Ukiyo-e Heroes, an art series by Jed Henry, takes a simple concept (how would the heroes of classic video games look if they were drawn in traditional Japanese woodblock style?) and executes on it brilliantly. I love, for instance, the above riff on Mario Kart. Mario is clearly recognisable, but his garb, expression, body language, and of course, his vehicle have all been reimagined to fit the theme; the dimunitive Toad has become a rather scrawny rickshaw driver; and to cap things off, Mario and Bowser are pelting each other with period versions of, respectively, a red shell and Blooper the ink-filled squid.
You can view the other images in the series — Metroid, Sonic, Mega Man, Zelda, and more — at Jed’s site or at the series store. Unfortunately, at this point, it seems the only downloadable product at the store is a black-and-white colouring book ($10), while hardcopies are significantly more expensive (prints start at $40; and woodblock prints produced by Jed’s collaborator Dave Bull are $135). I’ve contacted Jed to ask if he plans to make a high-quality digital artbook available for purchase. Until then, enjoy the images on the site!
EDIT: Jed informs me via email that he “[thinks] a book will be coming in the next year or so”, so stay tuned!
… I soon found myself in a delighted mob of fans, many of whom had been lined up since 8:30 am. Some had handmade signs: I LIKE LUHAN MORE THAN FREE WIFI, said one. They were well behaved, queuing quietly without complaint, despite most events and kiosks being crowded beyond belief or comprehension. The exception? The beer stand, whose two disgruntled-looking vendors said had sold exactly two brews all day. That’s because the vast majority of attendees were too young to drink, and looked even younger.
This from the WSJ‘s Speakeasy blog, which takes an interesting look at the relative fortunes that Japanese pop culture — music, anime/manga, and to a lesser extent, games — and its Korean counterpart have enjoyed in the West. I don’t know enough about the Korean Wave to comment on that aspect, but certainly the discussion of anime rings true to me. Worth a read if you’re interested in Asian popular culture.
So I’ve had a few days to play around with the current Humble Bundle, Android #4– by way of introduction, this offers Android, PC, and Mac copies of five indie games (Splice, Eufloria, Waking Mars, Crayon Physics Deluxe, and Superbrothers: Sword & Sworcery EP) on a pay-what-you-want basis. Paying more than the average (currently $6.61) will add another six games: Machinarium, Avadon: The Black Fortress, Canabalt, Cogs, Swords & Soldiers HD, and Zen Bound 2.
Of these, I’ve dipped very briefly into Eufloria, Superbrothers, and Machinarium, but I’ve preferred to spend my time with Waking Mars, Crayon Physics (which I’ve owned on Steam for a while), and Swords & Soldiers (both on Android and on Steam). Brief thoughts below…
Good news, fellow Android gamers! Starbase Orion, Chimera Software LLC’s Master of Orion-style strategy game for iOS, may come to Android next year. I sent an email to developer Rocco Bowling, and this was his reply:
I will be holding a KickStarter campaign early next year to help raise funds to port SO to Android and PC. If it gets funded, it’ll get ported!
The battle of Melbourne, June 2015, dealt a bitter blow to XCOM. It left us down two countries and five soldiers (four of them amongst our finest veterans), and painfully exposed the inadequacies of XCOM equipment against the aliens’ latest toys. The laser weapons and carapace body armour that had served us so well, just a month or two ago, now look like a joke against Cyberdiscs. The new faces joining the squad are under-levelled marksmen of dubious skill.
But XCOM is a game about fighting back against the odds. This update is the story of how my survivors – a lopsided bunch, with too many snipers and too few heavies and support troopers – make do.
This year I’ve had a lot of fun rewatching many of the anime series I discovered as a teenager, usually on my Asus/Google Nexus 7, which combines portability, reasonable price, and an attractive screen. However, my anime collection is on DVD, so it takes a little bit of time to get shows off the disc and onto my tablet. Luckily, that’s all it takes – time! The process is easy, simple, and won’t cost you a cent (beyond the outlay of buying the DVDs, of course).
As Part 4 ended, things were going smooth as butter. XCOM’s soldiers were winning battle after battle, and coming home almost invariably in one piece. The strategic layer was under control, thanks to XCOM’s ample satellites and newly ample cash.
