Archive for 2007

Metal Gear Solid 2: Stealth

Let’s talk about gameplay a little. MGS2 is basically a stealth game punctuated by boss fights. I think the first stealth game I was aware of was Thief: The Dark Project, and consequently this is in my mind the canonical stealth game, the one that I think of all others in terms of. Thief was released in 1998, the same year as the first Metal Gear Solid. There had been stealth games before — notably, the original Metal Gear that Metal Gear Solid was based on — but only a few, and they didn’t have as much as an impact as these 3D ones. There still aren’t all that many games based mainly on stealth mechanics, but it seems to be fairly popular as a temporary constraint in platformers and shooters, a way of varying gameplay. Here, of course, that’s reversed: it’s the occasional shooting mission that keeps the sneaking from getting stale.

The point of a stealth game is, of course, not being seen. The designer can enforce this by making the game end (or, more likely, restart from the last checkpoint) as soon as an enemy spots the player character. And indeed, that’s a common approach in those stealth scenes in non-stealth-based games, presumably because it’s simple to implement. But that’s a bit harsh for extended use, so in the MGS games, as in Thief, being spotted simply has negative but not-immediately-fatal consequences. The sentry who saw you sounds an alert, unless you can stop him in time, and suddenly you’re facing more foes than you can easily handle. What happens then varies from game to game. In Thief, it is always at least theoretically possible to defeat all the enemies and wander unhindered until you decide to finish the level. This can break the mood somewhat. MGS does it differently: the enemies are effectively infinite in number, with new troops coming in to replace those killed. The player basically has no choice but to find a place to hide until they decide to stop looking for him, and then resume sneaking. This approach makes for better gameplay, in my opinion, but it’s not without its drawbacks. To support it, there have to be certain places that the guards will never look: inside a locker here, behind a crate there. And once you figure out where they are, you can easily spend most of your time sitting in those spots, waiting for the alert timer to run down. This can also break the mood somewhat.

There’s also something about the MGS approach that I can’t quite articulate, a feeling that I find typical of console games as opposed to PC games. Something about the way that the level of detail in the solution (such as ducking into a closet) is on a much coarser scale than the level of detail in the presentation. I may return to this point as I go through more PS2 games.

Metal Gear Solid 2: Cutscenes

A comment to a previous post called MGS2 “mostly cutscene with the occasional gameplay”. Well, I’m in a fairly big piece of gameplay right now, searching all over the Big Shell (a facility in the ocean) for bombs to defuse. Someone very skilled at the game might find this scene fairly short, but for me, finding each bomb involves several iterations of the basic stealth-game cycle: venture forth, get spotted by an enemy, run away, find a hiding place, wait for the hue and cry to die down, venture forth once more. 1Or, alternately, don’t find a hiding place, get killed, and resume from the last save point. Sometimes I just jump into the ocean to speed the whole process up. This is the single largest uninterrupted (or at least not-significantly-interrupted) assignment I’ve had so far, and it’s hefty enough that I had to break off in the middle to sleep. So at this point, I’m thinking that “mostly cutscene” is an exaggeration.

I can see where it’s coming from, though. The cutscenes in this game have a quality about them that makes them seem interminable. I don’t think it’s mainly because they’re excessively long, though. It’s because of how they’re structured. There are several different purposes for cutscenes: assigning new objectives, explaining new equipment or UI features, explaining the backstory, introducing bosses that you’ll be fighting later, etc. Usually, when a game does a cutscene, it will have one purpose in mind. When MGS2 starts a cutscene, it often goes for several of these things sequentially. And when it finishes one, it may even change format (from scripted actions in the game’s main graphics engine to a conversation over the player character’s comm link, or to FMV), creating the sense that the cutscene is ending. So the player expects to immediately begin playing again, and that expectation is thwarted. Repeatedly.

References
1 Or, alternately, don’t find a hiding place, get killed, and resume from the last save point. Sometimes I just jump into the ocean to speed the whole process up.

Metal Gear Solid 2: Change of scene

The first chapter of MGS2 ends with one of Liquid Snake’s henchmen (who he’s apparently possessed) making off with the new Metal Gear prototype. Metal Gear is a bipedal walking tank armed with nuclear missiles. It seems every episode in the series introduces a new Metal Gear prototype, which the player fights and destroys at the game’s climax. This time around, it’s an amphibious model, designed to evade detection by walking along the ocean floor or something like that. A company of marines is transporting it by ship, and the theft is accomplished by sinking the ship, killing everyone on board who isn’t inside an amphibious walking tank at that moment — including, apparently, Solid Snake. (As if.)

