Sunday, November 28, 2010

Fable III Notes

The game starts with Theresa's voice narrating over a rolling grassland and a misty middle distance.
The kingdom is in turmoil, but who will be the hero.
We get to choose between a male or female hero.
I choose a female.
It's fifty years since the last game, we are the child of the hero from Fable II.
A rather nice cut scene shows a chicken revolting against it's killer and running around albion trying to escape. It gets into a  factory and is almost turned into a teapot by the industrial machines and dozy workers. It is shipped to the palace, where it's eventuaally shot by the cook.
The narration tells us of a dark shadow on the kingdom, the shadow of a tyranical king.
Theresa asks who will save the kingdom, who will be the hero?

Controls
Left and right analogue sticks, camera and movement.
A is run and use.
B is magic attack.
Y is firearm attack.
X is melee attack.
Right trigger is look at point of interest.
Left trigger is used to hold hands with people.

The game proper starts with the princess in bed being woken by her butler Jasper.
She is in bed with the dog who is also introduced.
We get control and have our first choice. choose a big dress or a practical outfit.
We now have to follow the golden trail to meet our friend Elliot.
Elliot is a soldier and in love with the Princess. He tells her of a factory worker executed by The King Logan.
Elliot asks that we have a word with Logan.
We go into the kitchen and find a group of servants gossiping about Logan.
We have to give them a little speech, which can be harsh or encoouraging.
I then meet Walter who wants to take us for training.
We meet a group of people here to see the king. They want us to sign a petition.
We have to practice fighting with Walter, Holding X  blocks, charging it and pushing in a direction does a heavy attack.
Elliot bursts in and tells of a mob that has arrived outside.
Walter thinks that things are going to be ugly.
Elliot thinks they should go up and find out what is going to happen.
We are to go to the war room.
Logan tells the men to shoot the crowd. Elliot urges you to intervene.
In cut scene the Princess goes in and tells Logan to back down.
Logan takes her prisoner and takes her to the throne room.
Logan gives her a choice, seeing as she wants to get involved with the hard decisions.
Execute the leaders or Elliot. If she does not choose then both will die.
I choose elliot.
Logan sends the Princess back to her chambers.
Walter comes and with Jasper in toe we leave the castle in the dead of night, going to the catacombs.
In the catacombs at some tombs and a statue, walter pushes a hidden block and gives you a guild seal.
When you pick it up it glows and transports you to a misty place, a long road filled with locked gates.
The princess finds Theresa, who tells her that she must go on a journey along this road to rule.
This is basically a visual skill tree. Once we get  through a gate we find the chests filled with the upgrades for each level.
We use guild seal points to buy them. These come from combat.
The first chest gives us a fireball spell.
We go back to the catacomb with our new spell.
Here we walk and talk. Seems we are to be the leader of the revolution.
What we need to do is rally the people around us.
We get to shoot some bats with our fire spell.
Eventually we come to a teleporter and we come to our sanctuary.
Jasper finds a book which tells him about the sacnctuary which has a good teleporter system.
Firstly Walter want us to go to Mist Peak and ask the dwellers to help.
Jasper is going to stay in the saanctuary and get to know what it can do for us.

Mission 1
Walter the Princess and dog appear on Mist peak.
We are told that interacting with the villagers can give us guild points.
We are to speak with Sabine their chief. Walter asks that we find some more appropriate dress.
We go to a shop and buy a dweller outfit.
Jasper talks to us through the guild seal and we can also use it to teleport back and forth on the same spot.
This means that we can go to the dressing room in the sanctuary and change clothes.
Basically the sanctuary is a visual menu system.
I change and then we have to go back to Walter.
We meet sabine and Boulder. Sabine is angry about Logan and distrustful of the Princess.
Sabine needs proof, he wants us to get a relic from our mothers chamber under Brightwall.
Slay the mercenaries and get Brightwall residents to share food with the Dwellers.
Walter goes off to find out about the mercenaries, we are to go to Brightwall to find the tomb and the relic.
The dog sometimes goes off and finds treasure chests, also dig spots where we can dig up buried loot.
I get to Brightwall and come to the run down academy.
I show the librarian the guild seal, he shows us to a door which can be opened by it.
I open the door and go down into more catacombs.
I come to a switch, these can only be activated by shooting, hitting or magic.
We have to go back to the sanctuary to get a melee weapons. Jasper has opened up the armoury.
I get the hammer.
We come to a room and get attacked by hollow men, spirits that float in the air and fly down into the ground and animate corpses to attack you.
I come to a large floor grid which only rises when you stand on an arrow, you make your way across the room in a strange pattern and get some treasure along the way.
I come to a dive point where you can dive into water far below.
There are also water based treasure spots.
I find a corpse with some notes. Reading them I am told of braziers, which are all around, lighting them all opens a door and I get a silver key.
Eventually after much hollow man bashing we find the music box from Fable II.
We get back to the road to Rule.
Theresa shows the Princess a vision of Logan ranting.
He talks of albion submitting to his will or falling.
Theresa tells us he must be stopped.
I am now onto the next gate of the road to rule, here i buy:-

Magic level one which does more damage with spells.
A shock spell
Melee level 1 which does more damage with melee weapons.

I appear back at the librarian.
That is the first of the three things Sabine wanted.
We now have to go to walter for news of the mercs.

