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SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.


Lost in Blue is a "survival simulation" series developed by Konami which started with the initial release in 2005 on the DS. Lost in Blue is often referred to as a kind of spiritual successor to Konami's Survival Kids games for the Game Boy, which I have not played much of but the influence is pretty obvious.

The game revolves around a teenage boy and his attempt to survive on a deserted island after being flung overboard from a ship following a rough storm, the game is serious about the whole "simulation" part of "survival simulation" because Lost in Blue is pretty hard due to all the minutiae of your well-being you need to pay attention to and manage along with very extensive preparation needed to make any sort of headway into your exploration, consequently Lost in Blue also moves very slowly, if you can bear with it like I did you'll find an absorbing game but it requires unreasonable amounts of patience to get there. Luckily, the medium of LP can help grease the wheels of the game's otherwise glacial pace.

Spoilers

Don't do it. The entire point of this game is exploration and discovery, spoiling stuff ruins that. If I haven't seen it in the LP, don't mention it.

Updates

Days 1-2: Getting Our Bearings
Days 3-4: Maroons With Spoons
Days 5-7: Behind The Waterfall
Days 8-20: Setting Sail
Days 21-23: Beyond The Ruins
Days 24-Escape: Lost In Blue

SuccinctAndPunchy fucked around with this message at 05:49 on Nov 29, 2014

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SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.
Music: Title Screen




We begin with a barren title screen and a pretty nice piece of music; right now we can only play the Story Mode but we'll have access to some other game modes later. For now, let's get stuck into it.

Music: Intro

At this point I want to mention that Lost In Blue never had an official soundtrack release and in the actual files the songs only have generic names like "BGM_PLACENAME" etc. The names I'm giving to the tracks are completely made up.



I can't breathe...

Why am I here?



It was a terrible storm.

Am I going to die..?

I can't think anymore...

I'm losing consciousness...

Music: Beach


Where am I?
...the ship...
Is anyone else here?

Okay, now that we're done almost drowning in ellipses we now have control of the boy! First though, I would like to direct your attention to the top screen.



These are our needs that we'll need to manage to stay alive, they're fairly intuitive so here's a quick rundown.

HP (Full Body Gauge): Overall health, if this hits zero we die and the game ends, starts decreasing if any of the other three needs hits zero. I'm not massively clear on how to restore it but I think sleeping with all your other needs in good condition restores it.

Stamina (Muscly Arm): How tired we are, decreases as we move about and explore. Restored by sleeping or resting.

Hunger (Stomach): How hungry we are, decreases over time, fill by eating. Biggest pain to manage.

Thirst (Waterdrop): How thirsty we are, decreases over time, fill by drinking. Generally not something you have to worry about.

Also number of days and time. Some events cycle every few days and some things can only be done at certain times. Enough of the mechanics info dumping, let's get back to the game. I immediately set off running down the beach.



Hm? There's something on the ground.

The game does this irritating thing where it splits single sentences between two or three speech bubbles seemingly at random.

Press the A button to pick up items.

Still in the admittedly fairly brief tutorial section for now unfortunately, but let's see what that weird yellow ball thing is.



Before this game I had no idea coconuts could be yellow. The boy then interrupts again to state the obvious.

There's water inside.

Press the X button and select Backpack menu to see items

I'm hungry and thirsty, is there any food around?

I feel like this line is meant to happen earlier but some reason it only triggers after having already picked up food.

Music: Inventory


This is our inventory, we get 20 items worth of space and nothing more. I'll explain what those weird symbols on the side of the screen mean when it's actually relevant, for now let's chow down!



The coconut is fairly unique in that it sates Hunger and slakes Thirst, what is not unique about it is the extremely paltry amount of Hunger you gain for eating it. I'd have to eat 20 whole coconuts to have a full belly and Hunger deteriorates so rapidly that this wouldn't even last me the entire day. Clearly we need a more efficient food source.

Ah...That feels a little better.



Continuing down the beach, we discover a mound of sand.



In one of the game's many uses of the DS hardware, we need to wipe away the sand to get at the delicious shellfish hidden therein. The implementation of the hardware in this game is extensive but very natural and intuitive to use, it does a very good job of making the most of the platform it's on.

I wonder if it's okay to eat this raw...

He says this but the game won't actually allow you to eat something raw if it would be logically harmful to do so. It's one of the stranger courtesies the game grants.



You can also shake trees with the stylus to try and get things to fall down. However, one of the things I've noticed is that trees will never drop things if you shake them on the first day. Presumably because you're not meant to know about this mechanic yet.

After some more picking the beach clean for its coconuts and shellfish, the boy once again pipes up to inform us of one of the more annoying gathering mechanics of the game.



I wonder if there's something on the ground.

Touch the screen to check the ground

So we do and we discover...



A crab scuttling about, all we do is drag the crab to the bottom left of the screen where our bag is to collect it. Where this mechanic is annoying is that other than this one time where the game introduces you to the mechanic, there is never any indication that something lurks on the ground near you. In fact, I'm pretty sure it's totally random. You just stand there and repeatedly poke the same patch of ground over and over again until something shows up, thus it's kind of a crapshoot and not something to rely on but crab meat is good early-game if you can get lucky enough.



Travelling north from the beach we follow a fast flowing river until the boy stops to comment.

I want to cross the river but it doesn't seem safe to do that now.

Over yonder lies the rest of the game but we're not done with what little handholding the game will provide so we're arbitrarily prevented from going over there for now.

Heading a little northwest from the soon-to-be river crossing we discover where we'll be spending a lot of time.




It's a cave, I wonder what the inside is like.



Looks like a nice place to rest.
Ugh, it's cold. I need to dry my clothes. I wonder if I can start a fire somehow.
Maybe if I have some twigs and a tool I can start a fire.

Heading out of the cave in search of the elusive twigs results in my Stamina dropping below 20% which leads to the boy complaining at me for a bit.



I need to find a place to rest, if it's for a little a bit I think I could also sit on the ground to rest.

Press the X button and select Rest to rest for a while

Resting will cause you to sit down while time rapidly passes, you'll regain a fair bit of Stamina but time just flies by and your Hunger and Thirst are still dropping during this. It's kind of mean of them to ask you to do this so early on when the game has set all your needs to rock bottom.



We press onwards and begin collecting the materials for a fire-making tool. We need Tree Bark and Twigs which are conveniently located two steps of each other just north of the cave.

Maybe I can make a fire making tool with the things I've found so far.

Press X button and select Make Item to make tools.





Crafting in this game is as easy as selecting the items you need and pressing X.



Voila! A fire-making tool. The weird symbols next to the numbers show the attributes of the tools you make, what each symbol actually means I don't know and neither the game nor the manual imparts such trivial information to me but as a general rule of thumb, higher numbers are more efficient tools.

I think this is how it's supposed to look like. Can I really start a fire with something like this?



Heading up the ledge we find another Tree Bark and some more Twigs, enough for a second Firemaking tool! Tools in this game eventually break and need replacing so its important to keep spares around.

Don't you dare make that spare right now though, you need Twigs on their own to make a fire and right now these two Twigs are the only ones you have access to. You can't shake the trees to produce more because trees don't drop anything on the first day and there are no other Twigs lying around. Basically, if you craft a second tool right now you've hosed yourself about 10 minutes into the game.

Anyway, heading back to the cave...




Push A button to make fire



Firemaking is done via a little minigame where you push the L and R button in rhythm to start the fire, you can't do it too fast or you'll drop the stick. It's pretty easy but you have to do it so many times throughout the game that it swiftly gets tedious.



When you get the bar halfway filled, the game will tell you to "Blow" (that's what the little bubble says, I started blowing way too quickly so the bubble never became legible). Unlike kindling a real fire, you don't have to blow with any amount of control, just cause as much noise as you like to fill it up and start the fire. There's no alternative to the mic in this minigame which has resulted in me making a tit of myself in public many times playing this.



I made a fire!
Ah, my clothes are getting dry.
Where am I...? What do I do now...?
I guess thinking about it won't do me any good.
I need to search this island for other people.

I'd recommend being more concerned about the lack of a water source right now but that'll resolve itself in a few minutes.



Where should I lie down?



Push A button to go to sleep

Yeah, you rest on that, whatever the hell that actually is because I can't make it out and it certainly doesn't look comfortable.

Music: Today's Results



Going to sleep gives us a nice little list of everything we're carrying around and also shows us what our needs are going to be at once we wake up. Hunger and Thirst drop by a lot when you sleep and at the start of the game there isn't enough food to compensate for this and no water. It's pretty much certain that you're going to wake up on Day 2 with your Hunger and Thirst totally empty.

Music: Good Morning



I guess it wasn't a dream...
I should keep searching...
Oh, the fire's out. I guess it'll go out when it runs out of twigs.

This kinda alludes to the fact that you can stick twigs on an already burning fire to keep it going without having to play the firemaking mini-game again.

Fresh-faced from a good night's sleep and almost starving and dehydrating to death, we head out to continue our exploration. Let's take care of our thirst, first.


Music: Beach


The water seems clean enough to drink.

Heading out of our cave back to the river, we find the river isn't flowing as fierce anymore and now there's a neat little bank to take a sip from.



Drinking here instantly restores our Thirst meter to 100%, which takes care of that problem quite nicely. You can do this infinitely to no drawback so for the beginning of the game, managing your thirst isn't really a problem.

Hunger on the other hand, continues to be an issue.




Oh, the river is calm today. It seems safe to go across.

He says the river is calm "today" but it is only not calm for the first day and always calm from this point onwards. Anyway, since I've already picked this side clean and found mostly inedible until cooked stuff, it's time to head on over and pick that side clean!



Before I'm able to nab that coconut and crack it open for its delicious contents, I'm interrupted by a passing cutscene.

Music: Discovery






Hey! Are you ok?



The ship...! A storm came and...!
I know, I was on it too.
...!
Umm..is there anyone else?
I've been looking around since yesterday but you're the first one I found.
...I see...
Anyway, are you hurt?
Ah, no I'm not hurt but I dropped my eyeglasses when my lifeboat washed ashore.
I'll help you look for them.

They dig around in the same for a while until...



...the boy steps on them and breaks them like a dumbass. Good going, Gilligan!



No no, it's ok!

We will soon learn that this is not even slightly ok.

...
...



The girl attempts to break the awkward silence with her sweet dance moves.

You'll get sick leaving your clothes wet like that.
There's a cave where you can rest close by. You should get yourself dried off before anything.
You're right...
This way.



The girl takes like four steps forward, comes to a complete stop and then flops on the ground like someone comitting insurance fraud.

Are you OK?
Sorry, I have very bad eyesight.
Sorry. It's because I broke your glasses.
Give me your hand.
Huh?
It's too dangerous. Let's walk together.
Ok...

Push Y button to hold hands.
Push L and R to sit in a tree, K-I-S-S-I-N-G.



You know, I'm pretty sure people who need glasses who then lose their glasses don't suddenly become comically clumsy and incapable of functioning without assistance. Like for all intents and purposes now the girl is totally blind and will need your assistance to go and do anything. For the entire game.

As we lead her back to the cave by the hand the game fades out...


Music: Title Screen




Thanks for the reminder of what game I was playing, I'd forgotten. This however marks the point in the game where the training wheels come off and you're left entirely to your own devices on the island.

Music: Cave


Sorry, would you mind waiting while I start it up again?

At this point, I notice the time on the top screen.



7pm. I started that loving cutscene at 7am, somehow escorting the girl back through the tiny patch of land and over the river took 12 goddamn hours. Thankfully my needs don't reflect this sudden irritating time compression but still come on guys there were coconuts I wanted! Also the girl comes with her own set of needs that we need to maintain as well, if either of us die the game ends.

I need another pair of twigs to start the fire so I head out in search of some.




Shaking the trees now actually makes stuff drop from them! Twigs in hand I return and show my blind companion the gift of fire.





Holy moly branching dialogue trees! Although right now it's not particularly branching since I'm going to ask her all of the above in due time. For now though, let's ask for her name, referring to her as "the girl" is getting annoying to write.

What should I call you?
Oh, sorry. I haven't introduced myself.
I'm Skye.
I'm...I'm Keith. I'm a senior.
Oh, then you're a year older than me.
Ah...nice to meet you...
Nice to meet you too.

At this point we loop back around to the initial set of choices sans the one we just chose.

Were you on the ship with someone?
No, I was on that ship by myself...
...I see. Me too.
...
...

I'm not sure if the dialogue is intentionally stilted and awkward to convey the current relationship between the two or if the translation's just not that stellar. Probably both, actually.



Oh hey, an actually branching choice. Each of these will ellicit a different reaction from Skye so let's try being optimistic for once.

I'm sure they all got rescued.
Yes...I'd like to think so.
(She looks a little relieved)

A cheery beep played as that line came up, what this means is never made explicit in the game but it indicates that Skye now likes you a bit more. No, there isn't a dating sim sub-game, it's a hidden friendship stat you weirdos.

