Per plays a game: <s>Planet of the Space Furries</s> Albion
Chapter one: "No nudity taboo"
Somewhere in a thread on RPGs, Mikael Grizzly recommended this little science fiction game. Research shows it has also been praised by people like Ratty and Roshambo, so likely it's not the ravings of a lone space furry dreaming of his distant home. That would have been silly.
In the game it is the future and the Toronto is a big huge spaceship headed from Earth towards a newly discovered planet. Their mission is to basically rip the place apart and send the pieces back home so that new interstate highways can be constructed. This planet, known as Nugget, is believed to be lifeless and barren. Yeah, that'll turn out to be true. As the game begins, the ship has just completed its hyperspace jump and is nearing its destination.
You initially control Tom Driscoll, a supposed space pilot who wakes up from prophetic dreams on the day of his important shuttle mission. He greets his girlfriend with a passionate: "Christine! It's sure good to see you, honey! I feel awful." Following a brief conversation he then goes off to explore the spaceship, read the news from the news computer thingies, and skulk through dungeons.
After a stint of stealing towels from towel racks, you start getting these intermittent (and annoying) PA messages about how Tom is supposed to report to the shuttle bay for his important mission, but you can choose not to go. In fact, you can put this off however long you like, instead going off to your girlfriend's cabin for "a nice, comfortable evening together" after which "Tom is not troubled by his dream tonight. Some time later, Tom leaves Christine's cabin." (I wonder what they're getting at there.) It stands to reason that multi-billion space operations can put their schedule on hold indefinitely at the whim of an incompetent shuttle pilot. The captain has a few choice words to say about such behaviour, though.
Maybe I shouldn't have skimped on Intelligence.
Although you can skip the whole spaceship "tutorial" when you are first asked to report for your mission, you can also go explore, talk to people and steal their belongings. In order to steal things, Tom must get within range of a container-looking thing, right-click on it, and get the proper option in the popup menu. This means perfectionists will spend a lot of time clicking on things that actually aren't of any interest and getting popup menus that lack options and must be right-clicked again to make them go away, but that's what an RPG is supposed to be like.
By the way, there are a number of things you can pick up from tables and consoles, such as "Dishes" or "Beaker". The manual pretty much comes out and says they're useless, but I fully expect making it to the fourth sacred temple of Gnii'arg and being asked for the holy soy sauce of Yargamon if I want to assemble the best magic sword in the game.
When talking to people, Tom has a few basic topics like "What's your job?" and "See ya, schmuck," and he may also have specific lines for special situations. A lot of "dialogue" is conducted through a chat mode where selecting topics from a list generates more topics as you go along. This is not as smoothly implemented as it could have been, since you don't see right away whether there are any new topics and have to click additional times in between each one; if you find out there were no new topics, you are then forced to click on an old one, which may contribute to people's impression of Tom as a bit of a dummy. Or you could select the option to enter any topic of your choice, which most often yields a reply along the lines of "Arglebargle".
Oh, yes, I mentioned dungeons. The Toronto has them and this is explained by an old friend of Tom's: "You have to understand, the service deck was set up primarily for robots. There are a number of floor switch plates and similar gadgets which control the locks."
YES IT MAKES PERFECT SENSE NOW, ROBOTS LOVE FLOOR SWITCH PLATES I KNOW THIS, THAT IS WHY YOU DESIGN SERVICE DECKS TO HAVE THEM, CLICK CLICK CLICK THE SOUND OF FLOOR SWITCH PLATES IS LIKE MUSIC TO ROBOT EARS CAN WE ALSO GET TO PUSH CRATES OR SOMEFIN PLIZ.
The reason Tom wants to go into the service deck in the first place is that apparently some guy was killed during the hyperspace jump and there's something fishy about this. Not to go into plot spoilers or anything, but the dead guy was one of two government officials sent along to make sure the corporate mining outfit doesn't go about anything inappropriate (LIKE FURRY GENOCIDE OH NO THAT WAS A SPOILER WASN'T IT OH WELL YOU'LL FIGURE IT OUT TOO). However, if anyone thought doing away with a government official was going to make much of a difference, they thought wrong, because the government was foresighted enough to send along a backup. Yes, there were TWO officials! Count 'em! You don't get to be the government unless you think about these things.