Mission 2
We meet Walter and he tells us the mercenary leader is an ex soldier he knows.
He has got a mercenary drunk and we are to steal his clothes to get into the fortress like camp.
Once I get his clothes we need money to buy a false beard and tattoo.
We have to do a job.
i do some pie making and lute hero. Both are rhythm button pressing mini games.
I hate them already.
I now have the money to buy a beard and a tattoo.
I go to the sanctuary and dress as a merc.
Now up to the mercenary camp to meet with saker the captain of the Mercs.
The disguise works and I am let in.
After a little while one of the dimwits eventually sees through the disguise.
We now have to figt our way through the camp.
Then we get to a boss battle with saker in a little arena.
He is aided by some mercs and it's a long fight.
I am given the opportunity to kill or spare him.
I spare him.
We then go to the road to rule and can open another gate.
I buy Ranged level 1.
Magic level 2

Mission 3
Back to Brightwall to meet Walter.
Walter and the librarian have a plan to help the dweller's food shortage.
If we can improve Brightwell's position then they will be better disposed to helping the Dwellers.
We have to gain followers.
Back at the sanctuary we are shown that our map when zoomed in on a place shows people who are in need of our help.
I choose one and it's a man who is waiting for a delivery that hasn't arrived. we have to go and look for it.
The trail leads too a wrecked coach which has been attacked by bandits.
I kill the bandits and have to take the gargoyle back to brian.
Brian casts a spell and the gnomes have life breathed into them.
I now have to find a lost play for some actors.
I go and find the book, but a ghost does not want us to.
We are sucked into the book and have to act out the play to get free.
We have to wear a costume and declare love.
Then a chicken suit and tickle a king to make him laugh.
Then we have to die in battle.
Now we are released from the book and give the play to the actors.
These good deeds give us enough followers and we can go and meet elliot the librarian.
He gives a speech and the crowd are behind us. He also sends aid to the Dwellers.
He asks us to promise to reopen the academy as well.

Mission 4
I go back to the dweller camp, a cut scene shows Sabine recieving the music box and aid. He pledges support, but asks for a promise to protect the dwellers rights to live in the mountains.
We are teleported to the road to rule for more upgrading.
I get a few more upgrades including the lower level stuff like being able to own houses.
I meet a trader who wants an escort to Brightwall. This uses the hand holding feature and we have to take him to Brightwall. Bandits interfere and he gives us five guild points for the trouble.
I do a side mission to rescue a missing child.
Into a cave in the hills, shooting some wolves and back to the mother with the little girl.
I go to the monorail station and meet Walter.
The monorail arrives. It crashes down into the chasm. Walter wants to go and see if there are any surviours.
We go down in a lift.
Hobbes are swarming over the wrecked monrail car and there are no survivours.
I kill loads of hobbes in the caves, there is a summoner hobbe who is making a barricade we have to flank at one point.
We come to some underground ruins and an arena where we are ambushes by hobbes.
After completing the ambush we are taken to the road to ruin where another level is unlocked.

Mission 5
After exiting the caves we come to Mourningwood, a swampy area.
We arrive at Mourningwood fort.
The troops garrisonned here are trying to get rid of an infestation of hollow men.
They aren't having much luck.
We have to take a turn as gunner on a mortar. Hollow men arrive and we have to shoot at them.
They then break in the back door and we have a fight in the courtyard. A boss hollow man appears and we have to fight him and a horde of the normal ones.
Eventually I kill him and Major Swift joins the team. I promise to appoint him as captain when I am Queen.
We are now to go to Bowerstone.
Here we are to meet the resitance.
I go through the swamp and through the sewers into the industrial heart of Bowerstone.
We encounter Reaver from the last game, who was the annoying crack shot who famously killed the last boss for us.
He is being his usual annoying self and is in charge of the workers. Which he is shooting for taking breaks.
We obviously have to do something about him.
We go to the sewers again to meet the resistance.
The resistance are a shoot first ask questions later bunch. We meet their ruler Paige who want to believe we can help but needs proof.
We need to do side missions in Bowerstone to win her trust and support.
I meet a woman named Linda who runs a shelter with her husband Gerald. Gerald has been kidnapped by one of Reavers men named Ferret. We have to go and meet Ferret on the pretense of paying the ransom. We then kill his men and hold him at gunpoint.
Gerald is in the sewers and we have to go down, fight some bats and Hobbes to rescue him and bring him back.
Next quest is to help some wizards who are playing a game. They give us an orb that shrinks us to fit on their game table.
We then join in their table top game as the player.
We are in a small location, a village. We speak to cardboard cut outs.
The players chat and argue amongst themselves with lots of in jokes about RPG design.
We go through the village, into a castle and fight wolves and hollow men.
We then fight demonic chickens.
Out to face the baron and his personal hobbe guard. We then kill the baron with one hit and kiss the princess.
I now go to Mourningwood and help Sam and Max get a book called the Normanonmicon.
we have to dig it up from their mother's grave. Hollow men make it hard, there is a boss hollow man as well. Then back to Sam and Max with the book. They use it to summon a ghost party.
I now have enough guild seals to make an impression on Page about our sincerity to doing good deeds for the people.
She hatches a plan to rescue some people from Reavers mansion. He hosts a party there and we are going to sneak in as guests.

Mission 6
I arrive at Reavers' mansion and meet Page who is similarly dressed.
On entering I am met by a butler, voiced by Johnathan Ross.
He shows us in and apoligises for all the drink being gone, he tries to interest us in an orgy.
We are shown to a room and the butler tells us that we can rescue the resistance members by going down there. An obvious trap, but there is no option.
We go in a a cut scene shows Reaver with his guests on a balcony watching as a resistance man in a cage is used as bait. He then spins the wheel of misfortune and it looks like we will have to fight an awful lot of enemies.
a room full of hobbes a room full of hollow men, then some mercs.
Some sand furies, which are new monsters.
Then we find that Reavers guests are all Balverines and we have to fight them.
We then see Reaver leave annoyingly.
Page now trusts us fully and pledges the support of the resistance for the coming revolution.

