Tag Archives: Jarenth Plays

Surprise! I thought of a better mouse-over joke at the last second. These bits are guidelines, not hard-and-fast rules.

Jarenth Plays XCOM 2 — Episode 18: Welcome To The Future Past

In the last episode of Jarenth Plays XCOM 2, I made two startling discoveries. First, I can just not seem to keep Blademasters alive. I don’t know why! I’m sure they’re really cool and powerful in right hands. They’re just not… for for me. I’ll stick to the more stealth-focused shotgun Rangers, thank you very much.

And second, I found out that ADVENT’s troopers are… made, I guess, not born. I still don’t entirely know how to parse the things we saw in that Forge. Rows and rows of production tubes, seemingly disgorging hand-made ADVENT soldiers. And in a well-guarded clean room in the center, a particular tube… holding a stasis suit of some kind. We absconded with that under heavy fire; it’ll take doctor Tygan some time, I think, to figure out just what it is we’re dealing with.

In light of these discoveries, our second planned mission — following up on the coordinates nabbed from the Codex brain — almost seems trivial in comparison. Still, though, I’m not about to let a second change to hurt the Avatar Project go to waste…

After the break: in the unknown wilds of New Brazil, we find one part uncertain future to one part terrifying past.

Surprise! I thought of a better mouse-over joke at the last second. These bits are guidelines, not hard-and-fast rules.

Jarenth Plays XCOM 2 — Episode 17: Forging On

In the last episode of Jarenth Plays XCOM 2, we learned two devastating revelations about the aliens’ evil plan. First, the goop inside the vial we recovered from the ADVENT blacksite is… well, people: select people, screened for in the ADVENT Gene Therapy clinics on the basis of criteria still unknown, then abducted to the blacksite to be rendered down to their constituent DNA. And second, ADVENT Codices… don’t like being probed, I guess? And they… they come from somewhere?

Okay, so both revelations weren’t exactly equal. That’s alright: gives me the time to chase them down in the order presented. And as luck would have it, the blacksite vial’s destination facility, no doubt a fun and engaging place all itself, is located in West Asia — only one travel link away from the New Arctic, the area I was in the process of unlocking anyway. So I guess it’s time to pay another alien facility a little visit?

Right after I handle some long-overdue busywork. Because speaking of facilities…

After the break: Okay, so that wasn’t my best segue. Listen: I have to bring this topic up somehow.

Surprise! I thought of a better mouse-over joke at the last second. These bits are guidelines, not hard-and-fast rules.

Jarenth Plays XCOM 2 — Episode 16: Revelations

In the last episode of Jarenth Plays XCOM 2, I robbed ADVENT’s supply convoys and then, robbed them again. Supplies are good! I like supplies. They let me equalize the power gap between the alien forces and myself by way of cool tricks and advanced technology. Well, near-equalize: no amount of fancy armors and high-powered magnet rifles counters good old-fashioned Commander oversights. But even there, technology helps: a buffer for my stupidity, if you will.

Studying the aliens’ advanced technology has given us a lot of directly applicable Cool Stuff. But new toys and tough suits are far from the only things we can learn from them. In fact, I’ve been having Tygan and Shen study a more esoteric bit of alien technology: the mysterious blacksite vial we retrieved back in episode 8. And the fact that the former has requested me and Steve come to the Shadow Chamber ‘as soon as possible’ suggests they may hit some sort of breakthrough…

After the break: So what is in the alien vial, product of a refinement process that sure seemed to involve a whole lot of dead humans? Probably nothing sinister.

Surprise! I thought of a better mouse-over joke at the last second. These bits are guidelines, not hard-and-fast rules.

Jarenth Plays XCOM 2 — Episode 15: Supply Supply

In the last episode of Jarenth Plays XCOM 2, I struck a great blow against the aliens! Then the aliens struck back. And… failed? It’s probably more accurate to say that I struck two great blows against the aliens: once when I blew their facility into rubble, and once again when I effortlessly thwarted their retaliation attack with a backup squad. Humanity, yeah! Suck it, ADVENT.

Equipment, it has been suggested, is probably the name of the equalizer here. It’s because my team is now fully equipped with magnetic weapons, and because I have a decent assortment of advanced armors, that I’m doing as well as I am. It’s an advantage worth exploiting, and worth building upon. But to get more equipment, we need more stuff. And it’s for that reason that the Avenger is currently idling over the New Indian borderlands…

After the break: I need more stuff, is what I’m saying. Weapon parts, Elerium cores and crystals, PCS upgrades, intel, and above all, supplies. But where am I going to find all that stuff on short notice?

Surprise! I thought of a better mouse-over joke at the last second. These bits are guidelines, not hard-and-fast rules.