Things you say can cause Skye's opinion of you to go up or down and where this becomes important is that the better Skye thinks of you, the more likely she is to do things you ask of her and she'll also generally just survive smarter and take better care of herself with a high friendship value. While I'd love a vote on whether to play the game as an rear end in a top hat or a nice person, Skye becomes borderline retarded with low friendship values, it's too much of a pain to play that way so we're keeping her on our good side for now.


Where do you think we are?
I washed ashore during the night...
But when I approached the island in my lifeboat, it was completely dark. No lights at all.
Do you think...we could be on a deserted island?

Naaaah, who would make a game about that? It'd be way boring.

Choice 1 (Bad): Maybe we are...
Choice 2 (Neutral): Haha, It couldn't be.
Choice 3 (Good): Well I'm here and that means this isn't a deserted island.

Well, I'm here and that means this isn't a deserted island.
Hahaha, you're right.
(I made her laugh a bit)

Having now exhausted all dialogue options we have no choice but to end the day.

Let's rest for today.

Let's not. You're both starving to death and Skye needs a drink, there's a river just outside if you ne-

You're right. It's already dark outside...

Well, it wasn't bloody well dark before the game skipped half the day for no reason.

Choice 1: It's not really comfy here, are you going to be ok?
Choice 2: Well, good night then...

Both options here are neutral.

It's not really comfy here, are you going to be ok?
Yes, I'll be fine. I'm just glad to be on land again...
Yeah...



Good night.

Music: Today's Results


You may have noticed I've spent the entire first two days perpetually starving and dehydrated. Lost in Blue has kind of a rough start.

Next time on Lost In Blue: Maroons with Spoons!

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

The Sezza posted:

For what it's worth, I looked at a guide and the four symbol attributes are apparently 'Durability, Resilience, Straightness, and Sharpness'. It didn't say what the difference is between durability and resilience though, and those seem pretty similar, so it's hard to know what the distinction would be. The tool's initial health and the rate at which a tool becomes breakable, maybe?

Yeah, the names are kinda vague and don't really provide any useful clue as to what they actually mean or how to translate the numbers into anything meaningful for the player so I just go with "higher numbers = better". I'd double check the manual to make sure but at the present moment I seem to have just totally lost the sodding thing.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

D3m3 posted:

Mainly because I've heard about how much of a headache Skye is compared to your companion in 2.

2 is so much better about everything than the first game, might actually get onto 2 after this one, not promising anything but still mom's the word on stuff in the sequels just in case.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.
Welcome back to LOST, both Keith and Skye are still starving to death and picking up random fruits isn't cutting it, we need to deal with our food problem.

Music: Cave #2


Morning.



Ok, but are you ok without eating first?
That's true. First, I'll go out and look for things we can eat.
I have a knife I found on the lifeboat. With this and a fire, I think I can do some simple cooking.
If you find any food that can't be eaten without being prepared, come talk to me and I can cook them, ok?
Ok.

In spite of being so totally blind that she cannot move without being dragged everywhere by the hand, Skye inexplicably still possesses the ability to cook because she's a woman. Mechanically, Skye won't be much more than a castaway housewife for the entire duration of the game and no Keith cannot elect to take on cooking responsibilities if you want to. Game's got kind of an iffy outlook on gender politics if you haven't noticed.

Stand in front of her and push the A button to talk.

Music: Cave


Choices! This menu encompasses all of the surprisingly few ways we can interact with our companion. Let's be civil and pleasant in the hopes of extracting more character out of these two.

How are you doing?
There's nothing really new.

Well that was a bust. Regardless, it's important to ask how Skye's doing every day because it can trigger certain conversations that unlock stuff to build or just improve Skye's opinion of you. Both good things.

Let's eat now.
Hehe, I was getting hungry too. Let's eat something.



Here we hand our food to Skye for cooking, Skye can also hold 20 items but any food handed to her is immediately cooked then shared so it hardly matters any, Skye has no concept of food conservation so you need to give her exactly as much food as you need to satisfy yourself and no more lest you overeat and waste food. At the moment though, we only have fruits and cold rocks so I just dump the lot on her.

I can only make really simple things, but...



Skye then walks off to the corner of the cave and pulls a frying pan out of her rear end and starts carelessly tossing assorted coloured pixels into the air paying no heed to the stark absence of a fire. I forgot to light it but despite her saying she can cook provided a fire, it turns out you do not actually need a fire to have her cook food.



Sorry...it doesn't look too good.

Skye presently lacks culinary proficiency, this improves given time, better relationship values and locating better cooking equipment but at the start she's a very poor cook. Another contributing factor to Lost In Blue's already incredibly rough start.



Food is automatically shared amongst the two when cooked, and the right foods cooked in the right combinations will produce actual recipes with their own unique names with greater bonuses rather than random crap which just results in the "Strange Salad" you see before you.

So-so




Mixed Fruit Salad

So-so





Raw Sand Crab

So-so




Food is distributed into "meals" where there's four food items maximum to a meal. The "strange salad" is where all the clams and assorted rubbish went, while the fruit salad must be where the coconuts went since it maintained the water bonus.

A total of 19% hunger restored is woeful right now, we evidently won't get by on picking random crap of the ground and cooking it. Before we can make any headway into exploring the island we need to secure a better source of food.




COME NOW WE MUST MAKE HASTE!

Music: Beach


Maybe I can find things in the ground by digging.

Push A button anywhere to search the ground.

This is distinct from tapping the stylus to maybe find critters in the ground in that at the moment, you can randomly find spices that Skye can use in her dishes provided you know the recipes to give them an extra kick.

Don't let go of my hand, OK?
Ok, but if you want to walk alone, you can let go and I'll stay where I am and wait.
Only...
Don't worry, I will come back for you.
Thank you.

Press Y button to let go of her hand. You can rest and drink water together while holding hands.



Yep, that's definitely drinking together. It bears mentioning that no matter how many times you bring Skye to the river to drink in spite of it being three steps out the front door, Skye will never ever be able to find it herself and quench her thirst. You must drag her there by the hand and instruct her to drink every single loving time.

After this, I drop Skye off back at the cave and commence exploration of the other side of the river that I was denied by Skye's appeareance last time.




Near Skye's lifeboat, I locate a stone. Not useful presently, but this is one of the closer to home Stone spawn locations and they will be useful for tools eventually.



On the far right side of the beach, I locate some potatoes which is about the only new food discovery to be had here. But potatoes are a nice, filling food so hopefully they'll provide some better nourishment.

My hunger is at this point around 4%, so I immediately rush back to the cave and throw a bag full of coconuts and potatoes at Skye and tell her to get cracking.




Short neck Mystery Bake

So-so




okay so potatoes totally suck as well, good to know. Not pictured: Like five Fruit Salad bakes from all the coconuts to bring the pair of us up to a much better but still totally paltry for a full inventory 35% hunger. The search for good food continues.



Back across the river, I discover mushrooms of varying colours sitting around.



Tempting fate, I immediately shove the black one down my gob with nary a thought as to the consequences.



Then heading onwards to the corner of the beach, I find a little ledge with an appealing item on it. Also, at this point an hour has passed and bugger-all happened with the mushroom so I guess shoving random fungi down your throat goes totally unpunished in this otherwise harsh survival simulator.



Now we're talking, bamboo makes an excellent material for crafting, but there's nothing we can craft it into at the current moment.



At this point, I tempt fate once more by eating a mushroom of a different colour I picked up at some point during the sweep of the beach.



It must be that mushroom I ate.

Booyah! Precisely what I was looking for. Okay, time to stop playing coy about the mushrooms. Each colour of mushroom has a different effect, but the caveat is that which colour carries what effect is determined totally randomly at the start of the playthrough. Almost all of the effects bar exactly this one are negative, inferring status ailments like poison which will slowly deplete your overall health, or dry throat which makes your Thirst drop rapidly. The black mushroom doing absolutely nothing threw me a little because I didn't know the game could decide a mushroom to have no effect.

The effect of this mushroom is that for a short length of time, my stamina cannot decrease at all. Considering 1% of stamina is consumed every single time you perform an action like climbing a ledge or jumping a short gap, working out which mushroom carries this effect as early as you possibly can is absolutely essential to making good headway into your explorations. It's awesome and I'm now stockpiling these fabulous fungi for the rest of the game.




On the north side across the river with the sun starting to go down, I climb a few ledges and find some carrots. Unremarkable in every way but it's a new food so I felt like pointing it out. Also logs.



It's too heavy for me to carry but it seems possible for me to push it and make it roll.

Stand next to the log and push Y button to make it roll.

Logs act like ledges, Keith can climb up ledges that are up to two "blocks" tall, while Skye can only climb up to one block tall. The presence of these logs makes it abundantly clear we'll need to make a path for Skye through here eventually.



It is now super late, but back at the far right corner of the beach, we discover the tide has pulled out and we can safely run around the wall to the other side.



Immediately I start scaling the other side of the wall separating the normal beach and this slightly hidden area. The tide incidentally, lowers at Idontknowwheno'clock and rises back at 9pm, it is presently 8:05pm in this screenshot so I am really pressed for time. If the tide rises while I'm still on this side, I'm stuck until it lowers again in which time I will surely starve to death.



Climbing up a few more ledges reveals bamboo jackpot. There's around six pieces of bamboo here, a great haul since the material is otherwise fairly scarce. We'll soon put it to good use but for now I grab as much as I can carry and get the gently caress out of there before I perform the impressive feat of stranding myself on an even smaller island than the one I am presently already stranded on.

The time of exit was 8:50pm, so I got out with precious few seconds to spare since in game time passes at a rate of roughly five minutes every five seconds. At this point, the day is pretty much over so I head back to the cave.


Music: Cave


I've done enough searching for today.
Oh...ok...

Oops. Guess that wasn't the answer she was looking for.

Music: Progress


What's that, is that a bamboo stick? I thought of something, is it ok if I use that?

No it's not ok you vulture, I need this for manly things lik-

Yes, go ahead.

gently caress you keith



Skye then proceeds to vigorously massage the floor before walking back to us.

Look! I made a basket. If you find more bamboo, I can make more baskets. If you want more baskets, you can ask me anytime.

Basket has been added to Job Request.

One of Skye's other abilities is that there are certain items only she can craft given the appropriate material. Takes time for her to make them though, so give her the word in advance if you like having your stuff on time.



More bamboo sticks you put here, I can make more baskets. I'll put the baskets I'm done making here, so take them whenever you need them.

Push A button in front of basket and bamboo stock area to check

You know, this never bothered me until I started having to transcribe the dialogue for this LP but holy poo poo is the translation awkward as hell.

Can you think of any good use for it?
Hmm...Oh! Maybe I can make traps to capture animals with this!
Traps to capture animals?
Yeah, I'll set up traps so that I can capture small animals that are too quick for me to catch.
I see, I wonder what kind of animals you can capture?

Trap has been added to tool-making.

Traps are not useful at the moment since we've seen nothing to capture and I don't like doing it anyway, much like everything else in this game it requires more patience than I have to spare. It also bugs me greatly how this is forced on you after you get your first bamboo, this cutscene is the reason I picked up more than one of them, I have plans for those bamboo sticks and I will not allow some basket-weaver to get in the way of those plans.

After having this brief moment of small progress, I go to sleep and end the day.


Music: Today's Results


Both still starving to death! At this rate, the simple fact that objects respawn on a three day cycle is going to eventually kill us if we don't locate a more stable source of food.

Pepper Seed is one of the random spices I found digging up the ground, they don't actually occupy regular inventory space but are nontheless counted as items in the results screen.


Music: Cave #2


What's wrong?
We can't get enough food by just going around picking food off the ground...

Thanks for noticing the thing I've been pointing out since the start of the update.

There's an ocean and river right here. If we could catch some fish somehow...
I know, I should make some kind of weapon.
A weapon?
Yeah, like a spear. If I had a stick, I should be able to make one.

Now you're talking my language. I don't have a stick, but I do have something green and stick-esque! Let's get cracking.




Pick stone, press X, you now have sharp stone. Stones have little use outside of being sharpened so the extra step is just pointless busywork.



Taking our newly sharpened rock and some bamboo we craft ourselves a high quality spear for eventual animal murdering, now we're finally going to start getting somewhere with the food situation.



You can also just sharpen a piece of bamboo on its own to make a lower quality spear, so I do this to the rest of my bamboo stock. Bit less sturdy than the ones with stones but I don't have many stones to go around and I don't ever want to stop stabbing things.



Spear in hand and belly empty, it's time to stab some aquatic wildlife for fun and survival!



See fish, poke fish with stylus, stab fish with spear. Intuitive and simple, precisely what touchscreen controls should be. Sadly, rudimentary experimenting with savestates reveals that where the spear actually ends up is only loosely related to where you poked on the screen. It feels natural, but it's provably imprecise.



We also get a jarring and creepy photo-realistic image of whatever animal life we just snuffed out to sustain ourselves. Try not to let their cold, dead eyes unnerve you while you hunt.