As June 2015 dawns, it seems fair to ask: what could possibly go wrong?
While I was bitterly disappointed by Creative Assembly’s Fall of the Samurai, the stand-alone expansion to last year’s Total War: Shogun 2, its soundtrack was another matter. Series composer Jeff van Dyck turned in some of his best work to date, as seen in energetic battle theme “Uncle Samurai” (Uncle Sam + Samurai – geddit?). Enjoy!
The Scarab Path and The Sea Watch are respectively books 5 and 6 in Adrian Tchaikovsky’s Shadows of the Apt series. (You can find my review of book 1, Empire in Black and Gold, here; and my review of books 2-4 here. Start with the first book – individual entries don’t stand alone!) While the two books feature different characters and take place on opposite ends of Tchaikovsky’s world, I’ve chosen to review them together because of how well they cast into relief the author’s strengths – and his weaknesses.
In a nutshell, Tchaikovsky’s strength is his imaginative setting. His brew of magic, steampunk mad science, and creative, insect-themed fantasy races grabbed me from the very first page of book 1; that hold continues in #5 and #6, in which Tchaikovsky takes his characters to new and wondrous locales. Tchaikovsky’s weakness is his tendency to use that fascinating world as nothing more than a backdrop for generic fantasy plots, populated with largely generic fantasy characters.
This is where the difference between #5 and #6 becomes apparent. In #5, Tchaikovsky plays to his strength and avoids his weakness. It is the closest he has come to a character-driven story – while there’s an exciting external conflict plotline, the heart of the novel is about two people trying to cope with the scars left by earlier books – and it works. The resulting sense of depth makes #5 by far my favourite in the series – even if I did giggle at one character’s overly melodramatic fashion sense.
Unfortunately, #6 didn’t live up to that. #6 has a strong middle section in which the characters explore their new surrounds, but my suspension of disbelief was badly marred by a ludicrously slimy early villain who did everything short of tying widows to lightning-powered train tracks. In general, #6 also feels far less character-driven, and far more action-driven, than #5 – in this regard it’s a throwback to the earlier books in the series, and that just isn’t something I enjoy as much as I did #5.
I concluded my review of parts #2-#4 by saying, “I do plan to check out the next book at some stage, and I hope Tchaikovsky learned his lessons.” I don’t think he did – or rather, he did for #5, only to seemingly forget them for #6. That leaves the series as interesting, original, readable beach/airport novels (almost literally – I read #5 and #6 during down time on my travels). Will they ever be more? After six books, I doubt it. But sometimes, a good beach novel is exactly what I need, and when I do, I will happily reach for Tchaikovsky #7.
Sorry for the delays, guys — Musical Monday is back! Since I’ve been talking a lot about XCOM: Enemy Unknown lately, for this week’s song I’ve opted to present one of composer Michael McCann’s previous works: “Icarus”, from Deus Ex: Human Revolution. What I love about “Icarus” is the way it blends two very different musical strains. There’s the obligatory cyberpunk techno, but also haunting vocals that hint at the game’s attempt to tell a story about the human soul, the desire to surpass the flesh. (In the end, sadly I don’t think the game lives up to that ambition, but that’s a subject for another day.) Enjoy!
Calling all lovers of good books! Patrick O’Brian’s entire Aubrey & Maturin series (which you might remember from the Russell Crowe and Paul Bettany movie a number of years ago) is now available on Kindle. Now you can carry around an entire Age of Sail magnum opus in the palm of your hand! No more waiting for the next book (and there will be a lot of them; O’Brian completed 20 entries before his death) to arrive!
There are two disclaimers:
1) I’ve only read the hardcopy editions, so I can’t testify as to the quality of the Kindle editions. Anyone who’s read a lot of Kindle books will know there are plenty of shonky e-book conversions out there; hopefully this won’t be one.
