So assuming you've finished it (or at least are just at the final point of "I need HOW MANY ingots!?") some fun facts you may have missed: I'm not complaining that the game is as astoundingly kind as it is with the endgame scavenger hunt for a bunch of super rare plant samples by either having them right there in the room you're in when given that task or being right outside the doors of the convenient teleporters you're given access to there.Īll that said though, I do like that there is essentially a no-cutscene alternate ending where you kinda just abandon the whole quest to find other survivors or get back home because you've grown so comfortable in this little aquatic archepelago that was really scary at first but now you just appreciate all the cool weird fish and nice scenery.Īnd I love the touch that once you've dealt with the whole plague issue on even just a personal level, warpers acknowledge your clean status and leave you alone for the rest of the game. Otherwise I feel like the radio messages do a good job of poking you in the right direction until the flow of the land does it for you? Still, won't say I never had to look anything up to finish the game the first time.Ĭlick to expand.The thing about it is, the trigger for the final radio signal saying "hey we can't be bothered with a rescue mission or anything but there should be plans lying around somewhere if you wanna DIY it" comes around the point you've most likely not only abandoned the lifepod for good, but probably moved out of your starter base in the shallows to just kinda live on a big ol' sub, so it's not uncommon to be taken aback when you're revisiting old haunts to double check the cupboards and see there's actually a new message on your answering machine so far after you last had reason to check it.Īlso I find it kinda surprising but. In my own playthrough and numerous threads read elsewhere, the most common place to get stuck with no signpost to proceed is when you need to make the jump from the 2nd underwater base to the lost river. Maybe the narrative thread gets a little lost in the comedy of the call, involving a disagreement over a sandwich order, but I felt it just highlighted the lack of concern the corporation really had for you. That prompts the player as much as anythig to go get those escape rocket blueprints, which are behind the only locked door you can't get into if you'd already been there. There's plans for the rocket at the Aurora and here's the cabin code to get in. you want to go home, you gotta do it yourself. There's a pretty obvious radio message from home base or wherever that blatantly says.
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