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SelenicMartian posted:Trains stuff: https://forums.somethingawful.com/showthread.php?threadid=3763899&userid=106859 My commute to work is simultaneously more worrying, but also reassuring that this stuff is mostly better regulated now.
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# ? Dec 22, 2018 12:16 |
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# ? Apr 29, 2024 02:49 |
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SelenicMartian posted:22/ A drat fine cup of coffee! Ah, there it is. The panel at 36:13 finished killing off my interest. I brute-forced it, rushed through to the end of part 2 (then the end of the game), and haven't started it back up since. I should note that the explanatory note on the panel door, as well as some of the other info (like lines through some gate names and, iirc, some of the color coding) was not in the game when this area was first released. I just couldn't tell if it was working as intended, if there was another route I was supposed to be taking instead for completion or achievements (which, apparently, yes), I knew I'd missed a billion other things...I lost patience. Which is a rarity for me in these kinds of games. As it turns out, I did indeed I also had no idea UGU was there. It's apparently ARG-related, somehow. This particular point's especially frustrating because, like previous route junctions, as far as I can tell there's no indication which route is "proper", or what you'd need to do to get all photos across both of them. What I want to emphasize to folks who haven't played the game is that when you reach one of these forks, you know you're at a fork, and you know you're about to screw yourself out of photos and completion, but you don't know how. The game does that to you repeatedly, a terrible design choice in among so many, many good ones. SelenicMartian, would you like me to let the devs know you're running this LP? Also fantastic trainlink, thank you for that! Discendo Vox fucked around with this message at 07:15 on Dec 25, 2018 |
# ? Dec 25, 2018 07:11 |
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Zeniel posted:It's also quite strange when you photograph various bits of decayed infrastructure and then photograph some giant collapse in the same room. Speaking of crumbling pillars, I was expecting that trap room from a few updates back to actually collapse a building topside, but we had that penthouse suite with a full view of Stalburg and nothing looked gone.
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# ? Dec 25, 2018 18:54 |
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Glazius posted:Speaking of crumbling pillars, I was expecting that trap room from a few updates back to actually collapse a building topside, but we had that penthouse suite with a full view of Stalburg and nothing looked gone. There is actually some residual damage to the building. The Walter tower has kind of a smaller front part to it, that you can clearly see has collapsed into itself from the penthouse. You can even see some emergency services attending to it too I believe. I don't think SelenicMartian looked down at the base of the tower enough to see it. I really enjoy the part we are up to in this lp, at this point you've just spend so much time underground that every time you're forced to deeper underground it just feels like we're taking some horrible step backwards and make everything so wonderfully claustrophobic. Zeniel fucked around with this message at 19:45 on Dec 25, 2018 |
# ? Dec 25, 2018 19:37 |
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Zeniel posted:I really enjoy the part we are up to in this lp, at this point you've just spend so much time underground that every time you're forced to deeper underground it just feels like we're taking some horrible step backwards and make everything so wonderfully claustrophobic. Yeah, it's so full of "No! Not down!" and "How many levels of weird operational but abandoned underground industry and infrastructure city needs???"
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# ? Dec 25, 2018 22:23 |
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Zeniel posted:I don't think SelenicMartian looked down at the base of the tower enough to see it. He did not, I didn't say anything since it's a minor detail, and the penthouse's secret is way more interesting
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# ? Dec 25, 2018 22:45 |
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23/ I'll miss that lively wrench, and not just in the "Should have brought it for a puzzle!" sense.Discendo Vox posted:SelenicMartian, would you like me to let the devs know you're running this LP?
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# ? Dec 28, 2018 06:23 |
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SelenicMartian posted:23/ I'll miss that lively wrench, and not just in the "Should have brought it for a puzzle!" sense. That spot you say you don't think you're going to, at 3:07 or so? It's the very first place you visit after the new map transition. Regarding the cistern elevator, as an example of how much I was rushing at that point, I didn't realize you could reduce its speed and did a horrible speedrun to get on top of it- definitely not advised. The box on top has a "do not step" notice on it to let you know you can, well, step on it. The whole area is a reference to a Japanese flood prevention cistern system of similar scale. I also didn't know about the bypass. I think the mystery photo is actually of a specific break in the underside of the scaffold, but it's hard to make out in the dark. I also think you'd already snapped the lower part of the broken walkway from the top of that area, so you were good there already.
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# ? Dec 28, 2018 07:55 |
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There's actually a far quicker and easier way to cheese the cistern elevator. You can just ignore the puzzle entirely by simply using the manual function to nudge the elevator down low enough so that you can climb out of the elevator and onto the top of the elevator, this actually is high enough to allow you to climb up onto the catwalk above, although this was probably not by design. My first idea was to race the elevator to the top as in the walkthrough but I didn't realize you could slow the elevators ascent.