Jarenth Plays XCOM 2 — Episode 14: You Either Got It Or You Don’t

In the last episode of Jarenth Plays XCOM 2, I somehow — somehow — won an important, very difficult mission with only one casualty. Despite messing up horribly in the beginning. My success dealt a future blow to the Avatar Project, their two-potential-pips-breakthrough falling to Corporal Jones’ shotgun. It was a good result, and I’m happy with the outcome. But I’m also a firm believer in putting theory into practice. So after destroying two Avatar progress pips in the future

After the break: I break the system, yeah! The system tries to break me. That’s… less ‘yeah’.

Surprise! I thought of a better mouse-over joke at the last second. These bits are guidelines, not hard-and-fast rules.

Jarenth Plays XCOM 2 — Episode 13: Don’t Stop Believing

In the last episode of Jarenth Plays XCOM 2, I discovered I wasn’t quite as close to the next tier of soldier armor as I’d hoped. Too little corpses lying around, you know how it goes. But that’s okay, I figured: our bluster and bravado can be our armor! Such outfitted, we went to rob an ADVENT train, and, well…

New resources thusly in tow, I figured it was high time to start addressing the alarming progress of the Avatar Project. Except, even when the literal fate of the world is in the balance, the Council sometimes has other plans.

And as it happens, one of those plans was only just finished up…

After the break: there are multiple ways to stop the Avatar Project. Sometimes it’s not about hindering the aliens, it’s just about making them run in place.

Surprise! I thought of a better mouse-over joke at the last second. These bits are guidelines, not hard-and-fast rules.

Jarenth Plays XCOM 2 — Episode 12: Xeno Choo Choo

In the last episode of Jarenth Plays XCOM 2, a routine information retrieval mission turned into an unexpected hacking windfall. Not only did we stop an ADVENT scheme involving shape-shifting murder-monsters, but they just happened to have detailed notes on Plated Armor research! Right on the vault server we were hacking! As a result, what was once a distant dream has overnight become a possibility well within our grasp. In fact, I think the research project is finishing up as I’m writing this…

After the break: we know how to make fancy armor, yay! So, what’s stopping us from actually *doing* that? Well…

Surprise! I thought of a better mouse-over joke at the last second. These bits are guidelines, not hard-and-fast rules.

Jarenth Plays XCOM 2 — Episode 11: Focus And Fortune

In the last episode of Jarenth Plays XCOM 2, a potentially disastrous mission was turned into a moment of unexpected triumph. Thanks to gut, planning, and a good Skulljack to-hit roll, we rolled out of ADVENT’s second retaliation strike with a full team of soldiers, the gratitude of the Western United States region, and a brand-new lead on the aliens’ plans. It was a victory that we all needed, but it was particularly a victory that I needed. I’d been a little worried about my ability to lead XCOM to timely victory, but nothing boosts your confidence like doing exactly that in a great way.

So, what’ll I do with this newfound courage and resolve? For the answer to that, we now turn to my early-morning office…

After the break: planning and tactics are good and all, but something you need just need a big dose of luck as well. And hey, wouldn’t you know it? I’m overdue.

Surprise! I thought of a better mouse-over joke at the last second. These bits are guidelines, not hard-and-fast rules.

Jarenth Plays XCOM 2 — Episode 10: Argent Dawn

In the last episode of Jarenth Plays XCOM 2, you can say what you want about the aliens — they sure know how to break an uncertainty spell! I wanted a clear and unambiguously ‘good’ mission, and for my sins, ADVENT gave me one. Another retaliation strike, to be precise. And it is on the threat of innocent, under-equipped resistance fighters getting mowed down by alien monsters that the Avenger is currently flying around at the speed of Not Fast Enough, trying to reach an important destination before it’s too late…

After the break: no, that other important destination.

Surprise! I thought of a better mouse-over joke at the last second. These bits are guidelines, not hard-and-fast rules.

Jarenth Plays XCOM 2 — Episode 9: Monkey Paw

In the last episode of Jarenth Plays XCOM 2, the notorious ADVENT blacksite was engaged — and conquered. That’s right: no fancy weapons, no space-age armors, no psionics. Just good old-fashioned tactics and grit. Granted, it did cost the life of Corporal Seabird, first named soldier in the game and general all-around badass. Second soldier to die, and second Ranger too; I’m starting to think that might be a dangerous class to be in?

Regardless, we did win. The facility was taken down, the Avatar Project was knocked down a peg, and a fancy glowing vial now rests in a safe in doctor Tygan’s lab. Great work all around! And you’d think, maybe, that this would give the aliens some cause for pause? A little time-out to take stock of their situation? Sadly, nothing is further from the truth…

After the break: a tricky mission with a low-skilled team goes only slightly different than expected. Also, I don’t actually know if I’m playing this game right?