Daily Gamer: Get a Job

While I keep writing posts about my (mis)adventures in Sunless Sea, I didn’t even bother to say something about its parent game Fallen London, even though I’m playing it almost every day since two years. It’s time to right the wrongs.

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There is poetry even in being a butcher.

There are myriad reasons to like Fallen London, so many that I could spend the rest of my life writing about them. This is one of them: as the protagonist imprisoned in the Neath, you can do the most horrible things without feeling too bad about them, all thanks to the irony and melancholy of the narrative — a welcome change after playing dozens of games where choosing the traditionally ‘evil’ path has absolutely no appeal to me (I’m looking at you, Bethesda Games!).

Daily Gamer: Long-Distance Captain

This Sunday, I’m celebrating. You may call me a Seasoned Zeewolf now.

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To be honest, I’m really surprised with myself. The main reason for creating this blog was an ugly flaw of character: it’s very difficult for me to finish a game. All too often, I abandon a playthrough not just because I’m bored or don’t enjoy it anymore, but rather because I lose my focus. After all, there are always so many new exciting titles on the horizon, and a few classics I’d like to return to. This is not the case with Sunless Sea, however, because it appears that I’ve finally found a game which was made just for me. Everything — lore, graphics, musics, mechanics, dialogue, characters — seems perfectly tailored to my taste.

When I think about it now, maybe I really should sit down for a while, have a moment of introspection, and write down all the reasons why Sunless Sea is my current Number One. Let’s hope that I’ll be able to make a whole post about it.

Shards of Glim: Red Flag Rising

‘Another dashing explorer devoured by the Neath!’ – headline in 20 October 1899 edition of the Imperial Courier.

Before leaving the capital of the fallen Empire, The Tenth Captain was a moderately succesful poet of the Sensualist school, driven by an insatiable lust for new experiences. This flaw of character didn’t leave im on the Unterzee and made him take enormous risks in order to reach further and further during his journeys. Alas, it eventually lead to his demise when his crew succumbed to madness after a succesful expedition into the heart of Frostfound.

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The Eleventh Captain has inherited the toxic self-hatred of one of his forefathers and also intends to take revenge on Fallen London. This incarnation, however, is less selfish that previously. As an Anarchist fully dedicated to the Cause, he will attempt to bring the Liberation of Night into completion and put a red banner on the top of the Shuttered Palace. Then, possibly, he will seek refuge far beyond the know waters, knowing too well that the Revolution, like the Greek god, is a harsh parent.

(which means that I’m trying to steal the monkey ship again, this time without ruining it by a missclick.)

Shards of Glim: Zubmariner

A warning to all zubmarine captains: minor spoilers are lurking in the darkness ahead.

Waiting for the game on Day Zero felt like being 12 years old again. The game’s release was scheduled for 6 PM, so I launched my laptop and kept refreshing the Steam webpage, getting impatient with every minute. Eventually, the ‘Purchase’ button appeared onscreen a few minutes after seven. After typing my PayPal password with shaking fingers and clicking ‘Continue’ over a dozen of times, I started downloading the expansion pack. Finally, I was able to see this wonderful screen:

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I’ve been waiting for a year for this beautiful sight.

Obtaining a zubmerzible vessel isn’t a particularly difficult task even for a Captain who has just begun his adventure in the Neath. The first requirement is to undertake a long journey to the Neath’s southern rim and find a mysterious and generous patron who owns a secret laboratory. Then you have to assist the researchers working for her by donating certain items. I’ve decided to sacrifice an Extraordinary Implication and hilarity ensued.

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Creative madness.

The next step was to find blueprints for a Zonar, which requires a short journey and again is remarkably easy. When I finally returned to the laboratory with the plans and completed the task, I was surprised to find out that they didn’t construct an entirely new ship; the engineers simply helped me to convert my vessel into a zubmarine. What’s even more strange, the conversion passess to each new ship you buy in London, so you don’t have to complete the same quest again.

There are other odd things about underwater zailing. There’s no electric engine and the zubmarine burns coal just like an ordinary ship on the surface. Cannons work perfectly well. There is no periscope. There is no depth meter. Well, I shouldn’t be surprised at all, because Failbetter Games has never promised us to create a realistic simulation game about Victorian-era submarines hunting The Great Cthulhu.

