I feel like I'm halfway through. I'm just getting to know how all the parts move, and they've stopped throwing new things at me.
Aside:
One convenient thing about retro-gaming is the ability to quickly alt-tab out of your game, type in your blog window, and tab back with no lag or crashing. On more modern games, I need to have an extra computer handy.
Back to the game, and on to Hydroponics, section A.
Alright, I found the assault rifle!
Too bad I put all those points into energy weapon instead of standard weapon. I'll be lugging around this useless rifle for a while.
It seems stupid, but I just figured out that the good doctor who's been helping me over the radio must actually be Shodan. Sometimes I am slow; in my defense, its a bit of a trick. Shodan can supposedly fake a real human convincingly enough to fool someone who he may even have encountered? But she can't be bothered to ever do it again, and has to speak in a babel of voices? My best guess is she doesn't care to bother, except when it suits "her".
I drop off the plot token where I'm supposed to, and all the way back I am expecting to find newly spawned enemies in places I have cleared. That was the style of RPGs at the time, and its just an accepted cliche now. A few minor grunts spawned, but no major surprises, which is a surprise of sorts. I am out of plot tokens, and don't have a keycard for the last section, so I don't know where to go, but to backtrack.
Another aside:
It would have been kind of cool to wander the ship in-game, but before the disaster happened. I guess that could be kind of boring. Maybe they could make it optional, like a training segment with propped up FedEx puzzles for a bored Marine, spend time at the range, in the cyber simulator, etc. And maybe provide some small in-game bonus for characters that bother to go through the optional boring part.
OK, still no idea where to go next. Instead of wandering around the map for 10 minutes, maybe I'll just take a tiny peek at some hints... I missed two different cyber module pickups! This game really rewards exploring. Hmm, I was supposed to find access card to D on the body next to the assault rifle. Let's get back there.
Section D is fun, but small. Where's the last vial of toxin I need? Now what did I forget... Oh. I was supposed to smash out a window in that control room I was in. Let's see, small compact control room with glass windows, looking out on a clouded room, from which is emanating a deep humming sound. Does that seem like a good idea, on a space ship, to start smashing out every window I see, in case it leads somewhere interesting? Sounds like a good way to get you killed, or damage something important to the ship. Whatever.
Oh crap - the area on the ledge is the end of the level, and I still don't have a vial. The walkthrough I checked out assumes you already have it. Crap - what did I miss? Ahh, more breaking windows. This one is totally my fault, though. An office was visible through a window, both doors were blocked. Lack of imagination on my part, that one was really obvious. Two plot tokens in there.
Now I am enjoying one of the most basic of RPG problems, that of having too much stuff. And there's something glitchy about that hatch in Section D, where sometimes my stuff seems to reappear - not sure. I'm gathering all my loot on the floor in front of the elevator, that should be glitch free, but I hope nothing disappears.
Finished Arachnid research - having an implant for research is handy. I think I'll take two levels in repair. It doesn't cost much, and I can't use the EMP gun until I fix it. It might also be useful to repair some broken vending machines.
Finished the level, moved on to level 4, into a big empty room that seems made for a boss battle. I choose the first door on the right, and its a good one. I finally get to meet Dr. Polito. Like I said, I didn't see it coming until recently, but I still like it. Its a well written segment, and well delivered. It does a good job of putting you into a state of despair, and quiet acceptance of your fate. Until you know more, what else can you do but play along?
The backstory of how she got from there to here is a bit of a stretch, but its a decent tie-in to the previous game. That's always hard to pull off in a sequel, and this sounds good, if a little implausible. Actually, as time goes by and Fridge Logic kicks in, it seems increasingly unlikely that all these elements would coalesce here, but its forgivable.