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Grumphack 012: Shopkeepers
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The new video is up, now with 57% more blocky animation!
Sometime after I finished playing the 52 Lives Report (not to confused with finishing the editing of the 52 Lives Report) I grew out of auto-pickup. Like training wheels, it needs to be discarded at some point, otherwise you cannot progress. At the very least you need to modify how it works, for instance I now only auto-pickup gold, instead of every goddamn thing on the ground. When the DS version set it up like this by default, I was annoyed at first, but then my eyes were opened.
This week's episode is the result. The auto-pickup revelation and the sudden surplus of free time last July led me to play it diligently. Now that I had seen Sokoban, I knew I could beat it. The gnomish mines weren't really that hard, I was just careless. I finished both those phases of the game, essentially the 'easy' part of the game, and now I am starting to push on the frontiers of my experience with Nethack.
I have read ahead in the wiki, things only get worse.
Other topic: Mass Effect 2. It's a choose your own adventure with spaceships, aliens, and explosions. The Paragon / Renegade choices seems shallow at first, but then I realized this is a game where your decisions actually effect the story being told. This is not to be confused with other games' dialogue trees wherein both choices A and B lead to C. Some games even use the same dialogue response for choices A and B.
It's refreshing to have in-game decisions actually effect the gameplay and story. I have to unlearn 20 years of gaming to play this, and I like it.
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          'Grumphack 012: Shopkeepers'
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#&rendershop#
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