A scene transition covers a lapse of two years, and gameplay resumes in a different place, with a different player character. He’s also code-named Snake (although he’s quickly redesignated “Raiden” to avoid confusion), and like Solid Snake in his early days, he’s an agent of FOXHOUND (which was disbanded years ago — something weird is going on there), but this one has no field experience. He’s has extensive training in virtual reality, though, as the dialogue keeps on reminding us over and over. Add to this some suggestive changes to the design of the “Game Over” screen, and it seems likely that we’re looking at a trapped-in-the-holodeck scenario here.

The weird thing about this chapter is that there’s much more tutorial content than the chapter that preceded it. Raiden is unfamiliar with the things that he has to do on a real mission (“real”, yeah right), so, as he explores, his commander gives a piecemeal explanation of the controls over their comm link. (The writer is not at all shy about having the characters comment on game mechanics. 1 There’s a point in MGS1 when a character tells Snake to look for a number written on a CD case. I honestly thought at first that I had hit a bug — that I was supposed to have found a CD case object by that point in the game. But no, he was talking about the game’s packaging. ) But to a large extent, the things covered here are things that we’ve already had to do back on the tanker in chapter 1. It all makes me wonder if the game was originally designed to start with Raiden, and the first chapter was designed later to make the continuity with MGS1 clearer or something.

References
1 There’s a point in MGS1 when a character tells Snake to look for a number written on a CD case. I honestly thought at first that I had hit a bug — that I was supposed to have found a CD case object by that point in the game. But no, he was talking about the game’s packaging.

Metal Gear Solid 2: Sons of Liberty

So, I just moved from New York to California. Currently, my desktop PC is in a moving van somewhere between those two points. The slimline PS2, on the other hand, fits easily in one’s carry-on luggage.

Metal Gear Solid 2: Sons of Liberty is one of the games from my shopping spree when I first got a PS2. I had played the PC port of the first Metal Gear Solid and found it had an entertaining if somewhat off-kilter vibe, somewhere between Tom Clancy and GI Joe. You get all this military jargon, political analysis, and technical detail about weapon systems, and then you get attacked by an invisible cyborg ninja. Who eventually turns out to be your former boss, who you thought was dead.

Last night’s MGS2 session didn’t really involve much playing. I familiarized myself with the controls (new to me, since I had played MGS1 with a keyboard and mouse), and played some hide-and-seek with enemy soldiers on a boat, but it was mostly cutscenes and exposition. This isn’t entirely the game’s fault. Since it’s been years since I played the first Metal Gear Solid, and since it had a pretty convoluted storyline, the first thing I did was read the plot summary available from the MGS2 main menu. Or rather, summaries, plural. There are three. The first is in the form of a review of a book written by a minor character from the game, and gives a basic outline of the story in broad strokes. After you finish reading this, the game makes the second summary available. This one is an account by a conspiracy nut (and it takes some doing to be a conspiracy nut in the world of Metal Gear, where the government really is controlled by secret cabals) who somehow got an advance copy of the book, and it goes into most of the implausibly-many plot twists in the game. Read this to completion and you get access to the third summary, which is the book itself. This not only contains a great deal of the more important dialogue from the first game, it even has new revelations about things going on behind the scenes that the player character never learned about.

Actually, the dialogue from the first game is somewhat improved here. At one point in MGS1, the hero, Solid Snake, is confronted by his evil twin, Liquid Snake (yes, really) who reveals that the two of them are clone-brothers, products of a secret project to create genetically-engineered super-soldiers. But (Liquid Snake whines) Solid Snake got all the dominant genes. Liquid Snake was left with nothing but recessive genes, and he’s been struggling with that handicap all his life. To which the confused player says: I do not think those words mean what you think they mean. Well, when that scene is recounted in MGS2, they don’t use those words, explaining instead that the super-soldiering process involved selecting desirable and undesirable traits and shuffling them between two gametes or something. Which isn’t terribly plausible either, but what can you do? It’s important to the story that Liquid thinks that he’s both (a) a clone from the same source as Solid and (b) genetically inferior to him.

