*0 { *id "registry\\credits2" *thumbnail "CreditsT" *name Credits *desc Official credits for||Chronicles of Riddick: Escape from Butcher Bay *type text } *0 { *id "tutorial" *thumbnail "CreditsT" *name Tutorial Video *desc A video showing the basic functionality of the game *type video } *0 { *id "Riddick_Combo_NTSC_4x3" *thumbnail "T_Universal" *name TCoR Combo Trailer *desc Official Combo Trailer *type video *key 0000000000000001 // Pack 0 } *0 { *id Unlock017 *name Movie Concept Art 03 *desc New Mecca Dawn|| View of the city.||Art by BURG *type picture *key 0000000000000002 // Pack 1 } *0 { *id Unlock005 *name Game Concept Art 05 *desc Homebox|| This early design for the double-max cell was considered to be too cozy. Instead it was used as the template for Abbott's apartment.||Art by Seung Ho *type picture *key 0000000000000004 // Pack 2 } *0 { *id Unlock033 *name Game Concept Art 16 *desc Mining Worker|| Inmates working in the mines have a special look and outfit.||Art by Joakim Hellstedt *type picture *key 0000000000000008 // Pack 3 } *0 { *id Unlock036 *name Game Concept Art 19 *desc Tower 17|| In this early design Tower 17 was less gritty and hazardous.||Art by John Wallin *type picture *key 0000000000000010 // Pack 4 } *0 { *id Unlock020 *name Movie Still 01 *desc Lensing Necro|| Necros badly damaged in battle will receive vision-enhancing cybernetic sensing equipment. *type picture *key 0000000000000020 // Pack 5 } *0 { *id Unlock007 *name Movie Set 01 *desc Basilica Interior Detail|| Statues in the throne room of the Basilica necro ship. *type picture *key 0000000000000040 // Pack 6 } *0 { *id Unlock008 *name Movie Set 02 *desc Basilica Interior Detail|| Statues in the throne room of the Basilica necro ship. *type picture *key 0000000000000080 // Pack 7 } *0 { *id Unlock009 *name Movie Set 03 *desc Basilica Interior Detail|| Statue in the throne room of the Basilica necro ship. *type picture *key 0000000000000100 // Pack 8 } *0 { *id Unlock028 *name Game Concept Art 11 *desc Attack Droid|| This design for the Attack Droid made it intact into the game.||Art by Joakim Hellstedt *type picture *key 0000000000000200 // Pack 9 } *0 { *id Unlock054 *name Game Concept Art 37 *desc Rolling Slam|| Early on we considered making Butcher Bay mobile. This idea was rejected.||Art by John Wallin *type picture *key 0000000000000400 // Pack 10 } *0 { *id Unlock012 *name Movie Set 06 *desc Basilica Interior Detail|| Statue in the throne room of the Basilica necro ship. *type picture *key 0000000000000800 // Pack 11 } *0 { *id Unlock039 *name Game Concept Art 22 *desc The Ship|| The finial ship-model turned out very close to this concept.||Art by Joakim Hellstedt *type picture *key 0000000000001000 // Pack 12 } *0 { *id "Registry\\CiggList" *thumbnail "CreditsT" *name Cigarette List *desc A list of all cigarette package collectibles and their location in The Chronicles of Riddick: Escape from Butcher Bay *type text *key 0000000000002000 // Pack 13_finalbattle } *0 { *id Unlock034 *name Game Concept Art 17 *desc The Dweller|| Various designs for the pit dwellers. We opted for the naked approach.||Art by Joakim Hellstedt *type picture *key 0000000000004000 // Pack 14 } *0 { *id "Registry\\Book" *thumbnail "T_Novel" *name TCoR Novelization *desc The first chapter of The Chronicles of Riddick novelization, written by Alan Dean Foster. *type text *key 0000000000004000 // Pack 14 } *0 { *id Unlock016 *name Movie Concept Art 02 *desc Sarcophagus Interior|| Necro troop transport. *type picture *key 0000000000008000 // Pack 15 } *0 { *id "Riddick_NTSC_4x3" *thumbnail "T_Universal" *name TCoR Movie Teaser *desc Official Movie Teaser trailer *type video *key 0000000000010000 // Pack 16 } *0 { *id Unlock037 *name Game Concept Art 20 *desc Tower 17|| This design resembles the final Tower 17 level fairly well. The only major change was the decision to rotate it by a full 90 degrees.