07-22-2016, 03:08 AM
Speaking of First Impressions, it dawns on me that I don't think I did one for Rimworld, partly because I was too busy playing Rimworld, so let's do that while the iron is hot.
Rimworld is agood hard sadistic game of constant challenges and hilarious failure and tragedy punctuated by periods of naked wandering through the wilderness. You take control of a group of randomly generated colonists, either shipwreck survivors or stone age tribespeople, and you have to attempt to survive in a randomly generated world by building a home, oh you don't like sharing bedrooms? that's fine we'll build separate bedrooms. Anyways then you need to build storage, oh you don't like seeing dead people and animals lying around? alright well we'll shunt all that into a different storage zone. Anyways then you build a kitchen so that-you want a table to eat on? fine I guess we can add a communal mess hall onto the kitchen. ANYWAYS you'll need to-oh for FUCK'S SAKE WHAT DO YOU MEAN YOU'RE "feeling bad" THAT IS NOT A GOOD REASON TO TAKE OFF ALL YOUR CLOTHES AND WANDER OFF INTO THE WOODS YOU FUCK.
Once you've dealt with the exceedingly fragile and volatile psyches of your colonists/tribespeople you will come to the end-goal of eventually getting off the planet, to this end you will build a research bench and acquire gradually more advanced technologies that in turn allow you to acquire better and more building materials, beef up your colony to be better defended and/or more efficient, and eventually you can build and launch your very own space ship to go try and not die in the stars! The odds of getting that far are kinda low though, since the whole time one of 3 AI "storytellers" is actively working against you, handing out boons and curses in measures that vary from one to another, and being prepared for anything they can throw at you just kinda doesn't work, since you usually only have so many hands, and some of them are prone to murderous fits of rage if they have to eat off the floor or step in muffalo poo too many times. As the game progresses though and your tech and colonist skills both advance to impressive levels the game really opens out, you can train local animals to either be simple housepets or loyal beasts of burden or you can train yourself a giant war sloth and send it after raiders, meanwhile where you once had to scavenge firearms off pirates you eventually are able to make your own, though strangely you never acquire the art of crafting first aid kits, which becomes an issue when everyone suddenly contracts malaria.
A lot of the game's difficulty hinges on, aside from your colonists having the mental fortitude of tissue paper, the "random" events though, stuff like lightning storms, pirate raids, trader caravans, and the odd killer robot invasion keep life from getting dull, though occasionally the hemisphere slips into a volcanic winter and everything gets pretty dull for awhile. The constant threat of having to go on damage control of a power grid explosion or pirate raid means you can never really settle into developing your colony unless it is secure and safe (unless you play on a lower difficulty) and having to plan to live through a mini-apocalypse means you really have to stockpile goods instead of just selling them to the first trader who passes by for that cute fennec fox he has WHO'S A GOOD LITTLE SCREAMING FURBALL? I meant medicine, yes those boxes of medicine, because Jim-bob got his leg ripped off by a grizzly last week and you need some medicine to numb him while you attach a peg leg. The damage system is actually pretty exhaustive, with bits as small as individual fingers and facial features being able to be removed by the rigors of combat individually and bodily functions all the way down to blood flow and filtration being impacted both by injuries and disease, though your medical system will, for a time, probably just revolve around amputation and peg legs.
At the end of thecolony day though you can't really go into rimworld with the intention of "winning" as the game will not let you do that of its own accord, the best you can hope for is to go in and be ready for the rollercoaster your chosen storyteller plans to send you on, because if you can't laugh at your colonists all being murdered by a pack of bloodthirsty beavers then you really won't like it when you accidentally tunnel into a pair of long dormant killbots and instantly lose everyone to minigun fire.
Rimworld is a
Once you've dealt with the exceedingly fragile and volatile psyches of your colonists/tribespeople you will come to the end-goal of eventually getting off the planet, to this end you will build a research bench and acquire gradually more advanced technologies that in turn allow you to acquire better and more building materials, beef up your colony to be better defended and/or more efficient, and eventually you can build and launch your very own space ship to go try and not die in the stars! The odds of getting that far are kinda low though, since the whole time one of 3 AI "storytellers" is actively working against you, handing out boons and curses in measures that vary from one to another, and being prepared for anything they can throw at you just kinda doesn't work, since you usually only have so many hands, and some of them are prone to murderous fits of rage if they have to eat off the floor or step in muffalo poo too many times. As the game progresses though and your tech and colonist skills both advance to impressive levels the game really opens out, you can train local animals to either be simple housepets or loyal beasts of burden or you can train yourself a giant war sloth and send it after raiders, meanwhile where you once had to scavenge firearms off pirates you eventually are able to make your own, though strangely you never acquire the art of crafting first aid kits, which becomes an issue when everyone suddenly contracts malaria.
A lot of the game's difficulty hinges on, aside from your colonists having the mental fortitude of tissue paper, the "random" events though, stuff like lightning storms, pirate raids, trader caravans, and the odd killer robot invasion keep life from getting dull, though occasionally the hemisphere slips into a volcanic winter and everything gets pretty dull for awhile. The constant threat of having to go on damage control of a power grid explosion or pirate raid means you can never really settle into developing your colony unless it is secure and safe (unless you play on a lower difficulty) and having to plan to live through a mini-apocalypse means you really have to stockpile goods instead of just selling them to the first trader who passes by for that cute fennec fox he has WHO'S A GOOD LITTLE SCREAMING FURBALL? I meant medicine, yes those boxes of medicine, because Jim-bob got his leg ripped off by a grizzly last week and you need some medicine to numb him while you attach a peg leg. The damage system is actually pretty exhaustive, with bits as small as individual fingers and facial features being able to be removed by the rigors of combat individually and bodily functions all the way down to blood flow and filtration being impacted both by injuries and disease, though your medical system will, for a time, probably just revolve around amputation and peg legs.
At the end of the
http://ask.fm/Surge753
I answer questions. snark provided free of charge.
Most hated member of the nexus, irritation and/or ragequit guaranteed or your money back.
"IF I DO NOT RETURN INFORM MY HUMAN COHABITANTS THAT I FEEL STRONGLY FOR THEM"
I answer questions. snark provided free of charge.
Most hated member of the nexus, irritation and/or ragequit guaranteed or your money back.
"IF I DO NOT RETURN INFORM MY HUMAN COHABITANTS THAT I FEEL STRONGLY FOR THEM"