Written by Reiko
All the way back on gameplay post 1, one of our intrepid commenters managed to neatly summarize my final sense of the game. Ross said, "This is one of my favorite series of games, but man is this first one clunky." That's exactly it. It was a cool ride, but...clunky. Like a budget rollercoaster that clanks and bumps around every turn, and its top speed never quite manages to feel fast. And then there's the place where you'll hit your head if you don't remember to duck.
I am actually thinking of a particular kiddie rollercoaster I've ridden with my young son. Yes, it was clanky and bumpy, fast enough to be fun but not fast enough to feel fast for long. No, I never actually bumped my head, but there's one point where the track dives below an overhead loop that you reach later in the ride. I'm very short, but as an adult on a kids' ride, it felt like a near miss every time I went through that part, to the point where I would usually duck a bit even though I didn't have to.
Puzzles and SolvabilityMost of the puzzles were very solvable, but rather on the obvious side. Use the oxygen mask to breathe while in the depressurized tunnels. Disarm the bomb before taking it. Use the right biochip in the right situation. It's really not a hard game. There were only two tricky timing puzzles, and one was only tricky because of the interface (the silo deactivation minigame with the awkward cursor), and the other was the ore crusher. Some of the puzzles were very derivative, like the stunted Mastermind variation. And there was a real maze, which fortunately was rendered rather trivial with the Mapping biochip. There are also no alternate solutions except for the final choice of how to deal with each robot, whether "peacefully" or not.
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How many chips can I grab from the robot before it self-destructs? |