Part 10: Zombie Tested, Player Approved
Another short update, I'm afraid. Updates will be somewhat erratic for a while as I deal with moving; I'll keep them coming, but don't expect regularity until mid-May.bbcisdabomb posted:
So when do we get a wacky episode such asJeremy, Hammond, and Capt. SlowMaya, Corgan, and Grubb get to ridemotorbikes across Vietnamhoverbikes across the world (shell)?
Nice catch on the half-reference there.
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Lockmat posted:
Seriously, I couldn't even be bothered to cheat myself through the sheer amount of enemies there.
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Bart Roberts III posted:
I still couldn't see how much Core I had at any one time, still hadn't figured out most of the system, and the story wasn't shaping up to be much good, so I walked away from the game.
I like the story, but I can easily see how someone wouldn't. As far as the interface and mechanics go, though...did you get a second-hand copy without documentation, or something? The manual doesn't go into a lot of detail on the specific numbers involved, but lays out the interface quite clearly (Core in particular is the giant blue meter across the top of the screen) and gives a decent overview of the game mechanics (or at least, how spells/abilities work and what all the stats do).
10: Zombie Tested, Player Approved
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Back at the mountain base, we hand the supply cache over to Layla.
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The Helgak Port, eh? That's our next destination, then. First, though, let's take our new card, Barrier, out for a spin.
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And what better test subject than the humble zombie? Slow, stupid, and plentiful, zombies are ideal for trying out new abilities.
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First of all, a baseline: Grubb's Aqua Strike does around 30-35 damage to a zombie, and Maya's tier 2 attack, 35-40.
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Let's throw a barrier around one of the remaining zombies. Note that two of the cards at the bottom of the screen are still lit up - this means we could combine them with Barrier to form a new spell.
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And with the barrier up...the zombie takes half damage from everything. Magical, physical, doesn't matter, all incoming damage is cut by 50%. It works just as well for us, too, and this spell will be a mainstay of my strategy in high-damage boss fights.
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Barrier has another useful property: if you have two ready characters, you can give a card to the second character as well, forming a new spell. The cost is the same as using both cards individually, but the result is correspondingly more powerful...
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...as not only does Water Barrier carry the usual 50% damage reduction of a plain Barrier, but it also cuts water damage by 75%, effectively neutering any enemy that relies on water-based attacks. At the moment we can also combine it with our Earth card for an Earth Barrier that behaves the same way, and as the game progresses we'll get a wide selection of other cards that combine nicely with Barrier.
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For now, however, we have a helgak to catch.
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Keep heading west from the graveyard, across the bridge (note Shell 4 far below us), and you find...
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...the Helgak port.
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Within, the booking agent has a conversation (which we can't overhear) with some Chosen troops. They soon exit stage left, towards the dock.
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The clerk, despite her willingness to talk shop briefly, is clearly nervous and reluctant to deviate from script or discuss the Chosen. Unfortunately this means we also can't talk our way aboard without paperwork.
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And that's as far as we can get. Note that Corgan has no dialog here; in fact, each character has a custom "I can't/won't engage in conversation" response (which seems to be directed at the player). If we try frobbing Corgan here, we get his:
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On the way out, there's another ??? to check out.
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However, rather than containing an enigmatic tower or a rapidly escalating series of fights, this one contains a tranquil beach.
After a brief rest on the shoreline, we head back towards Wind City. After all, maybe the passport office is still operating!
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No luck, however; we can't even get into the city. Perhaps there's a back door?
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North of the city lies the one part of Shell 3 we haven't seen yet, the Northern Forest.
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Entering greets you more or less immediately with this - a Bee Nest. It can't attack, but summons Killer Opteras - the small flying things that look nothing like bees - as long as it's left alive.
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However, all they can do is hit for 1 point of damage or inflict Slow. They could be a serious threat if paired with something dangerous, but on their own they barely qualify as a nuisance.
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Heading north a bit from there gets us a fight with three Grey Wulves. They could actually be a credible threat, as they come with sharp teeth and Mass Haste. However, this area is also scaled to be visitable as soon as you arrive onShell; our zombie-hardened party barely slows down.
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The only reward for our efforts, however, is a locked door. There's bound to be something really cool behind it, but whatever it is will just have to wait.
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Now that we've been everywhere else, all that's left to do is search Southfarm for clues. The guards posted here will actually ignore you as long as you ignore them, but where's the fun in that?
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If you talk to them with Corgan, however...
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...they politely clump together so that you can fire grenades at them.
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NPCs still wander around Southfarm, but their dialog is changed, and some won't talk to you at all.
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I take this opportunity to restock on healing items and pick up some better gear for Corgan and better armour (which I couldn't afford earlier) for everyone.
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Good thing I have one of them right behind me.
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So...it's time to leave for Shell 5!
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Runner somehow knows we're about to leave and comes running up as we approach the boarding ramp.
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Captain: We will be taking a detour to Shell 4 and the World Bazaar, where you can attempt to find passage to your final destination...
WHAAAAM!
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What will happen to our heroes? Can they still find help on Shell 5? Will they even make it to Shell 5 at all? Learn the answers to some (but not all) of these questions in the next installment of Let's Play Septerra Core!