Mission 7
We now have to go to the palace to hear a royal decree from Logan.
Swift has been captured and is executed in public.
I go and do a quest where I capture chickens for a thick farmer who has lost his chickens.
We have to wear a chicken suit and go and find three groups of three chickens, then bring them back.
We then witness an argument about chicken rights and have to decide to kill or save the chickens.
I go back to the gnome guy, his gnomes have run away. We now have to gather them all up for him. shooting them sends them back to him.
I meet a woman arguing with her husband. Seems he married her for her money and is being a prat. She wants us to seduce him and get him to divorce her. Then we walk away.
I seduce the man, which means we do lots of minigame chatting, pat a caking and dancing.
Then give him a gift, go on a date. Which means taking him by the hand to the bridge.
Once there we kiss and he tells us that he will divorce the wife.
I go back to the house and he tells the wife he is divorcing her and gives her the papers.
The husband is shocked when the wife tells him what has been going on. He is a callous one and asks us to kill her and prevent her filing the divorce. This means he will have all her money and will share with us. I decide to leave them to it.
At resistance headquarters the last communication from swift before he was caught told us to go to Aurora to look for help.
This seems to be a long quest as we are told to finish up buiness before going.
This is usually game code for things are going to change and you won't be able to do some stuff when you get back.
I deliver a pacakage for a dweller woman who found it when she was digging in her backyard.
We have to take it to her cousin at the Brightwall academy. He tells us he will examine it. We should check back later and he may be able to tell us what it is.
I speak to the librarian who wants all his important books back.
We have 30 to find scattered around the world.
I go back to the chicken couple, who have made a chicken racetrack. You get to bet and play a little gambling mini game.
I meet an animal liberation fan who wants us to go to a pie factory which is experimenting on chickens. She wants us to free them. I go there and have to figt a lot of mercs then pull a lever to free the chickens.
I save a woman from balverines, she wants us to get something for her. I travel to the location and dig up a letter which I take back to her. She changes status to being our friend.
I give a man a letter from someone called Arthur. He has been on a mission to insult everyone in Albion and this poor man in Brightwall is the last one.
I meet a man who wants to restore a historical bridge. He wants 750 gold to do so. I give it to him.
I have started to buy up houses to rent and businesses. These give you steady income and allows you to buy more and more property.
Discounts at shops you own are given.
A bunch of people at an eco commune wants us to clear some islands of Hobbes so they can live on them. I go to the islands and clear out around six groups of hobbes.
I go and do a mission where a gambler who has been diddled wants the card shark killed.
I don't think this will help my moral standing, I do it anyway and murder the man in the pub. The police start to call me a murderer.
I find another quest like this and decide not to bother.
Another dubious quest sees a gambler wanting to flee to Driftwood, that is the islands we cleared out for the hippies. I take him and find that the hippies have built a camp on the island and bridges across to it.
There is also a sequence of orb keys that we can now reach the start of but not the end.
I have to get the hippies a carpenter and go all the way to silver pines to deliver the letter to a carpenter there inviting him to come live in Driftwood. He is only to glad to leave the balverine infested silverpines. Maybe he will build a structure on dfiftwood that will help me get to the end of the orb chase. Nope, it gets me further but I still can't get to the next orb along the line.
I find an obsessive Reaver fan who wants me to steal his dirty underpants.
I go to his manor and inside hi bedroom we find a bookcase which opens leading down to a bedroom kitted out with cages and other torture chambe type gear. His underpants are there and I take them back to the woman.
A man named James has lost his wife's ring in the sewer.
A quick trip through mercenary infested sewers to find a dig spot with the ring.
I find a quest where I have to escort a widow to her hubsand's grave. Hollow men attack on the way.
I find Sam and he has lost Max, we have to follow him. I chase Max around the cemetry, he is drunk and enjoying his freedom from mummy. After many fights with hollow men he comes to a giant organ and keeps on summoning hollow men and ghosts to fight us.
We have to kill all his supply of wisps, we can thenn grab the normanomicon off them. We use it to summon their mum and that puts them out of trouble.

Mission 8
That seems to be a good portion of the side missions done. It's time to go to Aurora.
I go back to resistance HQ and have to follow Finn. We fight some of Logan's soldiers and head for the docks where we get on a boat.
A cut scene shows us setting sail. We are chased by one of Logan's battleships and blown out of the water. We see Walter and the Princess washed up on a deserted rocky beach. No sign of Finn. I get control back and we enter a cave. Some ruins can be found and there is a glowing pool.
There are skeletons beside the pool, which seems to be a staircase leading down covered by a force field.
The skeletons have a book which warns of dire trouble. Walter reads a passage which seems to be a spell and the force field vanishes.
Down the well we come to a corridor, then into a temple.
We have to pull a lever to extend a bridge.
Another force fields is opened by walter and his book of incantations.
We come to a large area filled with darkness, Walter lights a torch and a disembodied voice can be heard taunting us. It seems that the voice belongs to Darkness incarante. We are attacked by winged shadows.
Walter sees a monstrous creature and starts to lose it. We walk through the caves being attacked as we go.
Walter throws his torch at  the creature and it seems to hurt it.
We come to a ledge and Walter tells us to jump down first. He is then swallowed up by the darkness.
There are pools of black tar oozing around.
We come to Walter who appears crucified by the black tar.
We have to fight lots of shadows and then statues that come to life.
We then get Walter out of the tar, however he is blinded. We leave the temple and come out onto the ruins in a desert.
We have to leave walter who is blind and can hardly walk.
We walk is the desert and are taunted by the darkness. eventually everything goes black.
We are then saved by Finn and a native woman.
We are taken to the Auroran village.
The leader of the Auroran is called Kalin and she tells of the darkness which attacked them five years ago and has been making their lives a living nightmare since.
We are told to go and explore the Auroran city to see what she means.
It is full of dead and dying and memorials to the dead.
Kalin tells us that Logan came there four years ago. He promised to return with an army but has not.
Kalin asks for a promise to help her and allow aurora a place in her kingdom.

