Sensuki
Arcane
There's always that one guy who hangs onto the door and climbs back over the maze though, what a champ.
There's also a couple of new ones:
Anyone who died to this deserves it. You should keep it exactly as is, teach people to pay attention. The sooner in the game you do this the better.(While the current instadeath is a bit abrupt, the player option that leads to it is this (after having previously chosen "Dive to the ground" and then reading about how your skin is burning and your vision blurring):
"Keep diving - the faster the better!")
By now, you've descended into breathable air. You sputter into consciousness. At this altitude, you've got roughly 2 minutes until impact. Your plan is simple. You will enter a Zen state and decide to live. You will understand, as Hamilton notes, "that it isn't the fall that kills you—it's the landing."
Keeping your wits about you, you take aim.
But at what? Magee's landing on the stone floor of that French train station was softened by the skylight he crashed through a moment earlier. Glass hurts, but it gives. So does grass. Haystacks and bushes have cushioned surprised-to-be-alive free-fallers. Trees aren't bad, though they tend to skewer. Snow? Absolutely. Swamps? With their mucky, plant-covered surface, even more awesome. Hamilton documents one case of a sky diver who, upon total parachute failure, was saved by bouncing off high-tension wires. Contrary to popular belief, water is an awful choice. Like concrete, liquid doesn't compress. Hitting the ocean is essentially the same as colliding with a sidewalk, Hamilton explains, except that pavement (perhaps unfortunately) won't "open up and swallow your shattered body."
With a target in mind, the next consideration is body position. To slow your descent, emulate a sky diver. Spread your arms and legs, present your chest to the ground, and arch your back and head upward. This adds friction and helps you maneuver. But don't relax. This is not your landing pose.
The question of how to achieve ground contact remains, regrettably, given your predicament, a subject of debate. A 1942 study in the journal War Medicine noted "distribution and compensation of pressure play large parts in the defeat of injury." Recommendation: wide-body impact.
Well from what I seen the difference is that if you don't speed up a Nano manages to catch you with this esotery and slow you down so you don't die and if you speed up you are too fast for him and you go splat. Without that nano you would go splat in both situations.Anyone who died to this deserves it. You should keep it exactly as is, teach people to pay attention. The sooner in the game you do this the better.
Although I still find it a bit silly that the difference in speed with which you'd hit the ground would be so different depending on whether you dive or try to slow your fall.
Anyone who died to this deserves it. You should keep it exactly as is, teach people to pay attention. The sooner in the game you do this the better.
Although I still find it a bit silly that the difference in speed with which you'd hit the ground would be so different depending on whether you dive or try to slow your fall.
Death and the Castoff's Labyrinth
Death in Torment: Tides of Numenera is not the same as "game over," and there's more to it than waking up in a mortuary.
Your body is mostly immortal. Your consciousness, on the other hand, is a twisted place. When you die, your consciousness travels elsewhere, to a labyrinth of the mind, while your body heals.
The Castoff's Labyrinth is a strange realm, a dreamlike maze of jungles, stairways, tunnels, and ruined cities. It's your mind, but you wouldn't know it from all that's in here.
When you die in the game, you can always just reload, or maybe find the easy way out of the maze and back to your body, but you'll be missing out if you do. The Castoff's Labyrinth is a bizarre and interesting gameplay area, one of haunting exploration and discovery. As it grows, its secrets become deeper, more complex.
Its depths are called Fathoms, and each brings new secrets and--for the determined--new rewards.
Here are some of the things you might be able to do if you search out the mysteries of your own mind in death:
The Labyrinth has twelve Fathoms within it that you will be able to explore, if you so choose. A few you may have to explore to complete your quest, but the rest... that's up to you.
- Meet Reflections of your companions and other characters. Learn secrets from these figments that you wouldn't learn in the world of the living. But are these secrets really about them? Or are they about you?
- Uncover Lacunae. Lacunae are figments of your mind that represent parts of yourself (or do they?). Through conversing with a Lacuna, you'll discover puzzles and quests, and might even enhance your own abilities.
- Become more powerful. Gain special items and abilities. (How do they transfer back to your real body? Who knows? The numenera are weird like that.)
- Gain access to hidden areas in the real world through secret information, portals, or other strange interactions with the numenera.
- Find Meres (connections to the consciousnesses of other castoffs) that are unavailable to you in the living world.
(short version: you are mostly immortal; shattered bones won't kill you, but a splatter-death will),
Water has a not low bulk modus: http://www.engineeringtoolbox.com/bulk-modulus-elasticity-d_585.htmlHow to survive a freefall: http://www.popularmechanics.com/adventure/outdoors/a5045/4344036/
I like the Infocom games, but I suffer from the weakness of having gotten to them backwards -- I played modern IF first -- and so the sheer scope of them (in terms of rooms, manipulable items, etc.) is somewhat harder for me to manage. That is less so of AMFV, which I think is a great example of how writing that is good, but not great, becomes great when it is part of a game. (Incidentally, I wonder whether AMFV is the spiritual grandfather of the modern walking simulator.)We used to talk about IF before on the Dex but it was a long time ago. Do you have some favorites? How do you feel about Infocom ones? I really admire A Mind Forever Voyaging. You should read its manual, it is fantastic.