||Art by John Wallin *type picture *key 0000000000020000 // Pack 17 } *0 { *id Unlock056 *name Game Concept Art 39 *desc Jet Chopper|| This vehicle was supposed to be the means of transportation in an elaborate escape sequence in the game. It was cut early in production due to lack of time.||Art by John Wallin *type picture *key 0000000000040000 // Pack 18 } *0 { *id Unlock006 *name Game Concept Art 06 *desc Cryo Pyramids Detail|| This design was considered to present a too worn down look, but the core idea remains in the game.||Art by Joakim Hellstedt *type picture *key 0000000000080000 // Pack 19 } *0 { *id Unlock046 *name Game Concept Art 29 *desc Tower 17|| This design is very close to what ended up in the final game.||Art by John Wallin *type picture *key 0000000000100000 // Pack 20 } *0 { *id Unlock022 *name Movie Set 09 *desc Basilica Interior Detail|| The throne room of the necro Basilica ship. *type picture *key 0000000000200000 // Pack 21 } *0 { *id Unlock002 *name Game Concept Art 02 *desc Corporate Offices|| An early design for the Corporate Offices.||Art by Seung Ho *type picture *key 0000000000400000 // Pack 22 } *0 { *id Unlock027 *name Game Concept Art 10 *desc Light Guard|| This artwork served as the foundation for the light guard design.||Art by Joakim Hellstedt *type picture *key 0000000000800000 // Pack 23 } *0 { *id Unlock041 *name Game Concept Art 24 *desc Med Station|| This concept for the med-station holds up well in comparison with the final design.||Art by John Wallin *type picture *key 0000000001000000 // Pack 24 } *0 { *id Unlock042 *name Game Concept Art 25 *desc Police Vessel|| This craft was cut from the game due to time constraints.||Art by John Wallin *type picture *key 0000000002000000 // Pack 25 } *0 { *id Unlock001 *name Game Concept Art 01 *desc Inmate Working Suit|| An early concept for the inmates working in the mines.||Art by Hans-Roger Östlin *type picture *key 0000000004000000 // Pack 26 } *0 { *id Unlock003 *name Game Concept Art 03 *desc Narc Land|| This was the original design for the guard quarters.||Art by Joakim Hellstedt *type picture *key 0000000008000000 // Pack 27 } *0 { *id Unlock029 *name Game Concept Art 12 *desc Civilian Guard|| The most difficult piece of design in the whole game was the civilian guard.||Art by Joakim Hellstedt *type picture *key 0000000010000000 // Pack 28 } *0 { *id Unlock048 *name Game Concept Art 31 *desc Take-off Platform|| Some elements of this concept made it into the final game.||Art by John Wallin *type picture *key 0000000020000000 // Pack 29 } *0 { *id Unlock021 *name Movie Prop 01 *desc Lord Marshal's Helmet|| This helmet is worn by Lord Marshal, played by Colm Feore, in the TCOR movie. *type picture *key 0000000040000000 // Pack 30 } *0 { *id Unlock045 *name Game Concept Art 28 *desc Recreation Area|| This early design of the Recreation Area was substantially modified during actual implementation.||Art by John Wallin *type picture *key 0000000080000000 // Pack 31 } *0 { *id Unlock013 *name Movie Set 07 *desc Basilica Interior Detail|| Statue in the throne room of the Basilica necro ship. *type picture *key 0000000100000000 // Pack 32 } *0 { *id Unlock010 *name Movie Set 04 *desc Basilica Interior Detail|| Statue in the throne room of the Basilica necro ship. *type picture *key 0000000200000000 // Pack 33 } *0 { *id Unlock049 *name Game Concept Art 32 *desc Shotgun|| The shotgun model ended up very close to this concept.||Art by Joakim Hellstedt *type picture *key 0000000400000000 // Pack 34 } *0 { *id Unlock043 *name Game Concept Art 26 *desc Work Pass|| On close examination of the Work Pass level, one can see slight resemblances to this concept.||Art by John Wallin *type picture *key 0000000800000000 // Pack 35 } *0 { *id Unlock055 *name Game Concept Art 38 *desc Billy Bob|| Early on we planned to include a break out action sequence in which the player would escape to Billy Bob’s way station on the other side of the planet. This was cut due to lack of time.||Art by John Wallin *type picture *key 0000001000000000 // Pack 36 } *0 { *id Unlock038 *name Game Concept Art 21 *desc Container Router|| This was the first design for the Container Router level.