Mission 9
We are sent to the road to rule and theresa tells us that the time is ripe to take Bowerstone castle.
A cut scene shows the gang planning the attack on Bowertstone castle.
Now we have a fight through the burning city. Lots of soldiers and some appearances from the cast of characters.
We then reach the castle and in cut scene see walter and the Princess arrest Logan. Logan claims he had reasons to do what he did. Walter isn't interested in hearing them.
We see the princess being crowned Queen.
Walter introduces us to Hobson who is our royal aide.
We have a busy first day. The first job is to preside over the trial of Logan.
Logan tells us that Theresa came to him and told him the darkness would attack Albion.
He claims to have been building an army to fight it.
We are given the chance to kill or pardon Logan, I choose to pardon him.
We go to Theresa, she tells us that the darkness will come and Logan wasn't the man to lead.
We are told that we can be benevolent and loved, yet there will be a price. We can be a tyrant like Logan and be hated and save more people.
The choice is ours.
We are shown the royal treasury.
We are given the option to keep taxes as they are lower or raise them.
We can donate our own gold to the treasury.
Our next job is to go and meet Reaver.
We are given the choice to build a school or keep the children at work.
I choose to build the school.
We are then given the choice to rebuild the old quarter which was burnt to the ground by the battle.
All of these choices are putting a serious dent in the treasury and will leave our preparations for the fight against the darkness in financial need.
We are now to choose to raise lower or leave the guard budget.
We get to choose decor for the castle, pretty blunt here, good or evil.
We then choose to keep our promise to Kalin and Aurora. Reaver posits that we should exploit them for the coming war.
A rare diamond is reported in Aurora. We go to the docks and trvel to the rebuilt Aurora.
Aurora is now much larger, a city and a large desert area.
I find a palace full of cog like structures in the desert and eventually a huge diamond inside it. There are lots of sand furies to fight.
After escaping the desert I return to the castle and give the diamond to the treasury which gives as a nice sum.
We are then asked if we want to return a child benefit policy to allbion. I do and lose yet more from the treasury.
It seems we need to get the treasury up to 6.5 billion within the year otherwise an equal number of our citizens will die in the attack.
Another audience in the throne room, Page wants the shelter renovated, Reaver wants to turn it into a brothel. I rennovate of course.
We next have a choice to make regarding the building of a sewerage plant or just dumping it mourningwood. I build the sewerage plant.
Our last apppointment for this session is to meet with Page at the old rebel headquarters.
Page tells us that Ferret has taken over the criminal underworld and is causing an awful lot of trouble. Page has inside information that Ferrets men are going to attack a pub looking for protection money. We are to go and see if we can find any information that will lead us to Ferret. I do find information of course, a note and a key telling the thug leader about the new secret hideout. With the location secured we are to go and find Ferret.
I find him in his hideout and have to fight a lot of mercenaries. We get a choice, to put Ferret in jail, or take his million bribe. That would mean that a million citizens would be saved. Tough call. I reject the bribe. Hopefully I can make the sum by the time the darkness arrives.
Our next royal choice is to set the rules about alchohol. I can outlaw it entirely, keep a limit that Logan had installed or remove the limit allowing the people choice.
I remove the limit.
We are given the choice to restore Brighwall Academy, I restore it there seems little choice.
I find a demon door that opens for the monarch, it gives me a million in gold which is handy.
The next choice is to dam the river that feeds Bower lake and to mine the lake bed which is rich in minerals. Reaver argues for the money which is well needed. Page asks to keep the countryside intact.
I use a time slow potion which slows time for enemies and keeps you moving at normal speed.
I try the summon help in a fight potion which brings ghostly balverines to fight for you.
I go to the academy and find the the artefeact I delivered earlier is a key to a room in the dungeons of the academy. We have to escort the researcher Saul down there.
We take him down through hoards of hollow men to the door and open it. Inside is a room full of bookcases. There is the start of an orb trail here as well.
The orb trail takes a winding path to a door which is opened by gold keys. It takes us to a place called the Prism by teleporter.
Seems the best we can get here is a highwayman costumes, not worth the bother really.
Saul has read some of the books and unleashed an evil prescence.
We have to go down there and clear them out.
There are hollow men to kill then back to Saul.
There is a temple in Aurora where you place the flowers you find once you collect enough of each type.
I decide I finally have enough money or don't care any more and decide to get back onto the main quests.
I go to Millfields to meet with a wealthy patron, she has decided that her priceless family heirloom won't be much good if she is dead. However someone has stolen it from her just as she was going to donate it to the treasury, she asks that we go and recover it from the thief who has fled into the woods.
In silverpines we are to follow a  white balverine.
The balverine leads us to the village in silverpines. Here we are told of the village defences, they burn silver nitrate in their torches around the village.
There is a man called Connor who let one of the torches burn down on his watch. He was punished and then left the village in a strop telling them that there would be a reckoning.
I follow the balverine again and it leads us to a clearing with some ruins. We meet Connor here and he is flanked by Balverines. Seems the statue was mystical and the key to controlling the balverines.
He gives us a choice, put out the torches and help him and the balverines get revenge on the village. In return for this he will give us the statue. The alternative is to attack him here and now.
I do so and he goes to attack the village and sends some of the balverines to attack us. I kill them and head for the village, after much balverine slaying, Connor appears and we fight him. When he is dead we have the villagers thanks and the statue. We have to go back to Muriel the patron. She gives the statue to us which is worth half a million. I give the money to the treasury.
Next descision is to bail out the economy. We need to spend half a million. Easy come easy go.
Kalin comes to us to ask for a desert fort, one that can defend Aurora from the darkness.
Reaver speaks against the fort.
Sabine, the dweller leader comes asking for the ownership of his lands.
I give him ownership.
The time passes and we are now at the day of the attack. Theresa summons us to the road to rule and tells us that we will fight the darkness in our true from. We grow angel wings from our back.
We then are tasked with defeating the darkness, a task that we were groomed to replace Logan to do so that it would work out for the best.
When we go through the portal we are in the castle and the gang are all there. We go out into the streets and fight with the dark forces. There are all sorts of illusions and explosions going on, sand covers the streets.
We fight until we come to the main square and walter is posessed again by the creature.
We have to fight Walter until we knock him down.
Once he is down the darkness is defeated, however Walter dies in your arms.
We skip to the aftermath where the gang all congratualte each other around a large statue in the palace grounds of Walter.
The credits roll

