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Red Rope:  Don’t Fall Behind+ Walkthrough 10 – House of War

Red Rope: Don’t Fall Behind+ Walkthrough 10 – House of War

What year is it?

Holy crap, am I still doing this?  Back in October, I said I would finish this series before the end of November.   It’s January.  The middle of January.  I just released the Red Rope review.

Ah geez.

Go read that review and set a timer for April.  If I don’t write something by then, I’m in mortal danger.  Mortal danger of becoming a lazy arse.

Ha, funny.

Posted by Solomon Rambling, 0 comments
Red Rope:  Don’t Fall Behind+ Walkthrough 9 – House of Pestilence

Red Rope: Don’t Fall Behind+ Walkthrough 9 – House of Pestilence

Running Down the Clock

Red Rope:  Don’t Fall Behind+ came out on the Switch on November 6th, 2020, almost one year ago.  I had hoped to finish the Red Rope walkthrough before that date, and theoretically, I still can if I release a video a week.  Ultimately, I had wanted to finish by its anniversary in order to launch a contest, challenging people to beat Player 2 and my score.  The video walkthrough would make it easier for people to do that and ideally make it so more people play the game.

I will like still hold the contest, but people may have to settle for an incomplete series.  I will plan to finish the walkthrough, and my new deadline will be the end of November.  At that time, I will welcome a new addition to my household, and it is very unlikely I will have any brain power to finish a series then.

As such, I have editing to do. I hope to release the Red Rope review by this time next week!  We will see if that happens, but that’s how it goes.

Posted by Solomon Rambling in Journal, Video, 0 comments
Red Rope:  Don’t Fall Behind+ Walkthrough 1 – House of Spring

Red Rope: Don’t Fall Behind+ Walkthrough 1 – House of Spring

Characters in the Halls of the Labyrinth

Here is a list of the characters you will find upon starting the game.  I have provided the names I have used or will use in the videos along with the names given by their developers. 

NPCs:

Band (Violinist, Bassist, Drummer):  They play music when you create a checkpoint.  It is nice music.  If you don’t like it, you can kill them. 
Beggar (Medicant): For two shadows, he will create a checkpoint for you.  Red Rope automatically saves the game every time you enter a new room.  A checkpoint, comparatively, can be reloaded whenever you want.  If you really botched a section, you can reload your last checkpoint.  Alternatively, if you lose all of your lives, you must start from the beginning of the game or restart at your last checkpoint.
Bronze Kid (Key):  In the houses, killing this kid gives you a key corresponding to its color.  At the beginning of the game, upon you spawning in the halls, it will show you the way to the nearest house you can access. 
Bum (Peripatetic):  This guy will give you hints about how to navigate the labyrinth, mainly by telling you what is the “most important thing” he has learned.  If you know how to walk (L) and shorten your rope (pirouette – X), you’re good.
Fast Traveler (Carriage):  This gentleman will take you to different sides of the labyrinth that you have previously visited.  If you visit him in the halls, you cannot fast-travel to the Jewel Fortress.
Janitor (Caretaker):  This rabbit tells you it is dangerous to go anywhere apart from staying where you are.  He’s full of crap.  Live life on the edge.  Go kill monsters and do drugs. 
Leaderboards:  This is not a person, but you should still respect it.  It tells you that three people have completed Red Rope at the time of this writing, with the best player being yours truly and Player 2.
Paperboy:  He presumably tells you how many people have recently cleared the labyrinth.  He once said two people.  Now he says only one has.   
Rabbit Guard (Rabbit Gatekeeper):  These guards will offer a few quotes, generally asking that you don’t kill anybody.  If you choose to kill an NPC or a guard, the doors to the room will be sealed, and the other guards will attack you.  You’ll have to kill each of them in order to leave.  Due to their long spears, they can be tricky to kill.  They will occasionally lunge at you, and you’re usually in the best position to kill them after this attack.
Rats (Mice):  You can kill these by stepping on them.  While this habit is disgusting, killing one will gain you a small length of rope.  It’s something but not worth the hassle unless you’re really desperate.
Rope Man (Juggler):  At the cost of two shadows, he will increase your rope’s length to half of the meter.  He will not extend it past that amount.  Generally, it is not recommended that you do this unless you are trying to go after a minotaur or are trying to complete a specific level.  Once you die, that extra rope is gone. 
Shadow People (Shadows):  You can kill these people in order to gain their shadows which can be engaged for goods.  They will also add to your rope length.  Be careful, however, because killing them in the halls will trigger the Rabbit Guards.  Each one you kill takes one point off of your final score.
Trader (Skeletons Trader):  You may trade in your shadows for extra lives here, for two shadows per life.  Generally, you can dump all of your shadows here.  You may want to keep four or six shadows with you in case you wish to create a checkpoint or extend your rope.  The lives you gain from him will go to your overall score, but because you are trading two shadows for one life, killing shadows is still detrimental to your overall score.