2) While the books themselves are excellent, they are so unique that I hesitate to recommend them without a caveat. Despite appearances, they are not nautical adventure novels. Oh, there’s plenty of adventure, and much of it nautical, but at their core these are slice-of-life novels where those lives just happen to be largely spent aboard Royal Navy warships during the Napoleonic Wars. Their core appeal comes from the sensation of being utterly immersed in an unfamiliar world, and to this end O’Brian breaks many of the conventional rules of writing. The prose is dense with both nautical jargon and period language; O’Brian will often skip over explosions in favour of co-protagonist Dr Maturin’s scientific expeditions; the weather is as much a danger as the French navy; the entire plot of the novel may end in a fizzle. It’s testament to O’Brian’s skill as a novelist that he succeeded despite this.
And he did succeed. O’Brian’s books bring the days of wooden ships and iron men alive for me — the only other historical fiction I’ve found equally effective being Bengtsson’s The Long Ships. They’re filled with memorable characters, great worldbuilding, and, yes, exciting set-pieces. They even contain the most erudite double entendre I’ve ever seen! If you like history, and you like books, you have to at least check these out. I started with Book 1, Master and Commander; I’ve also seen it suggested that readers could start with Book 3, HMS Surprise. Wherever you jump in, I hope you have fun, and don’t get caught by a lee shore!
After Part 3’s successful terror mission, the rest of April passes without incident. Dr Vahlen and her scientists finish research on beam weapons, which unlocks laser pistols and laser assault rifles for use by my squad!
Unfortunately, I’m too broke to build more than one of each. Not only do they hoover up cash, they also require precious alien alloys – and my stock of alloys is running dangerously low. Farnsworth gets the laser rifle; LeSquide, our sniper, gets the laser pistol (since he can’t move and fire his sniper rifle in the same turn, he’s the one most in need of a decent sidearm).
At the end of the month, the Council gives us our scorecard and funding cheque:
As feared, the XCOM Project has lost its first two countries: Japan and Mexico have raised the white flag to the aliens. Three more, Argentina, India and China, are teetering. But all is not lost – I have no fewer than three satellites in the pipeline, plus the cash to build more (and their supporting infrastructure). This coming month, May, will be do-or-die. If XCOM can make it through the month in one piece, by its end I should have enough satellites to halt the tide of global panic. More than that, I’ll have so many satellites, and so much funding, that I’ll never have to worry about scrimping and saving again. If, if, if.
Welcome to the third part of my Let’s Play (Classic difficulty, Ironman mode) for XCOM: Enemy Unknown!
When we previously left off, I had two worries. One, whether I could obtain better arms and armour before the game ramped up in difficulty. Two, a rising tide of global panic. And soon, the game does its best to exacerbate (2) by throwing a devil’s choice at me:
Hi everyone! Just a quick note to let you know I’ll be travelling — and hence, unable to work on the site — for about a week, starting this Saturday. However, I’ve scheduled Part 3 of the XCOM Let’s Play to go up over the weekend, so look for it then! Have fun and I’ll see you all soon! :)
Welcome back to my Let’s Play (Classic difficulty, Ironman mode) of XCOM: Enemy Unknown! We finished our last instalment on March 20 (game time), with a successful end to XCOM’s third battle. Following that battle, XCOM earned a new, experienced Heavy named Talorc, and I began construction of the Officer Training School.
But before I can train any officers, not one day after the previous mission, it’s time to sortie again:
March, 2015. We are not alone in the universe. Humanity is under attack from an alien army equipped with technology beyond anything we have seen. The armed forces of the Earth are powerless. All save one – the mysterious international organisation known as XCOM, sponsored by a Council of sixteen nations. It’s up to XCOM’s soldiers, outnumbered, outgunned, but brave and (one hopes) well led, to stop the aliens in the cities and in the fields. It’s up to XCOM’s scientists to unravel the alien technology the soldiers bring home, and up to XCOM’s engineers to adapt it into something the troops can use. And it’s up to me, the player, to give them all direction. Will I succeed, or will humanity be destined to end up as just another course on the alien buffet menu?
One of the cleverest and most memorable games I’ve played this year was Digital: A Love Story, Christine Love’s 2010 visual novel. Its retro, pseudo-8-bit music is a key part of its conceit, that the player is a teenager discovering the Internet of 1988. Below is my favourite piece, the energetic “Space Beacon”. Enjoy!