31 hours on the in game clock
580 achievement points.

Monday, November 1, 2010

Enslaved: Odyssey to the west notes

Minimal menus for a blockbuster, no videos on loop just a futuristic  background and some text.
The menu shows easy normal and hard modes. I am not sure what to choose, I have heard the game can be easy, but you can never trust people online. There are those who say things like Demon Souls and Megaman are easy.

What the hell, I will plump for hard mode.

Controls
Usual analogue sticks for camera and movement.
A to jump.
X is light attack and Y his heavy attack.
A and direction to dodge roll.
Right trigger to block.
X and A to do a wide attack.
Holding X charges up a stun attack.

Chapter 1: The escape
We see a bunch of pods in a bay on what looks like a rusty example of spaceship or seaship design. This is obviously a high tech future where things have went wrong and people have regressed to a primitive state.
The hero has been captured and is on route to the life of a slave.
He stamps about in his cell and looks angry. We see the female getting out of her pod somehow and going to the controls. All hell lets loose because of what she does and explosions rock the heroes pod and it falls. He breaks out.
Another prisoner is blasted by an exploding pod and we are told to run and jump over the gap in the platforms.
We can vault over obstacles.
Climb up head height walls and vault onto beams all by using A.
We come into a room and the entire place starts to disintegrate. This is a flying ship as we are in the clouds.
We have to jump and vault in a tomb raider style back up and then we come to a robot which is shooting the prisoners who have escaped.
We go up and over it and come to a human guard. He reluctantly helps us to find our gear and is terminated by the computer voice for his trouble. His head starts to glow and he falls dead to the ground.
We now get our gear.
This is some gauntlets and a stick which can grow and shrink in size.
We now go back and fight the mech.
Then into another room for more mechs to fight.
More mechs and we learn about wide attacks.
We follow the girl through the ship and she locks a door on us.
I have to climb around the outside of the ship.
We clamber on struts and poles and then onto platforms of the wings.
The ship is badly damaged and listing to one side. a part of it clips the statue of liberties torch and we see that we are nearing the ruins of New York.
I clamber around the wings and body of the ship, avoiding timed gouts of flame.
Some robots come for a fight on the platforms.
Eventually as the ship is really coming apart and bits are being ripped off as we clip skyscrapers we get to the escape pod. With the hero outside it hanging on and the girl inside she ejects just seconds before the ship crashes.
Robots can be seen on the Brooklyn bridge watching it go down.

