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This was less of a big deal than I thought it would be. |
To recap, I'm in this multi-leveled dungeon in the Yucatan because some aliens told the President of the United States that an ancient evil had awakened. My strike team's mission was to take a nuclear bomb to the lowest level of the dungeon, set it off, and get out. The explosion, the aliens told us, would stun the evil entity long enough for the aliens to arrive and deal with it permanently. Unfortunately, I got separated from my team due to a bad jump, and I entered the fortress long after they did. On the way down through the levels, I've seen plenty of signs of an old Nazi party that came looking for artifacts to help the war effort, but no sign of my own comrades.
(Note: I have virtually no screenshots for a while because I thought my recording was running when I accidentally had it on pause.)
That changed on the "Plague of Demons" level I was having trouble with last time. The level is swarming with invisible ghosts. To see them, you have to equip a pair of infrared goggles. There is a pair on the body of an American soldier just to the left of the arrival ladder, which would have been great except my standard pattern of exploration is to go right. So I kept running out of ammo firing blindly at invisible ghosts, dying, and reloading. To make matters worse, the level also has those evil, barely-visible phantoms from higher in the dungeon. These creatures only die if you use a crystal, but I had already forgotten that, so they kept killing me while I assumed I just wasn't hitting them enough.
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"When / a demon bites my head / and I shoot it dead / I see la vie en rose . . . " |
Eventually, I tried going left, and I soon found the body of John, one of my companions, who (when I spoke to him with the yellow crystal), didn't understand why I didn't remember his name. That's a good question. I had to repeat the same incredulity with the other members of my party on a later level. This is just like those Ultima games where the only word that initiates any conversation topics is JOB, but half the NPCs tell you how ridiculous the question is: "What do you mean, 'JOB'?! I'm in jail!" or "I'm a child; I don't have a job." As if it's the player's fault for asking the only keyword available.
John was surprised I had gotten so far by myself. He told me about using the goggles, but the ghosts had killed him anyway. His M-16 was broken. He urged me to go on and find the others, but he warned me that Steven had changed the passcode to the bomb.
The problem after this point was ammo. No matter whether I went right or left, I kept running out. There was this one room with about 20 of the ghosts where I had to spend three magazines. The previous floors had offered magazines here or there; this one didn't seem to offer anything. But multiple comments had suggested some game-changing artifact would be found on the level, so I kept going different directions until I finally found . . . a wooden box.
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I'd better get this to Lord British. |
Muller and commenters had both suggested that this was some game-changer, so I fiddled with it until I figured out what it does. It helped that Muller had told his soldiers that once they had the box, they would need only one gold ingot. It duplicates things left inside of it. It takes about 75 seconds, but fortunately I rested after putting an M-41 magazine in there and saw the effects almost immediately. You might think that would result in unlimited ammo, but a minute is a long time in this game and there are a lot of enemies to shoot. I think at one point I had five magazines, but most of the time, I struggled (without excessive resting) to have more than three. Is that what the cloak is for? Speeding up the clock so you can get more ammunition? I don't know that I'd risk it. Even though it's only Monday night, I'm still a bit worried about running out of time, but I have more of an incentive to at least explore every part of a level.
The rest of "Plague" wasn't too difficult after I could use ammunition more freely. (I should note that you have to be careful not to leave two magazines in the box after the first is duplicated, because it stops until you take one out.) I didn't find anything else of interest, though.
I was happy to take off the goggles for "Beware of Low-Flying Nightmares." It wasn't a bad level—very linear, lots of big rooms but with many pillars, making things feel tight and cramped. Enemies reverted to ghouls, nightmares, and oozes. I found a diamond necklace (you get points for treasure, remember) and a gold door I couldn't open. I assume it blocks the hoard of gold ingots that the Germans told me about. Supposedly, there's a gold key around here somewhere.
Below that was "The Labyrinth," one of the more annoying levels in the game. True to its name, it was a twisty maze. I don't know whether it's a feature or a bug, but my automap didn't work reliably. If I left the level—which I did, frequently, because I couldn't find a single save point on the level, the automap reset.