With the new XCOM game around the corner, it’s time to reflect on the fallen. The First and Second Alien Wars had horrific death tolls. Tens, hundreds, thousands of little pixel-dudes rotated on the spot to face the player, screamed, and fell down to never rise again. Always those brave men and women turned to face the player. We looked them in the tiny pixel-eye as they expired. It was the least we owed them. Heroes, every one.
What were the main causes of death in these brutal, bloody conflicts? Read on…
The First Alien War is UFO: Enemy Unknown, aka X-COM: UFO Defence for the non-Europeans. The Second War is known by the codename Terror from the Deep. The Third Alien War, dubbed Apocalypse, will not feature here as I sat that one out.
For the last three days the Sydney Showground has played host to the EB Games Expo, and that was where I spent yesterday. There I met some folks from the industry, both publishers and indie developers; watched trailers and gameplay videos; observed live play; and last but not least, tried out a few titles for myself! Here are the highlights of what I saw (grouped by publisher):
Banner Saga, a Norse-themed tactical RPG trilogy from indie studio Stoic Games, was one of the early titles to ride to prominence on Kickstarter this year. Now Nathan Grayson of Rock, Paper, Shotgun has posted a monster three-part interview/preview, and it’s fascinating stuff — especially the third part, in which the developers explain how the single-player campaign will work (in summary, “it’s a bit like of King of Dragon Pass meets Oregon Trail. It’s King of Dragon Pass on the road.”) While not quite a full branching campaign a la The Witcher 2, the player’s choices will matter, both from a gameplay and a story perspective. Characters will join or leave the party based on their satisfaction with the player; the player will have to juggle the party’s endurance and morale against the need to stay ahead of an all-consuming wall of darkness (this actually put me in mind of FTL), and there will be multiple endings. If that sounds interesting, it’s well worth heading over to check out the full article.
Meanwhile, we’ll get our chance to evaluate the core gameplay next month when a spin-off F2P multiplayer game based around the battle system, Banner Saga: Factions, is due out. This is one project that I’ll keep an eye on.
Sorry for the delay, folks. This week, I have not one, not two, but FOUR songs for you — all are from Sleeping Dogs, since I just praised its soundtrack in my review. Three sound more traditional to my novice ears: “Butterfly Garden” (Ritchie Lo, M. P. Mabel Ki, and Charles Chan), which I linked in the review, is a lovely, relaxing vocal piece, while “Lhasa Groove” and “On Buddha’s Land” (Ritchie Lo) offer something more energetic. The fourth, pop number “Yellow Fever” (note: Vivienne Lu, the artist usually credited, is a character in thegame; the actual composer is Nathan Wang) might not be the best song in the game, but good lord was it hard to get out of my head. Enjoy!
This entry is part 2 of 2 in the series Sleeping Dogs
Sleeping Dogs is all about action, whether it be unarmed combat…
I must be one of the few gamers out there not to have played Grand Theft Auto, or any of the other modern-day, open-world, crime-themed games that it spawned. None had premises that appealed to me – until now. Enter Sleeping Dogs, United Front Games’ open-world extravaganza, which casts the player as undercover cop Wei Shen, tasked to infiltrate the most powerful crime syndicate in Hong Kong. This premise has been mined many times before for its dramatic potential, with the most obvious parallel being 2002 Hong Kong thriller Infernal Affairs. However, the key to Sleeping Dogs is that it’s not a homage to thrillers – it’s a homage to action flicks.
… firing from behind cover (NOTE: shooting without aiming works better with a shotgun)…
Specifically, Sleeping Dogs’ gameplay revolves around two activities: chasing rival mobsters, and pulverising them once you catch up. You chase them on foot (think the opening parkour sequence of Casino Royale) and in cars; you fight with fists, feet, and occasionally, firearms. The typical mission will involve pretty much every variation on these themes: Wei might drive to a target’s lair, disembark to beat up a first wave of guards, grab a gun to deal with a second wave of guards, jump into a car to pursue his escaping quarry, and finally jump from car to car in mid-chase to reach his foe. In between missions, there are other diversions available – special mention goes to a hilarious karaoke minigame (watch Wei during guitar solos, but make sure you don’t have anything in your mouth) – but speed and violence generally dominate the side quests, too.