Chapter 2
The hero wakes to find the girl staring at him, she has placed one of the slave headbands on him and tuned it into her.
She can cause him pain. If she dies he dies.
She asks him to take her home as she will never make it on her own.
Our hero agrees a little too easily.
A heads up display appears that the girls says she is making. She has a screen that projects from a wrist unit.
If we press left bumper we are focused on the girl.
A bridge needs to be lowered and we clamber over to bring it down for her to walk through.
Two mechs attack and these ones need their shield brought down using the charge attack.
We come to a large area and there is a machine gun mech and two groups of two mechs to fight.
There are little red orbs lying around to collect and they are counting up on the right hand side of the screen. Don't know what they are for yet.
We go through a door that Monkey lifts for the girl and two mechs are waiting for her. She uses an EMP blast which stuns them for a few seconds.
We then go through a security door.
There are two machine gun mechs in the opposite building and they are shooting into the large gaps in our building.
I need to make a run for it then press Right bumper to distract them.
If I press Left bumper it brings up a command menu that gives the girl commands.
The only one available just now is follow.
When on the other side I distract then tell her to follow.
We come to another wider gap.
A new command appears this is her distract mode and she uses her emp to make a light show that attracts the mech's fire. I can get across.
We now need to hack the security door which will take time. Monkey needs to go and take out the mechs.
Her distract lasts a few seconds and recharges in a few seconds. We need to get to cover and do it in stages.
In the next area there is a large tree and fairly large area to explore and pick up orbs.
I come to a place where the girl is standing and Monkey tells her that the area is mined.
She tells us to catch one of the large dragonflies that is flying around the tree.
We have to vault her up to a ledge to let down a ladder so Money can reach the handholds.
We then have a fairly long and fast clamber scene that feels more Assassin's Creed than tomb raider.
Eventually I catch the dragonfly and take it to her. She reveals it is a mech and hacks it.
The mech flies over the  area and marks the mines on Monkey's hud, this means we can see them. The girl can't and we press B to carry her through the minefield.
We come to another area with more mines.
Sometimes even going slightly in the wrong direction kills you as you go too far away from her. It's annoying.
I have to throw her across a gap.
Then we find a sentry bot. There is a loose structure above it we could use to drop on it's head. I use the distract feature of Trip again.
I Then come to an area crawling with mech's. The dragonflies scan reveals their area of perception and I can use it to sneak past them.
I come to the area where i can bring down a large sign on the sentry bot. I am now allowed to use staff blast. Which means I can pull Left trigger to aim and right trigger to fire a blast. I shoot three targets and the sign falls on the sentry. Three robots start chasing Trip and I have to get down to her and kill them.
we then go through a co-op door.
We come to another large area with a sentry and mines. There is a large petrol tanker sitting in the middle of the area. Trip tells us to get up to the sentry and she can let us take control of it.
I clamber up to it using the distract along the way and then get to it and attack it.
I can now use it to shoot. Blowing up the tanker clears the way forwards but brings the mech.
We can use the turret to clear them away. A special mech that is broadcasting appears. We have four seconds to kill it before it brings in reinforcements.
I manage to do it so I don't know what would have happened if it had managed to make the call.
We clamber around and back to Trip, she tells us we can now get upgrades. Hopefully this is why I have been collecting the red orbs.
There is shield, combat, staff and health sections. I can't buy much.
We move through a building and come to an area with a large statue and a fish tank which has real fish in it still after all the years. Monkey says it has been 200 years.
The fish are in a closed ecosystem which gets all it needs from the sun. The fish survive on the plants and the bigger fish survive on the smaller fish.
Trip tells Monkey that her home is like that, built by her father.
Monkey tells her that these delicate things won't last in this world.
Which is proved right as a huge mech appears and smashes the fish tank to get at them.
We now have a boss fight  with this mech.
It attacks with demolition ball type fists, either one or both.
It alse does a ground pound attack.
I get in some staff plamas blasts but I only have four oe five.
I manage to take down it's health and it starts to glow red and spark. When this is going on you have to distract it and get it to run into the statue.
The statue cracks and looks like it's going to be in danger of falling on the mech. You have to do this three times then it falls on the mech and kills it.
Trip is devastated by the death of the fish and monkey gets her to keep going.

Chapter 3 : The Metal Tower
We come to a huge ravine which is impassable. There is a crane and Monkey thinks they can use it to get across. There are of course Mechs in the way.
We find a way above the mech's that are siting idle in the way.
Then through a barrier made by an old car.
I have to throw trip and catch her and help her up again.
Also throwing her up to rungs higher up.
Another new trip ability is revealed here, I pick up a special health pack which gives Trip the ability to heal me using it. Like storing health packs for later use. Up until now I if had full health and picked up a pack then it just said my health was full and did nothing.
I see a mask icon glowing in the environment and Monkey touches it and sees a vision of the past.
We come to an area where a mech is guarding, this one has a shield.
trip tells us that it's gun arm is detachable.
I get to the robot and attack it. Using stun to get rid of the shield. I then hit it until told to press B. This triggers an animation where Monkey grabs it and rips off it's arm.
We can now shoot the other one using the gun arm.
Trip climbs through a small gap and monkey has to go a long way around.
She opens another security door.
Another area with turrets, gun arm mechs and normal mech's.
I kill the gun arm mech and use it's arm to kill another three that come for me as a result of the commotion.
Next we have to get a ladder down. This means we have to bring trip to us past the turret and avoid getting her shot by distracting it.
Now to the turret which we flank and then have to use  while Trip hacks the door and mech's attack.
Inside a house a mask shows more images of people.
Trip thinks she is going to die here like everyone else. Monkey reassures her.
I get stun ammo for the staff.
Pressing left and right on the dpad switches between plasma and stun ammo.
I have to fight about four mechs and the last one calls for help. If you don't get it another four arrive.
Just when you think you are smug another demolition mech arrives.
same drill wear it's health down. Only this time there is no statue. You have to make it charge into a wall then you get to trigger a takedown animation.

Chapter 4
We are now trying to get up to the crane.
Monkey has to climb and Trip is told to stay in hiding in a box while he does so.
Halfway up the building we are attacked by an electro bolt mech, which shoots plasma at us.
Introduced recently are crumbling handholds.
I come to a section where we have to climb up through heavy mech gunfire until we get to the mech's and kill them.
Then a fight on top of the building.
The crane crumbles as we jump onto it and there is a very uncharted like sequence as we climb up the disintergrating crane.
I get onto the crane's controls and let the load drop which makes a bridge across the ravine.
Trip is now under attack from a large dog like mechanoid.
Monkey distracts it and it falls from his makeshift bridge. Trip comes across and Monkey now has to get down from the crane.
We then meet Trip at the bottom and have a chase sequence where we guide monkey with Trip on his back as they flee from the dog.
They manage to escape into a building and the dog is too big to follow.
We climb up into the building and escape the dog for a while.
We come to a large theatre like room and Trip spots a power cell, she wants to get it and persuades MOnkey to help.
I get her up to the power cell and Trip tries toextract it from the opera house systems.
Monkey sees one of the mask glitches and we are told to go see what it is.
The glitch shows a man in the audience of the theatre watching monkey on stage.
Then the holographic systems that Trip has aactivated with her tinkering start a holo stage show of shakespere. we now have to cllmaber around the hall getting three lighting rigs in line. When we do we see Monkey make the lighting rigs fall on the dog.
Trip has her power cell. Monkey asks her to scan the dog for weaknesses.