The kinds of fish you can get are determined by place, time and the odd random weather condition.




From that river, I only found two kinds of fish, but I stabbed a bunch of them and am now totally ready to finally eat well for once.



Crucian Strange Salad

So-so




Sweet. We're getting somewhere.



Black Bass Strange Salad

So-So




Holy poo poo! For the first time in four days since the game's start, we are actually well-fed and in a good position!

Fish are great and fulfill lots of hunger and are relatively easy to get, I rely on them pretty much exclusively to sustain me for most of the game. Black Bass in particular are incredibly filling and easily found in the river just outside the cave, we're finally getting over the initial game hump here people!


Music: Beach


Now that Keith and Skye are well-fed, I shove an Energy Mushroom down both of their throats and head back across the river to start scaling the northern walls.



Moving a log one space consumes 1% Stamina like any other action, so without the infinite energy property of the mushroom, I'd be exhausting myself fast.

Pushing this log to the wall makes me able to drag Skye up it, so we can make progress in our exploration.




The energy mushroom lasts for a fair bit of time but not long enough for the entire trek. Probably should've packed a couple more because I'm going to end up cutting it pretty fine.



Further north Keith and Skye choose an inappropriately precarious location to re-enact The Creation Of Adam.



I think I'll have a better view of the island.
Maybe I could come around from that way?

I have no idea what way he means by this, so I'm just going to continue moving along the entirely linear path up the waterfall.



Up a few more ledges, I ditch Skye and have a rummage around on the top of the cliff by myself.



Restores incredibly small amount of hunger. Generally not worth bothering with other than to consume an entire field of them on the spot to restore a decent chunk of Hunger.



Further on, I find a stick. Also, Skye's tired. Totally should've packed more energy mushrooms.

A stiff wooden stick. I can make a weapon with this!

Spear has been added to Tool Making.

But I already have a spear? It's added to the menu when Keith and Skye have their little chat about it, I have no idea why this only triggers after collecting a stick since it's not like I broke the sequence by finding bamboo first.

Maybe I can make stronger weapons by being creative.
I made a spear! I should try equipping it.

Go to backpack and select tools to equip them.

Apparently creating a spear out of bamboo has totally caused the game's script to poo poo the bed since it spat all this out at me at once. I don't see why, bamboo can be found just lying around in the very first area.



At this point I remember pushing L or R cycles the function of the top screen, the most useful of which being this map. Our cave is just slightly out of shot to the right, so we're basically on the cliff just above our home right now.




I need to do something about this boulder...

So I walk in front of the boulder and immediately start another cutscene.

Music: Progress


Yes.
Now push!
Yes! It's moving!



Pathway created.

We did it! Now we can go through here.



Yes, I'm just a little tired.
Maybe we should go back to our cave and rest before going further.
Yeah, that's a good idea.

Music: Cave


The game takes a shocking amount of mercy on you at this point and instantly warps the pair of you back to the cave.

Thanks, I couldn't have done that without you.

He really couldn't have. If you go up there on your own there's another separate cutscene where Keith realises he needs Skye's help to move the boulder. I did not want to make that journey twice for some minor flavour text, so I cheated and broke the sequence a little for my own convenience.

No problem.

Story progress made, I hit the hay to recuperate the Stamina the trip drained.



Looking good for once. Join us next time to explore what lies beyond the waterfall.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

SSNeoman posted:

How do you gently caress up potatoes? They're potatoes. They're edible regardless how badly you burn/boil them.

She's not really loving them up. To elaborate a little on how the cooking system works, if a food can be eaten raw like potatoes, a "So-So" is just the food's basic value if eaten raw divved up between the two. The basic value of the potato in this game just happens to be jack poo poo. Food that can't be eaten raw function in pretty much the same way only you can't see the basic value in advance and its moot anyway since cooking shares the food by default.

Eventually Skye will get better at cooking which will make all food magically more filling. Emphasis on eventually.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Funky Valentine posted:

You're using an emulator, right? How does blowing to make fire work on that?

The emulator has a function that allows you to just input white noise into the game on a hotkey. You can actually rig the emulator to use a microphone and everything but it's a lot of effort to go to when the only thing needed is just "make lots of noise".

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Glazius posted:

Are fish on a timer, or can you just get as much as you want?

No limit, time does pass but you can catch absurd amounts in a really brief span of time anyway if your accuracy isn't spotty.

Fish really are the only reliable and consistent high-quality food source in the game, there are better foods but they're hard to obtain.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.
Last time on Misplaced In Azure, we pushed a rock over. Woo. Maybe this time we'll actually get to see what was behind the rock!

Music: Beach


Wake up, drag Skye to drink. Spear some fish. The morning routine begins to set in.



Black Bass continue to be the absolute best source of food available in the entire game because I got this off only four of them. There are other fish but apparently the best ones live right outside your doorstep, go figure!



Not wanting to hold the LP up by actually doing some proper preparation for this, I immediately head all the way up the waterfall back to where we pushed the rock over last time.

Music: Cave #2






Seems like this is the highest place. Just ocean and more ocean...
Hmm... I hear a dripping sound from behind the waterfall.





I hear wind back there. Maybe it leads somewhere?

There is no sound in the cave other than a faint wooshing. It's kind of ominous, quite like it.



I include this purely to highlight an obvious instance of the game's slightly buggered translation, just know that if you see dodgy English in my transcript I'm probably transcribing it verbatim.

The water's clear, it should be OK to drink.

Oh yeah, that and you can drink from it to again restore Thirst to 100%. Handy.

Then we head up the ledge to the left of the pool.




The cave exits outside here.

Music: Jungle



It's like a jungle. I don't think I'll find anyone out here but I have to keep moving forward until I find something.

Welcome to the jungle. We've got fun and games.



It's got everything I want. Honey, we got the vines.

It's a strong tree vine. If I use this as a string, I can make a fishing rod!

Fishing Rod has been added to Tool Making

I need bait to catch fish. I should search the ground for worms or something.

Worms can be found by A button searching (not touch screen searching) any place you would logically find them. Basically anywhere but stone and beach. Plentiful and nothing to worry about running out of.



Further on, we discover the evolved form of the humble stick.

It's a heavy and sturdy log. With this, I should be able to make more furniture.

Keith gives a lovely interface spoiler here because I haven't actually built any furniture yet, but you can build furniture. Just haven't unlocked the ability to do so yet.



Hmm, this place is full of different fruits.



Because it's a new food in a much deeper part of the island you'd figure Bread Fruit might be a decent eat. Nope, only restores 5% of hunger. This continues to exist in stark contrast to a single black bass fish restoring 51%.



Is this the only pathway?

Anyone who has played Metal Gear Solid 3 probably has alarm bells going off in their head at this point but in spite of common sense, the swamp is totally safe to walk through.



It seems pretty deep. It's so hard to walk in.

All this build-up and the net effect is just that you can't run in the water. There's only a short pond of the stuff and you just walk in a straight line through it. Ultimately it just bogs down the pace further for no reason.



On the other end of the swamp, we discover another new food. This one restoring 8%, or as much as a potato. I mean, I guess the game is consistent about random crap off the ground not being terribly nutritious but it hardly feels much like progress.

Taro incidentally, are loving poisonous when eaten raw in real life but have no ill effects in this game, this game is hard and now doesn't even have the saving grace of being realistic in that difficulty.


Heading to the north end of the jungle, we scale a few cliffs and run up out of the jungle.

Music: Jungle Beach




I'm finally out of the jungle.

Continuing on down reveals a little beach area but is otherwise a dead end.



Check this out!



It's a lake! It looks so far across...

I intuit from this that Keith can see another shore from here, the player is not granted this privilege, we just get vast expanses of repeating sea texture.

This shape...
Was it originally a volcanic vent?

Music: Discovery
I don't think I can swim across this.
I came so far and now it's a dead end.
What should I do? Is there any place I haven't checked?

In service to absolutely nothing besides frustrating me, I've unknowingly triggered this before seeing an event the game wants me to have seen beforehand, so Keith stubbornly refuses to have anything to do with the lake for the time being.



This is the only other thing of note in the Jungle. Papaya and pineapples. Both also about equally as crap as everything else that can be picked up off the floor. They're off in a fairly obtuse location that you have to loop back around the entire jungle to reach, it's not even slightly worth the effort.

Having now fully explored the jungle, my stamina is rock bottom so I make haste and climb all the way back down the waterfall to the cave.


Music: Progress



What's that? Is that a tree vine? I thought of something, is it ok if I use that?

Unlike with bamboo, Skye forcibly nabbing your first vine isn't horribly annoying because vine isn't much use on its own but what Skye can craft it into is used constantly.

Yes, go ahead.



I still think this looks ridiculous.

Look! I made a rope out of it, if you find more tree vines I can make more rope. If you want more rope you can ask me anytime.

Rope has been added to Job Request

Put more vines here and I can make more ropes.
I put the ropes I finished making here too, so take them whenever you need them.

I put the commentary I finished writing here too, so learn how tense works when writing.

Can you think of any good use for it?
Hm, maybe I can build larger scaled things with this.
Larger scaled things?
Yes, like a bed for an example.
Oh, we should be able to get better rest at night if we had beds.



Okay then, I will start building that kind of furniture here.

The game then immediately and jarringly snaps into another cutscene because it cannot handle all the progress I am making at once.

Music: Cave #2



I have to go fetch some twigs.
It seems like a hassle to gather twigs everyday.



If you stock up on twigs and put them here, I will keep the fire going.
That would be very helpful!

This is incredibly useful because it saves carrying a bunch of twigs around all the time but I find it truly emblematic of this game's pacing that it took five days to unlock the innovation of piling all your wood in a corner.

Now, let's check out the Build menu!




This is presently the only thing I have access to build. All furniture in this game builds in tiers, beds having three tiers. Not even going to question why the Tier 1 Bed takes 3 stones and nothing else.

A combination of lacking anything better to do and Keith's stamina being absolutely zero means I call it a day here and go to sleep.






Oh you're awake, I couldn't sleep either.

Music: Melancholy
I've been thinking a lot since coming here.
?
Before, I felt that I could handle anything by myself. I thought I was very independent.
But that was just when society was there to protect me. It's nothing like that out here...
When I got here, I was totally lost.



Don't worry, I'll keep you safe.
Yes...

I really didn't want to pick the painfully cliche and slightly patronising option but I need all the relationship points I can get.

When I think about it, I think this is the first time I've ever had a conversation like this with anyone.
Really?
Yes, I don't really get to talk to people the same age as myself much.
You don't have to speak so politely to me.
Hm?
You can talk normal.

This really doesn't convey well in the translation at all because Skye has never rubbed me as being excessively formal. She's rubbed me as awkward to be sure, but she's not talked any weirder than Keith.

Talk...normal?
Yup.
Okay, I will. Um... Got it. Gotcha?
Hahaha, something like that.

The two share a laugh as the screen fades to black.

Music: Today's Results


Keith's energy restores a pretty good amount by sleeping but I don't think that will cut it for another trip back up the waterfall.

For once, I'll take a short break from making plot progress at every opportunity and work on some home comforts.


Music: Good Morning


Music: Cave
How are you doing?
I've heard that the moon and the tides affect fishing, I wonder if it's true.

Repeatedly asking Skye how she's doing has actually started bearing fruit. This increased my relationship value a little, but nothing else of note.

Music: Beach



The beaches randomly see interesting and useful junk wash up on its shores for us to take advatange of. In this case, a simple bottle.

It's an empty bottle. I can use this to carry water! I'll fill it up whenever I drink water from now on.

Super handy but not for me presently, expeditions to the jungle and beyond are taken care of by the pool in the waterfall cave. This is actually best left with Skye where she can quench her Thirst with it if she can remember she has the drat thing because she'll just sometimes not drink it while slowly dying of dehydration.



Excellent, I am no longer one stone shy of a bed crafting recipe. Let's get cracking.


Music: Crafting





The crafting mini-game is pretty easy, commands to draw different shapes or occasionally blow into the mic fly past you and you do them. It's pretty easy with a stylus, with a mouse not so much but I scrape by.



I made a couple of mistakes but the game doesn't mind. There is no indicator of how many mistakes are too many, you just get a binary pass or fail at the end of the mini-game, I've never failed it once though so it's not particularly harsh.



We can immediately see our miraculous transformation of three stones into two square frames which to be totally honest look much more uncomfortable than before. Maybe the next upgrade will make sense, I can dream.



More logical but I don't have the resources. This is the big thing about Log and Rope, absolutely every piece of furniture needs it to be made, as a result there is no such thing as too much rope and since rope doesn't occupy conventional inventory space anyway, I'm gonna be ordering Skye to make me a lot of rope over the coming days.



Fishing rods are generally not worth the vine they take to make but it's at least worth trying out.

Yeah! I made a fishing rod. Now I can fish. I wonder what kinds of fish I could catch.



Fishing, despite what you'd expect, is controlled entirely with the d-pad and buttons. No touchscreen controls to speak of here. The mini-game is also a lot easier to do than the spear fishing one.



