![]() Piles of e-mails from dead people to dead people is what we ended up with, but lazy writers and cheapskate devs quickly realized that this is a cheap method to convey tons of exposition without needing to write a two-way dialog, or a system to convey it. This "Audiolog Syndrome" traces its origins back to System Shock, when Looking Glass Studios decided to make a game without a dialog system, yet needing a way to make the setting feel inhabited by people. Yeah, this is a subject I have spent many posts talking about over in the Thief Fan Mission discussions, about how readables somehow *magically* convey information that should be restricted to one's most private thoughts, when they absolutely shouldn't. (The only monster I know of that completely nullified the sidestep-mambo can be found in the game Captive, it moves so fast that it can keep up with the best twitch gamer's reactions.) There's a good chance that the sidestep-mambo is older than most of the devs of the game, so them trying to counter it is a fruitless effort. yet add monsters that completely rely upon it to be beaten. Really could have done without that one, game.įinally the devs admitted that they don't like the sidestep-mambo, so they purposefully tried to come up with ways to try to counter it. I also discovered something else that I don't like: The enemies scale to your level floor. To be honest this entire floor is just pointless filler, it does nothing but annoy me and give the devs chances to put in audiologs about how Lori Rike went insane. I seemingly can't reach the spiderbot to kill it, and to be honest I don't have the patience to search the walls on this DARK AS CRAP floor to try to find any hidden switches. On the floor "Little Creepy Things" there's a room where I have to pull a lever to open a door, but on the way there's a pressure plate that unleashes a spiderbot that then steps on another pressure plate and closes the door I had just opened. # In a secret room I found a shotgun with a most useful ability: Knockback! Now it's my turn to kick you tinheads around! Freelook will be needed to spot some buttons/levers. There will be some really dark sections in this game. # The headlamp you have isn't gonna do you much good. ![]() # In case you hadn't tried, steam insta-kills you (wat). # Readables are starting to give away the plot now, nothing new there so I won't waste time on it. ![]() # The puzzle that needs to be solved to get the key to the aforementioned stash is also borrowed from LoG, but IMO it drags on a bit (hint hint). # Like in Legend of Grimrock, I've found an optional "stash" where you pick one of three doors to open to get goods related to each "class". There was a hidden switch I needed to press, but due to 30 years of assumptions while playing dungeon crawlers I never thought to check that spot. # Regarding the puzzle I was stuck on - I was right. # At this point it's a good idea to keep in mind that bladed weapons do more damage against organics and hammers do more damage against mechanics. # Puzzles continue to be of the Soko Ban-variety, but arena fights are also getting more elaborate. # The first enemy encountered here is brand-new, the last time I've seen anything like this was in Aliens vs Predator back in 1999. This game seems to be a grower like Stonekeep, getting better further on. ![]() Starting with the clover (is first), continuing to the pair (2nd), then to the trident (3rd) and then the tree (4th).Reached Level 5 (and Level 4.5?) now. Above one valve there is only one turned on, above another only two and so on.īack to the first drawing - there were also some arrows. But is there any logic or order in that? Above every valve there are four lights. You have numbers, and know where to put them. Now, what to do with this information? The valves in that room all can be set to state from 1 to 4. So yes, the drawing on the wall is a hint and I think you got the numbers right:Ĭlover represents the number 4, the pair number 2, the trident number 3 and the one lone tree number one. Yeah, you were on the right track with that problem, until you accidentally discovered the secret room :) ![]()
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