The Matrix: Path of Neo - Continuity Changes

Continuity Changes

The game includes additional missions that extend the storyline of the theatrical film releases. While some of these are obviously solely for the benefit of game play, others seem to be based on scenes the Wachowskis planned to implement in the films (some of which can be found in The Art of The Matrix). These include:

  • An extension of the escape by Neo from the Metacortex building when he is first contacted by Morpheus. As in the film, though, the player is not required to escape and may be captured by the agents.
  • A series of training simulations taking place in the "construct", the Resistance's virtual reality; these instruct the player in hand-to-hand combat, firearms, and melee weapons.
  • An extended escape by the Nebuchadnezzar crew (sans Morpheus) through city sewers, ending with the temporary dispatching of Agent Brown by Neo in a fight while he is placing explosives. This event was not in the film, where the characters merely are seen leaving a manhole before heading to a TV repair shop.
  • An extended escape to the second hardline, detouring Neo into a damaged portion of the Matrix.
  • An extended fight with all three Agents after Neo is endowed with his powers as the One.
  • A series of five missions that fill in Neo's adventures in retrieving other "Potentials" (red-pills similar to Neo in ability to affect the Matrix) in the six-month period between Neo's retrieval from the Matrix power plant and the events of The Matrix Reloaded. The six-month period and the red-pill retrieval is noted in dialog between Morpheus and Commander Lock in their first meeting in The Matrix Reloaded (In the past six months...).
  • An extension of the fight between Neo and the three upgraded Agents, where Neo must also dispatch several SWAT team fighters.
  • A series of rescues that Neo must complete to see the various Zion ship captains to safety after their meeting (as shown at the start of The Matrix Reloaded).
  • An extension of the fight between Neo and Seraph, the Oracle's bodyguard.
  • An extension of the fight in the Merovingian's chateau, where Neo must solve a series of puzzles in the house (reminiscent of M. C. Escher surrealism) as well as battle in several fights.
  • An extended series of fights against the Smith clones in a church, a building closely resembling the Architect's quarters, and a version of the US Congress House of Representatives as the Keymaker attempts to get Neo and Morpheus to the final door to the Architect (a character seen only in film-derived cut scenes in the game).
  • A brand-new final battle, because the Wachowski brothers felt the ending of The Matrix Revolutions would be a "lame" ending for a video game. It is an alternate ending, without the martyr approach, where Neo kills Smith and then takes on the Mega-Smith, a gargantuan likeness of Smith composed of buildings, cars, Smith clones, and other debris from the city where the battle takes place. The player fights the Smith construct in a series of dodging thrown debris and plunging into the construct to severely damage sections of the Smith construct. Immediately before the final boss, the game is interrupted by the Wachowski Brothers (represented with single-color sprites similar to what might be found in a pre-8-bit video game) who congratulate the player, then explain their reasoning behind deviating from the movie's ending (calling it "a little Hulk Vs. Galactus action").
  • Following the battle, the game ends with the final cinematics from the conclusion of The Matrix Revolutions. Rather than the use of the film's next-to-final track, "Bridge of Immortality", from composer Don Davis's official score, the game's cut scenes use Queen's "We Are the Champions".

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