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SiN Episodes: Emergence

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Title Screen

SiN Episodes: Emergence

Developer: Ritual Entertainment
Publisher: Ritual Entertainment
Platform: Windows
Released internationally: May 10, 2006


MinigameIcon.png This game has unused modes / minigames.


SiN Episodes: Emergence is the sequel to SiN, created with Half-Life 2's Source Engine and was planned to have eight more episodes. It omitted the banter between Blade and JC that made the original game interesting, and only made enough to break even on sales.

Hmmm...
To do:
  • According to [1] it is apparently possible for the player to drive the car.
  • It probably needs it's own page but is there anything of note in that unfinished "SiN 1 Source" remake in the SiN Episodes engine? (officially released by a developer and still available from Valve Archive.)

Whack-A-Grunt

Sin Episodes Whack-A-Grunt.png

A minigame that can only be accessed with console command map se1_u4lab05.

Sin Episodes Whack-A-Grunt instruction.png

Instructions are printed on the right-hand wall.

The objective is to kill grunts as they pop out of the distant area. The game claims there's 150 grunts, although this sometimes exceeds the limit (e.g. 154) as targets spawn in waves. When the last of the grunts finishes spawning, the timer will stop.

Although the minigame says you can use any gun, only the pistol and scattergun are placed in the map.

In addition, pigeons can be killed. When you hit a pigeon, an extra display is shown.

Resetting the minigame requires restarting the map.

Half-Life 2 Skyboxes

Skies from Half-Life 2. These skyboxes were used as a base for every skybox seen throughout the game.


Unused Menu Dialogue

Every character that appears in the main menu was supposed to say something upon highlighting any option in the main menu, except for "Play Arena" which was added later in a patch. Jessica Cannon is shown as an example in this video.


Unused Enemies

"npc_druglab_elite_jetpack" is identical to normal druglab jetpack troopers but with always spawn with the helmet that starts appearing on normal enemies if the player starts getting consistent headshots, they do not appear to be actually used at any point.


With "npc_Create npc_sniper" (Same command for spawning one in Half-Life 2) you can spawn an unused sniper NPC.

Considering how SiN Episodes reuses sound and animations from Half-Life 2, presumably this entity was planned to be altered and used for either Episode 1 or a future SiN Episode.

It appears as a weaponless SinTEK Elite Minigunner who, like the Half-Life 2 sniper, is immune to all non-explosive weaponry, when killed by an assault rifle grenade the NPC just ragdolls normally but when killed by an incendiary grenade, it oddly spawns three ragdolls.


SiNEpisodesEmergence -UnusedSniper.png


In the game, the player is fighting enemies that all have their names start with "NPC_druglab_" indicating they are part of Radek's drug lab operation.

These enemies are still used once the player breaks into SinTEK Tower aside from the "Elite Sintek chaingunner" as the game's stat menu calls it who is actually just "NPC_druglab_elite" internally.

However there are unused unfinished Sintek enemies.

"npc_sintek_grunt" appears as an unarmed druglab grunt who doesn't appear in the player's statistics when killed. (The percentage count for other enemies will lower but an entry for the SiNTEK grunt won't appear.)

"npc_sintek_jetpack" appears mostly as a normal "druglab_elite" but with an assault rifle and jetpack, they are stuck in their standing idle animation (outside of attacking where they T-Pose) and function identically to the normal jetpack enemies outside of their model and missing animations.


SiN Episodes Unused Sintek Jetpack trooper.png

On the "Office" and "U4 Processing Station" arena maps, there is a completely dark room accessible via noclip with the game's logo as seen during the game's ending.

While used there, these specific rooms in these maps are never used.

SiNEpisodesEmergence -UnusedLogo.png

Unused Turret Behavior

If the player noclips to the turrets in the map "se1_u4lab01", Blade can actually use them after pressing the action button in a fashion identical to the turrets in Half-Life 2.

Oddly though, the game automatically stops the player using them after a second.

"se1_highrise02" oddities

There are unused voice lines at least the map "se1_highrise02" as the player can find various objects that if looked at, give the prompt to radio Jessica like the rest of the game for her input, however no voice lines will actually play, though these voice lines do exist in the game files as well as subtitles. In addition, while the player can normally not backtrack from the next map, if they use noclip to go back up the jump, there is an unused level transition back to "se1_highrise02" and Jessica will actually not be present though her radio voice lines still won't play.

These notably include voice lines about finding folders, one about Jessica and about Blade's deceased mother, Sherilyn Palmer Blade.


(Source: Documentation of the subtitles on the Valve Developer Community wiki including missing ones.)

Unused Gas Entity

There is an unused env_poison_gas entity type called "Radiation", it produces an orange gas that damages the player.

(Documentation of the gas effects on the Valve Developer Community wiki.: source needed)