||Art by John Wallin *type picture *key 0000002000000000 // Pack 37 } *0 { *id Unlock047 *name Game Concept Art 30 *desc Cryo Pyramids|| All core elements of this design of the Cryo Pyramids carried over to the finished level.||Art by John Wallin *type picture *key 0000004000000000 // Pack 38 } *0 { *id Unlock040 *name Game Concept Art 23 *desc Upper Mines|| This view of the Upper Mines entrance bears only a fleeting resemblance to the final map.||Art by John Wallin *type picture *key 0000008000000000 // Pack 39 } *0 { *id Unlock044 *name Game Concept Art 27 *desc Large Door|| The finished version of this door can be found in the mines.||Art by John Wallin *type picture *key 0000010000000000 // Pack 40 } *0 { *id Unlock023 *name Movie Set 10 *desc Basilica Interior Detail|| A 360 degree view of the throne room of the Basilica. *type picture *key 0000020000000000 // Pack 41 } *0 { *id Unlock032 *name Game Concept Art 15 *desc Cryo Inmate|| This is a concept for inmates kept in cryo-sleep cold storage.||Art by Joakim Hellstedt *type picture *key 0000040000000000 // Pack 42 } *0 { *id Unlock025 *name Game Concept Art 08 *desc Large Alien|| This design of the big alien creature is close to the in-game model. However, the teeth were modified to comply with the publisher's wishes.||Art by Joakim Hellstedt *type picture *key 0000080000000000 // Pack 43 } *0 { *id Unlock004 *name Game Concept Art 04 *desc Screamer Droid|| This original design of the screamer droid survived almost intact.||Art by John Wallin *type picture *key 0000100000000000 // Pack 44 } *0 { *id Unlock026 *name Game Concept Art 09 *desc Alien Mechanics|| This image illustrates the symbiotic relation between the big and the small alien creatures.||Art by Joakim Hellstedt *type picture *key 0000200000000000 // Pack 45 } *0 { *id Unlock014 *name Movie Set 08 *desc Basilica Interior Detail|| Statue in the throne room of the Basilica necro ship. *type picture *key 0000400000000000 // Pack 46 } *0 { *id Unlock024 *name Game Concept Art 07 *desc Small Alien|| This design of the small alien creature is very close to the final model seen in the game.||Art by Joakim Hellstedt *type picture *key 0000800000000000 // Pack 47 } *0 { *id Unlock030 *name Game Concept Art 13 *desc Heavy Guard|| The design of the heavy guard was a lot of fun. The final model turned out great in the game too.||Art by Joakim Hellstedt *type picture *key 0001000000000000 // Pack 48 } *0 { *id Unlock031 *name Game Concept Art 14 *desc Hoxie's Personal Guard|| Hoxie's personal guard concept. The AI programmer's nightmare. This design made it to the final product almost intact.||Art by Joakim Hellstedt *type picture *key 0002000000000000 // Pack 49 } *0 { *id Unlock019 *name Movie Concept Art 05 *desc Basilica|| The Basilica necro war ship. *type picture *key 0004000000000000 // Pack 50 } *0 { *id Unlock035 *name Game Concept Art 18 *desc Butcher Bay|| In this early design the Butcher Bay prison was looking more like a regular city.||Art by John Wallin *type picture *key 0008000000000000 // Pack 51 } *0 { *id Unlock051 *name Game Concept Art 34 *desc Riot Guard 1.0|| This design for the riot guard was rejected.||Art by John Wallin *type picture *key 0010000000000000 // Pack 52 } *0 { *id Unlock015 *name Movie Concept Art 01 *desc New Mecca Day|| View of the city.||Art by BURG *type picture *key 0020000000000000 // Pack 53 } *0 { *id Unlock050 *name Game Concept Art 33 *desc Minigun|| The minigun design underwent a few iterations, but the final version looks very much like this particular design.||Art by Joakim Hellstedt *type picture *key 0040000000000000 // Pack 54 } *0 { *id Unlock011 *name Movie Set 05 *desc Basilica Interior Detail|| Statue in the throne room of the Basilica necro ship. *type picture *key 0080000000000000 // Pack 55 } *0 { *id Unlock053 *name Game Concept Art 36 *desc Home Box|| This is the final concept art for the double-max cell, which can be seen in the Tower 17 and Tower 19 levels.