I don't know what this screenshot from Wolfenstein 3D has to do with anything.
Popping into a dungeon is very bewildering for Tom since his usual isolinear perspective is exchanged for a first person perspective which doesn't really serve any function except getting confused about which direction you're facing, getting stuck on corners and other such joys.
Again, this part is completely optional, but any self-respecting old-school RPG fan WILL step on the floor plates and follow the robots through the blast doors and figure out how to sneak their prize past the obnoxious security guards. It's just how any normal space pilot would choose to spend his time (and the time of everyone who's waiting for him to stop dicking around).
When Tom finally becomes bored with the Toronto, he saunters off to the shuttle bay where the "Kapitän" and the android body of the ship AI, Ned, are tapping their feet impatiently. (Ned? Could they have picked a more ominous name for an AI than NED? If by the end of the game he hasn't flipped out and started killing people, I'm a barrel of onions.)
By the way, the only remaining government official is going into the shuttle along with Tom, so it is probably one of the safest places to be right now. I mean, the mining corporation wouldn't risk having to go unsupervised by government officials at this critical stage of the operation. They would not do that.
Chakotay momentarily confuses Tom Driscoll with Tom Paris and hatches some crazy notion about shuttle crashes.
Tom replies to the solemn instructions of his superiors with a cheerful "Yeah, whatever," gets into the shuttle, cruises off to the planet with a stupid grin on his face, and proceeds to crash into it.
You wonder if that is somehow the reason he was chosen for the job in the first place. Anyway, perhaps it's not the first time he does this, because Tom leaps nimbly from the wreckage, strikes an acrobatic pose and goes "Ta-daa!" The next second the shuttle explodes in his face. All goes black, or whatever that colour is you're seeing when you're not conscious.
An indeterminate time later, Tom comes to. A figure steps dramatically out of the shadows... and it's a freaking furry!
The realization that he's in a game with furries causes Tom to gibber in all caps for a little bit, quite likely mirroring the actions of the player at this point. This does not cause the furry to go away, and Rainer (the government official) steps in to explain how these hippy furries have graciously helped the outworlders back from the brink of death. Tom is still outraged (I mean, furries) but eventually calms down.
Apparently they've been on the planet for a whole month, which means the main spaceship will have touched down by now. (They'll wait forever to get rid of Tom, but they won't wait a day for him to actually do anything or even report back. Maybe they're sending some sort of subtle message about his usefulness there.) Since the planet turned out to be all green and fluffy, Tom and Rainer figure that the mining operation will have to be cancelled and that the whole mission will turn into one of research. Evidently neither of them has ever been burdened by a lot of genre savvy, or they might have made room for the notion that scummy interplanetary corporations like nothing better than to build their filthy profit on a mountain of space furry bones. (Mmmm... space furry bones.) Or for that whole thing about AIs tending to go nuts a bit and starting to kill people and/or furries wholesale. (NED!?)
For now, there are the furries to be dealt with. It is an interesting aspect of furry medicine that, although he suffered mortal wounds in a shuttle explosion and was then nursed back to health over the course of a month, Tom has the exact same number of hit points as he had when he left the Toronto.
Off to a friendly start.
Space furries live in harmony with nature, in case anyone ever doubted that. Their homes are grown semi-organically from plants and stuff, and they subsist through hunting and gardening. Their civilization is divided into clans living in cities, it seems. Oh, and they have magic. Metal is precious to them, so Tom attempts to gain some favour by donating the shuttle wreckage to the clan that rescued him. Perhaps he figures he's going to rifle through all their shelves and take everything that's not nailed down anyway.
They wouldn't have put this option here if it weren't safe to click it.
The clan leader imprudently gives the hoomans the run of the clan mansion and mumbles something about the cellar. He offers them a key to the front door. The key also happens to unlock the cellar door, so naturally Tom and Rainer decide to slink down there and loot the place clean. It is dark and they are likely to be eaten by a grue, but lighting a torch takes care of that problem.