The level was full of these balls of electricity. No matter how carefully I tried to clear each area, they always found a way to sneak up behind me and start shocking me. I think perhaps they just spawn randomly as you explore, so you can never see them coming.
I don't know if there was anything important to find on the level, but I didn't finish it (or, at least, I haven't yet). If I stuck to the outer walls, it wasn't hard to get from ladder to ladder. There was one ladder in each corner, the two northern ones going up to levels I'd already explored, the two southern ones going to new levels.
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"Labyrinth" was easy when I was just trying to get from one ladder to the next. |
I took "Need a Light?" first, and it was without a doubt my favorite level of the game so far. It was a simple level, with large, mostly wide-open areas where I could see enemies (ghouls, nightmares, oozes) coming for miles and easily dodge their attacks.
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I would love it if the rest of the game were just like this. |
Near the entry, I found another member of my team, Ed. In the southwest corner, I found four more: Jason, Steve, Sean, and Darren. They were surprised that I made it, as the doors on "Ground Floor" had closed behind them. (I guess they had remained open after the Germans used their alien pipes, then later closed after my team went through?) They had all been killed by some "blue grinning thing" that "torched them all." Only Greg, who had the nuclear bomb, managed to get away. They warned me that the code for the bomb had been changed after I was lost: the first three digits are now "658" instead of "287." (The manual gives the full code as 2870334.)
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The team is helpful and confused. |
The soldiers had M-79 grenade launchers and 40mm grenade cartridges. I had already found a few, so by this point I had four or five, which seemed like a lot until I realized each cartridge only holds one grenade (duh). They also had more broken M-16s, empty M-16 magazines, and radio beacons (for extraction later). I wonder if I'll ever find a live M-16 in this game (or, for that matter, ammo for my Colt .45).
The "big blue grinning thing" soon made himself known. I think he's the first "boss" creature in the game, although I might be misremembering something from an earlier level when I barely understood what was happening. He fires twin fireballs. He takes so much damage that I would have thought it was impossible to beat him, except that a) Jason insisted, "you can kill it," and b) there was no other way out of the area. Doors had closed behind me. Those doors posed the biggest problem. If I could have led the blue creature to the wide-open area, it would have been easy. Instead, I had to kill him in the space of the corridor before he backed me into the locked door.
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If not friend, why friend-shaped? |
Reloading meant replaying the whole level, which I had to do twice before I was able to kill the thing with a combination of three or four grenades, half a dozen M-41 clips, and maybe 10 uses of the blue crystal. He self-immolated when he died, which I unfortunately didn't get a clip of. There was another brown potion, a bubbling red potion, and an amethyst ring in the chamber behind him.
There was no way down from this level, so I had to go back up to "Labyrinth" and across to the ladder down to "Lasciate Ogne Speranza, Voi Ch'intrate," a quote that anyone with a classical education will know from Dante Aligheri's Divine Comedy. Specifically, it ends the first stanza of the third canto to "Inferno," which recounts an inscription above the gates to Hell. Even if you're never read it, you've heard it in its English form: "Abandon all hope, ye who enter here."
This was an appropriately creepy level: Satanic, runic writing on the walls; twisted columns of dead vines; and new enemies called ghasts and skitters. Ghasts looked like zombies but were capable of damaging me from a distance without actually throwing a projectile (they raised their arms and caused the ground to quake), so it was important to kill them immediately. Skitters were gray sacks that waddled along on two spiked legs and spit some kind of fast-moving projectile that was nearly impossible to dodge.
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The level, looking appropriately hellish. |
Even freakier were these naked ascetics sitting cross-legged in the middle of corridors. I couldn't kill them. If I tried to walk into them, I got shocked (for no damage) but couldn't pass. They blocked a decent part of the level. I did find a red velvet bag with a blue (healing) potion in it.
