I am back! Spain was lovely, though while I was away I of course did done precisely zero recording.
I did try to keep an eye on the blog and channel while I was away, though with only a phone it was harder than I had hoped. It looks like The Ransistance has started off fairly strong for my series, gathering a couple of dozen views for the first couple of episodes.
In general, the first couple of episodes of most do a lot better than the rest, it makes sense to start at the beginning and give 1-2 episodes a try I guess. Unfortunately, I have seen no new volunteers to join the ranks. If you haven’t done so already, remember you can sign up here.
The current schedule is:
Saturday: Syfro Saturdays – Ranneko and Syfro Play Thimbleweed Park
Sundays: Ranowned Explorers: International Society
Monday and Friday: The Ransistance
Tuesday and Thursday: Torment: Tides of Ranmenera
Wednesday: Ranneko Plays Massive Chalice
Syfro Saturdays – Ranneko and Syfro Play Thimbleweed Park
Syfro and I start playing Ron Gilbert’s New Old School Point and Click game. Let’s find out what lessons have been incorporated by the decades of game design since the heyday of Lucas Arts
Ranowned Explorers: International Society
We reach the final expedition of this run of Renowned Explorers, can gather enough renown to win?
The geoscape in XCOM2 has a lot more to do on it than the previous game. You constantly see new events pop up that you can start. However, initiating strikes and attacks require you to pause whatever you are doing and then you have to manually resume them after the action takes place. This means that the strategic layer makes me feel like I am constantly being interrupted. I really wish I could either automatically resume previous tasks, or drop off staff to complete them without the ship being present.
Torment: Tides of Ranmenera
I finally found a way to get killed in Sagus Cliffs and thus get eaten. I make only the best decisions.
Ranneko Plays Massive Chalice
Massive Chalice starts with heroes and cadence forces generally having similar health values, but they pretty quickly diverge with enemies having high health and heroes having high damage. This makes friendly fire pretty painful, Alchemists can oneshot almost any hero in most stages of the game. This is not ideal.