In short, you wait for the hook to dip below the water, immediately press A and then hold the down button on the D-pad to pull it towards you while occasionally pushing left and right to keep the offending hook-grabber in the centre.



When the fish is close enough to you, push A again to yank it out. One step above Animal Crossing but a few steps below Sega Bass Fishing.

Music: Today's Results


I did absolutely nothing else today other than repeatedly resting to fix Keith's stamina for the next trip up the waterfall. Going further and further out into the island is going to start requiring more of this tedious preptime to do it safely which I'll largely be skimming over so don't be alarmed if days suddenly dissappear into the void of "not shown in LP".

Music: Cave


This place looks good for storing things. I'll use this place as a shelf from now on.

The area in the back of the cave can hold 5 items. It's always been able to do this I just forgot it was there until now.

Heading back up to the waterfall cave...




I can get out from this side too!

Music: Savannah


Where am I? I must be getting deeper into the island. I hope I find something helpful here.

The savannah is home to plenty of carrots, potatoes and raspberries. In other words, exactly the same not that great stuff we've seen before.

There is one thing that makes visiting the Savannah worthwhile though...






It's an animal! This area must be home to some wildlife. If I can catch one it'd be a great source of food.

Now we're talking big leagues, let's kill something other than fish. Charge!



Unsurprisingly, sprinting directly at animals barehanded isn't an effective hunting strategy

I can't get close. I don't think I can catch them unless I attack them from a distance.
Oh, maybe if I make a bow!

Bow has been added to Tool Making

Bows are the only tool effective for hunting larger game because you can't just run up to them and engage them in manly combat with a spear which was honestly the most dissapointing thing about this game for me when I first played it.



Looks like I can go down from here. Oh, it's connected to the beach.
I can jump down but I don't think I can get back up afterwards.

I did not know this little one-way shortcut from the Savannah to the east side beach existed until I started doing this LP, it's ridiculously handy and saves on so much travel time that I'm just kicking myself for not knowing about it before.

Wish the game could just not be painfully awkward and have the thing be a two-way shortcut but it just wouldn't be Lost In Blue without lots of downtime.


Music: Discovery


Keith then proceeds to run halfway across the entire loving area because apparently this cutscene has a massive trigger radius.





This must have been built by people. Are there people here?





Pant pant...there's....no one....
This building. It looks very old. There might have been people, but it must have been a long time ago.

Fair play to the guy in the thread who guessed this, you were dead on. Ancient ruins! It is however, just set dressing and there's nothing you can really do with it.



Fancying ourselves an archaeologist, we set about excavating priceless ancient artifacts with nothing but our bare hands.



Hmm? Something is drawn here. I wonder if this drawing is related to this building.

That is genuinely all there is to the savannah for now until I develop the tools to murder the native wildlife which I'm definitely going to get around to eventually.

For now though, we've explored the island as much as we can right now so I head back to the jungle beach for Keith to have his little epiphany.




Is there any place I haven't checked? No, I don't think so. I've searched every other place.
This was the only area left. Then there's only one thing to think about...
How to cross this lake! I should go back once and take my time to think.

No, you should hurry up and stop kneecapping your pacing for no reason.



Thankfully, taking one step forward was apparently all the time Keith needed to think.

Rope and log...
With these I could make a raft. I'll be able to cross the lake!

Actually, Skye's lifeboat is still sitting on the eastern beach, why don't you just use that?



Ok I'm going to build the raft here!



The raft is a six-part construction project requiring large amounts of logs and ropes to complete, it is because of this that this is the point where story progress grinds to a halt.

I've already stated that objects in the game world respawn on a three day basis and one of these full respawns will cover a little over one stage of building the raft. Logs and vines (to make rope) can only be found in the Jungle with the exception of Logs randomly washing up on the beach. Consequently, building the Raft takes a couple of in-game weeks to build at minimum.



Also in the jungle beach, this clay pot! This has always been there I just neglected to notice it the first time I came down here.

The description notes it as "the bottom of a broken vase". How Keith is able to know this from merely looking at it is a mystery, boy truly does have the knack for archaeology!

That's everything in either the jungle and savannah looked at so I head back to the cave to start settling in for the long grind to construct the raft.


Music: Progress


Is that a clay pot? Hmm...maybe I can use that.
Yes, go ahead.

Music: Cave
Yeah, I can use this as a pot for cooking!
Now I'll have so much more freedom in cooking, so look forward to future meals!

Music: Progress


Oh! I bet I could use it to cook with! Can I have it?
Sure, go ahead.

Priceless remnants of a past civilisation reduced to mere cooking utensils which Skye doesn't even need given her previously demonstrated powers to manifest frying pans when she needs them.

How are you doing?



I think we could have more things if we had a shelf.

Choice 1: Ok! Let's make a shelf here!
Choice 2: It's ok the way it is

Choice 1 is "Yes, I would like to unlock this upgrade path", Choice 2 is "No, I hate progress and myself". Why this is even a choice they let you make is beyond me.

Ok! Let's make a shelf here!
Really? I can't wait!

I decide to just immediately build the shelf because it only takes one log and rope each.



Thank you, now we can store more things!

Now we can store 10 items rather than the usual 5. Slowly watching the cave fill with more furniture is one of the aspects of this game that I find strangely compelling and pleasing.



Join me next update where I'll be killing time waiting for resources to respawn by killing the local wildlife.

SuccinctAndPunchy fucked around with this message at 02:32 on Jul 22, 2014

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.
No new update right now but instead I'm going to express frustration with the last screenshot of the next update.



the last update ended at the start of Day 8 fer chrissake

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Deathwind posted:

By the way Skye will not drink from a water bottle, check the beach where you started.

Sure she does, you leave a water bottle on the shelf and often enough by the time I get back from a particularly long excursion said bottle is empty. I don't know what other conclusion to draw from that.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Glazius posted:

drat, a couple of weeks? And the raft materials are competing with the bed too, aren't they?

Let's perform math to this to work out the absolute minimum discarding random logs washing up on the beach.

The limiting factor here is the logs, vine and thus rope spawns in bunches of eight or nine or something in the jungle so that sorts itself out for everything within six days at most so that's no big deal.

Logs however, spawn in fours in the jungle. The raft takes 12 logs to build, so in theory you could finish the raft in nine days in game time. However, if you're anything like me you take this portion of the game to knock out all of the furniture while you're doing it. The bed takes four logs for the full three tiers and the shelf takes three logs for the full three tiers.

Total of 19 logs needed to build everything, which is a nice awkward number that isn't divisible by four. This takes 5 respawn cycles to achieve for a total of 15 days.

Again, this is assuming no logs wash up on the beach which won't happen because while it's kinda random it's not that random. Realistically you're looking at slightly under two weeks game time but there's still no getting around all the waiting you have to do to advance the plot at this point.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.
Welcome back to Castaway Simulator 2014, last time we discovered that to progress we need to build a raft. This could take some time.

Music: Cave


How are you doing?
If you go to the beach after a stormy night you can find many things washed up on the sand.

Skye also occasionally dispenses hints when asked how she's doing, this is good knowledge but we've presently not seen any weather take place.



Getting back on board with the quest to kill things other than fish, I construct the most basic arrow possible.

This nets you ten arrows in a single inventory slot, not just one.


Yes! Now I have both Bow and Arrow! Now I can hunt those animals!

Oh yeah, apparently I made a Bow at some point during the last update and forgot to mention it or screenshot it. Sorry about that! Building a bow takes Stick/Bamboo and a vine for the record.

Music: Beach


Lady luck smiles upon my desire to build the raft at a reasonable pace by spawning not just one, but three logs on the beaches!



Heading back up the waterfall, I notice something I haven't before on all previous playthroughs of this game. Beginning by pushing this log all the way to the other end of the cliff.



Allowing me to make this jump to a slightly lower and kind of hard to see part of the opposite ledge.



Nothing actually on the ledge but more potatoes, but on the far right side of the ledge there's logs that I can push down and as you can see from the map, this makes a convenient shortcut from your cave to the top of the waterfall!

Not sure whether to be annoyed with myself for not noticing this on my many playthroughs of this or be impressed that I'm still finding new stuff.


Music: Savannah


Bow in hand, I head back to the savannah and start trying to find something to kill.



Instead I find this curious setup in the corner of the map.

Ah, there's something on the other side.



But I don't think I can make the jump from this side...

Knowing how this game works, this looks to be a one-way shortcut back from a location we haven't actually visited yet.

Anyway, back to finding stuff to kill.




After about ten minutes of aimlessly wandering around the savannah, I finally find a goat I can test my new bow on.

Music: Hunting


Distance from the animal in this mini-game is determined by how close you were when you pushed Y. Best results are achieved by running straight at the animal and then pushing Y as its running away animation starts but before it actually exits the screen. It's a pretty goofy system.



I draw my bow and take aim....

and then proceed to miss the next several dozen shots or so because where your arrow actually ends up is totally random. The basic arrow might as well not even exist in this game because where you aim doesn't matter and hitting your target is virtually impossible, the arrow will ping off in whatever direction it pleases.

Almost a full real-life hour and some fifty plus quicksave reloads later...




Direct lucky hit achieved by aiming at the floor and having the arrow ping upwards!



what



Keith has absolutely no wisdom to impart about why a clear hit failed to do jack poo poo. As it turns out, large animals like goats can't be killed with a single direct hit. They'll just shrug it off and run away and since aiming also basically isn't a thing, hunting is insanely frustrating, nearly impossible and not even slightly worth the loving effort.

Of everything in this game, the completely terrible dogshit hunting is the biggest letdown.




On the way out and fully ready to chuck the bow in the bin at this point, I run into a frailer looking beast. Maybe this one will reward me for reloading quicksaves dozens of times to get the terrible random aiming to co-operate?



goddamnit I hate this game so much right now



A ray of hope! Something much smaller like this bunny rabbit should surely be killable with the one arrow, right?



Where the hell did it go?



Can you see it now? Because that rabbit is on the screen, but only three small brown pixels of it are visible at any one time.

If you thought hunting looked bad enough already, try randomly aiming at a target you can't even see.




This took a totally insane number of reloads to land a blind shot with a bow that fires arrows in random directions. I did it all in the name of refusing to call it quits from hunting without spilling the blood of at least one innocent animal.

These few screenshots really do not accurately convey the several actual hours it took me to land three hits and for this feat of patience I receive?




Fur and some fairly good but still not better than Black Bass meat.

Hunting is seriously not worth the effort. You can use traps to make the process more consistent but it's still just really not worth your time or sanity.




I also built the first part of the raft while I was up the waterfall. Only five more to go! That was all I could do for the day, so I head back to the cave and hit the bed.

Music: Today's Results


Attentive readers may note that I skipped Day 8 because absolutely nothing happened during it.

Music: Good Morning


It's raining today. Please be careful, the ground may be muddy.

I said this game had a weather system close to the start of the LP and its taken this long for it to actually take effect.

What this actually affects during the day itself are minute things like what fish you can get and I think stamina might deplete faster during rainy days? Otherwise, not a whole lot happens.


Music: Progress


Not wanting to spend a day putting stress on Keith's stamina, I opt instead to build the Tier 2 beds and shelf.

Oh, you expanded the shelf! Now we can store even more things!

5 more things, to be precise. For a total of 15 things! I find it really funny how jazzed Skye is about the shelf but she could not give less of a poo poo about the beds.



Speaking of the beds, the Tier 3 bed requires two logs and two fur to build, meaning I need to kill another bunny if I want to build it. I'm going to do so for the sake of completeness but if you do play this game for yourself, don't bother. Tier 2 beds are really all you need.

Now remember what Skye said about stuff washing up after a stormy night?

ONE DAY LATER




It's empty inside. But I think I can use it to store water! I should bring this home.

Music: Cave #2


Look, I found this by the beach.
A drum can?
Yup, I'm thinking of storing water in it.
Oh, that would be nice to have.

The drum can can hold 30 litres of water and you can transfer water to and from the can using any bottles you've found so far. Skye will again kinda drink from this if you leave for extended periods of time, I don't know if she needs a bottle herself to do this or if she'll just glug it straight from the can, it's not something I tested much.

Music: Friends


The next day I managed to complete the Tier 3 shelf. Also, note the music change to a more upbeat sounding song. This means our relationship with Skye has been progressing smoothly and the two are officially comfortable around each other at last.

This changes minor lines of dialogue to reflect a more casual tone, but the most useful effect it has is vastly improving Skye's cooking. We'll see eventually what she can do given her new equipment and comfort with Keith.




I also shot this chicken to death while looking for a bunny to make the bed.



It rewarded me with some meat and a feather. Feathers can be used to construct better arrows that will actually go where you aim them but this does present the idiotic Catch-22 of being unable to get the feathers to make reasonable arrows without first suffering through the completely random aim of non-feathered arrows.

I don't even know if feathered arrows are that much better, I couldn't be loving bothered to find out.