Enemies:

Minotaur:  These enemies are difficult to kill and are usually best to tackle once you have extended your rope by two sections.  Once you cross his line of sight, he will charge at you.  Go to either side of him when he does so, and then encircle him.  He grants ten extra lives, and there are two on each side of the labyrinth.  Of those, four of them can be killed by stage hazards in the room (spikes, bottomless pits).  Just lure him into hitting those by standing in front of them and dodging out of the way.  Killing them this way will not give you any rope.
Skeleton:  You will find these enemies everywhere, and killing them will give you an extra life and a length of rope.  Unlike the houses, there are no invisible skeletons in the halls.  Some skeletons will walk back-and-forth; the others will stay in place.  When dancing, they will jump at some point, which can cause your rope to pass under them.  Tricky devils, they be. 
Posted by Solomon Rambling in Journal, Video, 0 comments
A Mental Health Walkthrough: Fractured Minds

A Mental Health Walkthrough: Fractured Minds

A Message More Than a Game

Fractured Minds should not be reviewed as a traditional video game.  Emily Mitchell designed the game by herself over the course of nine months for a BAFTA contest, and she intended to send a message rather than create the next Celeste or Hellblade:  Senua’s Sacrifice.  However, my neuroticism will never forgive me if I do not review Fractured Minds and give it a score.  As such, for my sake, I have developed a quick review here for my records.  For a more relevant overview of the game, see the attached video.

What is it?

Fractured Minds offers six chapters, all focused on an element of mental illmess (specifically anxiety and depression).  You take control of an unseen character who must solve simple puzzles in order to progress to the next chapter.  These puzzles pose little challenge and exist largely to guide you in exploring each environment.  A Slenderman-like monsters follows you throughout the story while a narrator points you in the right direction while criticizing most of your actions. The game can be completed in under 25 minutes, allowing you to reflect on the entire experience in one sitting.

What’s good?

The visuals are clean (albeit simplistic), and the soundtrack caters well to the overall tone of Fractured Minds.  Most of the themes conveyed through the chapters (loneliness, stress, self-doubt) will resonate with almost everyone.  Ms. Mitchell’s message at the end of the game is also heart-warming and motivational, and I imagine many will find comfort or encouragement from her words. 

What could be improved?

The controls are imprecise, and the camera can be difficult to tame.  Although neither affect the gameplay significantly, they are distracting.  As a traditional game, Fractured Minds does not offer inventive puzzles or unique gameplay mechanics, so unless you buy into the mental health message, you will find little to entice you.  More chapters would have also been welcome in addition to a more developed ending, allowing Ms. Mitchell to explore mental illness more in-depth. 

What’s the verdict?

Above all else, Fractured Minds offers us a window into Ms. Mitchell’s experiences, one which allows us to relate to her or understand what mental illness can be.  For those looking for a game like Night in the Woods or Gone Home, you may want to look elsewhere. For those who are unfamiliar with mental illness or who have begun to struggle with symptoms of depression and anxiety, the game may be a worthwhile download to begin one’s exploration into psychology, mental illness, and recovery.

Posted by Solomon Rambling in Journal, Review, 0 comments
Solomon Plays GoNNER – Episode 4 (Salvation)

Solomon Plays GoNNER – Episode 4 (Salvation)

Short-Term Memory Loss

Sometimes I wake up suddenly, usually because the bathroom beckons for me.  In that miasma between consciousness and coma, I recognize I had some sort of dream, but that’s it.  If I focus hard enough and don’t fall asleep on the toilet, I can eventually piece together what I experienced.  If I can’t, I’m left with the general emotion caused by the dream.  Nightmares spawn unease mixed with morbid curiosity.  Scene-by-scene replays of my previous day elicit annoyance, boredom, or anxiety.  My fantastical adventures result in a confusing mixture of both glee and disappointment.  All those dreams of me peeing myself just aggravate my bladder more.

These little dream anecdotes serve two purposes for this journal.  For one, they bolster my word count.  For two, my memories of my previous videos are similarly hazy.  I recorded this “fourth” video on 6/6/19, and I’m writing this description nine days later.  I remember that I had tried 13 times to record this damned video, and I faintly recall that I had originally intended to write this journal about how my failed attempts resulted in beneficial practice time.  At this point, however, my mind doesn’t hold the right sentiment to make some thoughtful message about growing from failures.  All I have are some vague emotions:  frustration about the recording process and relief that I succeeded to completing a full run on video.

The logical thing to do here is to re-watch the video, but like a dream about losing my adult teeth spontaneously, I’m not eager to relive the moment, especially after I have seen it already.  For today, sloth is my companion.  However, if you have any thoughts, send them my way.

Posted by Solomon Rambling, 0 comments