Ethereal Enigma (Early Access) - Part 12 The Beach
Here we have one of the two climaxes of the fourth chapter. These are some of the last decisions you get to make regarding relationships. Once you play the game at night, things are locked in, and the only choice you have left is whether to enter the relationship.
Based on who you have the scene with during the game will reveal the route you are on, so you can see in this one we are on the Erilynn route since we carry her. I imagine decisions will need to be made in the final chapter, but I don't know how much content is actually left in the game. ... https://www.youtube.com/watch?v=70rg1DgEHmQ
Just like in the original game, one of the first things we must do is make a journey to Mudtown. Last time, it was to deliver something, now we are retrieving. Afterward, we have our first boss fight with a bear, and then we hit a juncture where we need to decide if we want to fight fairies or bandits for the next boss.
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https://www.youtube.com/watch?v=MECj2JiTL-4
Heading to Ireland to investigate Dooley's family, we stumble upon another mystery as the light vanishes from the very skies. Luckily, with some quick thinking and diving into folklore, we come up with a plan.
I may have missed one of the larger achievements in this part. Since I restarted the video and sped through parts, I don't know if some of the stuff I did originally still counts or not. We'll find out soon.
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https://www.youtube.com/watch?v=B-U-9ZRJgvU
My headache begins. Arycelle is traveling with the group as a guest, but make no mistake, she is a far cry from the ones we've seen before. She may be an archer, but I repeatedly saw her get in close range on this map, committing suicide in the process. To make things worse, she is not packing a Shiftstone or anything of the sort, so when she dies, it is automatically permanent and we are out the character. I would go as far as to say that her AI here is more of a challenge than the enemy itself.
The only silver lining to this map, is that we get the marks for one of the jobs I am really interested in. The bad part is that we don't have the weapons to effectively use it, so its potential will fail to be achieved for some time now.
Lastly, I am really getting annoyed here at us re-treading old maps, where the only difference is that we start on the opposite side than we did the previous time. I was hoping that if we were fighting here again that it would be a different part of the lake, or something would occur to change things up, but I get the impression that right here is when the map designers either started to run out of time or money and start recycling from the previous chapter. This is always a red flag to me, especially seeing as we are still less than halfway through the game.
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https://www.youtube.com/watch?v=I_91SxvgbCg
Here we have the conclusion of the camping trip. We get to spend some time with Kira and opt not to "peek" on the baths, which apparently means Mina doesn't either or something. Ultimately, I was hoping there was something here to counter what all we see on Erilynn's route, but overall, I just find myself disappointed. Meh...
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https://www.youtube.com/watch?v=8LKC2TQ8eXg
We finally reach the original demo. Sadly, I don't know what Roland seriously expected by going to the castle when it is under assault. We basically peak in on the throne room, somehow not realize prior to this that everything has gone to hell, then try to leave, essentially rendering everything done prior to this as meaningless. The writing here has me a little puzzled to be honest.
As for the scenario itself, we need to get out of the castle, which involves crossing the drawbridge. I wasn't sure if the enemies infinitely spawn or not, but in hindsight, without any ranged units in the spawning waves, we probably could have gone to lower ground and tried to set up a kill zone to farm everything. Enemies do drop crafting materials, so there is a little merit to doing it, even if the number of materials needed for later upgrades gets absurdly high.
I think it might be possible to get through this while saving Maxwell in combat by leaving the healer and some support units with him. However, I didn't want the video to drag too much, so I opted to just do things the way the game wanted. Sadly, I could have gotten at least one more kill before everything ended, but it just wasn't meant to be.
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https://www.youtube.com/watch?v=MK71KLPQa5I
Another one of the new monsters makes it debut, and I was a little disappointed we had to wait this long. If I were a Great Sword user, I would be even more so since his set is designed with them in mind, but I digress.
I have yet to try this guy with a non-piercing focused gunbow as I imagine his ice weapons being well suited to blocking shots. Despite his small size and how his body is shaped, there are still opportunities to line up some pretty hard hitting shots. I believe there are 4 break zones on him, and the trick to everything would be breaking all 4 without killing him. In low rank, there is not really that much to get from him, but he will have a unique drop in high rank. As you may guess, it will take us a little while to reach him there though.
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https://www.youtube.com/watch?v=Ox-F4Im9pGU
On account of the holiday and blizzard that went with it, I decided to give the backer's only demo of Thief's Roulette a try. Sadly, it is not available to the public, but I have spliced together my playthrough to show you some of the cast and a pair of the escape rooms offered. I don't have any idea on time frame of release, but with this you can see how things are coming along and can even compare the new art assets against the ones initially offered during the Kickstarter.
So the premise is that you and fourteen other people have been abducted and are forced to play a series of escape rooms in order to survive. You will be working in groups of 5 at first (less when people start dropping), and have to figure out how to unlock the door allowing you to leave your room. I don't know if every character has a route or ending, but there are bound to be some junctions that we will need to revisit to unlock everything.
We kick things off by meeting the cast, and while I was expecting there to be more to do at first, but you are literally just meant to speak to them and move onto the next area since that is the very beginning.
From there, we enter the first puzzle room, which requires a keycard before we can enter the subway terminal. You just need to find some objects to make a lever to unlock the card, then you can move onto the next room where the real puzzles await. Find your decoder card, realize the orientation of the numbers (I kept thinking it was backwards), read the floor tiles correctly, then put in the combination to leave.
The second room is the one that I did not complete, so I invite you to find the final combination. The only clue I have after speaking with the dev is that it is in the graveyard.
We need to find some passwords, so we will start with the one under the mug. That will unlock a key, and if we retrieve the only one from the filing cabinet, we can get the decoder. From there, we need to put in a series of letters into the decoder to get numbers, which are the passwords for quite a few combinations. Lastly, you need to translate some roman numerals into arabic numerals to complete the game, giving you the final combination that I ran out of time to find.
Overall, I have not been actively following the game's development, so seeing some the of the new art has been a pleasant surprise. I also thought it was static images for the puzzle rooms, but we can freely navigate, which I hope does not mean any pixel hunts. The lack of illumination for a lot of the areas is a little disappointing, but there is still plenty of time for that to be addressed.
My final impression is that I do like what I see here, and the game was coming along better than I had hoped. I don't know when the finished game will be available, but th
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https://www.youtube.com/watch?v=btU-8RHmTiA
It's been a little while since I uploaded one of these, but we are doing an Aquarq mission with one of the new secondary objectives: extermination Fester Fleas. The bugs are small, but due to their blue glow, it is easy to spot them in certain environments. They do run when attacked or you get too close, but they are not too difficult to deal with. Supposedly, they replicate or do something, meaning you could be overrun, but ultimately it is just more of them to kill for the objective.
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https://www.youtube.com/watch?v=TABUt-GYcgo