It's another dungeon! Indeed, there are the twisted sheets of metal that used to be a fully functional shuttle before someone handed Tom his pilot's license. In the flickering light he imagines they are glaring at him accusingly. Searching turns up some stuff here and there. Chests and urns full of food... heaps of junk... the occasional functioning equipment... dark corners... slavering troglodytes... slimy cave walls... wait, what?
It's what? This game is so confusing.
More specifically, these are troglodytes with the ability to sniff out players who haven't saved since BACK ON THE FRIGGING SPACESHIP since they figured they were only going to play until they'd made it out of the mansion anyway and what ills can happen in a space furry plant mansion and/or cellar?
Bloodbaths can happen. The poor hoomans stand no chance whatsoever against the troglodytes, the whole thing is over in a few turns. And no, there's no autosave.
This is what it looks like when you die, as proved by science.
The first few repeated attempts at combat meet with a very similar end; whatever these things are, they have a frightening damage output, and the game isn't playing for laughs. A more deliberate approach yields the following discoveries:
1. It is easier to go into battle with a full bar of health.
2. The default party formation is stupid.
3. Shooting one or more troglodytes with bullets from a gun, however non-renewable a resource, makes it easier to take down the remaining ones with pointy things.
4. Giving pre-emptive move orders to your people can confuse the creatures so that you end up taking them on one at a time instead of the other way around, which again helps greatly.
A funny thing is that if you rest in order to be fit for a fight, get your ass kicked to within a few hit points in that fight, and try to rest again, you can't because "Nobody is tired!"
Returning from the cellar with gold and hams sticking out of their pockets as well as blood spurting from random arteries, Tom and Rainer spot the clan leader nearby, snickering to himself: the words "suckers", "doing our dirty work for us" and "obligatory cellar rat quest" can be made out. There is a grand reward of one healing potion, though. And after that, the party heads out.
In the street, they are immediately accosted by a tall, sinister furry bearing an invitation from the community leader. What might she want? Is she going to hand them a QUEST? Does she have a rat-infested cellar? Does she collect the heads of people with prophetic dreams? Does she feel obligated to apologize for the whole furry thing? Unable to resist curiosity, Tom and Rainer follow across town to important building #13, where... the game is saved! What could possibly happen next.
Chapter one: "No nudity taboo"
Somewhere in a thread on RPGs, Mikael Grizzly recommended this little science fiction game. Research shows it has also been praised by people like Ratty and Roshambo, so likely it's not the ravings of a lone space furry dreaming of his distant home. That would have been silly.
In the game it is the future and the Toronto is a big huge spaceship headed from Earth towards a newly discovered planet. Their mission is to basically rip the place apart and send the pieces back home so that new interstate highways can be constructed. This planet, known as Nugget, is believed to be lifeless and barren. Yeah, that'll turn out to be true. As the game begins, the ship has just completed its hyperspace jump and is nearing its destination.
You initially control Tom Driscoll, a supposed space pilot who wakes up from prophetic dreams on the day of his important shuttle mission. He greets his girlfriend with a passionate: "Christine! It's sure good to see you, honey! I feel awful." Following a brief conversation he then goes off to explore the spaceship, read the news from the news computer thingies, and skulk through dungeons.
After a stint of stealing towels from towel racks, you start getting these intermittent (and annoying) PA messages about how Tom is supposed to report to the shuttle bay for his important mission, but you can choose not to go. In fact, you can put this off however long you like, instead going off to your girlfriend's cabin for "a nice, comfortable evening together" after which "Tom is not troubled by his dream tonight. Some time later, Tom leaves Christine's cabin." (I wonder what they're getting at there.) It stands to reason that multi-billion space operations can put their schedule on hold indefinitely at the whim of an incompetent shuttle pilot. The captain has a few choice words to say about such behaviour, though.

Maybe I shouldn't have skimped on Intelligence.
Although you can skip the whole spaceship "tutorial" when you are first asked to report for your mission, you can also go explore, talk to people and steal their belongings. In order to steal things, Tom must get within range of a container-looking thing, right-click on it, and get the proper option in the popup menu. This means perfectionists will spend a lot of time clicking on things that actually aren't of any interest and getting popup menus that lack options and must be right-clicked again to make them go away, but that's what an RPG is supposed to be like.
