Spoiler alert: In this episode… someone dies!
This quest structure is really odd. In order to secure the escape route for the tribe, you have to disable the traps, or kill the guys who placed the traps. You have to kill the Yao Guai that would attack you on the way out of the valley. You have to wipe out a camp of White Legs (or steal their banners to reduce their morale) that would ambush you on the way out of the valley. You must do all of this, even if you have no intention of leaving the valley and plan to exterminate the white legs.
I’m disappointed to hear that hardcore mode is so lame. The tutorial gives it such a build-up: WARNING. HARDCORE MODE IS SUPER-HARD. NO REALLY. IT’S NOT EVEN FAIR. YOU SHOULDN’T EVEN ENABLE IT. YEAH. WE DON’T EVEN KNOW WHY WE PUT IT IN THE GAME.
I’ve been “saving” hardcore mode for later. As we mentioned in the episode, there was a “survivalist” mod for Fallout 3, and I spent a lot of time with it. It even let you carry a bedroll with you. I did a run of the game where I wouldn’t use fast-travel, so getting somewhere meant loading up with enough food and water to get you where you were going. You had to think of trips in terms of how many in-game days it would take to get there, and plan accordingly. The mod had a lot of flaws, and I dreamed of a day when we could have a well-balanced, properly integrated survival mode. I was hopeful when I found out that Obsidian had made a built-in survival mode for New Vegas. I’d planned on bumping up the difficulty and doing a hardcore run for my final play-through.
Now Rutskarn tells me it’s not all that brutal, there’s no bedroll, and it doesn’t really require you to ingest reasonable levels of food & water to survive. That’s really a let-down.
A Lack of Vision and Leadership
People fault EA for being greedy, but their real sin is just how terrible they are at it.
Pixel City Dev Blog
An attempt to make a good looking cityscape with nothing but simple tricks and a few rectangles of light.
Could Have Been Great
Here are four games that could have been much better with just a little more work.
Two minutes of fun at the expense of a badly-run theme park.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.