Coincindentally, turning my corvette into a zubmerzible saved the Tenth Captain’s life. While he was returning to Port Carnelian with the zonar plans, his ship was ambushed by a flock of Blue Prophets and heavily damaged. For some reason, the d—-d birds kept hovering over the port and attacked again when the Captain was leaving, but he managed to hide under the waves literally in the last seconds before getting shredded to tiny pieces.

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What a promising start of the Great Underwater Adventure, isn’t it?

After having played Zubmariner for a couple of hours, I still don’t have much more to say about the gameplay. So far, I’ve visited two new locations and won a skirmish against bloodthirsty zub-pirates, but I’m staying on the surface for most time, earning money, training stats until I feel prepared to explore the depths under the Neath in a serious way. Of course, I will write another post soon to share my experiences.

Shards of Glim: The Price of Freedom

Beware! Here there be spoilers.

The Ninth Captain was a man ahead of his time: a self-hating Londoner, which would be far more appropriate for a person living in the 21st century than for one stuck in the weird version of the Victorian era. Or, at least, this is how imagined him to be, because he was meant to complete one of the hidden game endings and leave the Neath on board of a stolen Zeppelin. Since I like to have a backstory behind each of my Captains, I did almost everything to stay in-character. This included working with the enemies of London on every occasion, undermining the Imperial sea power and bringing the hated city to its knees.

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Eventually, after a failed attempt to steal the monkey Zeppelin and fly away as far as possible, I decided to pick up the Colony ambition path.

Then I learned that the price of freedom is constant grinding.

Establishing your own settlement is a complex endeavour. Since the only suitable place is Aestival, the Captain needs to find a way to protect his colonists from being driven into madness by sunlight — and finding protection requires a few rare and costly items, as well as sacrificing a part of the crew. When the brave settlers are from the wrath of Helios, the game becomes even less exciting, since it’s necessary to bring enormous quantities of supplies and scores of people develop a colony large enough to declare independence. The final stage is choosing whether to side with one of the Neath’s Powers or become a nation on your own. Whatever the choice is, ridiculously high statistics and expensive items are required to achieve the ending.

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The tree of freedom must be refreshed from time to time with cucumber paste.

Brave men have bled and died, innocent cucumbers have been smashed, but the Ninth Captain has prevailed and become the First Autocrat of his own tiny empire. Proudly alone!

What’s even more important, I managed to accomplish this feat on the last moment. The Zubmarine fleet is bound to arrive tomorrow and now I can play the first official Sunless Sea DLC with a fresh captain.

Shards of Glim: Docking Blues

Everyone who’s ever tried to play Sunless Sea will admit that the gameplay is far from thrilling. Don’t get me wrong, I do enjoy the writing and I agree that the writers deserve all the praise they receive for multiple plots, quests, characters, port encounters, etc. However, after an aspiring captain has gained some experience, boosted his stats and bought a decent ship with proper equipment, zailing becomes simply tedious. Even encounters with dangerous foes, like the Tree of Ages, don’t cause adrenaline rush anymore.

Now it seems that I’ve invented a way to break the monotony: Make Docking an Art!

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Bah, you can do better, Capt’n!

Normally, arriving at a port is a trivial matter. There is always a large circle of light next to the port to put your vessel into, no matter in which position, and you don’t even need to stop the engines to make the docking procedure complete. My idea is to strive for perfection, trying to make it look semi-realistic by bringing the ship as close to the quay as possible, with its stern turned towards the port, and then calmly wait until it stops moving. Obviously, this requires some patience and, and in case of large vessels and powerful engines, nimble fingers to avoid hearing the painful sound of my beloved frigate hitting stone or concrete.

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Perfect.

This may be the only self-appointed challenge I want to take while playing Sunless Sea. In truth, it cannot even be called a challenge, but it surely is a welcome change in the dull everyday life of an explorer of the Unterzee. Let’s just hope that the incoming DLC, Zubmarine, will introduce some improvements in-game mechanics to make zailing more colourful.