Those familiar with MGS2 may be thinking at this point that I’m paying way too much attention to the plot. MGS1 gave a strong sense that they were just sticking in dramatic revelations at random as they went along, and MGS2 somewhat notoriously takes a nose-dive into the outright nonsensical. Well, that’s part of why I bought it. Notorious is interesting. I want to see for myself just how long I can keep making sense of it before it defeats me.

Myst V: Still Trying to Get Started

I haven’t been doing much gaming for the last week or so. I’ve been busy, and expect to remain busy for another week or two. I did, however, take the time to do a little experiment. The company I work for has given me a Dell laptop — specifically, a Latitude D620. I installed Myst V on it, and sure enough, it gives a quite acceptable framerate in the part where it was bogging down to unplayability on my usual machine, which has a faster CPU and more memory. I may eventually just hook up the laptop to my monitor and mouse and play it from there, but this would be inconvenient for various reasons, so I’ll leave that as a last resort.

By now, I’ve played through the opening several times. After an intro sequence with a voice-over by Atrus, the game starts in the world (or “age”, as the Myst series calls them) of D’ni, in the chamber where the original Myst ended. Exploring from there, I soon met Yeesha, last seen as a little girl in Myst IV, now grown up and resembling the creepy messianic figure she appears as in Uru. 1 For those not hip to Uru: It’s basically a multi-player online Myst spin-off, set some time after the games in the series proper. The online part was cancelled shortly after launch, then the content packaged as a single-player game, and more recently the online game has been launched again. I may join Uru Live after I finish Myst V. She said a bunch of stuff that I didn’t have enough context yet to understand. I remember from Uru that Yeesha has this annoying habit of never explaining what it is she’s talking about, as if she were one of the fragmentary journals that litter the series. Then I was teleported to another “age”, where someone called Esher gave me another spiel, mainly about not trusting Yeesha. This is the point where the framerate started really degrading, and I gave up shortly afterward. (There was a tunnel leading to some content, but I didn’t spend long on it.)

So I got speeches from Atrus and Yeesha and Esher, and after hearing them repeated, I’m starting to make a little sense of them. Atrus and Yeesha said things that might mean that Atrus is dead, although they both couched it in terms vague enough to admit other possibilities: in a game where people routinely travel between worlds, to say that someone is no longer of this world doesn’t mean much. Also, Yeesha spoke of a “tablet” that “responded” to me, and which would be “released” after I did some stuff. I’m starting to think that this is a part of a certain small table-like structure of stone slabs that I was examining just before Yeesha appeared. Or maybe not. It would make sense of the claim that it “responded” to me — the table glowed or something the first time I poked it, although there didn’t seem to be any other effects, beyond triggering Yeesha’s cut-scene. It would be easier to interpret these speeches if they were written down rather than delivered orally.

Come to think of it, doesn’t the UI provide transcripts? Something to look into the next time I try it.

References
1 For those not hip to Uru: It’s basically a multi-player online Myst spin-off, set some time after the games in the series proper. The online part was cancelled shortly after launch, then the content packaged as a single-player game, and more recently the online game has been launched again. I may join Uru Live after I finish Myst V.

Lego Star Wars as a whole

It’s notable that the lego aspect of the Lego Star Wars games isn’t very strong compared to the Star Wars aspect. At no point does the player actually participate in assembling things out of legos. Oh, sure, there are loose piles of legos here and there to be assembled — created, in some cases, when the player blasts an existing lego structure apart — but the player’s involvement in the process is just plunking a character into the middle of the pile, holding down the “action” button, and watching the legos fly to their predetermined spots. Beyond that, lego is basically window dressing on a Star Wars substrate. Like all stylistic aberrations, you get used to it after a while, and basically stop noticing anything strange about it. (With some exceptions, of course. Seeing Lego Slave Leia for the first time was a bit of a shock.)

So where does that leave the Star Wars aspect of the games? If I’m not mistaken, Lego Star Wars and Lego Star Wars II taken together form the only complete game adaptation of the entire 6-episode saga in a single consistent idiom of graphical presentation and gameplay. The closest I’ve seen is a coin-op rail shooter from 1998 that only covered the original trilogy, not the prequels (which hadn’t been released yet). Absurd as it sounds, this makes the Lego games something like the definitive game adaptation of the series.

