger and more complex prison ship like the Vortex Rikers for the player to explore, possibly a crashed one, and was wondering how many Unreal Gold solo campaigns there have been for that. I seem to recall many years ago seeing one that was actually like a heavily expanded version of Vortex Rikers, but I can’t find that now. Any recommendations? Thanks!

reddit.com
u/Adminn_1 — 9 days ago

Share any ideas for Aleph One/Classic Marathon Mods/Scenarios here!

Whether it’s entire visions and concepts for them or just titles, I’d be interested to know yours. Any mod idea I go with that you may have inspired in some way, I’ll let you know and credit you, but either way, this is just a good place to bounce ideas.

u/Adminn_1 — 1 month ago

Aleph One/Classic Marathon Mod Idea #9 of 256 - Marathon: Ultramega Extreme GOLFMASTER Dinosaur Egg Championship Super Bowl Cup 5000 3D - The Quest

Imagine a non-combat-oriented golf-based mod that is called Ultramega Extreme Golfmaster Dinosaur Egg Championship Super Bowl Cup 5000 3D - The Quest. In it, the player completes every level by retrieving 7 keycards and then reaching an exit-teleport polygon with a flag on it, but they are unable to simply move like normal in order to accomplish this. Specifically, the only moving the player can do is turning and looking around; they cannot run, walk, dodge, or jump. To get from one point to another, they must rely on grenade-hopping or rocket-hopping, to which they are immune and cannot take damage like they normally would by default. In essence, the player is playing golf using themselves as the ball, a rocket launcher with unlimited rockets as a driver, and a grenade launcher with unlimited grenades as a putter. They can go around this way to pick up the 7 keycards in any order that they wish, although they must plan and be strategic to determine in which order and manner these keycards are to be acquired in the least amount of time and “strokes” (firings of either gun). In addition, there are placed throughout each level a handful of dinosaur eggs, which are treated as bonus items and which when acquired reduce the player’s stroke count by 10 points, though the player has also to determine whether they can come out with less strokes by pursuing and acquiring a dinosaur egg than they would by not pursuing it. In the top left part of the screen are indicated how much time has elapsed, how many keycards have been collected out of the total 7, and how many dinosaur eggs have been collected. In addition, the location of the keycards, dinosaur eggs, and exit are indicated in a fully visible overhead map of the entire level, allowing the player to plan their routes.

By having these objects for the player to acquire throughout each level, Ultramega Extreme Golfmaster Dinosaur Egg Championship Super Bowl Cup 5000 3D - The Quest distinguishes itself in another way from normal golf and also incentivizes full and open-ended exploration of a level. The height and distance that the player travels is dependent on things like the angle at which they fire an explosive at a surface under or otherwise near them, and which explosive they use, with rockets propelling them much faster and further than grenades. By this the player navigates a variety of different terrain, including significant heights that they need to scale, winding turns they need to make, direction-reversing spots they want to avoid, and hazards such as lava pools and crushing platforms. The player cannot die in the game, but if they come into contact with a hazard, they will get teleported back to the beginning of the level. Given the opportunities opened up by having 7 keycards spread throughout a level for the player to get, the design of these levels is big, complex, fairly open-ended, and ambitious. There are all sorts of grand and beautiful castles for the player to explore. Between this and the unique set of challenges presented to the player, Ultramega Extreme Golfmaster Dinosaur Egg Championship Super Bowl Cup 5000 3D - The Quest shows a whole new way to explore and interact with environments, and strive to beat both one’s own different records and others’.

u/Adminn_1 — 1 month ago

The Royal We might be my favorite stuff Ginn has ever done

In general Ginn’s days-worth of post-Flag material is a seldom explored rabbit hole of unique stuff, but this here sounds like the music to the greatest scientific educational series you ever encountered. Mind-expanding and singular.

youtu.be
u/Adminn_1 — 2 months ago

Rackety Casio-goblin band

You know what sort of band I imagine that would be great and that seems like something that could easily happen in a place like Portland?

A band of four or more people all on keyboard synthesizers, particularly salvaged old vintage ones, like the odd Casios and Yamahas. Wouldn’t even necessarily need to know how to play them properly, the bandmembers would just be full of ideas and spirit and troll (like The Residents for example). Just like a crew of unhinged basement goblins (or garage ones). Going through the synth voices for trumpets, strings, violins, mandolins, percussion, and even the noises. You know the ones. Doors creaking and shutting, laugh noises, helicopters, guns, bubbles, sirens, lasers, etc. The band would just keep experimenting together with all these voices and ways to combine and synchronize them together, and record it all too for it to be edited together later. And the other people out there not in the band, they would hear such clamor of forbidden sonic spells and they would recoil and complain, “Stahhp, we can’t take it, we can’t take all the greatness and insanity of it all, it’s too MAHHCH, it’s too MAHHCH, ah, stop it, no more eerie swirls and hypersymphony and haunted house and emergency noises, I can’t take eeehhhhhht.” But they wouldn’t stop. They would continue, and that would be the sound.

So if there’s any band out there in Portland or nearby that sounds like that, let me know because I want to hear their record and want to hear them live.

reddit.com
u/Adminn_1 — 3 months ago

Best instrumental bands in Portland?

Just curious as those don’t usually get talked about as much and it’d be interesting, as great as vocal bands are. The bands can be any genre and as avant-garde as you like. I’m interested to check some out.

reddit.com
u/Adminn_1 — 3 months ago