Chapter 5
We now have to cross the Brooklyn bridge.
Monkey shows a new gadget here, his cloud, which is like a glowing hoop we can use to surf.
We can jump with it and there are little glowing embers in the water which make the cloud speed up.
We have to move obstacles for Trip so she can progress.
Then we get to the bridge and it's clambering time.
At the top we get onto the bridge and there are more mechs.
A new self desructing mech.
More turrets, more mech's, some distracting to get the gunner mech's.
We come to a section of the bridge that is littered with turrets. Trip thinks the power cell she got earlier will be able to start a derelict vehicle.
When she does it's out of control and we go on a rampage ride trying to stay in the cover of the vehicle and then on top of it as it careers around the bridge. We get to the end and are at the crash site. However the jubilance is short lived as the dog turns up for a boss battle.
This is in an arena and we can use Monkey's cloud. We basically have to stun it and batter it then run away on the cloud and rinse and repeat.
It has two energy bars. In between it runs from us and we have to catch it and press B to damage it.
The fight was easy compared to the demo mech's.
We see Monkey get his bike. Trip and he ride out of the city, she rests her head on his back in an affectionate manner.

Chapter 6
We arrive at Trip's commune. There is a bridge to access it. Defence systems are activated and they have to go on foot.
Trip tells Monkey that her dad can be weird with strangers and to let her do the talking.
The defence systems are up and Trip tells us that we will need to radio in to be allowed in.
The lookout is missing and we have to find a clambering way to lower a bridge for Trip.
The defence system is made up of bridges which raise and lower. They need to be done in sequence so that both you and Trip can make it.
This is supposed to stop the mech's getting in as they can't reason it out like humans can.
We get to the watchtower after another bridge puzzle.
The watchtower is empty and there is blood. Monkey knows that things have gone wrong, but Trip is in denial.
She slides down a zipline into the main camp and we see mech's in the camp.
Monkey has to get to the next tower to get across with another zip line.
Every inch of the way to the next watchtower is filled with mech's at least ten set of three at a time. It's like they suddenly remembered this was a melee combat game and gave you all the enemies that have been missing so far at once.
I get to the tower and zip line down.

Chapter 7 Finding Trip
When Monkey lands he finds lots of charred corpses. Looks like Trip's commune have been wiped out.
we have a lot of fighting with combinations of Mech's, an interesting bit with two gunners above the arena makes it imperative to take them out using staff blasts before you can even think of fighting in the arena below.
I come to a long street type area with gantries above littered with shooting mech's. There are lots of ground based one to fight as well.
We now come to a large circular arena which is like a gears fight box to start with. A shooting gallery of Mech's then some new larger mech's arrive. One to fight at first then a few mixed with smaller mech's.

Chapter 8
Trip is despondent, she thinks all is lost when monkey eventually finds her in the wreck of what must have been her actual house.
Monkey asks if there was a place where survivours might have retreated to.
She tells him of a war room.
There is a bunker type door with a red light flashing. Trip seems to think the way to open it is elsewhere and we have to follow her.
There is a wind turbine, which is a huge structure at the end of a bridge. If we can overload the power it will allow trip to bypass the door locks.
We have an electric gate that we can't pass and have to do some clambering to get across the bridge. A walkway needs to be lowered for Trip.
More clmabering gets us to the base of the windmill.
This is a huge puzzle. We have to get to the top of the windmill first. The first sail can be unfurled just by climbing to the top.
The next sail means we have to find our way to a side platform and use Trip to stop and start the now rotating windmill at the right time to jump on a pole we can reach. The sail then needs to be moved to the top and we can unfurl the second sail. The last sails pole can't be reached form the same place so we have to use the sails to get to another building on the other side of the windmill to get back onto it on the right sail. Once the all the sails are unfurled we have to climb down the windmill avoiding the now whirling machinery.
Mech's have gathered at the electric fence and when trip does her thing they will be let in.
She does the thing and the mech get in, lots of them and this is the hardest fight yet.
After this we go back to the large arena and another dog attacks. Same pattern, stun it, hit it. use cloud to run away when you have no stun bullets left.
Two times down the health bar with a chase it and B to takedown at the end of each chase.
We then get into the bunker and find Trip's dad dead.
She vows vengence on the slavers and renounces her deal to free Monkey.
He does not seem to care.
We see Trip and Monkey ride on his bike to a large junkyard type area.
Trip claims to be looking for a friend of her father.

Chapter 9
The friend of her father has a flying vessel, Trip wants to use it to follow the slavers to their base.
We move through the junkyard until we come to a switch which needs pulling, we can use to cloud to drive around in this large area.
Some mech's are around but only low level ones.
I get to the switch and then we have to follow trip around the area to a door.
We need to use a boat to get to this friend.
The boat needs to be moved to an accessible position.
Sorry the boat does not move there needs to be a path made for Trip.
We basically have to clear the mech's and shoot two bolts holding up a giant mech's arm which lowers it down to make a bridge to the boat.
We now have an on rails ride on the boat. Full of cliche, shoot the mech's on the banks of the river, then the boat breaks down and Trip fixes it while we shoot loads of incoming mech's. We then have to get off the boat to open a gate.
We pass through a scanner designed to detect Mech's. It seems that the headband Monkey is wearing sets it off.
We have to find our way up to two turrets in a large area.
Then driving the boat a little way.
Monkey is off the boat clearing junk out of the path when a dog ambushes them.
Trip flees in the boat and monkey gives chase to her and the dog on his cloud.
I don't know what to do here, i follow the dog using the little speed boost points. Dodging the instant death mines. Every time though the dog catches her and kills Trip.
Oh and the cut scene is loaded before every retry, which just makes it infuriating.
Turned off in disgust after about thirty attempts.
Eventually I manage it and Monkey trips up the dog and kills it in cut scene.