By the way, there are a number of things you can pick up from tables and consoles, such as "Dishes" or "Beaker". The manual pretty much comes out and says they're useless, but I fully expect making it to the fourth sacred temple of Gnii'arg and being asked for the holy soy sauce of Yargamon if I want to assemble the best magic sword in the game.
When talking to people, Tom has a few basic topics like "What's your job?" and "See ya, schmuck," and he may also have specific lines for special situations. A lot of "dialogue" is conducted through a chat mode where selecting topics from a list generates more topics as you go along. This is not as smoothly implemented as it could have been, since you don't see right away whether there are any new topics and have to click additional times in between each one; if you find out there were no new topics, you are then forced to click on an old one, which may contribute to people's impression of Tom as a bit of a dummy. Or you could select the option to enter any topic of your choice, which most often yields a reply along the lines of "Arglebargle".
Oh, yes, I mentioned dungeons. The Toronto has them and this is explained by an old friend of Tom's: "You have to understand, the service deck was set up primarily for robots. There are a number of floor switch plates and similar gadgets which control the locks."
YES IT MAKES PERFECT SENSE NOW, ROBOTS LOVE FLOOR SWITCH PLATES I KNOW THIS, THAT IS WHY YOU DESIGN SERVICE DECKS TO HAVE THEM, CLICK CLICK CLICK THE SOUND OF FLOOR SWITCH PLATES IS LIKE MUSIC TO ROBOT EARS CAN WE ALSO GET TO PUSH CRATES OR SOMEFIN PLIZ.
The reason Tom wants to go into the service deck in the first place is that apparently some guy was killed during the hyperspace jump and there's something fishy about this. Not to go into plot spoilers or anything, but the dead guy was one of two government officials sent along to make sure the corporate mining outfit doesn't go about anything inappropriate (LIKE FURRY GENOCIDE OH NO THAT WAS A SPOILER WASN'T IT OH WELL YOU'LL FIGURE IT OUT TOO). However, if anyone thought doing away with a government official was going to make much of a difference, they thought wrong, because the government was foresighted enough to send along a backup. Yes, there were TWO officials! Count 'em! You don't get to be the government unless you think about these things.

I don't know what this screenshot from Wolfenstein 3D has to do with anything.
Popping into a dungeon is very bewildering for Tom since his usual isolinear perspective is exchanged for a first person perspective which doesn't really serve any function except getting confused about which direction you're facing, getting stuck on corners and other such joys.
Again, this part is completely optional, but any self-respecting old-school RPG fan WILL step on the floor plates and follow the robots through the blast doors and figure out how to sneak their prize past the obnoxious security guards. It's just how any normal space pilot would choose to spend his time (and the time of everyone who's waiting for him to stop dicking around).
When Tom finally becomes bored with the Toronto, he saunters off to the shuttle bay where the "Kapitän" and the android body of the ship AI, Ned, are tapping their feet impatiently. (Ned? Could they have picked a more ominous name for an AI than NED? If by the end of the game he hasn't flipped out and started killing people, I'm a barrel of onions.)
By the way, the only remaining government official is going into the shuttle along with Tom, so it is probably one of the safest places to be right now. I mean, the mining corporation wouldn't risk having to go unsupervised by government officials at this critical stage of the operation. They would not do that.

Chakotay momentarily confuses Tom Driscoll with Tom Paris and hatches some crazy notion about shuttle crashes.
Tom replies to the solemn instructions of his superiors with a cheerful "Yeah, whatever," gets into the shuttle, cruises off to the planet with a stupid grin on his face, and proceeds to crash into it.
You wonder if that is somehow the reason he was chosen for the job in the first place. Anyway, perhaps it's not the first time he does this, because Tom leaps nimbly from the wreckage, strikes an acrobatic pose and goes "Ta-daa!" The next second the shuttle explodes in his face. All goes black, or whatever that colour is you're seeing when you're not conscious.
An indeterminate time later, Tom comes to. A figure steps dramatically out of the shadows... and it's a freaking furry!
The realization that he's in a game with furries causes Tom to gibber in all caps for a little bit, quite likely mirroring the actions of the player at this point. This does not cause the furry to go away, and Rainer (the government official) steps in to explain how these hippy furries have graciously helped the outworlders back from the brink of death. Tom is still outraged (I mean, furries) but eventually calms down.