As such, they provide a good perspective into Star Wars and its relationship with games. It’s hardly news that the prequel trilogy was more videogame-inspired than the original trilogy — the race in Episode 1 and the platformer-like droid factory in Episode 2 in particular have aroused suspicion that they were added to the movies specifically in order to provide fodder for videogame adaptations. “Racing games are popular,” one imagines Lucas saying. “We need a canonical basis for a racing game. Can we use the Endor speeder bikes? Nah, let’s do something more completely like Daytona.” Even if that’s not how it happened, it’s hard to imagine that these scenes could have been produced without anyone involved in the production consciously imitating videogames. The original trilogy, on the other hand, went the other way: instead of videogame-inspired, it was videogame-inspiring. The movies were showing things that couldn’t be effectively done in games yet, but it all looked so cool, and had such obvious promise for the fledgling game medium, that people tried anyway. And they kept trying until the technology caught up and they really could do something that looked as cool as the movies, or cooler. And then they did it again with legos.

As much as I’d like to say that the innovative original trilogy yields better game material than the imitative prequels, it’s just not so. Apart from specific set-pieces, there’s one thing that really separates any game adaptations of the two trilogies: the bosses. The prequel trilogy had a whole bunch of characters that were basically level bosses, such as Darth Maul, Count Dooku, General Grievous — even Sebulba, as the only opponent with a distinct name and personality, is effectively a boss for the Super Anakin Kart sequence. Darth Maul was a disappointment as a character in the movie, especially after all the hype, because all he did was attack the heroes every once in a while. But in a game, that’s not disappointing at all; it’s exactly what we expect. So the prequel trilogy gets a gold star for its colorful array of baddies. In the original trilogy, it’s basically Vader, Vader, Vader. Oh, and briefly Boba Fett, but mainly Vader over and over again, on the Death Star and Bespin and Dagobah (even if that’s just a mystical vision, it’s still a boss fight), until the end, when you fight the Emperor, who isn’t very interesting as a fighter — he basically just zaps one of the two player characters with Force Lightning until you switch to the other character and hit him. They had to turn that scene into a series of platformer puzzles in order to make it viable.

[added June 9 2007] Vader basically has the opposite of Darth Maul’s problem. Unlike Maul, he does a great deal more than just attack the heroes: he captures the princess, interrogates her by extreme means including making her watch him destroy an entire planet, orders underlings around and force-chokes them to death when they fail him, exposes Obi-Wan’s lies, and ultimately switches sides and betrays the Emperor. But only the last of these points translates into gameplay; the rest are shown in cut-scenes, if at all. So he’s less interesting as a videogame character than as a movie character.

Lego Star Wars II: Extras and Secrets

Getting through the Return of the Jedi section of Lego Star Wars II didn’t take long. Cleverly, they used Vader’s redemption at the end of the movie as an excuse to turn him into a player character. This was something of a relief, because it means there’s one Dark Force wielder who doesn’t have to be purchased with lego studs. Once you’ve been given control of him once, you can have him in Free Play mode whenever you like.

About those lego studs. Lego studs fill the same role as “bolts” in Ratchet and Clank: little money items that you acquire mainly by breaking stuff. Some of the various secrets and extras can be purchased with lego studs, but, in most cases, you also have to unlock them by completing some other task, such as completing a level or finding a special “power brick”. There are also gold bricks which accumulate to open up bonus areas, and which are mainly earned by accumulating a certain threshhold of lego studs within a single play-through of a level. It’s all rather byzantine, but it’s done with juicy feedback, both when you attain a goal and again as a summary of your accomplishments on finishing a level. Even if you don’t know what you’re doing, you know when you’ve done it, and even if you don’t know what it means, you know it was a good thing.

To use my earlier nomenclature, finding power bricks is a Challenge, and accumulating lego studs is an Activity. So getting all of the extra powers requires both. One of the powers is particularly worth noting: it multiplies stud yield by 10. So this would be the perfect thing to aim for in order to minimize your time spent stud-farming, except for the fact that it costs more than all the other purchasable items put together. Seriously, there are only two reasons to go for that one. One is that you just enjoy making your games display very large numbers — not something that appeals to me, but this is for the people who keep on trying to beat their own high scores at games they’ve already won. The other is the completist’s urge to catch ’em all, to not have any gaps in their collectibles. Well, Lego Star Wars II is officially off the stack now, but I definitely want to keep hunting secrets at least until I finish all the mini-kits. (Each level has one, in ten scattered and hidden pieces. I don’t know much about the toy line, but I assume that they’re all replicas of actual purchasable lego kits.) Whether I go for the 30-million-stud exercise in uselessness depends on how close I am to it after that.

