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Let's play Evolva (Completed)

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,115
Ah, leave it to evolution to do the right job.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,304
Mission 12

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That's right. It's time to end this once and for all!

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We start standing on some tentacles, two spherical objects are visible

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Let's investigate. There are some mudcrabs and a lone momma spider inside of the left structure.

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There's also a red door blocking the path

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Let's check out the right structure. Same shit, except no momma spider this time.

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Another red door inside

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Well, let's find the key. We take the only available path: the tentacle leading to the bottom.

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There's indeed something looking like an egg in the middle of this area

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A group of mudcrabs, mommas and ticks shows up

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One of the ticks was holding a red key

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We pick it up and go back to the left structure. Hardon opens the door.

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This is the final mission. What should we logically expect?

a) a maze,
b) some tough enemies.

Both things are present here. The whole area behind the door is a labyrinth of spherical rooms with 2-3 exits, literally filled with big specimens from every alien species available in the game.
The rooms are connected by narrow corridors guarded by big spiders, so the usual "strafe till they die" approach is difficult.

The best tactic is actually... using a single unit. This way, our commando unit can heal up by eating all available meat - there are almost no healing shrooms in this area.
If we attack with all four units, their HPs will sooner or later drop to low levels and next group of aliens will kill them all.
Using one unit also prevents the team from being hit by GeneDisruptor's "attack your allies" feature.
Necrocyte is a godsend here: we can attack enemies in the rooms while hiding in the corridors. Time consuming but effective.

Jack acts as our commando unit. Enemies killed:

spiders

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mommas (those fuckers were the toughest, almost killed our brave Jack)

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ethereals (killed mostly using necrocyte, from a distance)

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ticks (some of them killed themselves furiously attacking a closed door)

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beetles (some big spider helped Jack - friendly fire FTW!)

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Jack reaches the 2nd red door at some moment (from the inside) - there's no way to open them

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Jack goes back to the rest of the team

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We explore the only path available - a corridor filled with shrooms and exploding thingies

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It's time for our final mutation!
Our AngryCunts before the final battle:

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At the end of the corridor the team finds... the final battle!

There are two huge aliens guarding the bomb in the middle of the room (spike-like thing).

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There's no single safe tactic for defeating them. They can use strong claw attack in close range and GeneDisruptor if we keep a distance.
So, the trick is to keep a close distance (avoiding friendly fire caused by GeneDisruptor) and try to kill one of them ASAP.
Then we should heal using the meat of the fallen and kill the 2nd one.
Of course it sounds easier than it actually is.

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After a long battle and many reloads, I've decided to use some tactics after all.

First, all units rushed in and softened both guardians.
When our HPs decreased, all units withdrawed back to the previous room with the shrooms.

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Hardon went in on his own, softening both aliens some more.

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He went back, Jack took his place.
He was able to kill one of the guardians.

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After that, the remaining units rushed in again, killing 2nd guardian after a while.

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Hardon didn't make it... :salute:
Next, our AngryCunts attacked the spike in the middle of the room.

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With the spike destroyed, this mission (and the entire game) was over.

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Stats:

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Outro (YewTube)

That's right, people. Our team of brave AngryCunts has defeated the filthy alien menace once again!

(Too bad that almost nobody cared...)

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It's a real shame that the guys responsible for this game didn't have another chance to show their skills...

Credits (MobyGames)

:salute:

Thanks for reading/posting, everyone!
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,304
Too bad that this game had zero influence on the industry.
That's what you get when you make something creative instead of another Starcraft / Diablo clone.

The design is way too ambitious/alien for statistical gaymer to comprehend.

If the developers went with a little bit different look for GenoHunters, for example something like this:

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The game would sell millions gazzilions copies I think...

Anyway, thanks again, people.
Drama King out!

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PrzeSzkoda

Augur
Joined
Jan 27, 2004
Messages
632
Location
Zork - Poland
Project: Eternity
:salute: I salute all cunts, with special props to those angry.

I love the gfx and the art direction, and the general style of the game. It's solid proof that you CAN do low-oly 3D that looks nice and ages well.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,304
:love:

Now git out, bump Andy's FF8 LP or sth. Shoo!

:rpgcodex:
 

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