Part 74: Episode LIV: In Which I Swear You Kids Better Stop Messing With the Thermostat!
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Episode LIV: In Which I Swear You Kids Better Stop Messing With the Thermostat!
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Music: Iniquitus
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We are now in another alternate timeline. This time around, the murder road trip has passed through The Land of Seas, Mountains, and Forests claiming the lives of Five, Four, and Three in the process. Those sisters are all toast already. Mikhail still got kidnapped following Three snack time and was immediately rescued the next mission. But something strange happened in that interval in this version of events. The details will be forthcoming.
Beyond that Zero and company apparently made it through the rest of Chapter 4 but didn't seal the deal with Two at the Shrine of Sands. She evidently just wasn't around. We have no information if she's catatonic or homicidal giggle fit brain broken in this branch. I'm sure we'll eventually find out. Also Cent has defected to Team Zero once more at some unspecified point in time. Word hasn't gotten out in this branch that Cent might not be the most trustworthy idiot.
Oh well, hindsight and all that. Let's see how that all plays out this time around!
Verse 1: Desert Nights
Music: Thundervalor ~ Battleground
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Night has fallen on the Land of Sands as we find ourselves back outside the Shrine of Sands and in that godforsaken open desert map. The first half of this chapter is entirely pulling a Devil May Cry 4 of level design and just retreading the entirety of Chapter 4's stages in reverse.
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Thirty seconds in and we're already talking about butts. That's always a sure sign of a good time.
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Now that night time has fallen, soldiers out on patrol are reporting back for the evening and have reinforced all the troops taken out on Zero's first trail blazing through this area. At least... that's the bullshit excuse I came up in five seconds for this being a video game and there needing to be bad guys where there shouldn't be any.
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Our first challenge is thirty soldiers. Just swordsmen, archers and spearmen all of the red guy variety. At least red dudes in Drakengard 3 are far and away less annoying than the previous games in the series. Back then they'd shoot off homing energy shots when hit with magical attacks or dragon fire in a game where magical attacks and dragon fire were the most effective way of dealing with the then hundreds of enemies per stage ...I suppose removing magical attacks and dragon fire outside of specifically designated areas would have made those guys a touch less effective.
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Stop being such a worrywart, Decadus. It's fine. We can just take it slow this time around now that the obnoxious as all hell gimmick from our first run of this area is g--
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Wait! What?! No! SON OF A BITCH! Are they really doing this?! Are they really re-skinning the sun environmental hazard gimmick?!
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Welp. Fuck this chapter forever already! I believe this was the point my first playthrough I went "Ya know what... I need to go play something else. Something... good..." And then put the game down for around a month.
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So yep... The previous miserable stage quirk from last time around is back again for an encore headache. Only this time instead of spotty shaded areas being refuge, it is now torches scattered across the desert. The torches are mostly reasonable distances away from one another. Though there is the nuisance of each torch outpost being guarded by at bare minimum a trio of assorted soldiers. Archers especially like to be utter knobs and camp snipe at torches. Remember, if Zero takes damage while her health is being magically drained then all the depleted HP is spent along with the damage from the blow she takes. Archers and crossbowmen: eternal bane of Drakengard protagonists.
I will say this version of the mission does have one large improvement over the first draft: Decadus no longer constantly reminds Zero to heed the level gimmick to the point I want to find Cam Clarke and toss him off a bridge. Small favors...
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Gone from the buffer portions between safe zones are the patrolling sand wolf packs that gave little care of the scorching heat. The hazardous regions away from the torches are instead stalked by undead skeletons giving shit zero about the intense magic cold. Thankfully, you can just dunk on and run past the latter nerds since undead aren't the most agile fellows on the court.
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The layout and set-up of this stage is exactly the same as last time around. Just with the order of destinations reversed and all the enemies sorted into nastier creatures or higher tier versions of the day shift.