Apparently they've been on the planet for a whole month, which means the main spaceship will have touched down by now. (They'll wait forever to get rid of Tom, but they won't wait a day for him to actually do anything or even report back. Maybe they're sending some sort of subtle message about his usefulness there.) Since the planet turned out to be all green and fluffy, Tom and Rainer figure that the mining operation will have to be cancelled and that the whole mission will turn into one of research. Evidently neither of them has ever been burdened by a lot of genre savvy, or they might have made room for the notion that scummy interplanetary corporations like nothing better than to build their filthy profit on a mountain of space furry bones. (Mmmm... space furry bones.) Or for that whole thing about AIs tending to go nuts a bit and starting to kill people and/or furries wholesale. (NED!?)
For now, there are the furries to be dealt with. It is an interesting aspect of furry medicine that, although he suffered mortal wounds in a shuttle explosion and was then nursed back to health over the course of a month, Tom has the exact same number of hit points as he had when he left the Toronto.

Off to a friendly start.
Space furries live in harmony with nature, in case anyone ever doubted that. Their homes are grown semi-organically from plants and stuff, and they subsist through hunting and gardening. Their civilization is divided into clans living in cities, it seems. Oh, and they have magic. Metal is precious to them, so Tom attempts to gain some favour by donating the shuttle wreckage to the clan that rescued him. Perhaps he figures he's going to rifle through all their shelves and take everything that's not nailed down anyway.

They wouldn't have put this option here if it weren't safe to click it.
The clan leader imprudently gives the hoomans the run of the clan mansion and mumbles something about the cellar. He offers them a key to the front door. The key also happens to unlock the cellar door, so naturally Tom and Rainer decide to slink down there and loot the place clean. It is dark and they are likely to be eaten by a grue, but lighting a torch takes care of that problem.
It's another dungeon! Indeed, there are the twisted sheets of metal that used to be a fully functional shuttle before someone handed Tom his pilot's license. In the flickering light he imagines they are glaring at him accusingly. Searching turns up some stuff here and there. Chests and urns full of food... heaps of junk... the occasional functioning equipment... dark corners... slavering troglodytes... slimy cave walls... wait, what?

It's what? This game is so confusing.
More specifically, these are troglodytes with the ability to sniff out players who haven't saved since BACK ON THE FRIGGING SPACESHIP since they figured they were only going to play until they'd made it out of the mansion anyway and what ills can happen in a space furry plant mansion and/or cellar?
Bloodbaths can happen. The poor hoomans stand no chance whatsoever against the troglodytes, the whole thing is over in a few turns. And no, there's no autosave.

This is what it looks like when you die, as proved by science.
The first few repeated attempts at combat meet with a very similar end; whatever these things are, they have a frightening damage output, and the game isn't playing for laughs. A more deliberate approach yields the following discoveries:
1. It is easier to go into battle with a full bar of health.
2. The default party formation is stupid.
3. Shooting one or more troglodytes with bullets from a gun, however non-renewable a resource, makes it easier to take down the remaining ones with pointy things.
4. Giving pre-emptive move orders to your people can confuse the creatures so that you end up taking them on one at a time instead of the other way around, which again helps greatly.
A funny thing is that if you rest in order to be fit for a fight, get your ass kicked to within a few hit points in that fight, and try to rest again, you can't because "Nobody is tired!"
Returning from the cellar with gold and hams sticking out of their pockets as well as blood spurting from random arteries, Tom and Rainer spot the clan leader nearby, snickering to himself: the words "suckers", "doing our dirty work for us" and "obligatory cellar rat quest" can be made out. There is a grand reward of one healing potion, though. And after that, the party heads out.
In the street, they are immediately accosted by a tall, sinister furry bearing an invitation from the community leader. What might she want? Is she going to hand them a QUEST? Does she have a rat-infested cellar? Does she collect the heads of people with prophetic dreams? Does she feel obligated to apologize for the whole furry thing? Unable to resist curiosity, Tom and Rainer follow across town to important building #13, where... the game is saved! What could possibly happen next.