When I plan out my weekly schedule, I envisage it as a Monday to Sunday timetable. However, astute readers may have noticed that these posts are at least theoretically dated for Fridays. I do this because I don’t want to have both of Ninja-Blues regular posts take place on the same day. I assume that Monday/Friday is better than Monday/Monday, though I haven’t ever tried to back this assumption up with quantitative research.
This is why you often see smaller series split over two weeks. If something takes the Thursday/Saturday slot in my schedule, like Into the Breach, then while it fills only one week in my schedule it pops up twice in these posts.
I think of this week as a return to the pre-barcelona schedule, because from Monday we went back to the old schedule. Of course from the perspective of these posts the full return will not take place until next week.
The last week’s releases were:
I Ran Into The Breach
Overall, I am pretty proud of my first run. It helped that I had watched Tom Francis play the first couple of islands on his channel before I went in, but I made it to the final stages on my very first run. And then lost.
Heat Signature Challenge Runs
The piracy challenge, i.e. take no missions other than the character’s personal mission is probably my second favourite challenge. Because it isn’t about playing well, but about playing with more unknowns. Before you enter a non-mission ship you have very limited information. You know the faction, the ship size and if you can figure out where it is headed a very vague sense of how much time you will have. You do not get any clues about guard numbers or equipment so you just have to be loaded with whatever you can to handle any situation. I wish that this was a modifier you could get for normal missions too.
ShadowRan: Hong Kong
I think the strangest issue I have with Shadowrun: Hong Kong is that the hub area has just a little too many people to talk to. They are all useful for providing background information, flavour and the sense that other things are happening in the world around you, but it also leads to things like spending 2 hours wandering around talking to people before completing a run that takes only half that time. Then we head straight back to talking to as many people in Heoi as possible, I think either the runs on average need to be a little longer, or each trip back to the hub should be quicker. On the other hand, who is making me talk to everyone in the hub? The idiot behind the microphone.
Heat Signature Hot Tips
I was really excited when I first saw this demonstrated. It dramatically changes how useful traps can be in situations where you can’t or just don’t want to have to sit around waiting for guards to walk to the right terminal.
What makes this awesome isn’t just the ability to set up traps without needing to walk to the target area, but the secondary effect. Guards investigate thrown items, this means you can lure a guard right into your glitch trap with relatively little effort!
Pillars of Ranternity
Before we finish Act II, we have to get into the animancy hearings and that requires us to sign up with one of the 3 major factions in Defiance Bay. The Crucible Knights, The Dozens or House Doemenel. As someone who is generally pro-animancy and anti-organised crime I decided to go with the Crucible Knights, they seem to be the least bad of the 3, but I ca’t say I was thrilled with my options.