Yeah, I beat the whole game in one unintentional sleep-deprived hazy trippy sitting about six months ago. Most levels can be boiled down to a set of steps that, if executed properly, work most of the time. It's lightly randomized, so sometimes you won't get the item you need or an enemy will populate in an inconvenient spot for you, but each level has a basic pattern.
One of the best things I think about this game is that it sometimes just works best when you stop trying to figure it out, and just make a mad dash through, attacking everything you see.
It's kind of fun to throw a bunch of guns in a room and then shoot someone and run back in your bolt hole, shooting everyone that comes through the door.
Originally shared by Jonathan Tweet Tonight, my "Lethal Damage" 13th Age campaign draws to a close. Meanwhile, the guys are work have talked me into running a couple D&D sessions for them. That was the day 13th Age was announced, and they're happy to play 13th Age instead. That will be my "Great Center" campaign, based in the imperial capital of Axis, the center of the world. It's my opportunity to explore the setting from yet another perspective.
From Voyageurs National Park on FB: Called “Catamaran” by locals, Bert Upton is among the strangest of historical characters on area waters. He lived in a hut built over a dug-out at Squirrel Narrows. Found frozen to death in the 1930s by Kettle Falls pioneer Oliver Knox; Upton was perched lifeless in the snow just a half-mile from his home. Shunning civilization, Upton defined the word hermit. First spotted rowing his crude log raft on Namakan, no one knows how he got there. Upton’s accent implied an English heritage but any personal inquiries brought a stony silence. Some suspected him a man fleeing the law; others saw a bizarre outcast; everyone knew he was peculiar. Just five feet tall and wildly unkempt, Catamaran wore hacked-off pants and walked barefoot with a stick. Winter demanded shoes but no socks, a cast-off Mackinaw, and a trailing cap made from the leg of old underwear. He was oddly religious, and suspicious of being poisoned. Surviving on snared rabbits and fish, he ofte...
Originally shared by Curt Thompson This is an interesting theory, but I notice the author has to omit one of the most important Heinlein novels to make it work. Time Enough For Love was written in the very early 70s and was a straight (heh) extrapolation of the chaotic and frenetic zeitgeist of that era. http://www.locusmag.com/Perspectives/2012/11/the-joke-is-on-us-the-two-careers-of-robert-a-heinlein/
A phenomenal game. I envy you playing it for the first time.
ReplyDeleteYeah, I beat the whole game in one unintentional sleep-deprived hazy trippy sitting about six months ago. Most levels can be boiled down to a set of steps that, if executed properly, work most of the time. It's lightly randomized, so sometimes you won't get the item you need or an enemy will populate in an inconvenient spot for you, but each level has a basic pattern.
ReplyDeleteYeah, the dudes in the south room won't stay put and keep interrupting me.
ReplyDeleteOne of the best things I think about this game is that it sometimes just works best when you stop trying to figure it out, and just make a mad dash through, attacking everything you see.
ReplyDeleteAh yeah, that got me out of a couple of jams.
ReplyDeleteIt's kind of fun to throw a bunch of guns in a room and then shoot someone and run back in your bolt hole, shooting everyone that comes through the door.
ReplyDelete