Finding this second bunny took another full hour of my life due to extraordinarily poor luck. Venting my frustrations on its skull, I return home to finish off the beds.



And there you have it! Tier 3 beds, meaning our cave has all the furniture that it could possibly have at this point leaving nothing left to spend rope and log on but the raft.



It might not taste too good.

Despite high friendship values, Skye still seems to have fairly low self-confidence about her cooking.



Scary Black Bass Soup

So-so




The hunger value might not have increased any, not that it needed to anyway, but Skye's repertoire of recipes has certainly improved. This is what high friendship values and the extra equipment will do for your meals, occasionally just tack on cool extra bonuses like the 25% Thirst shown here.

AND THEN NOTHING HAPPENED FOR A WEEK

DAY 17









oh come on

DAY 20



Music: Progress


The raft is complete! I should be able to cross the lake now.
Ok, let's go!



Keith then immediately sets sail with zero consideration for whether or not I actually want to. I'm ready for the trip but I can imagine setting sail unprompted probably caught a lot of players off guard.



Keith muses as he travels.

I hope this lasts till I get to the other side. If it breaks apart in the middle of the lake I'll be in big trouble.



Despite tempting fate nine ways to Sunday, we make it to the other side unharmed.

I hope I find something over here.



Over to the right we find the same symbol that's on our cooking equipment.

This symbol. I think I saw it somewhere before.



To the left up a cliff, we find...



I should go in and check.

Music: Cave


This one looks good to rest in too.

A home away from home! That also lacks any of the furniture I just spent a long time building. It doesn't even come with the 5 item storage in the back by default. Boo, hiss.



Heading up the cliff on the right side of the new beach this time we find...



It looks similar to the structure I found in the grassland.

Oh, so we're calling it the grassland now? I've been calling it the savannah the whole time but apparently it does have a name.



Is it a switch?

Two Keith-sized switches. Hmmm...



I think I heard a clicking sound.



It's no good. When I step away, the switch raises back up.
They need to be pressed at the same time.

Yes, we need to bring Skye here at some point. I have my reasons for not working ahead on this one and bringing Skye with me in the first place.



We enter the lone passage deeper into the island.

Music: Caverns



Observe the top screen and cry, foolish explorer.

This place is desolate.



What a deep crack. I can't even see the bottom.
And what is that smell?

I start jumping across ledges and running to the right, it's not long before I run headlong into the problem of the area.



What a terrible smell! It's making me feel sick. I can't get any closer.
I need to find another path.

Poisonous gas! These block your way and will also poison your rear end if you hang around them for too long, they basically force you to take the most arduous long-winded route possible through this maze, which entails going around the outside and slowly working your way inwards to exit out the top-right. It's not hard but it sure takes a while to muddle through.





Is this the same building I saw in the grassland? Looks like I can go in here.

Music: Ruins Entrance



I can't believe how big this place is! I wonder how long ago it was built.





I think I saw a similar image by the lake. I wonder if they're related.

I hope you didn't think that was the last we'd ever see of the ruins back in the savannah because there is plenty more where that came from.



Block. Hole. No idea what to do here.



I think I can move this stone by pushing it. It also looks strong enough for me to stand on top of it.

Do you think I'm stupid, game? Getting this far required pushing logs and stuff already, why are you reintroducing me to a mechanic I must be familiar with to have gotten this far?



Ugh, whatever. Solve the basic block-pushing puzzle. Fine.



The wall opened up! How did that happen?
There's really nothing I can do other than move forward. I don't think there's anyone living here but it doesn't make sense to turn back.
And maybe I'll find out more about this island if I go on.

Music: Ruins Entrance



And smells kinda stale. I'm sure this place was built by people but it must've been abandoned for years.





Now we're given free reign to move about and note the presence of blocks and a top-down camera angle. Yes, the ancient ruins is a series of block puzzles. However...



What's this? I think I heard a clicking sound but nothing is happening.

The puzzle is presently not functional. Years of abandonment will do that to your carefully constructed video game level.

That, for the time being, is as far as we can go with the ancient ruins and this entire side of the island in general. Time to make the long trek home...

On the way back home, I find this right next to the raft.






It's warm. It's hot water! It's a hot spring!

Music: Cave #2


That feels so good. I feel my tiredness going away...

Taking a breather in the hot spring restores about 30% of your Stamina on the spot, which is a drat nice bone to be thrown since getting over here puts a big strain on it.

Now, we actually head home.


Music: Cave #2


What's wrong?
I found these old switches by the lake. But it seems like I have to step on two of them at the same time.
And I can't do that alone.
I see, if you take me there, I'll help you.
Really?
Of course!

Keith expresses genuine surprise at Skye's desire to do more than sit in the cave all day. What a stand-up guy.



I really wish the game had a more organic way of dealing with this rather than stacking very similar cutscenes on top of each other like this.

What's wrong?
I found a switch in the ruins I've been exploring. But nothing seems to happen when I step on it and I don't know what to do.
I see. You've found some man-made artifacts before, maybe the people who used to live here left a clue somewhere.
Yeah, maybe I'll find something if I search those areas a bit more.

These two similar mechanisms couldn't possibly be related somehow, could they?

Music: Today's Results


Next time on Lost In Blue: Block puzzles!

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Wa11y posted:

Hunting is seriously awesome. Use the small basket traps to catch rabbits and the like, and use the snare trap to catch larger animals, then drop them with two arrows. Lots of meat, bones and fur to be had!

The meat is still significantly worse than black bass found right outside your cave, bones are only useful for making slightly pointier sticks and Fur is used exclusively for Tier 3 beds, it has no other function.

I don't like hunting. It loving sucks.

e; ordinarily I'd be like "can we not we haven't seen what happens if you kill a large animal" but I'm never going to do it in the LP so fire away

SuccinctAndPunchy fucked around with this message at 18:24 on Jul 25, 2014

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Lord_Ventnor posted:

Do you have to build furniture for the Lake Cave too?

The game does not actually let you build furniture in the Lake Cave.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

hectorgrey posted:

Keith can't cook, apparently.

Yep, completely and totally incapable of cooking. Keith either eats his food raw, has Skye cook it or he doesn't eat at all.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Dareon posted:

Maybe I'm conflating with Lost in Blue 2, but I could almost swear you could use the same corner Skye uses to make your own horrible Strange Salads.

You're conflating with Lost In Blue 2. The games are similar but Lost In Blue 2 is better in many many ways that only become apparent when put side-by-side. Keith genuinely cannot cook at all in the first game.

Shinjobi posted:

How is Lost in Blue 3, then? I wouldn't mind picking up a game like this with a bit more quality of life improvements.

I haven't actually played Lost In Blue 3 myself but I'm given to understand 3 is actually a fair bit worse than 2. Reason for this being there are four player characters (this isn't a spoiler it's said on the back of the box) and you have to manage all of them. I remember the common complaint being that you can't take multiple members to drink at once, so once you get everyone you need to take the other 3 characters to drink individually.

I'd recommend Lost In Blue 2 myself. It's better in a lot of ways but be forewarned it's still pretty slow and kinda hard. It also pulls identical raft bullshit so be prepared for that.

The only other game in the series is the one for the Wii, which I've also not played and have zero knowledge of but it totally exists.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Gaius Marius posted:

Lost in Blue is actually the sequel to the survival kids games on game boy color.

nobody reads the OP

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.
So, this LP will be experiencing temporary but fairly lengthy delays due to my desktop suddenly exploding and my Lost In Blue files not being among the things I had the presence of mind to back up.

Basically, I gotta play through the whole game again up to point where I was. Could take a while, LP's not dead but it might be some time before a new update unless I just no-life the game for a couple of days.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Deathwind posted:

I might be able to help, what emulator are you using?

Whatever the newest version of DeSmuME is.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Deathwind posted:

This game must be cursed or something, my hard drive just died.

:laffo:

I totally feel your pain but drat. I'll get right on no-lifing this poo poo then.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Fangz posted:

Are all the games in this series Traditional Gender Roles: The Game?

It was pretty much just the first game that pulled this poo poo, it was a really common complaint and it got addressed in the sequel where the two main characters have individual strong points but are otherwise equivalent. Lost in Blue 3 IIRC went right the gently caress back on it though and once again had cooking be the strong point of its female cast while as far as I know neither gender is particularly good at cooking in Lost In Blue 2.

E; Also, update on the progress in getting back to where I was. Raft is 3/6 phases built, still missing Tier 3 beds because hunting drains my will to play. Haven't yet gotten around to reacquiring the soundtrack or my SSLP'ing tools. Still a fair bit of work left.

SuccinctAndPunchy fucked around with this message at 15:26 on Aug 13, 2014

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.
Geop-endorsed bump to let you guys all know that I've finally caught back up to where I was in the game minus Tier 3 beds because you couldn't pay me to put up with the loving hunting again. Should have a new update up within a semi-reasonable amount of time once I remember how to do LP things on my laptop.

It's not dead, boys!

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Deceitful Penguin posted:

Yee haw?

Or what's the island approved show of happiness?


This ridiculous looking one leg hop thing is how Keith expresses his joy.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Kinfolk910 posted:

Does the game seriously not let you make axes to chop down trees? Cause that is generally a thing most survival games let you do.
That said you are going to offsite backup your saves now right?

Can't cut down trees, no. This ain't Minecraft. And offsite backups of my saves no longer has a point because if my laptop gives up and dies (which it shouldn't because it's brand new) I won't have any computer to speak of to do the LP with anyway.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.
Last time on Missing in Cerulean, we discovered some ancient block pushing puzzles. Unfortunately, they've fallen into a state of disuse due to having nobody played this game for some considerable length of time. Let's fix that.

Music: Good Morning


Immediately on waking up I grab Skye and leg it to the jungle.



Let's find another path.
...Thank you.

Skye, in service to nothing but wasting my time, will not walk through the swamp. This just means I need to take the long way around the jungle but it's kind of a pain.



Going back across the lake, I kinda expected the two to have something to say to each other during the cruise but they both just stand there in awkward silence for half a minute.





Yes.
Oh, I see.
(She's trying to say something...)

Choice 1: Why don't you go in, I'll go away for a little while?
Choice 2: I'm going to go in, can you go away?
Choice 3:: Let's go in together.

I don't actually know what all of these options do because this is the first playthrough where it occurred to me to try and make them get in together. Apparently my way of thinking is too prudish for this game because I just assumed it wouldn't work previously.

Let's go in together.

I decided to be bold.

Um...ok...
(She's blushing.)



Yeah, it sure does.
Ahhh, I feel refreshed now.
Yes, me too.

Nice, a positive result for our relationship score as well as a decent Energy boost, which we won't really need but it's there.

Anyway, back to business.


Music: Progress


The water started to run.
You're right. I wonder where this connects to.
Are you ok? Let's go back for today.
Ok.

Music: Cave


Just like that, we're instantly teleported back to the cave which is why I didn't do this at first opportunity. Wanted to show off the rest of the area first.

Thanks, that was really helpful.
No problem, it was nice to see more of the island!

Some amount of boring prepratory stuff later and I head off back over the lake to the ancient ruins once more.

Music: Ruins Entrance


It sounds like water...



Oh, so that's where the conduit by the lake connects to.



You can also drink from the artificial river this has created, which is a lovely act of mercy else Thirst would be a pretty huge issue while we're in here because the following section takes a very long time.

Music: Ruins


I'd like to get on with the actual point of the ruins but Keith is once again distracted by running water despite the fact we have just established that water now runs in here.



I like to envision Keith taking on a Jar Jar-esque accent for this line rather than it simply being more shoddy proofreading.

Looks like it'a some kind of aqueduct. The water is rushing pretty strongly in there. I think I'll be carried by the current if I jump in.

This little hole is in all of the rooms of the ruins and will spit you back out at the entrance if you jump in which is a mechanic that clearly gears the ruins to being done a small bit at a time frequently backing out to rest up.

I've decided to make it much harder on myself by doing the entire thing in one shot.




We need to arrange these crates such that we can jump from one platform to the other, even if right now they're not on the same level. This puzzle is a simple one that exists solely to force you to learn that Keith can jump upto a maximum of two squares of space in one go and no more.



Easy enough solution, let's get moving.



I hear water...
Ah!




What do I do? What do I do?



I'm sure you've grasped the significance of all this by now.

Oh, it stopped. Whew, that scared me a bit. I guess stepping on this switch makes the water come up which makes the boxes float.

There he goes, gleefully assuming the player isn't very bright again.




Hmmm, there's a switch on this side too...

This switch is for...backtracking the long way? I honestly don't know why this is here when the game provides a fast track back to the entrance already.



Keith's enthusiasm mirrors my own.



A new kind of block presents itself to us. I won't belittle your intelligence by telling you what its deal is but Keith will in due time.



The stone cubes don't float.

Thank you, Keith. We just need to move the crate one up from where it currently is, but this takes a bit of shuffling with all the stone cubes. Another easy tutorial puzzle.