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I couldn't just step over him? |
Unable to pass the weird guys, I took the only way down: a vine leading to "Watch Your Step." I was feeling pretty good for the first time in a while, so of course the game had to pull the rug out from under me. In addition to dozens of skitters, the level featured "violet pods"—basically landmines—on the floor. I couldn't find any way to destroy them without stepping on them, which caused a couple points of damage. Worse, there were more of those flying rats, but these didn't disappear when I turned off the light. The only way to get rid of them, it seemed, was to deliberately step on a pod. Nowhere else has the game forced me to take damage, but I suppose I might be missing something.
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A violet pod and a bunch of dead skitters. |
Avoiding the pods except when I (perversely) needed them, I made my way around the level, slaughtering so many skitters that I ran out of ammo for a while despite the Cedar Box. There were more ghasts, too, and more cross-legged guys blocking corridors. But eventually, I found a green crystal, which let me create my own earthquakes. This turned out to be the secret to killing the ascetics, which I guess are called "sentinels" (you get their names when you walk across their corpses).
In the northwest corner, I found Greg's corpse. He had been killed by a ghast. He told me he hid the nuclear bomb underneath a violent pod to the south, and I soon found it. I figured, screw it, this has to be low enough, and I tried to activate it. The game told me I wasn't low enough. Bastards.
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It's a nuclear bomb. Does it matter that much? |
I couldn't find a way down from "Watch Your Step," so I went back up to "Lasciate etc." and used the green crystals on those sentinels. Getting past them, I was able to find a vine down to "I'd Rather Be Surfing."
The level had the same textures and enemies as "Lasciate," just a lot of them. There was an especially long, wide, hallway in which I had to move slowly, doing figure 8s around the pillars, lest I activate too many enemies at once. After about 20 minutes, I got through that, past some more enemies, and into a room where the door closed behind me.
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Despite fighting a billion of them, this is the only shot I got of a live skitter. And it's not even complete. |
There was a corpse in the room holding an AK-47. He called himself "Pedro," but I don't know what nationality he was supposed to represent. Cuba, probably, but I believe the Sandinistas and FARC guerillas also used AKs. Anyway, he said he had suffocated to death in the room and said that would also be my fate: "Long after you've used up all the oxygen in this tiny room, the doors will open. Just like they did after I died. They will open and wait for someone else."
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"There's no such thing as an 'assault rifle'!" -- someone, probably. |
You know what's annoying? I knew immediately the solution to this puzzle: put on the cloak that makes time slow down for me and speed up for everyone else. But for some reason, I waited, thinking that I would start to lose health and then put it on, and instead I just died immediately after a few minutes. So I ended the session here, but I'll try the cloak next time.
Miscellaneous notes:
- I now have three weapons with no ammo: an M-16, an AK-47, and a Colt .45.
- My inventory is a bit out of control in general. I should try to organize it with some of the containers I've found. The game makes a point about how much everything weighs, but I guess the developers never implemented an encumbrance system.
- I went from "Novice" to "Beginner" with my M-79 in two shots.
- Oddly, the Cedar Box stopped producing new M-41 magazines for a while. I panicked as I started to run low, but when I took the last magazine out of the box, it started generating them again. Something just occurred to me: does the box work with blue potions? Probably not. That would make the game way too easy.
- I didn't realize until I started timing the appearance of duplicate magazines that the game's clock operates in real time. If it weren't for resting, which speeds up the clock, the player would literally have 6 days to complete the game.
- As I wrap up this session, it's Tuesday at about 12:30. So I have a little over 3 days (I have to activate the bomb by Friday at 14:00), but I have to allow enough time to escape the pyramid, plus 20 minutes for the extraction helicopters to arrive and clear the area. It's the "escape" part I'm not sure about. If I just have to go from ladder to ladder and deal with a few respawning enemies, it shouldn't take long. But if the dungeon fills with enemies after you set the device (which is the sort of sadistic thing this game would do), then I might need hours.