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# ? Dec 28, 2018 11:40 |
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Hey, there's our mushroom monster! (And like I thought... not very scary when you can walk right up to it. It's a bit disconcerting, but I was more disconcerted with the Masked One appearance after the coffee.) This update found us with more of the same: a somewhat cool area (a couple, actually) that you just kinda walk around, with a needlessly convoluted puzzle to do. I believe it was around here that the fatigue started really settling in; I mean, I like exploring an environment, but seriously, how long have we spent underground like this? And you've already used a noose! Should have gone with just this one, because it's a bit better presented than the other... much more sinister, even if the lack of body is a little problematic. At least this update we seemed to be going up (... and up. Yeesh, how far underground was Mark?)
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# ? Dec 28, 2018 14:59 |
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If you kind of rush through the game, it honestly doesn't seem quite as deep underground as you might initially think.
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# ? Dec 28, 2018 16:03 |
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I gotta say I think Mirror's Edge did a much better job with this puzzle set piece. Possibly because Faith moves at more than a leisurely stroll and her legs aren't made of paper mache. But after all that we have several unanswered questions. Namely: how did the truck and car get down there? How did they plan on removing them once they were done? Why are they in such good condition after being abandoned for ~30 years? And most importantly, what rear end in a top hat leans a pallet up against a car?
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# ? Dec 28, 2018 16:09 |
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Gifu is incidentally the septic truck in my summer car
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# ? Dec 28, 2018 17:13 |
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BernieLomax posted:Gifu is incidentally the septic truck in my summer car The joke of it is that Sisu is a company that makes trucks; while there also is a commonly available pastille by the name of Sisu. The candy's usage of Fraktur lettering confuses people.
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# ? Dec 28, 2018 17:34 |
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Finally found the bloody thread for this. Really enjoying this LP. And also really liking the look of the game honestly. I dunno if I could deal with the puzzles but I really loved the environmental work in Half Life 2, and I think Source has a really good feel to it for run down industrial areas, so I like that someone made run down industry wanderer: the game.
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# ? Dec 28, 2018 17:42 |
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There are routes at either end by which trucks could have come in; they're fenced off. I think the INFRA devs probably actually fully modeled all of the spaces for internal geometric consistency- they're obsessive sticklers for stuff like that.
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# ? Dec 28, 2018 18:47 |
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Mark at 19:56: "Not another thing to fall from!"
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# ? Dec 28, 2018 19:25 |
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Discendo Vox posted:There are routes at either end by which trucks could have come in; they're fenced off. So, if you were to count the distance you're moving vertically through every level, you never actually end up in a place that is clearly underground but logically should be way above ground or vice versa? And do the distances match the town map we've seen? I've lost track.
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# ? Dec 28, 2018 19:29 |
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I read this as a Bible quote. Mark 19:56, "Not another thing to fall from."
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# ? Dec 28, 2018 20:49 |
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Carbon dioxide posted:So, if you were to count the distance you're moving vertically through every level, you never actually end up in a place that is clearly underground but logically should be way above ground or vice versa? And do the distances match the town map we've seen? I've lost track. I would assume that the presence of vehicles in the cistern thing is probably not that unbelievable, since people have to actually build the things in the first place. It sort of looks like we stumbled on the cistern as it was abandoned mid-construction.
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# ? Dec 28, 2018 20:51 |
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Carbon dioxide posted:So, if you were to count the distance you're moving vertically through every level, you never actually end up in a place that is clearly underground but logically should be way above ground or vice versa? And do the distances match the town map we've seen? I've lost track. Probably not one to one laterally, but pretty close. I don't think the game has any "clipping within itself" moments, and the devs did things like make complete, detailed, accurate maps of the entire Stalburg region, including locations and infrastructure.
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# ? Dec 28, 2018 21:15 |
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Just popping in to say this is a great thread and great LP. This game is exactly the sort that I'd rather watch to appreciate than actually play so I hope more episodes come out soon.
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# ? Jan 2, 2019 08:49 |
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24/ No, no, no, no, no, NO! So... this has been Act 2.
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# ? Jan 2, 2019 20:17 |
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So we finally meet the elusive Robin and your reaction is probably the correct one. Especially after this long. ... Yes. Fully justified reaction.
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# ? Jan 2, 2019 20:40 |
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I physically facepalmed.
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# ? Jan 2, 2019 21:13 |
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I know that Robin has probably been indirectly responsible for a ton of what Mark's been going through, but I completely don't remember the voice. Anyone care to enlighten me?
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# ? Jan 2, 2019 21:28 |
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Oh, you'd have absolutely no idea who Robin is unless you obsessively read every document in Act 1.