As you may have surmised already, all this block shuffling takes a massive toll on Keith's Energy as well as just taking lots of time in general to actually do because block pushing in this game is excruciatingly slow. At any rate, this means doing the whole thing in one shot like I'm doing is both inadvisable and takes a lot of prep work, mainly involving stockpiling lots of energy mushrooms and food for Keith while also filling up on food, water and firewood for Skye. This takes a very very long time.




Puzzle the third is a wee bit more complicated but not by a whole lot.



Next!



This is an almost identical puzzle with added fiddlyness in the form of a whole bunch of stone blocks to shift around.





The fifth puzzle ups the ante somewhat by looking difficult without actually being so in the slightest. There's far more crates than is actually needed to complete the puzzle.



Just create a line of blocks with two squares of space from the start platform to the end platform, the two crates kinda just floating in the middle there are the odd ones out.

Music: Ruins #2


The sixth puzzle brings about a slight change in music as well as being the first one I'd actually call somewhat difficult. I mean, what you actually need to do is pretty obvious but actually doing it is a long, laborious process.

About halfway through solving this puzzle midnight actually struck and the game rolled over to the next day, this does actually bring up the Today's Results screen regardless of where you are which totally interrupted my puzzle-solving train of thought but also highlights just how loving long this all takes.




Nevertheless, the solution. Google a walkthrough yourself if you want to see how I actually achieved this because I'm so not detailing the 30-odd steps needed to solve these.



Yep, there's still more of these and they're starting to scale in how elaborate they are quite rapidly. I think this one's easier than the sixth though but it still takes about as long.





Please let this be the last one. This one introduces the blue stone blocks which neither float nor can they be moved, this is the only kind of block Keith trusts you to be smart enough to work out on your own because he won't comment on these ones.

This one also looks way more complicated than it is because the left half of the puzzle has already been solved for you, you only need to shuffle things around the right hand side to solve this one.






I have to say this is starting to outstay its welcome and in a frustrating inversion of the previous puzzle, looks simple but is actually quite hard if you're like me and you resent block pushing puzzles because you're no good at them.



The puzzle sensing my hatred for it refuses to co-operate with me when it comes to getting a good screenshot of the solution, this is the best I could manage sadly.



This...definitely seems like a downgrade in complexity from the past puzzles.



I heard something moving above.

There are two such block and hole "puzzles" in this room, so I do the one on the right side now.



It's connected to the outside! I can exit the ruins now!

Well, this is a weirdly anticlimactic end to the ruins and its puzzles. Still don't really know why or who built all this stuff and nor will we ever because apparently it's not a question worth exploring.

Instead of stepping outside for some fresh air, I'm going to go back and hit the door on the left first though.




It connects to this room containing nothing but a rather long spiral ramp upwards, eventually at the top we enter another door.

Music: Ruins Entrance


I'm back in the first room now. That passage connects the beginning of the ruins to the end.

Unlike almost every other shortcut in this game, this one shows the sort of mercy I will debase myself in glee for by being actually two-way although I think this is a matter of necessity rather than actually thinking of the player because Skye wouldn't be able to traverse the block puzzles in the event I drag her down here.

Right then, let's head outside!


Music: Discovery


I'm saved!

Woah, an actual twist! Keith moves to start running towards the guy but nimbly jumps back behind the foilage when he sees another person approach.



Yes sir!
What the heck are you doing here?
Sir! Since this is the only path to the hideout, I though [sic] it most effective to guard this area!
You fool! Don't ever think what's best, just follow the manual!
Yes sir!
What is the proper patrol protocol, soldier?
Keep your mouth shut and rotate clockwise, sir!
What do you do when you find an intruder?
Catch them and turn them into shark bait!

Oh. Okay then, new plan. Don't try and talk to the group of assholes.

Good! You'd better not screw up because I'd never hear the end of it. The boss hasn't been in a good mood recently. If you do something like let an intruder pass by, you'll be the one ending up as shark bait.



Who were those guys? I finally find other people, but they seem pretty suspicious.

"Pretty suspicious"? Keith they loudly announced their intention to kill whoever trespasses, surely that's a bit more than "pretty suspicious"?

What should I do? No matter what, I can't get spotted by those guys.



Control has been returned to us at this point and the game provides us with these icons on the edge of the screen that indicate positions of the bandits.

Now they look and sound pretty bad but I'm sure that they'll help a lost teenage boy out, right? Let's give them a chance and talk to them.




Contact achieved, let's see where this goes.



This guy very rudely ignores our attempts at communication by walking into the wall constantly. I think I see now why Skye isn't allowed to do anything on her own if this is the standard for AI I'm working with here.



I am seriously running into this guy's face in an attempt to dislodge him from the wall. I am trying to trigger a goddamn failstate here and the game won't even let me have that!

Music: Chase


Finally, we have been noticed! Also it triggers a pretty cool piece of music that you will never have time to listen to in the game proper, it sounds almost Crash Bandicoot-esque.



Don't get much time to enjoy the music though because the dick immediately makes us eat dirt before the screen fades out.

Music: Game Over


We're thrown into some kind of cell followed by the game fading out and it instantly kicking us back to the title screen. So yeah, getting caught is functional instant death but evading capture isn't too hard, I mean you saw how hard I had to force it to happen.



Anyway, getting onto actual stuff to do in this area, heading north I push a log near a ledge I could easily scale myself so apparently I'm gonna need to bring Skye here at some point.



Actually up the ledge though, is nothing more than a few mushrooms and a water source. By this point I've noticed the water sources are spread evenly enough that it kind of obviates the need for water bottles, the only thing I've really used those for is ferrying water back from the river to the jerrycan for Skye. Not really complaining but I do find it curious since food becomes almost non-existant once you cross the lake.



In the south-western bit of the map, there's another water source. This one strangely having no Skye-friendly path to reach it.



Just east of said water source is a log we can push up to another ledge, you can't push this log towards the water source because I tried to do that and just hit some kind of invisible wall.



Once on the ledge, we can run all the way around most of the area onto this long log which leads us to...



Remember this? This was the one-way shortcut back to the savannah we hadn't been able to use before. I really wish all of the one way shortcuts were like the waterfall where they're designed such that you can just push some logs to form a two-way path that didn't exist before. As it stands if I jump off, I will have to walk back through the entire sodding island to get back to this point. The ruins being largely skippable helps but it's still just lots of uneventful walking.



Heading back to the northern part of the area (the bit where the actual bandits are) I skillfully evade sight by holding down the run button and head down this little ramp.




A boat!

With no regard for personal property, I clamber onto to the top of the boat.



I need a key to start the boat.

Now we're getting into the end game, potential escape route #1: Steal a boat. No idea about the key right now though, so onwards further to the north.

Music: Hideout



I have to find a way to escape this island.
Hmm...



They're talking.

...every single day, the squad leader yells at me, the foreman puts me down and all we eat are potatoes! I can't stand this anymore!
Hey, watch what you say. You know the squad leader loves making his potatoes. You'd be in deep trouble if he overhears you complaining.
By the way, shouldn't you be at your post?
No one's going to sneak in. This island's uninhabited!
Yeah but, the squad leader will scold us...

Squad Leader? Foreman? Those must be the bosses around here.



Since those guards are presently lingering around the left door to the hideout, we ignore them and enter through the completely unguarded right door instead.



Phew, I made it inside. I wonder what these guys do, seeing them hiding out here makes me think they must be doing something shady.
I should find out more about their operation.



We appear to be in some kind of storage room right now and stuck to the wall is an inventory.

There's a note on the wall.
Equipment Rental List: Sailing for dummys, Squad Leader. Massage Device, Boss.

Thanks for that, game.

Key for the Boat, Squad Leader. Playing Cards, Guard B.

gently caress yeah, gonna steal me some playing cards!

Key to the Warehouse, Foreman.



If I stand on this, I think I can get up on the rafters.

Music: Hideout #2


I can see them from up here, if I walk on these beams, I can watch them.

Let's get our eavesdrop on, but don't be too hasty, running on the beams will get ourselves busted immediately, walk don't run.



I wonder if he's the leader?



Huh? What?!
We've carried the number 3 container to the ship like we were told, but now the Foreman's saying it was number 4, not 3 and he says it's our fault.



The Squad Leader expresses his shock by performing some jumping jacks on the spot for some reason. Body proportions like that take constant maintaining, I guess.

What?! That numbskull! I'll go over his head if he wastes my time again!



Keith's confusion mirrors my own. I've never heard that phrase used to mean what I think it is supposed to mean in that particular context. Putting this one down to shoddy translation again, K? K. EDIT: Nope just turns out I'm not very bright with idioms.

Sounds like the Squad Leader's not the boss around here.




I said it was number 4 from the beginning.
You're lying! You didn't say that!
Could you not yell at me every time we talk? You're always yelling, which is probably why you're losing your hearing making you incapable of hearing the right number.
How dare youuuuu!!!



Boss!
What the heck are you two bickering about? Stop wasting time and take care of the merchandise!
Yes sir!



I like how these two kinda run into each other and screw up the pathfinding on the way out, I doubt that was intentional because it looks janky but it adds something to the scene.

Incompetent fools. They're such a pain...



Keith continues to be sharp as a tack. Control thus returned to us there's nothing else we can do here at this point, so I make the long trek back home.



On the way back home, Keith just passes out on the floor from exhaustion because this is apparently a thing that can happen. It is not as you might reasonably assume tied to your Energy stat because between absurd numbers of energy mushrooms and the hot spring my Energy meter is fine at this point, just seems to be a result of not having officially "slept" in the cave since Keith has been away from home for a full day and a half at this point.

Poor guy needs rest but he passed out like two minutes from where he can get it, such is the cruel hand of fate. Or not, because this lasts for about five seconds then he's right back on his feet. One last thing before going home though...




It's the lifeboat she washed ashore in...
Hmm, the waves look smaller now. Ah! The direction of the wind changed.
I wonder if we can use it to escape the island.



Let's just ride the boat out to sea with no preparation whatsoever this cannot end poorly at all! No, we're not doing that, at least not yet. But it is another escape option revealed to us!

Music: Discovery


What's wrong?
Today, I finally found other people.
What!? Really?
Yes...but. They seemed really dangerous.
Dangerous?
Yeah, like they're hiding out on this island doing something bad. I don't think they're the kind of people who will help us...
I see...
But if there's people here, that means there are ways to reach the outside.
Yeah, you may be right.
In that case, maybe if I sneak into their hideout, I might be able to find a way to escape!

It's cute when the game hasn't properly caught up to what I've actually done.

Eh, b-but, what if they find you?

Choice 1: They don't know I'm here, and it's our only hope.
Choice 2: I'm really good at running away.
Choice 3: Then I'll just join them.

I really hope Skye can appreciate an attempt at levity.

I'm really good at running away.
Ahaha, is that so? Just be careful, ok?
I will, don't worry.

Success! Also the game once again awkwardly immediately transitions into another cutscene because I don't like the pace the game assumes it will be running at.

Music: Friends
Guess what? They have a boat! I think we can escape from here!
A boat?
Yeah, we just have to find some way to steal it!
I see. I see! We can...escape from here!
Yes.

words fail me with how funny it is that Keith just does not give a gently caress about how excited Skye is about this.

But don't do anything to put yourself in danger, even if it's to get us out of here, ok? You don't have to rush things...
Ok, I got it.

A second awkward immediate cutscene transition happens.

I just checked the lifeboat you washed ashore in and noticed that the waves are really calm. I think we might be able to use the lifeboat to escape now!

For the record, I don't know what arbitrary flag I tripped for the lifeboat to suddenly be a viable escape mechanism, but it seems to be roughly around the time you find the other escape methods anwyay.



I'm sorry, I'm just a little shocked. It's just that...now that we can escape...I'm so happy, I started to cry.
Don't worry, it's going to be ok...
Yes...I know.
Now all that's left is to wait for the right moment. Let's be ready to leave anytime.
Got it.

And that finally puts a lid on the cutscene barrage! So, we have thus far discovered two escape options and a third has been kinda obliquely hinted at. The fourth and final escape method is random as gently caress but I'll include it now anyway.

I'm going to cover all the endings eventually so need for a vote or anything but right now are options to escape are:

1.) Steal the boat.
2.) Use Skye's old lifeboat
3.) Sneak onto a container being shipped out and escape that way. Vaguely referenced in the conversation between the Foreman and Squad Leader.
4.) Using the boss's radio to call a rescue boat. How you're supposed to know this one exists is beyond me because the conditions to trigger it are loving arcane.

But on that note, that's all there is to do for this day.




Next time on Lost In Blue: Escape!

SuccinctAndPunchy fucked around with this message at 22:22 on Sep 16, 2014

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

tomanton posted:

And if you didn't solve all that poo poo would the game just go on forever?

Yeah, gotta solve the block puzzles to reach the Hideout. Gotta reach the hideout to achieve any of the endings.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

SystemLogoff posted:

Looking forward to you suffering though the radio ending. :D

It's not all that difficult to do, really. Just figuring out that it exists is the hard part.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Dragonatrix posted:

Going over someone's head isn't that uncommon a phrase, is it? It just means talking to the next person up in the chain of command.