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A map of the dungeon as I have experienced it. |
I had a better time this session than the last (there was a lot less reloading), so I guess I'll keep at it. Some of my commenters are correct that although the game isn't really much of an RPG in terms of character development (my primary consideration), it does offer a certain RPG feel in the dialogue, developing plot, puzzles, and dungeon design. For those reasons, I enjoy it. Thanks to everyone who offered assistance last time.
Time so far: 18 hours
> I was feeling pretty good for the first time in a while, so of course the game had to pull the rug out from under me.
ReplyDeleteThis game seems to be really good at making you never feel too much at ease, which adds to the oppressive and almost horror-like vibe. Though that reminds me of a discussion about level scaling in RPGs: What's the point of "leveling up" if you never feel that you're actually getting better? On the other hand, there's an argument that becoming too powerful just makes a game boring, which is why there are too many disappointing final acts/bosses in games to count.
This game definitely seems to do the whole "Yep, you're just one guy and the situation is pretty damn hopeless" thing well. Abandon all hope, indeed. And yet, your character will persevere, because that's what heroes in the story do.
Anyway, glad that you haven't given up. Despite not being a "real" RPG, I wonder how this game compares to something like Wizardry in the "The satisfaction of beating it is a fantastic reward for the time invested" scale.
I argued this before but I like when the last boss is a pushover, the second to last should be hard, but the last one is only there to make you feel that all the grinding have payed off and you are much more powerful than the meek half-god forcing you through this ordeal. Now they should be punished by your powerful weapons and the mighty strength that you accumulated.
DeleteIt's also worth pointing out that most people who finish RPGs have finished many RPGs and usually know what to center their level ups around. This reasoning is why most people who play a lot of RPGs seem to enjoy the early game more than the late game, they have very limited abilities.
DeleteThat makes sense. The endgame has to be winnable by players who make poor choices in their character build, therefore it's often too easy to players who make good choices (such as people who finish a lot of RPGs).
DeleteThat's what hidden extra bosses are for, but I don't think they were common in the 90s yet.
Can't recall if it was here or somewhere else (Digital Antiquarian maybe?) that someone coined the phrase "The Fantasy of Mastery" as one of the emotional drives that makes people enjoy games. A solid gaming experience should at times give you the feeling that you have Gotten Gud (tm) - encounters that used to be stressful are now trivial; you've made it; your level 40 paladin can laugh off city-razing dragons. The best games ALTERNATE between giving you the Fantasy of Mastery and the Fantasy of Progress - you struggle and grind and then suddenly you cross a threshhold and now things that used to be hard are easy, and you enjoy that for a bit THEN something changes (you descend to a new level in the dungeon, enter a new region, or the apocalypse happens) and suddenly everything is much harder and you're back to having to grind and persevere. A lot of the games that feel "off" fail to balance those two aspects. The classic "fiendishly hard game with no respite" game is exhausting and robs you of a sense of progress, while on the other side, there's plenty of games where you top out about halfway through and the back half of the game is just more curbstomping kobolds gets boring.
DeleteI really like the point about alternating. One thing I enjoyed about NetHack is that in a successful run there was always a period when I'd assembled my ascension kit and was rolling over everything for a while, and then the endgame* was challenging again--though not the hardest part. Pacing matters a lot here; for a shorter game like Brogue it doesn't matter as much if the endgame is "snatch the amulet and hammer the upstairs button till you're out."
DeleteAlso, steadily increasing difficulty is really obnoxious in long permadeath games, for obvious reasons.
*roughly the one in the version Chet most recently played
Ross, I think you've really hit on something there. I'll look up the DE's article and play with that in a future entry.
DeleteOoh, that plain cedar box is cool! As a fan of The Lost Room, I really like unassuming items with uncanny properties.
ReplyDeletewoo the Lost Room! that is all.
DeleteCongrats on finding & figuring out the cedar box. I'm not going to claim it's smooth sailing from here - the last part is pretty rough no matter how you cut it, but it's liberating not having ammo be such a concern, even if it's kind of annoying stopping to manage it all the time (and no-go on duplicating potions, the game'll tell you it doesn't fit in the box). I also had the issue where it occasionally stopped working, even during resting. Never figured out why, just had to notice it and empty and refill the box to get it working again.
