Is there a story summary anywhere in this thread, or would someone care to do one? Seems like the game has a somewhat interesting premise, so it'd be nice to see what came of it.
If you've the patience, you can go back to page 148 in which I made my first post, then, starting a bit further, I began an imprompty Let's Play.
If you don't have the time, I'm gonna try for a synopsis, with of course some nuance omitted. Ultra short version: the story is ok and in fact I'd say quite intriguing but too little is done with it, and the ending is a misery of blandness when it could easily have been spectacular.
You belong to the Earth Collective, the foremost in-universe syndicate, whose amazing power and ruthless grip holds tight many planets, colonies, and near-worthless lives. During a spaceflight you and your small crew decide to quit the Earth Collective without giving the proper two weeks notice.
When aboard your ship and flying over the jungle-swathed mining colony of Calitana, you are shot down by an anti-air battery. The crew of four is composed of you, who supposedly is better than the others at any on-the-ground stuff; a woman named Pelican, the crew's intelligentia; a nameless medic who really is a cyborg-like cranium in a glass bell attached to a floating spine (cool-looking design, by the way); and Barry, who is so impressively forgetable.
While crawling out of the mangled, burning, beyond-repair ship, your are promptly attacked by less-than-well-intentioned locals—but Pelican, first to extract herself from the wreckage, is ever quick with a gun. All four of you are miraculously unhurt, and take refuge in a nearby building which previously belonged to Wolffz Bay Shipping And Services.
Of course, settling definitively and eeking a living in the damp, sweaty, gritty shithole that is Calitana isn't the rosiest perspective of them all; so, resolute, you decide to find a ship and resume your getting-away-from-all-this-crap endeavor.
But appears the first problem, it being that Calitana is divided in eight islands mostly connected by bridges; and the gang members who attacked you on the ground, being mighty angry anent Pelican's gunshots, raised the two bridges leading to the rest of the city, thus trapping you. While Pelican stays in the old Wolffz Bay headquarters to gather information, the Medic does medic stuff, Barry does Barry stuff, and you're tasked with raising the bridges. This you do by forcefully reclaiming the access key from Three Hand Larry, the mutated local gang leader.
With this, the game opens, and you're out of the glorified tutorial beyond the tight confines of which the vast majority of players—even those who left glowing reviews—never trudged.
Killing Three Hand Larry and housing yourself in the Wolffz Bay headquarters has not remained unnoticed by Calitana's most keen-eyed and -eared, most schemeful denizens, and by way of a courier on foot you are contacted by a certain Sullivan, who claims he might be of help. Still Pelican gathers information through the wire; Medic does medic stuff; Barry goes to skulk about the bars and seedy places of Calitana in search of yet more information; and you go to meet Sullivan.
Said Sullivan is holed up in the Black Market district, some good way south of were you stand. Unfortunately you learn this Black Market can only be reached by ferry, and the ferry system has long been co-opted by gangs to move goods about in undetected manner. Thus the ferry system can only be used by those possessed of a certain cypher—which of course you don't have—but after some meandering through Calitana's labyrinthine alleys find a friendly mutant boatman named Franklin, who will graciously take you to the Black Market. (note that there is in fact a soporifically long way of reaching the Black Market on foot: through an old underground passageway whose bowels disgorge a truly insane number of mindless enemies)
So you land there with Franklin the boatman's help, and make your way up into Sullivan's appartment. Now this man explains to you that he, too, wants to escape Calitana, and has safe means to do so for himself—but he does not want to leave before acquiring an extremely valuable piece of technology.
Because while they've indeed been scheming and conniving against one another for longer than anyone alive can remember, the syndicates seem now more than ever on the brink of all-out war. And word has it the second most powerful syndicate, the Mayflower Initiative (henceforth known as MFI) have developped a weapon—the Copper Face(s)—that, to put it simply, would absolutely wreck shit up all good and proper; it can cause devastating damage possibly of a psionic nature, and is nearly impervious to anything you might throw at it.
And Sullivan wants the head of a Copper Face; and you're the one to get it, because if you do, Sully boy will give you a spaceworthy ship.
He knows there is an MFI-run manufacturing lab somewhere below Calitana, but has so far failed to ascertain the exact location of said lab. He had previously enlisted the help of a woman named Mara, who mingled with the colony's downtrodden in her quest for intel; alas Mara seems to have disappeared.
So Sullivan gives you a cypher wheel of the kind used to control the ferry system (Mara is to be thanked for that object), and sends you on you way. Now the search for clues begins for which you roam about Calitana, not entirely aimless but not knowing exactly where to start. Here and there, you learn tidbits of informations, and connect various elements to one another. This is the meat of the game.
– The anti-air battery that shot you down is located somewhere to the north. In the jungle you discover a huge, vault-like door leading to what you suspect is an MFI base, but of course this massive door won't budge as long as you can't activate the nearby generator. Barry contacts you, and asks you meet him at a certain bar; once there, he reveals recently-acquired information according to which high-ranking MFI executives are being transported in cars bearing the distinctive red 'M' logo of the MFI. You locate one of those cars, destroy it or force it to crash, and forcefully procure the MFI key owned by a now dead executive.
Generator key in hand you make your way north and acquire codes that, at the appropriate time, will allow you to disable the anti-air guns that would otherwise prevent any flight from reaching Calitana's orbit.