Oh.

Yes, yes it does according to google. Makes perfect sense I've just not heard that one before. You are forgiven this time, Lost In Blue translators.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Word on the Wind posted:

I find Survival Kids to be a much more entertaining and less frustrating game.

I've been meaning to go back and give Survival Kids a more determined try, what little I played of it made it seem like a more streamlined Lost In Blue and that's a good thing in some respects definitely given how padded LiB can feel at times.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Deathwind posted:

Even though the original Survival Kids only had two ways to get off the island it managed to get a full 8 different endings from it, true only a couple of them are good endings...

Yeah, if you include bad endings then the total number of endings is closer to like seven. Granted most of the bad endings are minor variations on existing endings and formally just kick you back to the main menu as though you game over'd rather than being considered actual endings. It's about the same IMO since Survival Kids has a couple of endings that are kinda duds.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.
LP Update thing: I've managed to record three of the four endings and am gonna start writing the actual update soon, however I am almost 100% certain I have somehow hosed myself out of the fourth ending by means I'm unaware of, I know how it's supposed to be done but I seem to be unable to trigger the cutscene that allows me to do it. I genuinely spent a full day of in-game time trial-and-error'ing what time the event triggers but it just doesn't want to anymore.

if anyone's actually played this game enough to know what I'm doing wrong I'd love the help otherwise the LP's sitting with three endings instead of four because I so can't be arsed to replay the entire game to possibly fix it. EDIT: I'm a dumb who didn't specify that it's the ending where you escape in a box from the warehouse that I can't seem to get to work.

SuccinctAndPunchy fucked around with this message at 20:23 on Oct 18, 2014

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Deathwind posted:

Do you have the warehouse key?

Yup. The thing I seem to be missing is the cutscene that talks about which boxes get shipped when because lacking this cutscene seems to always result in box 4 being missing from the warehouse no matter when I checked, rendering me unable to complete the ending.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Deathwind posted:

Can you post your last save so I can check what's wrong?

Sure.

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Deathwind posted:

It appears you are past the point where that event can happen.

this seems utterly bizarre to me seeing how none of the other endings appear to be time locked like that

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Deathwind posted:

it's not so much timelocked as you jumped past it in the game's script

Awesome, I made so much progress at once I actually broke the scripting.

being that I also have no idea what I did to break the scripting, i'm not exactly prepared to go back through the entire game for two cutscenes here, I'm sure you all will cut me some slack on this one.

it brings rather sharply into focus how not that well documented this game is though

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.
Yeah, I was aware of being able to domesticate goats and chicken and stuff but after hunting pissed me off as much as it did I just didn't want to do it. It's probably not going to end up being shown, the rest of the LP's already been recorded and going back to record minor flavour dialogue just isn't appealing. Didn't know the blue stone thing at all though, new one on me although it's too late to get that in the LP either.

The 365-day ending thing revitalises an old discussion point of the time, because Survival Kids definitely had a similar ending for 100-days but the 365 day ending was a thing brought up a lot and I'm almost certain it was proven to be a fake rumour. I have never had the patience to do it myself so I do not know for 100% certain but I find the lack of video footage of the ending, lack of it being mentioned in guides and the only information I can find on it is all in relation to it being fake pretty damning.

Lost in Blue 3 absolutely had a 365-day ending though, but I'm basically certain LiB1 doesn't and LiB2 might gently caress if I can remember. Maybe you're confusing the games?

SuccinctAndPunchy fucked around with this message at 01:41 on Nov 7, 2014

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.
Last time on Bear Grylls: Anime Vs Wild we stumbled onto a bunch of ways to escape the island. This time we're going to actually put those into practice and finally finish the game!

Music: Good Morning


Skye will ask you this every time you leave the cave after you've relayed to her one of the methods you can escape the island. This is an absolutely final decision, if you are not ready to escape the island do not say yes.

We currently aren't ready.


No, not yet.
Um, ok.

I head out all the way back to the bandit hideout.

Music: Hideout



I'm going to work hard and I'm never gonna leave my post!



If you change it's because they punish us now by not feeding us, and your stomach can't take it!. [sic]
Shut up!
Uh-oh. Maybe this is not the best time to sneak in...



I do not give a single gently caress.

The cutscene positions this guard such that his backside is a total blind spot and you can just squeeze through his back and the door and get in that way.




Once we're actually in the supply room, new things have appeared in reaction to us relaying information to Skye.

Hmm...this is a flare gun! I could use this to signal a ship, if only there was one...

We actually have everything we need to beat the game at this point, this appears in reaction to telling Skye about using her lifeboat to escape and this is the only item you need to escape the island via it.

We're not going to ruin the fun just yet.




Hmm...this looks like the uniform these guys wear! If I put it on maybe I can pretend I'm one of them and sneak around.

If you were like me the first time I played and were outwardly groaning at the prospect of the entire last segment of the game being a forced stealth section, then groan no more because you only have to do it once and then you're given an item to trivialise it.



Lookin' sharp, Keith. Now, ordinarily more objects are supposed to appear in the supply room in accordance with all the ways to escape we've told Skye about but again because I'm making progress at a rate faster than the game can handle, the room is completely empty aside from these two items. So I try and exit and re-enter.







Keith fails to think fast and instead stands there like a lemon.

Hey! You!
Oh no!
I've never seen you before. You, you must be...
!!!
A new guy!

I mean, the guard has no reason to assume otherwise seeing that as far as he knows the island is uninhabited. I give points for NPCs assuming the most rational explanation even if its not the right one.

Eh? Uh-um, yes...
Then as your superior allow me to teach you something. When you pass someone, you go like this



Well placed text-box completely blocks your view of what he's actually doing.

Press Y button in front of an enemy to salute.



Try again!

This will happen the first time you salute regardless of how fast you actually do it.

Good! You were lucky you ran into me. If I was one of the higher ups you'd be in big trouble! Always remember to salute, got it?
Yes sir!

From this point onwards we can walk around the bandit hideout basically unimpeded as long as we remember our brains and hit Y when prompted to by the game. You don't have to do it particularly fast or anything, so whatever tension there was from sneaking about the place is totally gone but at the same time mandatory stealth sections can get lost in blue for all I care.



Out back, we find the Foreman tending to his potatoes. This is reasonably fortunate timing on my part because he does this every day at noon and you're not meant to know this until a later cutscene but I kinda stumbled rear end first into it.

You there! You got food?



After saluting someone, you can talk to them to feed them food. If you recall from the list we found in the supply room, the Foreman over here has the Boat Key we need. So I feed him a sleepy mushroom and he scarfs it down without thinking twice.

I'm still hungry, bring more!



People who get drugged apparently just throw the contents of their pockets on the ground when they pass out.

Yes! Now I can get that boat and get out of here!
Wait you fool!
!!!
That steak is mine! zzzzzzzzzz
...



This is supposed to appear in the Supply Room after telling Skye about the boat, but once again I accomplished too much in a single day and broke the scripting a wee bit so only on re-entering did it appear.



Keith is content to meerly peer over the fuel rather than pick it up, a few minutes of confusion followed while I tried to figure out how to get Keith to pick the loving thing up.



nope that ain't it



really now keith

It's fuel for the boat. With this, I can use the boat without worrying about running out of gas.

Music: Hideout #2


We recommence snooping around the bandit hideout.



Yes I understand, I will contact you again afterwards
That must be a radio transmitter. He's contacting the outside world with it!

This is your lead-in to know the radio ending I talked about at the end of the last update exists.



Now that we've got the uniform, we can just go straight into the living quarters rather than putzing about on the beams spying on people. My target is the Boss's room so I can go rifling through his stuff.



You have no business here. Get out of here, ya little worm, I'm busy!
Y-Yes sir.
It's no good, I can't go in there even with this uniform on.

This is a stellar act of miscommunication on the game's part, you can totally go in that room. But only after you've removed the uniform for some reason, if you're wearing it the Boss immediately notices you and just kicks you out.



If you're not wearing the uniform, you can just run straight in but it's dicey because you only have to enter his actually not incredibly short line-of-sight to instantly game over. I ran straight into his bedroom and waited for him to go to sleep which he does at 7PM and ran behind him as he entered the room.



That boss guy was using this to communicate with someone, I wonder if I can use it to call for help.

Not a good idea currently, no idea how to operate the thing.



The relevant object in the room is this Sea Chart, even though it looks absolutely nothing like anything and I only found the object could even be picked up by rubbing my face against it.

Alright! I got a Sea Chart! Hmm, let's see... there's a couple of islands here. I wonder which one I'm on?

At this point I decide to put the uniform back on seeing as I'm done sneaking around and this makes the game behave...strangely.



The boss apparently having seen my compliance with dress code regulations in his unconscious state, immediately bolts upright in shock at how snazzy I look in the uniform.

Who is it?



Keith makes for the door...



But he kinda just runs straight past the boss, who has mysteriously teleported into the center of the room but pays no mind to us running by.



Only now does the Boss scrutinize his surroundings, by which point we've already ran out of the room around the corner.

I can't go in unless he's not there...

He was loving sleeping! So yeah, apparently wearing the uniform for any reason inside of the room immediately alerts the boss to your being there contrary to all sense and reason. Only by taking the uniform off in the middle of a dangerous hideout of bandits where the uniform is the only thing keeping you from sight-induced instant death can you move freely around without the guy instantly kicking you out. But putting the uniform back on once inside will also immediately kick you out and bug the ensuing cutscene.

This makes no loving sense. This is such an unbelievable void of sense and I cannot fathom why this section was programmed the way it is.




It's dark by the time we head outside.

A searchlight. If I go in the light I'll be spotted.

This would be a problem if I didn't already have the uniform, but prior to acquiring it you don't want to gently caress with the hideout after dark.



One last bout of sneaking around on the rafters before we call it a day for now.



who sleeps like this

Never...call...060.76....

As you may have surmised already, this is the frequency we need for the radio. It is also randomly generated from playthrough to playthrough, so no looking up a walkthrough and skipping a step for you.

Having done all we can at the hideout for now, we head back home.


Music: Progress





Skye expresses her shock at our new get-up by running into the back-wall repeatedly.



skye please what is wrong with you

Oh, oh you scared me....

Choice 1: Hahahahaha, your face, it was funny.
Choice 2: I forgot I had the disguise on.
Choice 3: Sorry, I didn't think it would scare you so much.

Sorry, I didn't think it would scare you so much.
Well it did!
(She looks a little mad)


Game does that thing again where it transitions into a new cutscene in a very jarring fashion once more.
Music: Friends



We may be able to use it to call for help!
We can..call for help?
Yeah, it was a pretty big accident, there must be search parties looking for survivors. We just need to figure out the frequency to contact them.
I see, I see! We can escape from here!
Yes.
But, don't do anything to put yourself in danger, even if it's to get us out of here, ok? You don't have to rush things.
Ok, I got it.

*insert another awkward loving cutscene transition here*

Look! I got the key to their boat! Now we can escape!
...
Oh! W-what's wrong?
I'm sorry, I'm just a little shocked. It's just that, now that we can escape I'm so happy, I started to cry.
Don't worry, it's going to be ok.
Yes, I know.
Now all that's left is to wait for the right moment. Let's be ready to leave anytime.
Got it.

Now that we're done with all that, the game will actually allow us to sleep through to the next morning. With the Sea Chart, Fuel and Boat Key in hand, it's finally time to escape the island.



Firstly, I have to unequip the uniform because Skye will not hold hands with a man in uniform.



Yes, let's escape together.
We won't be coming back here, do we have everything we need?

This is your absolute final chance to back out if you are not 100% certain you can escape.

Yes, I'm ready.
Ok.

Music: Melancholy



Yeah, we talked about so many things...
We'll probably never come back here again.
I know.
But this isn't the end of anything. The time I spent here isn't what's important to me. It's the time I spent with you.
Thank you.





There's no reason to go back in.

You'll get this response everytime you try to re-enter the cave, your decision is very final. I do keep bringing that up, I know but it's another example of the game being made to work in ways that don't make sense to me. I do not see why I couldn't just drag Skye the boat and have escape occur, but I just can't do that unless I officially declare victory beforehand. I just don't get why it has to be that way, that's the kind of stuff I expect from incredibly fiddly board games.

Nothing special happens from here to the boat, so cutting right to the escape...




With this Boat Key, I can use this boat to escape!











We finally got off the island!
If we keep heading east, we should reach the neighboring island.





I pretty sure it's this way but I don't see anything...



I never saw that kind on our island.
Maybe the other island is close! Let's follow that bird!









The game fades to white...





The experience I had on the island was something that totally changed my view on life.





Music: Reflection





When I close my eyes,
I see that sky.




When I listen closely,
I hear that ocean.








Music: Credits


The credits are a series of images with Skye's book on her experience available to flick through on the bottom screen. The contents of the book changes depending on how close you were to Skye, if you weren't good to her the book will barely mention you, but this is the book you get for the best ending possible.