ReplyDeleteThe phantasms/banshees (the game can't decide what to call them) are actually completely invisible while you're wearing the infra-red goggles, which makes a sort of sense (though begs the question of why does the blue crystal hurt them then?)
The Labyrinth sucks. Sbeghangryl gurer'f rknpgyl bar, aba-rffragvny, vgrz va gurer fb lbh pna whfg orryvar sebz ynqqre gb ynqqre jvgubhg zvffvat zhpu. Vg'f n avpr vgrz gb unir, nqzvggrqyl.
The grenade launcher's a nice weapon even if managing its ammo is a hassle. Annoyingly the game will happily pull ammo from containers when reloading, so there's no way to safely reserve ammo for duplication.
It strikes me as weird that Pedro has no ammo for his AK. Some corpses you find clearly fired every last bullet they had before dying, but he died to running out of air and was sealed in so his group wouldn't have been able to recover any he was carrying either. Was he just going around with an unloaded gun?
I have been more and more impressed with the game as you progressed, so that I will stop reading until I have a chance to play through it myself.
ReplyDeleteIt seems to be a quite unique blend of FPS, adventure and survival horror, a good year before System Shock.
I strongly suspect if it were not a Mac-only release it would be remembered much more nowadays.
From the very beginning, Bungie FPS releases were top notch. Marathon was mind blowing.
DeleteGiven that it was made well before most of the modern FPS control conventions were agreed upon, and when mouselook was still a brand new concept, Pathways can be a little rough. I think it's very worth it if you can stick with it, though. Look at me, I last played this game more than twenty years ago and I'm sitting here eagerly waiting to see Chet's experiences with it. Pathways is the sort of game that sticks with you long after you've finished playing it, it's really a unique experience.
DeleteYou should re-brand yourself from 'CRPGaddict' to 'FPSaficionado'... just kidding.
ReplyDeleteIt's hard for me to not make this long, but in short, I'm genuinely interested in Chet's take on Catacomb Abyss from 92. It's a fantasy FPS, but it was designed by Greg Malone who had RPG experience most notably on M&M3 and Ultima VI. It has an interesting dungeon crawler feel to it, and it's not that long.
DeleteThe series itself was started by John Carmack, but the first two games are top down fantasy action games. Catacomb 3-D is interesting as it's a proto-Wolf3D and a little more complicated than that game with a hub in the second half, but it's still FPS leaning. Greg Malone also did two more Catacomb games for Softdisk, but they are much more rushed especially the third.
Being more fond of Abyss than Wolfenstein, I've never ever gotten the impression that there was anything RPG-esque about the game. It's got very well-thought out level design, but it's always just struck me, well-thought out as a FPS, not a RPG. It's not like Bram Stoker's Dracula from a year out where you can clearly tell the author wants to be making a RPG rather than a FPS in the way it's designed.
DeleteMorpheusKitami's blog has a short article on catacomb abyss here
Deletehttps://almostafamine.blogspot.com/2019/11/game-12-catacomb-abyss.html
I love reading the old school FPS playthroughs, MK!
That's just the final rating, Morpheus wrote six posts about actually playing Catacomb Abyss before that.
DeleteSorry can i blame blogger's terrible search function?
DeleteThis link has the whole lot of MK's articles
https://almostafamine.blogspot.com/search/label/Catacomb%20Abyss
"Feel" is the operative word. When I played through the Catacomb games a few years ago, Cat3D just felt like a game that would become Wolf3D while Abyss felt like a game made by someone with RPG experience which turned out to be the case.
DeleteMinor quibble from a history nerd but Cuba before and after the revolution was absolutely awash in American WWII military surplus. Castro was famous for his use of a Thompson. Che favored the Garand. Combloc small arms never had huge penetration into Cuba so Pedro being FARC, Sandinista, etc, would indeed make much more sense.