… firing from a car (rail shooting has never been this much fun!)…
This is not a flaw.
What Sleeping Dogs does best is recreate the excitement – and yes, over-the-top destruction – of good action movies. There are deeper dedicated brawlers out there – tapping or holding one button will run Wei through predefined combo moves; tapping a second button will counter enemy attacks; a third will allow Wei to grapple enemies and, often, finish them off with a spectacular use of the environment, such as throwing them into the water, slamming them into fuse boxes, or even impaling them on swordfish. There are deeper shooters out there: Wei’s options largely comprise hiding behind cover, popping up to shoot, or vaulting over an obstacle in order to enter bullet time. And while I’m no expert on racing games, I would be very surprised if there weren’t games with deeper driving models. But while each component is straightforward, the game (and the individual missions) string them together into an overall experience greater than the sum of its parts.
… or taking a brief break from firing, since even Wei Shen needs cover to survive a shootout.
The same holds true for the game’s story. Some sequences are laugh-out-loud funny, though they tend to be merely the comic relief between far darker events. On a deeper level, while the game is a long way from Shakespeare, it understands the importance of theme and character arc. Without them, I doubt I would have seen Sleeping Dogs through to the end – after 28 hours, I was getting a little bored of beating up gangsters and detonating their cars. With them, Wei’s adventures became a coherent, satisfying narrative filled with characters I cared about – characters who acquired depth through their different responses to one of the game’s central ideas, the lure of crime. I wanted to see how their stories would end, and that desire propelled me through an increasingly explosive (in every sense of the word) plot all the way to the credits. Far more ambitious games have done far worse.
When Wei isn’t fighting for his life, he can take in the sights of Sleeping Dogs’ Hong Kong. Here, he visits the night market.
Lastly, I should give a shout-out to the game’s soundtrack, which did so much to convey a sense of place. There are quite a few songs available, but my favourites by far were the (often instrumental) Chinese tracks. Motoring around the game’s version of Hong Kong, with the rain pouring and the car radio pumping this into my ears, wasn’t just atmospheric and relaxing. In its own small way, it was an experience I could not have gotten from another game.
At the end of the day, I couldn’t have asked for a better introduction than this to the modern-day open-world genre. Sometimes hilarious, sometimes horrifying, often exciting, and always entertaining, Sleeping Dogs is a very good game, well worth my money. I look forward to seeing what UFG does next.
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Hull – reduced to confetti. Fuel – almost out. Systems – mostly disabled. This is when FTL shines.
The best way I can describe FTL: Faster than Light, the new indie title from Subset Games, is to say it lives up to the very simple promise on its Kickstarter page (emphasis mine):
FTL is a spaceship simulation roguelike-like. Its aim is to recreate the atmosphere of running a spaceship exploring the galaxy.
To get a sense of how the typical game of FTL plays out, I refer you to my Let’s Play series – linked at the top of this post. In summary, players start at one end of the galaxy, progress through seven increasingly dangerous sectors, and finally take on the final boss at the end of sector eight. Each sector comprises a randomised mix of encounters – shops, text-based, multiple-choice quests (think King Arthur: The Roleplaying Wargame, or maybe a much simpler Space Rangers 2), hazards such as asteroid fields, and most of all, hostile spaceships. Combat is a frenetic homage to movie and TV space battles, as you juggle power between shields and engines and weapons, order your crew to fix hull breaches and extinguish fires, target enemy subsystems, and oh god Mr Chekov will you knock out their missiles before they kill us all?! (Since the game only gives you one save slot, you cannot reload if you die unless you back up your save file, aka “savescumming”.) Afterwards, you use scrap from your enemies’ hulls to upgrade your ship and buy fuel and repairs. Ultimately, you escape to the next sector one step ahead of your foes, and begin the process again. The typical game takes about an hour or two to play, and for most of that time – specifically, for sectors one through seven – it is a delightful roller-coaster of excitement and panic and elation.
Where FTL falls down is its endgame, sector eight, which finally trips over the line between challenge and frustration. The end boss suffers from several related problems:
1) The boss isn’t merely more difficult than anything else in the game. It’s an order of magnitude more difficult.