– Quinton Industries is one of the biggest and most well-funded syndicates. They manufacture a bit of everything, are very keen on stealing secrets from other syndicates, and are intently scrutinising the various doings of the MFI; surely they must know something of value to you. So you procure a working permit and with it ride the train to Gershwein's Estate where dwell the eponymous MFI executive. There you find informations indeed, anent weird extraction chemicals seeping into Calitana, and the MFI's curious underground operations which supposedly involves them mining some crude psionic matter left there in some Atlantean catacombs over which Calitana was built.
You also learn that the first miners in the colony were a faction called the Quarrymen, who seemed to be "existing in some form of lobotomised mental capacity," and communicated in garbles, mostly using visual color cues. Following some rather abrupt closure of MFI mines long ago, the Quarrymen remained in the mines.
Finally, still in Gershwein's Estate, you acquire a Psionic Detector.
– There exists a disingenuous faction called The Faith, who are not the absolute worst but still prey on the weakest of the weak, and are likely behind a massive number of disappearances as for various reasons they seem in league with syndicates, gangs, and smugglers—basically everyone. Street people flock to the Faith in hopes of spiritual and bodily salvation, and many are sent to various mines and labour camps with promise of bread and pay, but fewer than few ever return.
You locate one particular representative of the Faith, Sora, and procure from her dead body a key that allows you entry into the imposing Temple Of The Faith. Inside this temple you find a lot of poor people, as well as a handful of goons bent on your demise. Theirs come before yours, and after solving a puzzle you gain access to a secret room.
In this room is a head, alive in a jar kep enthroned on a pedestal (enpedestaled?), manifestly a subject of much worship by the Faith. And by reading some papers left about the place you learn that here is nothing less than the head of a Quarryman. On surrounding shelves, you find a number of cartridges each painted in one single color; and by inserting said cartridges into an interface linked to the Quarryman, he garbles some very distinct sounds.
– Last but not least of the major syndicates is Agro-Fax, founded by an ex-MFI Lead Of Research. Calitana having been reduced to a terribly toxic place where the soil itself moans in pain, Agro-Fax provides most of the foodstuff consumed in the colony, but also dabbles in a bit of harmless gene-editing and -splicing. They have for them an entire island, Dome Six. You find the coordinates of this Dome Six Island, ferry yourself there and find a pitiful mess of escaped modified creatures slaughtering everything in sight.
Of utmost import on that island you find an array of computers that, when interacted with, emit sounds exactly like those garbled by the Quarryman's head. And you learn Agro-Fax's geologists had some months ago discovered Atlantean ruins marked by recent MFI activity; ruins in which the geologists discovered a vocal box of the likes used to communicate with the Quarrymen, and they managed to use that box to interact with various ancient doors and computers. The new computers currently in front of you are the fruit of Agro-Fax engineers' labour, who have tried to decode this weird four-bit language of garbled colors.
As well on Dome Six Island, you discover the body of Mara, Sullivan's hire, who it appears worked for him for the same reason you are: she desperately wanted out of Calitana.
Like in a bukkake orgy, it's all starting to come together.
But tragedy most foul befalls you! for dear Barry has been kidnapped by the Arms Guild. In short, you find him on some small island, free him, and for your efforts are recompensed by the acquisition of the Arms Guild Jammer, whose decription mentions the interrupting of nearby psionic waves.
Now that Barry is safely back at the Wolffz Bay base with Pelican and Medic (or, as during my bug-ridden playthrough, simultaneously back at the base
and back in his prison cell, indicating he might be some ubiquitous entity), and knowing for certain that MFI's underground work is a reality and involves appreciable quantities of crude psionic matter, you take the Psionic Detector acquired in Gershwein's Estate for a ride. And sure enough it detects something, somewhere in the city.
You fight a bunch of mutants and dogs and mutant dogs, then go down a manhole and promptly find a terribly tantalising elevator shaft leading down, down, into what you're pretty sure is the penultimate object of your quest.
Rubbing your five and a half neurons together as hard as you can until your ears are a-smoking, you put the various clues and pieces of the puzzle together, translating colors into sounds into a set of five times four digits, then excitedly enter that 20-digits suite into the mysterious elevator.
The elevator crashes down; you find yourself in the much-searched-for MFI lab. There you fight two or three extraordinarily resilient Copper Face (it turns out you can use the Arms Guild Jammer to dispatch them, but I never found where to plug it in), and procure the Copper Face head (Copper Face face?) Sullivan wants in exchange for a working ship.
Now here comes perhaps the stupidest part of the game, that is the ending.
You exit the underground lab not by taking the elevator—since it crashed and is destroyed—but by a long, long, oh dear lord super fucking long staircase that brings you back to a small, isolated part of Calitana's surface. And there, Sullivan is waiting for you, with the ship! But oh no, what's this you see? Why is Sullivan accompanied by a couple of the Earth Collective's soldiers?
Well, it seems he has been more or less forced into a deal with the Earth Collective. This kinda reluctant deal would see him hand the Copper Face head you found to the Collective, for verily it is a weapon could dramatically unbalance the impending syndicate war, and see the dominating Collective lose when faced with the MFI's newfound technological might. To sweeten the pot, the Collective offered one million wondoons (the in-universe currency) to Sullivan. More: you and Pelican and Barry and Medic are deserters, and the Earth Collective doesn't take kindly to that.
You fight Sullivan and the two soldiers, and of course you win. Over radio Pelican tries to warn you of Sullivan's betrayal, and while you appreciate the thought, it's a bit late.
You say goodbye to Franklin the boatman; gather your team; use the codes previously acquired to disable the anti-air battery; board Sullivan's ship; and off you go.
Yes, "On to the next adventure!" Because that's what the game's tragically under-utilised story needed: a last line so cheesy you can use it for your next raclette.
Jesus effin' Christ that took forever to write...