ReplyDeleteI don't claim to be a nerd in this area of history, but: "The Soviet-designed AK47 assault rifle is standard issue in the Cuban armed forces" (Cody, 1985).
DeleteREFERENCE:
Cody, E. (1985, July 8). Castro building up Cuba's Militia. The Washington Post.
Great stuff, as always. Also, I think it's specifically the term "assault weapons" that gun nuts hate; "assault rifle" is a well specified category AFAIK.
ReplyDeleteThat's correct, assault rifles refer to rifles with full auto or burst fire capability, while assault weapon is controversial because it's always used by people who do not understand the subject.
DeleteEvery time I hear the gun nuts going off on this it is very specifically assault rifles they say isn't real. Always in reference to the mistaken idea that AR-15 is short for Assault Rifle 15
DeleteWow, I'm impressed you're making it this far. But if this is getting a pass, I'm also going to renew my hope that one day we get Baseball Stars for the NES on this list, too.
ReplyDeleteHaha, it's nothing but one baseball game after another. What would he even write? Fifty game recaps? :)
DeleteBut it is a good example of why you can't be overly focused on character development when defining RPGs.
(On a side note, I played a ton of Baseball Stars. I remember creating a dummy team with maximized Prestige. And then setting up a 2 player game with them against my real team and beaning the batter 13 times in a row to get a called game and collect the winnings. Way too much free time.)
Congratulations, you've made it past the major physical hurtle of the game, from now on, they're mostly mental. In that, it's mostly puzzles rather than enemies who are the challenge now. Mostly.
ReplyDeleteThe grenade launcher is weird, because it isn't really a grenade launcher, it's more like a weird shotgun. IIRC, one kind of cartridge shoots everything on-screen, the other single target. You should have a balance of that and AK-47 ammo, take advantage of the time you get in the chamber to make plenty of ammo. I would try experimenting too, pretty sure something other than ammo and gold works in it.
I don't think I'd agree with that; after not minding it up to that point I found the combat side of things finally start to get annoying past Warning: Earthquake Zone.
DeleteIrabzbhf Fxvggref ner njshy, naq gurer'er frireny nernf jurer tunfgf pna nggnpx lbh sebz bhg bs lbhe ivfvba enatr, gur nern'f jvqr bcra rabhtu gurer'f zhygvcyr qverpgvbaf vg pbhyq or va, naq gunaxf gb erfcnjavat rarzvrf lbh pna'g rira vasre qverpgvbaf vg'f yvxryl gb or va.
Disagree, I remember some pretty tough combat challenges coming up. But having as many bullets and grenades as you're willing to wait for helps a lot.
DeleteThere are definitely a couple tricky puzzles and navigational challenges coming, but I don't think any of it is as bad as say The Bard's Tale or the later Wizardrys.
If anyone else is curious, the title of this post is stanza 25 of canto 34 of Inferno, and it means "I did not die and I was not alive."
ReplyDeleteThere is one item you may want to grab in the Labyrinth. rot13 with exactly where and what: N yvtugavat pelfgny, juvpu yrgf lbh nggnpx va na nern ebhtuyl gur funcr bs n teranqr. Rknpg pragre bs gur ynolevagu. Abg rffragvny ohg avpr gb unir.
ReplyDeleteDon't worry, you can get deeper. Keep an eye on your elevation, you'll know when you're almost there.
For the record I think we're roughly 3/4ths of the way through the game at this point, maybe a little more.
If I had untangled your ROT-13, I would have saved myself about 8 hours. Thanks for trying.
DeleteI wonder if that Plague of Demons level was inspired by the original: https://www.goodreads.com/book/show/1829054.A_Plague_of_Demons
ReplyDelete-JJ
I never heard of this book, but it seems like too much of a coincidence to be otherwise. Certainly, the authors used a lot of other references.
DeleteReading this makes me wonder if you'll do System Shock, which also has little in the way of RPG mechanics yet just enough to be in that awkward space where it's hard to classify it?
ReplyDeleteProbably not, unless someone hustles over to MobyGames or Wikipedia and recategorizes it.
Delete