This must be a bad dream.
I buried my face in my knees and wished to be awakened.
When I opened my eyes, you were standing in the light

"Let's work together"
As we hold hands,
I can feel your warmth
flow through as it melts
my chilled body.
The island that I gaze
at over your shoulder
suddenly seems so beautiful.

Is it about that time?
That time you get hungry?
When I ask,
"Do you want to eat"
You show me your bashful
yet happy look
on your face.
That's what I want to see.
Your expressions.
Your every movement.

You say,
"You can sleep first."
but I don't want to.
I feel that if I don't say
"good night".
I won't be able to say "good morning"...

That's why I'll stay awake
and wait for you to return.
But if I
oversleep because of this,
will you smile and forgive me?

Clear skies.
White Clouds.
The sea is beautiful today.
The sea gull's cry echoes.

I won't say this to you...
Sometimes I forget about
escaping and
feel it would be nice
if days like this could continue on and on.

The moon shines
the ocean in silver.
The blackness of night
shifts to blue.
I want to know all the
names of the grass, trees,
flowers enveloping the island.
They all remember me.
I want to call them
by their name as I
watch them beside you.

You say to me.
"Don't over do yourself."
But this is the first time
I felt so strongly
about helping someone.
That's why,
as long as you are here
I have nothing to fear.

I heard that watching flames
soothes the heart,
but this effect is probably
because you're sitting
at the other side of the fire.
"This is the first time
I've spoken of such things
with someone."
Actually,
this isn't the only "first".

Feeling at ease with
someone by my side...
Feeling that I truly need
someone by my side...
Feeling that I truly need
someone from the heart...
Forgetting about sleep
when talking with someone...
You were the "first".

I say "I'm not alone."
I then silenced myself.
Words are important,
but I wanted to be careful
of how I convey them.

The tree branches are being
pelted by the rain.
The wind rustles as it blows
across the ground.
I don't mind if the storm that
surrounds us rages on.
I don't mind if you can hear
the whispers of my heart.

The warm water
was just right.
It made my hair
soft to the touch.
Immersing myself felt
as if I was enveloped by
the fragrance of flowers.

Our wall was melted away.
The warmth made us
speak our true feelings.
The hot spring has
cleansed and gave us
something new to dream of.

The beautiful shell
found on the shore.
When held,
each one felt as if
they were all special.
I will give you this.
It's a present from
the island to both of us.

Your sad look said it all,
"This is all I could get."
As we sat quietly,
we smiled shyly together,

but before you knew it,
you slept, tired and weary.
As I gazed
at your sleeping face,
another part of me
found contentment.
Let's face tomorrow together.

Did you think
I wouldn't make it?
Did you feel
you were going to lose me?
My heart knew that
when I open my eyes
you would be beside me.

What I believe in,
is actually here.
I knew that
your warm hand would be
there for me to touch.

Good morning!
You were in my dream.
The rest? Well,
it's secret.

The morning dew makes
everything look
fresh and new.

I have your warmth
to start the day.
My voice resounds
throughout your day.

The sea leads our hands.
The wave pushes our back.
Together we draw
our future in white
across the sky.

Seek and we will find.
We can go anywhere.
I see the island
and I see you.
What we believed in,
we will receive together.


Those last two paragraphs are determined by your method of escape, but we'll be taking a look at the other two endings (that I was able to get) shortly.



And that's Lost In Blue! If you want my closing thoughts on the game, it's a game with a strong premise and decent initial hook but the pacing hits an absolute brickwall towards the middle and it never ever recovers and seems to spend the rest of the game attempting to deliberately be as tedious as possible.

I really wish it was better, I remember it being a hell of a lot better when I started doing this LP but having actually spent a lot of time with the game now as a result of LP'ing it, I don't really recommend it to anyone. Maybe I ought to replay Lost In Blue 2 one of these days...




For our efforts in clearing the main game, we unlock "Girl's Story" where we can play the entire game again from Skye's perspective. Now before you get all interested and excited, let me immediately piss on your fun by saying that I will not be covering Girl's Story at all and the reason for this is that it's incredibly boring.

You play as Skye, obviously. But remember that Skye is completely blind and can't go anywhere without help, consequently playing as Skye consists of you being able to only go out to the starting beach area to dig for coconuts, cook meals for you and Keith with the food he brings back in a fashion identical to the crafting mini-game and completing requests he asks of you by simply pushing A in front of a work station and letting the game tick while you make a cup of tea. Lacking any direct control over events, the best you can do in instruct Keith on what to gather for you and he will occasionally report back to you with progress with which you can provide your opinion on to kinda influence the ending and sometimes drag you with him if he needs you to push over a rock.

Besides being incredibly non-interactive since most of the game is being done by somebody off-screen (which I guess is at least a faithful recreation of Skye's experience) it also puts your success far too heavily in the hands of the maddeningly brain-dead AI. Much of Skye's gameplay is just waiting around for Keith hoping he doesn't gently caress it all up by dying in the wilderness and it's so very very boring. There's nothing new to show in the mode and nothing to be gained from showing it. The only noteworthy thing about Girl's Story is that clearing it unlocks "Challenge Mode" which is an unlimited day survival test where you control the Boss of the bandits (this is a model replacement and nothing more) and attempt to survive as long as you can on the island. "Challenge Mode" can't be saved in the two conventional save slots you're given so once you unlock and play the mode, it permanently occupies your QuickSave slot because apparently having the mode just have its own savefile was too much effort.
In short, gently caress Girl's Story. I ain't doing that poo poo.

Now, on with the other two endings!




I wonder if we can use it to escape the island.



Ready?
...Yes.















I should use the flare gun to signal them!

The ending sequence plays out exactly the same as last time but with a different ending from the book:

The flare that you fired
is proof of what we have
gone through together.

We made it
together.
I had the courage to use our
last supply because
you were beside me.


Now, we're going for the Radio Ending which is a bit more complicated and functions differently from the other endings, namely in that I think it's the only ending you do not have to call yourself into on leaving the cave due to how it works.

We start by heading back to the bandit hideout and triggering a cutscene.






The game provides us with an excellent view of the scene.

What's wrong?
I came into this business looking for a thrill. But we just do the same thing everyday. We're no different than some underpaid movers! I can't take it! Why did I choose to be assigned on Kauia Island!
Not this again...

Kauia is two transpositioned letters off from being Kauai, which is one of the main islands of Hawaii and the oldest at that. It is not what one would call a deserted island at any rate.

Continuing onwards towards the radio...




I catch the Foreman on the way to the bathroom, which he does everyday at precisely noon for a very brief period of time and this is the only time during which you can intercept the Foreman and give him drugged mushrooms. If you recall, he has the Warehouse Key for the Crate Ending.



Now, I did this anyway just to show the annoyingly narrow timeframe you have to do this, but I won't actually be showing the Crate Ending. Why? Because I apparently managed to screw myself out of it somehow.

You see, there's a cutscene you need to view beforehand that talks about the crates being shipped out from the Warehouse and what one to get in to escape. I'm reasonably certain it's not a time-sensitive cutscene but I could not get it to trigger no matter how hard I tried and if you don't trigger the cutscene, the correct box just doesn't spawn in the warehouse so you're not allowed to just skip the step and guess the right box. I have no idea what I did to break the scripting such that it locked me out of an ending but I'm not particularly eager to re-do the entire game just to show this one ending. I'm sure you all can find it in your hearts to forgive me.




Getting back to the matter of the radio...



I hope you wrote that frequency down, I don't know if you can even repeat the cutscene that gives it to you so if you forget you might just be hosed. I forgot but luckily all I had to do was check my footage for the proper frequency. :smuggo:



May Day! S.O.S...um, anyone out there?
beep...zzzt...(static)....
This is Ocean Disaster Search Party (static)...
I got connected!



As much as I want to go for the funny response, this is a series of choices where the wrong option kicks you out of the dialogue.

Please help!
Could it be that you're a survivor from the passenger boat accident a while ago?
Yes! Yes I am! I washed ashore on an island!
Hey, I've got a survivor here! He said he washed ashore on some island!
What? Let me speak to him! You, put together a list of islands within a 400 kilometer radius. This is the captain of the search party speaking, what is your name?
I'm Keith.
OK Keith, are you the only one there?
No, there's another survivor.
What is the other person's name?
Skye. Also, there seems to be a group of criminal-like men living on this island too. I've snuck into their hideout to use this radio...
Hmmm, I've heard rumors about an unmarked ship loitering around this area. Well, thanks for the information, we'll be prepared.
Captain, there are many islands in this area.
Hmmm, there's so many. Keith, are there identifiable landmarks on the island?

Pop quiz, nerd! Hope you were paying attention.

Choice 1: Um...there's lots of fish.
Choice 2: There's a lake that looks like a volcano crater.
Choice 3: There's some ancient ruins.

There's a lake that looks like a volcano crater.
These three are the only ones with a freshwater lake. Good, it must be one of the three.
Oh, wait! I have a Sea Chart of the area surrounding the island.
Well that would be helpful. What is the name of the island you're on?

Choice 1: Island of Kauia
Choice 2: Island of Nalai
Choice 3: Island of Kolomai

Nalai and Kolomai are once again alluding to real Hawaiian islands, called Lanai and Molokai respectively. At least the theming is consistent even if none of them are actually uninhabited islands.

Island of Kauia.
Good! I got it. Well then Keith, we'll head out there right away. But it looks like it'll take some time to figure out which island you are on. So please be safe and stay strong until we get there.
Ok!

Yes! The search party is coming to rescue us! I should tell her right away!

At this point, we are now 100% locked into the Radio ending and can no longer declare ourselves to be escaping to achieve a different ending. The search party will arrive to rescue you from the cave in 3 days from the point when you called them, so I promptly head home.

Music: Friends



Oh! W-What's wrong?
I'm sorry, I'm just a little shocked. It's just that, now that we can escape I'm so happy, I started to cry.
Don't worry, it's going to be ok.
Yes, I know.
Now all that's left is to wait for the right moment. Let's be ready to leave anytime.
Got it.

Then the game shifts into another cutscene.



*one fade to black later*

Music: Melancholy


Yeah.
Pretty soon, we won't be living here anymore.
I know.
Since coming here, I think I've changed a lot. I can see it in myself. Things I'd never noticed or never thought of before. Now I can see them within me.
I see.
It's because of you.
Huh?
Um..never mind...
Even if we get out of here. Even if we get back to our normal lives. Will you still be by my side?

Choice 1: Of course
Choice 2: Yes
Choice 3: I don't know

Of course.
Yes...
Oh, hehe, that makes me so happy! Thank you.

They share a laugh as the game fades out to the Today's Result screen.

The next morning...


Music: Cave #2


Morning.
Hey, I have something I want to give you.
Hm?
Here, I made something out of sea shells I found at the beach.

Got Charm Bracelet

Wow, thank you!
Hehe, I just made it for fun.

This is one of the other things you can do in Girl's Story. Dig up seashells to make friendship necklaces and stuff to raise your friendship with Keith to make him more likely to listen to you and thus less likely to kill himself.



In the most awkward cutscene transition yet, both characters immediately go from standing upright talking about gifts to both sleeping in their beds.





There is a faint sound of a helicopter present during this cutscene.



The game then fades to white with the usual ending, but another unique ending paragraph from the book:

After successful contact established by radio:
"As the island fades away
we fade away likely
into the pure white cloud


As a final epitaph to the book, you may have noticed one of the choices when telling Skye you're going to escape is "Yes, I'll go get help.". This is functionally identical to doing the ending with Skye but obviously you don't have to drag her with you and it slightly modifies the escape cutscene due to her not being there. It also carries its own unique paragraph in the book:

Your promise, my promise.
Each connected together
with a fine gold line.
Waiting is no ordeal.
All I need to do is
have faith.
See?
I'm keeping my promise.


And that's it for the LP! Thanks for sticking with me between computer failures and taking far longer to update than I really should. It's been fun seeing what people made of this game and replaying it now and still learning new things about it.

though really I'm still wishing I LP'ed Lost in Blue 2 instead

SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Dirk the Average posted:

Wait, did the game actually just ask you specifically for the name of the island (which you read off of a sea chart), and then immediately turn around and say that it would be difficult to figure out which island you're on?

Yup! Weird, ain't it? Although, you get the name from the cutscene earlier, you can't actually read the Sea Chart as such and I'm not sure how that cutscene plays out if you didn't pick it up.

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SuccinctAndPunchy
Mar 29, 2013

People are supposed to get hurt by things. It's fucked up to not. It's not good for you.

Glazius posted:

...drat. Girl's Story sounds kind of useless. Does the boy ever call you out to help with the two-person puzzles or anything?

Yes, but this plays in the form of a binary "Do you want to progress in the game?" dialogue choice and saying Yes results in the same thing that happened in the Boy's Story playing out in the form of a cutscene of him walking you there. Still nothing to actually do, just say yes and acquire progress.

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