Lego Star Wars II

When I first became aware of the original Lego Star Wars game, my first thought was of an enormous lego Death Star that I had seen in a store window. The whole idea of taking that huge sphere of grey bricks and blowing it up, sending a firework-like shower of lego flying through space in all directions, was tremendously appealing to me. So you can imagine my disappointment when I learned that the game only covered the prequel trilogy, and my delight at the sequel covering episodes 4-6. That’s two Death Star explosions, one in 4 and one in 6.

Well, I can report on the first of those explosions now. It wasn’t all it could have been. The game keeps the scale too consistent to make the moon-sized Death Star noticably lego-like from a distance. Still, that’s the only disappointing thing in this game so far. (It’s so similar in style and gameplay to the first Lego Star Wars, it usually meets expectations exactly.)

The Lego Star Wars videogame franchise is, needless to say, peculiar. Game adaptations of things that are adaptations themselves actually aren’t all that unusual, but usually it goes book — movie — game (like the various Lord of the Rings and Harry Potter movie tie-in games) or comic — movie — game (like the mandatory tie-in game for every superhero movie since 1990), not movie — licensed toy line — game. 1 The only other pattern I can remember seeing offhand is book — comic — game without any movie involved at all. This was done by an adventure game based on Druillet’s comic adaptation of Flaubert’s Salammbo. This, incedentally, is one of three games I own that I discovered only after purchase to be based on French comic books. One effect of mediating the adaptation of the movies through lego is that it becomes pointless to take it all too seriously. We’re presented with a world, yea, a galactic civilization populated entirely by lego people. The designers run with that, throwing in lots of slapstick and silly hats — the silly hats have no effect on gameplay; a silly hat is its own reward — and allowing comic dismemberment. We’ve heard about Wookiees pulling people’s arms out of their sockets, but now we get to see it happen. It happens quite neatly: Chewie pulls on an arm, the arm pops off.

For all its flippancy, it’s actually a better-designed game than most of the other official adaptations of the saga. Well, okay: there have been Star Wars-based videogames for nearly 30 years at this point. The Death Star trench run and the Battle of Hoth have been made and remade in so many games, it would be surprising if they weren’t getting pretty good at them by now. Indeed, the designers of Lego Star Wars II seem to want to avoid repeating other games here: the trench run is surprisingly short, and Hoth has various innovations added to spice it up. (Basically, the tow cable has uses other than tripping up AT-AT’s.)

Right now, I’m all the way through A New Hope and The Empire Strikes Back, which is to say, I’ve gotten 2/3 of the way to the end. It took the better part of a day. Like the original Lego Star Wars, this is a pretty short game. Or rather, it’s a game for completists, and their close kin, perfectionists. Reaching the end of Episode VI shouldn’t take long, but getting all the stuff — the golden bricks and the hidden multi-part lego models — will take slightly longer. Reaching the end of the game is in a sense only the beginning, just a way to unlock all the characters you’ll need when you go back to hunt secrets. Some optional areas are accessible by using the dark side of the Force. There are only two characters in the movies who can do that, and I suspect that they’ll be the last ones to become available for play.

References
1 The only other pattern I can remember seeing offhand is book — comic — game without any movie involved at all. This was done by an adventure game based on Druillet’s comic adaptation of Flaubert’s Salammbo. This, incedentally, is one of three games I own that I discovered only after purchase to be based on French comic books.

Myst V: Framerate Woes

Myst V: End of Ages has been sitting on the stack waiting to be played for a few days now while I finished up Rhem. There’s some kind of be-careful-what-you-wish-for thing going on here. In my first post on Rhem, I wondered if it would be better with a 3D graphics engine. Myst V has such an engine, and it’s causing me no end of grief. I just can’t seem to sustain a playable framerate, even when I turn all the graphics settings down to minimum. A session might start at about 20 FPS 1 All framerate figures here were obtained using FRAPS. (not great, but something I can get used to), but it always gradually decays to an inevitable plateau of 6-7 FPS, even if I return to the location where I was getting the 20 FPS initially.