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# ? Jan 2, 2019 21:32 |
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Ah, if that level of detail is needed then I'd definitely not know, it's been too long. To the voice actor's credit, listening to Robin tells me everything I need to know about him.
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# ? Jan 2, 2019 21:38 |
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Is there any way you can notice the teeny tiny mistake Robin made and not have the power plant explode?
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# ? Jan 2, 2019 21:47 |
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Well I doubt a hardhat would've done much to protect you from electricity arcing between generators but on the plus side they had some remarkably clean burning coal so maybe the environmental damage from blowing up the plant won't be so bad. Plus, it's not like it would've mattered anyway. We already set the fuel supply on fire and just ran away without doing anything.
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# ? Jan 2, 2019 21:52 |
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I heard a story about an electrical sync incident that may have made the funny pages from a Navy reactor guy. He was an instructor on the training sub that never goes in the water, doesn't have a trainee that day so he's manning the reactor station himself while other trainees and instructors are doing their thing. He's bored out of his mind, so he's staring at the clock waiting for lunchtime, messing with the distracted helm trainee on one side by occasionally reaching over and nudging the wheel, and gradually becoming aware of a very strange conversation at the electrical station on his other side. Apparently there's two electrical systems and a synchrometer that shows when it's safe to connect the two. It's a little spinning dial, 12 is synched, but really hitting the switch anywhere from like 11:55 to 12:05 is fine. The instructor and trainee were working on connecting those systems at that time, and from the sound of it, the trainee was repeatedly missing the window. "connect it when it hits 12." "right, 12, got it." reactor guy glances over to see the synchrometer pass 12 "do you need help?" "no, I got it, hit it at 12." synchrometer passes 12 again. reactor guy wonders what's going on but goes back to staring at the clock, it's 11:59 and lunch is all he has on his mind. "are you sure you have this?" "yes, I connect it when it's at 12." synchrometer passes 12 again. despite being the second-most-fixated person on the clock approaching 12, reactor guy has not realized what's happening yet. "12!" what seems like every single alarm and red light on the electrical and reactor stations go off as the trainee slams the connection switch at 12. on the clock. but 6 on the synchrometer.
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# ? Jan 2, 2019 22:32 |
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Why the hell does that synchrometer device have what sounds like hours and minutes on the dial then? Sounds like bull to me.
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# ? Jan 2, 2019 23:40 |
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The boot holding the door open is a great touch, but I feel they missed an opportunity by not having a few fire extinguishers in the corridor near the coal fire - the closest one empty, the next one broken, and the furthest one working but by the time you get to it the fire is too large and hot for it to handle. You know, a lot of those exit doors look like the really cheap ones with the locks that aren't particuarly well connected to the door itself, and for that matter are notoriously vulnerable to breaking if you hammer a screwdriver into them. I kind of hope there's a puzzle later on where one solution is kicking a door down, leaving, then turning around and taking a photo of it. "Uh... it was like that when I got here."
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# ? Jan 3, 2019 00:24 |
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mortons stork posted:Is there any way you can notice the teeny tiny mistake Robin made and not have the power plant explode? Nope it's meant to happen that way, it's part of the story. Also didn't know about the coal line catching fire, weird..
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# ? Jan 3, 2019 00:58 |
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I'm pretty sure they only put in that 'spot repaired' thing to clue people in that this is a plot related gently caress-up. Probably after feedback from how they ended their last episode. I only say that because what we did there is kind of the opposite of repairing and all...
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# ? Jan 3, 2019 01:21 |
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Would the coal fire actually do anything if you waited long enough? Like turn the coal tank into an inferno or something? That seemed like a strange thing to have happen.
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# ? Jan 3, 2019 08:24 |
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I am enjoying this LP.
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# ? Jan 3, 2019 08:51 |
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ROBIN!
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# ? Jan 3, 2019 09:06 |
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Kibayasu posted:Would the coal fire actually do anything if you waited long enough? Like turn the coal tank into an inferno or something? That seemed like a strange thing to have happen. Don't know, but I think he made a mistake at the point the coal fire was ignited. It was a bit hard to see, being a black thing half buried in a pile of coal, and he never managed to point the flashlight exactly at it. If I recall correctly, our old friend UXO was there, half buried in the coal. I'm actually surprised he survived, I guess he managed to move away at just the right moment. I think it was moved a bit in one of the post-release updates, and the photo guide he's following hasn't been updated.
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# ? Jan 3, 2019 10:05 |
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# ? Apr 29, 2024 02:49 |
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Ferrovanadium posted:ROBIN! Oopsie doopsie!
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# ? Jan 3, 2019 14:33 |