||Art by John Wallin *type picture *key 0100000000000000 // Pack 56 } *0 { *id Unlock052 *name Game Concept Art 35 *desc Butcher Bay|| This concept image was used a lot during production and during the creation of Butcher Bay we stayed very close to it.||Art by John Wallin *type picture *key 0200000000000000 // Pack 57 } *0 { *id Unlock018 *name Movie Concept Art 04 *desc New Mecca Day|| View of the New Mecca city, featuring a light collecting tower.||Art by BURG *type picture *key 0400000000000000 // Pack 58 } *0 { *id Unlock057 *name Game Concept Art 40 *desc Riot Guard 1.0|| This design for the riot guard was rejected.||Art by John Wallin *type picture *key 0020000000000000 // Pack 53 } *0 { *id "PB_Prototype_01" *thumbnail "T_Prototype" *name Riddick Prototype 1 *desc "This video shows a part of the prototype we created for the Riddick game. It was finished in August 2002. This clip shows the introductory part, presenting the prison cellblocks. There are some similarites to the \"Tower 17\" area of the finished game." *type video *key 0000000403000021 } *0 { *id "PB_Prototype_02" *thumbnail "T_Prototype" *name Riddick Prototype 2 *desc "This video shows a part of the prototype we created for the Riddick game. It was finished in August 2002. This clip shows the Courtyard area, which has some similarities to the Recreation Area in the final game. It was created to present the explore and mission solving part of the game." *type video *key 0700000004001800 } *0 { *id "PB_Prototype_03" *thumbnail "T_Prototype" *name Riddick Prototype 3 *desc "This video shows a part of the prototype we created for the Riddick game. It was finished in August 2002. This clip shows the cargo transport area and was designed to present the sneak section of the game. Here you can also see the local map that was removed from the final product." *type video *key 000000017800c000 } *0 { *id "PB_Prototype_04" *thumbnail "T_Prototype" *name Riddick Prototype 4 *desc "This video shows a part of the prototype we created for the Riddick game. It was finished in August 2002. This clip shows what we presented for the action parts of the game. It starts with a sneak section because we wanted to test the idea of using a level for both sneak and action." *type video *key 00000000001e0010 } *0 { *id "MoCap" *thumbnail "T_Mocap" *name Starbreeze Motion Capture *desc A video presenting the setup and use of the Starbreeze Studios Motion Capture System. What you see are actual recording sessions for two games, The Chronicles of Riddick: Escape from Butcher Bay and Knights of the Temple. *type video *key 00c0000080e00004 } *0 { *id "first_playable1" *thumbnail "T_FirstPlayable" *name Riddick First Playable 1 *desc "Riddick First Playable was in April 2003, about a year before the final game. This part show early versions of Mine Entrance. V/O performed by the developer." *type video *key 00000400000107c0 } *0 { *id "first_playable2" *thumbnail "T_FirstPlayable" *name Riddick First Playable 2 *desc "Riddick First Playable was in April 2003, about a year before the final game. This part show early versions of Security Checkpoint. V/O performed by the developer." *type video *key 0000007a00000000 } *0 { *id "first_playable3" *thumbnail "T_FirstPlayable" *name Riddick First Playable 3 *desc "Riddick First Playable was in April 2003, about a year before the final game. This part show early versions of Upper Mines. V/O performed by the developer." *type video *key 0000038000000008 } *0 { *id "first_playable4" *thumbnail "T_FirstPlayable" *name Riddick First Playable 4 *desc "Riddick First Playable was in April 2003, about a year before the final game. This part show early version of Mining Core. V/O performed by the developer." *type video *key 0000f80000000000 } *0 { *id "SBZ_Tech" *thumbnail "T_Tech" *name Starbreeze Technology Demo *desc "This Technology demo was created for E3 in May 2003 to show the new rendering technology developed for The Chronicles of Riddick: Escape from Butcher Bay. It contains an early version of the Crash Site alien cutscene." *type video *key 003f000000002002 }