My machine exceeds the game’s minimum requirements in every respect, and the Ubisoft forums show that people with less powerful systems than mine have gotten it to run smoothly without problems. But I’ve gone through the measures prescribed by tech support, and nothing helps. I’m starting to wonder if I turned off some driver setting in order make an older game run and forgot to turn it on again, but I can’t find any trace of such a thing.

Anyway, I’m shelving it for now. Maybe some ideas about how to get it running smoothly will turn up.

References
1 All framerate figures here were obtained using FRAPS.

Rhem: The Rest

rhem-notesMy previous Rhem sessions, taken all together, cover a minority of the game. I have just completed the rest in a single marathon session. People who do cryptograms are familiar with the moment when the code “breaks” and suddenly you’re discovering new leads faster than you can follow up on them. Rhem and other nonlinear puzzle-based adventure games have a similar tipping point. Not entirely for the same reason: here, it’s more do do with eliminating clues than finding new ones. But both forms share the property that the more you understand, the easier it is to understand more.

The chief reason for this in adventure games is that the more you see of a game, the better you understand how the author thinks. There are a few basic organizing principles in Rhem that, once grasped, make the whole game easier to think about. One is the overall structure of the map: there’s a large central area, with various drawbridges and rotating platforms and the like to make it difficult to get around, and there are various mostly-self-contained peripheral areas hanging off of it. The fact that the peripheral areas aren’t entirely self-contained, coupled with the lack of an obvious boundary between them and the central area, obscures this structure. But recognizing it is useful, not just for navigation, but because it lets you make certain assumptions — for example, that actions performed in the central area won’t affect things in the periphery. This assumption isn’t always true, but whenever there’s an exception, there’s some kind of clue indicating it.

Another very big part of the author’s style is heavy use of the close-the-door-behind-you puzzle. This is one of the basic puzzles of the Myst-like genre, because it’s one of the few puzzles, other than combination-lock variants, that you can do with a one-click interface and no inventory. 1 Rhem actually has a certain amount of inventory, but it’s only used in the endgame. Here’s how it goes: A room is initially reached through a door that can be only opened and closed from the outside (typically because it’s button-operated). The contents of the room directly or indirectly grant access to an alternate route into that room. The trick is that closing the door alters the room in some desirable way — maybe there’s something written on the back of the door, maybe there’s a passageway that’s concealed by the door when it’s open, whatever. So you have to close the door from the outside, which players won’t normally do, and enter through the alternate route. Understand that I mean these words in an abstract and general way: the “room” can be a hallway or even outdoors, as long as access to it is limited, and the the “door” might be a ladder or a drawbridge or something, as long as it has two positions, one passable and one impassible, and no immediately obvious reason to return it to the impassible position. I think every single game in the Myst series uses this puzzle at some point, but Rhem really exploits it for all it’s worth, dressing it up in all kinds of guises and daisy-chaining instances of it in loops where one room’s door is another room’s alternate route. After my first session, I wrote that the game’s layout was hard to grasp, even with a map. By the end, I had pretty much internalized it, due to repeatedly running through that central area in order to get to the other side of closed doors.

In the course of solving this game, in addition to the notations on my map, I covered most of one side of a standard sheet of paper with notes that will be incomprehensible to me in a month or two. Zarf’s review mentions taking six pages of notes, which I suppose shows different habits: his notes may be more verbose, and he probably wrote things down that I didn’t. In cases where I discovered information and already knew where it was to be used, I often just temporarily committed it to memory. Consequently, the bulk of my notes were taken in the beginning, when I didn’t yet understand anything. But also, in many cases I circumvented note-taking by taking screenshots. This isn’t something I often do in adventure games, but Rhem pretty much asked for it: several points showed complicated screenfulls of data that I didn’t yet know how to filter into something simple to copy down. And, being old and written in Macromedia Director, the game switches to the background quickly and without hassle, making it easy to switch to an image viewer whenever I wanted to check on stuff. My map is based around two screenshots of partial maps found in the game, assembled in an image editor and printed out so I could write on it.

Anyway, I have to agree with what pretty much every review of Rhem says: it’s great stuff, if you like this sort of thing. It’s all a big complicated system made of rusty piping and cinderblocks, and the joy of the game is in coming to understand that system.

References
1 Rhem actually has a certain amount of inventory, but it’s only used in the endgame.

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