2) The sheer length of the boss battle. Most battles are in the game are over in 2-3 minutes. However, the boss’ defences are so strong that all up, it took me something like 40 minutes to beat! The game’s combat system is built for short, sharp fights, and it bogs down when it takes that long to get through one opponent.
3) The need for luck to beat the boss. This manifests in two ways. First, since equipment, and shop catalogues are random, it’s possible for a player to reach the boss without the tools needed to win. Second, as my experience in part 4 of the Let’s Play showed, the length and difficulty of the boss fight increase the odds an unlucky hit will scupper all your work.
4) The inability to save/reload, which becomes a liability here. If things go wrong 80% of the way through the boss fight, get ready to replay aaaaaall the way from sector 1.
Net effect: I feel absolutely no shame over savescumming to beat the boss, and while I could replay the game (unlocking and then trying out different spaceships, attempting different builds, etc) – I don’t want to. There are players who feel motivated to defeat that final boss over, and over again. I am not one. And that is a real disincentive for me to spend any more time with FTL.
Still, while FTL lasted, it and I had a wonderful ride. As with 2010’s Recettear, FTL is short, sweet and clever. It’s not perfect, but the core mechanics for 80%-90% of the game are sufficiently strong to outweigh the annoyance and tedium of the remaining 10%-20%. Well worth checking out, and I look forward to seeing what its creators do next.
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I should preface this with three comments. First, I can’t opine on XCOM‘s maligned keyboard+mouse interface, as I played with an Xbox 360 controller. Second, I edited the game’s configuration files to dial the difficulty up to “Classic” — this is how — so I also can’t comment on the demo’s default difficulty (which was apparently set to the lowest level). Lastly, as the demo only comprises two battles (the tutorial and one “proper” mission), it didn’t give me the chance to assess the game’s strategic layer, or the progression of tactical battles over time.
With that out of the way, I had a great time in the demo. Combat felt tense, fluid and atmospheric. I played slowly and very carefully, and for most of the mission, this worked — I didn’t take a single hit. Then suddenly, it didn’t. The last alien — the last alien! — on the map one-shot-killed my poor support trooper with a lucky critical. As Jake Solomon would say, “that’s XCOM!” Neither did I experience technical problems. Using the 360 controller, I found the UI fine, and after setting the graphics to “medium”, the game ran comfortably on my 2010-vintage notebook (Core i7, 8GB RAM, Mobility Radeon HD 5730).
All in all, what I saw has only heightened my anticipation for the full game — due out in two weeks’ time. Stay tuned for my Let’s Play! Until then, you can watch my gameplay video of the demo mission below:
Half-Minute Hero, a remarkably clever and fun Japanese indie indie-esque (correction: its imaginative concept, general feel, and price tag are all incredibly indie-ish, but I don’t think it meets the technical definition) game, has now landed on Steam!
I played the original Half-Minute Hero on the PSP last year; its conceit is that each level is an entire 8-bit RPG, boiled down to fit a 30-second time limit! In that time, you have to grind, buy better gear, recruit NPC allies, and leave enough time to make it to (and beat!) the boss. (In practice, you have a little longer than that, since you can buy increasingly expensive extensions from the Goddess of Time.)
The original game was a fast-paced, funny homage to the RPGs of yesteryear; I’m not familiar with what may have changed in the PC version apart from the title, which has expanded to Half Minute Hero: Super Mega Neo Climax Ultimate Boy. That moniker should give you a clue as to the game’s mood! However, if the gameplay has remained the same, the Steam version will be well worth $10 (and especially worth the current discounted price of $9).
Yoko Kanno is justly famed for her beautiful anime music (I previously spotlighted one of her compositions, “Inner Universe” from Ghost in the Shell: Stand Alone Complex). Less well known is the lovely music she previously did for KOEI’s strategy franchises, such as Romance of the Three Kingdoms and Nobunaga’s Ambition. I’ve attached an orchestral performance of one song below. Enjoy!