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Casting the magical air conditioning spell are Sorcerers: the final tier of magical jackasses. Sorcerers are just necromancers in a black Assassin's Creed looking get-up with double the stats. Now their fireballs are a dark purple shade. Beyond that... not a damn thing new! Now I'm not calling you lazy, Drakengard 3. But I am going to point out that both the previous titles in your series had five different mage folk that had different skill sets and attributes. Here you've put about as much effort with mages as a brawler from 1993 did with palette swap enemies.
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Murdering all three sorcerers and their undead aides will extinguish the first magic ice sphere...
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...leaving it to immediately be replaced by a follow-up twenty seconds later. I hate this map. Thank the heavens this is the final ground mission to use it.
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A bit of desert trekking and torch-side idling later...
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After recrossing the central desert, we arrive at the second hangout for ice sorcerers. This outpost contains another trio of magic jerks alongside a pair of nasty sand ogres.
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In a surprise to absolutely no one: Defeating the source of evil in this den of sorcery will just give rise to a third font of villainy immediately in its place. Such is the way of the world.
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You know, I think Zero might be a pissed off. I dunno. Just a strange vibe I'm getting from her lately. I wonder what that's all about. I mean besides this godawful piece of steaming garbage level. This is the end of the mission up ahead and you know what? I missed a treasure chest. The one with the weapon unlock for this stage. You know where it is located?! Cuz hell if I know! It's a fucking desert with some copy and pasted ruins and rocks! It all looks the same! Good luck if you don't have a guide or video handy before searching in corners of the map with your health constantly draining. And as always a reminder: You HAVE to go find that chest to fully complete the game.
Screw this level. I'm with Zero. Death for everyone for even existing in this stage!
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It's behind some ruins back toward the beginning of the desert's no man's land by the Shrine of Sands.
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The final den of climate controlling conjurers houses six sorcerers and a trio of imps. Ugh. Well that wish for never seeing imps again was squashed far too quickly. By the way, with all these particle effects from the ice storm and sorcerers and imps both tossing fireball spells all willy-nilly, the framerate can TAAAAANK here to single digits level if you play your cards right.
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Annoying enemy spread aside, the results here are the same as every other batch. No running the A/C with the windows open you jackasses. Do you know how high the electric bill is going to be now?! I'm not made of money!
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Now that we can put all this hot and cold business behind us, the party is free to continue onward tow--
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Umm... You doing alright there, Mikhail...? You need a healing potion or something? I burned through a bunch because of some goddamn aimbot archer pegging Zero in the head from over a rock wall while 90% of her health was drained looking for that weapon chest but...
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...Alright then. So... That's not how Pokemon works last I checked. I mean... I last checked when there were only a reasonable number to catch 'em all and they weren't scrapping the crust beneath the bottom of the barrel like the keychain one or the sentient bag of trash that evolved into a garbage bag of trash. But still...
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I don't think monsters are supposed to devolve. Pocket sized or no.
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On that puzzling note, we end the first mission into this new timeline branch. At least I can guarantee it won't be a month wandering the desert. We started on April 13th this time around. All timelines come to a conclusion, one way or another, on April 22nd. So at most it will only be nine days of wandering the desert sands.
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Before we take off, let's look at our first weapon score of the chapter:
Moonfire posted:
A sword made of marble.
Weapon Size: Large
The marble sword was imbued with the blacksmith's
blazing soul. It yearned for an owner who thirsted for blood.
Who pined for battle. Who hungered for war.
But its razor edge emitted searing heat, enough to
reduce to ash any stalwart warrior who wielded it.
The sword waited for a strong soul to tame its boiling
heart. It waited for the warrior who would let blood
spill across its blade.
Even as it took the lives of those it sought, the sword
waited. It waited for a vessel for its soul, and eternity
spread before it like an icy embrace.
Now that eternity can be spent in the broom closet where Zero keeps the rest of her weapons I'm never going to bother using. A fitting place for any trash hailing from this map.
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Video: Branch C Verse 1 Highlight Reel
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Sorcerer Concept Art