Chapter 10
Piggsy appears and recognises Trip. We go to his house and he talks of a huge mech that we can use to attack the slavers.
We need to get a part which is high up in the junk pile.
We race Piggsy as a getting to know you bonding session up a junk pile to get the part.
Piggys has a grappling hook which can be used to descend and to make a skyline.
We come to another area where we are looking for another part. This time we have a basic arena after some manipulating of platforms anda demo mech to fight.
Piggsy uses his gun to shoot at the  mech but it never seems to damage it too much.
We then have a little clamber to get the part.
Piggsy now throws a sticky bomb which monkey can shoot to open the way.
Now we have clambering in the mech factory with some moving machines.
This is precision precise in the way of early tomb Raider, they ditched that annoying gameplay for a reason guys.
Then we have poles with poles which turn on Trips signal, a little puzzle.
We then come to a large open area with cranes that need to be moved in sequence. There is some fighting here as well.
Once we get to the top we chuck Trip up to the part and she is ambushed. We have to save her quickly and keep the mech's off of her.
Once done we have the stuff and back to the boat in cut scene. Piggsy tries it on with Trip. Then gets jealous of her and Monkey even though there isn't anything to be jealous of yet.

Chapter 11
We are now looking for a power cell.
We have two long trenches to fight along with lots of ammo and shooting mech's.
Then a little area with some mech's to fight.
We climb down a giant arm into the palm of it's hand.
The power cell is sitting in the middle. Unfortunately so is a boss mech called the Rhino.
Piggsy throws bombs and we have to shoot them when the mech is close to them to harm it.
Then Piggsy knocks down a fuel cell which we have to get the mech to run into.
The next fuel cells needs to be shot down by shooting the targets.
The final one needs to be clambered to.
When the mech is down Trip is scanning it, it comes back to life and stampedes with her hanging from it's back.
We have another chase, thankfully all the practice from the first one made this one easier.

Chapter 12
We see piggsy's flying camper van following the slaver ships. The base comes on the radio and asks for codes.
I missed the cut scene here because of a distraction and you can't pause them.
When I go back we were all standing in a corridor.
The giant mech is in an underwater tank.
We see a sub servicing it and Trip thinks we can use one to get on board and steal it.
Piggsy is sent to open a bay door but he breaks it.
We then decide to blow the door, we have to get the sub ready on it's launch tracks before that though.
There is a puzzle room here where we have to use two switches to get rotatable cable cars out of the way of the sub.
In the next room some mech's harrass us. The another obstacle to getting the sub into the water.
I open this bridge then Piggsy gets stuck and we have to shoot out a fan that is going to dice him up.
Mech's come to fight to make it harder.
Then we have a large room where the sub is a sitting duck for mech gunners and we have lots of fight.
I thought I would have to clear the room but just heading for the sub ends the mission.

chapter 13
We see the sub going towards the leviathan.
It is shackled up and we have to free it.
We have to climb up the inside.
And find the pinion points and shoot them.
We have lots of clambering and shooting between the spinning gears.
Then we go back to the core room and we have to get the engine online.
This means we have to defend four pillars from huge mech attack.
Hordes of mech's and gunners attack the pillars more than they do you so it's a little easier to get them.
When you do you see the whole mech get up and go blowing the hoover dam and marching off down the grand canyon.
Trip turns off Monkey's slave headband and he asks her to turn it back on in a touching moment.

Chapter 14
The leviathan approaches a huge glowing tech pyramid in the desert and is under heavy attack from squid like mech barrage.
Monkey leave the  bridge to go and stop the squids that are getting through. We go outside and fight all over the outside of the leviathan. many hard fights  with lots of mech's and clambering through flaming vents.
Then the scorpion mech sent from the pyramid jumps on the leviathan and starts shooting it up.
We have to do a sequence where we turn a wheel to release fuel under it then shoot three points on it's claws. Then climb and turn a wheel.
This is done twice. You then have to shoot around six points on the scorpion
A bit more clambering and finally it's down.
The mech cut's it's own head off with it's laser and falls dead. The leviathan approaches the pyramids and another four or five scorpions emerge.
Piggsy perfroms the noble self destruct in the middle of them to take them all out. Trip and Monkey carry on to the pyramid on their own.
Inside the white pyramid thousands of people stand in line wearing the suits and headbands of the enslaved.
A controller, an old man, half machine sits at a chair working furiously.
A screen lights up and a man claiming to be pyramid talks to them.
He claims that he is saving people from the wasteland and bringing them here to have a wonderful virtual life in the memories of this man. This explains the mask visions that monkey has been seeing. They are the basis for the world the people are living in.
The slaves are not slaves they are being cared for and living a life in this virtual benevolent version of the matrix.
Pyramid tells monkey to put on the mask and see for himself. As he does so Trip kills the controller and the lights go out and all the people are dumped out of their virtual life to stand in the cold dark like thousands of sardines. Has trip saved them or killed them?

625 achievement points
16 hours