From the blog of Vic Davis, of Armageddon Empires, Solium Infernum and Six-Gun Saga fame:
Ok I’m in the home stretch on The Occult Chronicles. The famous last 10% that feels like the final turn on the 400 meter sprint. The bad news is that I won’t be making the October 31st release date that I had hoped for. Right now I’m shooting for January or February. So I’m having a sale to raise some funds to finish off the art for the project. Kickstarter seems a bit too much for something like this and I’d like to save it for a TBS or maybe a mega expansion pack for this game. I’d like to ask any longtime supporters to spread the sales news around in any way that they can. Tell your forum buddies, post on your blog or get a soap box out and stand on it at a street corner etc. You can get 50% off any games that I sell for the next 10 days. Just enter the coupon code OCCULT when you go to check out. The deal doesn’t apply to the SI & AE bundle but you will get a better price by adding them to the cart separately and then using the code.
When we left off, I was debating which piece of equipment to leave behind in order to pick up a shiny new hull-smasher laser. In the end, I ditch my unused anti-ship drone. I have only limited power available for the drone control unit, and I want to focus on the life-saving defensive drone.
We make it to the end of Sector Seven without incident.
Sector Eight: The Last Stand
This is it, the cusp of the final showdown. This is what the sector looks like. The Rebel flagship is the ominous red shape just visible at the far left:
On the way to fight the flagship, we come to the rescue of a beleaguered Federation squadron under attack by the Rebel:
Bring it on! For the Federation!
This time I remember to turn on the defence drone at the start! The Rebel does little damage as a result, and the grateful Federal survivors hand me some supplies. I back up my save again, and carry on. A second Rebel is just a speed bump, and then it’s onto the flagship.
Here we go.
The fight is long (my Dxtory recording comes to over 30 minutes!) and, to be frank, a bit tedious once I’ve destroyed most of the flagship’s weapons. At this point, I just have to wait for my weapons to do enough damage. However, the tipping point comes once I use my Mantis boarders to whittle down the flagship’s crew, at the same time I use the fire bomb I purchased back in sector 6 to set the flagship’s med bay alight. This prevents the crew from simply running away from the Mantes, healing up in the med bay, and running back to pick off my weakened boarders. Even then, it’s chancy – I lose my second crewmember this game, Mansvik the Mantis – but his sacrifice isn’t in vain. Eventually, most of the flagship’s crew is dead, save for one gunner in the forward compartment. Mopping up is easy after that.
The most effective way of taking down the flagship, if you can kill the crew first so they can’t extinguish the fires.
At the end of the fight, the battered flagship jumps away. I back up my save yet again, and prepare to give chase.
… and die horribly when my cloaking device – the key to my survival! – gets knocked out by an unlucky hit. This is why I backed up the save, because I’m not starting this LP (or playing that half-hour flagship battle) again.
Let’s try that one again.
This time it goes much better. A quick barrage of firebombs, and Sem the surviving Mantis, take care of most of the flagship’s remaining weapons. I dust off my anti-boarder drone, and that takes care of the boarding drones the flagship sends my way. The cloaking device stays intact, and I can survive the worst the flagship throws at me. Soon the battle is over. I back up my save once more, spend the last of my scrap, and head off to fight the third and final phase of the flagship.
I have to reload twice – this time, the flagship carries Zoltan shields that prevent me from quickly disabling its most dangerous weapon, a triple missile launcher, with my boarders/firebombs. In the time it takes me to lase the shield down, the flagship pulverises me. Cloaking barely helps, as using the cloak against the missiles meant it wouldn’t be available against the flagship’s special attack, and vice-versa. But on my third attempt, I pull it off! Eventually I bring down the flagship’s shields, and soon after, the missile launcher. Once the launcher is out of commission, it’s smooth sailing.
VICTORY!!!!!!
The high score table looks like this. The duplicates are the result of my savescumming (somewhat disappointingly, winning the game doesn’t confer extra points; oh well):
And that’s it for this playthrough! For players who want to try saving the Federation again, beating the flagship unlocks a new ship type, the Federation Cruiser. (There are nine ships, plus variants, in the game – so there is room for completionism.) But for now, I think I can rest on my laurels and proclaim myself done with FTL. Thank you for following along, and I hope you had as much fun as I did!