Monday, June 26, 2006

Sugar Shack 51: Dame White: Loud as a Loon

And now I turn my weary brown pumps to the Far East, the Asian glories of rice and seaweed, the last district to yield its exotic, exilic secrets to my inquiring heart. I feel excitement; I feel reluctance. Soon, the nine remaining Exiles will be documented and my cup will be drained. And then, what will there be? The Pandora’s Box suites? The construct missions? Player events? There seems so much to do, yet I feel anxiety. And soon I will feel remorse, satisfied or bitter I know not, for the final judgment lies hidden in a future I cannot discern. But go on I must, the code compels.

Dame White is the mother of the clashing colors we recently studied in Westview (Mr. Black is their father). Various archival materials, now long gone, recount how she and her husband were displaced by the Merovingian and Persephone; still others speak of Dame White as an aesthetic force tweaking the Matrix for beauty. A review of her current state inclines one to skepticism, though.

She resides in Shinjuku, in Club Masanume (-189. -6. 337), on the lower level. Above and outside, flocks of Jade Moons angrily mill about. I’ll admit it; I felt nervous approaching her. The club’s décor emphasized recessed green lights, and delightful landscape scrolls. For someone who’s had so many kids, I must say, she’s in fine form! In fact, give her a darker outfit and she could pass for Agent Pace! But the effect is marred once you talk to her. Doing a few of her mishes erodes it completely. Whatever she may once have been, the Dame White of the current age is loud as a loon, abrasive as a sandstorm, and grasping as a magpie. No wonder her husband lives so far away! Let us probe the darkness that is White.

1. Data Mining

If I were her, I’d want to know what my kids over in Westview were up to! But perhaps she read my mission reports and is up to speed on their mischief. At any rate, her inaugural instructions for me this afternoon are pertain to Kowloon and Shirabaka. “Yes, I know what you want and it just so happens that I do have a job for you.” I need to visit a couple of computers. I like her businesslike style.

The first one, in Shinjuku, is guarded by a cordial Blood Drunk, who cheerfully advises me that “You so much as touch that computer; I will gladly break your fingers”. After its data was uploaded, I gave Dame White an update, which was a poor decision on my part. She responded: “You mean you still don’t have the data on Shirakaba? Well, what are you wasting my time for? Go get it!” I cleared my throat and hung up. “Well, what are you wasting my time for?” I told my operator, “Go get the next site!”

The second computer was much harder to get to. There were five or six souped-up elite guards. Eventually I prevailed, got the disk, uploaded it, and was told…

“Hmm, yes… As I suspected, this data shows that… Eh? Well, what is it? You’ve got your pay, haven’t you? So stop pestering me!”

I’m beginning to see why her children have all fled so far afield.

2. Running Interference

Someone somewhere is delivering some item to somebody. That’s it! And Dame White wants it intercepted. You can reach the single site in this mish without much trouble, but it turns out you have been anticipated, and the item is nowhere to be found. Needless to say you come under attack.

Mrs. White is livid about this! She goes off about “some stinking, slimy, pathetic little weasel” tipped off the opposition. (Her imperturbable picture, perched above this tirade, is delightfully ironic!) She throws my money down on the ground, and then goes back to pondering death and destruction. I wish I had thought to ask her kids about her. What stories they could tell!

3. Polygraphic

Dame White tasks you with identifying and eliminating a traitor within her organization, by polygraphing four of her chief lieutenants. The first, Fraction, is clean, and takes the test without hesitation. Some of the White security forces hanging around her wonder if the Dame isn’t getting a little paranoid. They’ll pay for their impertinence! At the second site, looking for the second lieutenant, Dollar, I hear from an Enforcer, “Look, you want my advice? “Stick that thing on Dame White’s finger. Yeah, you heard me!” Then, “I didn’t say nothin’. We never had this talk.” Dollar herself (wearing the same golden gi as do all four) refuses the test until I kill three of her tough guards. Then she does so, loudly claiming it to be under duress.

The third one is a, ahem, dead end: the lieutenant and everyone there is dead. The fourth one is the target. Naturally, at the end, the Dame claims, “Hah, I knew it all along!”

This long mission is well-designed. When I heard there were _four_ suspects, I worried about this being tedious. But the four encounters are well-differentiated even though the four principals looked identical. Nice work!

4. Disk Jockey

With the traitor gone, it is back to business. She wants you to get two disks, from separate locations for her. Naturally there are the usual slugfests for the first one. After another fight at the second site, the disk is simply handed to you by a principal who says “It’s okay, they just think I’m the janitor.” I’m not sure what was going on with this. After all, if they thought this person was the janitor, then she could have simply smuggled the disk out in her overalls pocket. In any case, then it’s off to drop them off with one of the Dame’s operatives.

My patron was clearly overwhelmed with me! “Hm, you seem to be doing fairly well. For once.”

The White operative slated to receive the disks has been killed by a seething crowd of five or six blood drunks, nobles, and elite guards. They all started firing at me too, but their aim sucked, because I was able to put each disk in a computer and escape without being killed. Go figure! One taunted me with the usual “Fool! You have no idea of the power of the artifact you seek!” Yeah, whatever! Then Mrs. White had the information she needed and we were off to the next and final mish.

5. Paydirt

An artifact is soon to change hands, and a payment is soon to be made. Dame White wants both. This sounds like that the second mission was originally intended to be, before it went south. You are tasked with taking two of her aides to break up the transaction. You go to a single site and engage in extended mayhem. You end up with two packages, but zero aides. Then it got interesting.

I took the artifact to White’s hand-off. There were already many bodies in the building and lots of nervous security guards. The main contact was agitated, and couldn’t stop talking: “Come on now, don’t f-freak out on me. Give me one of the packages and put the other one in the wall safe. It’s easy. Easy.” And “Okay, okay. This is good. I like this. Okay, put the other package in the, uhh, wall safe over there. Yeah.” When I, cool as a cucumber, was done, the hand-off said, “Right. Okay, good. Yeah. The Dame’ll like this. Okay. Everybody’s okay.” I tipped my hat and sauntered out for a smoke.

Dame White, ever the generous one, contacted me to say that the artifact was better than they expected, and the captured payment was less. ”That being the case, I suppose…I suppose I might as well give the captured money to you. Just don’t cause me any more trouble for a while.” I could tell she liked me.

Conclusion. Dame White has the strong, abrasive, effective leadership style you would expect from one of MegaCity’s senior Exiles. And I have to say, it’s easy to see why she and her husband live in different districts; she cannot be easy to get along with. Yet for all her power and influence, she limits herself to the same kind of Maltese Falcon knock-off missions that are more suited for the Digger or Mockingbird, when you would expect her to be working on much vaster projects. She seems like the millionaire who cannot resist checking payphones for loose change.

On the other hand, there is a logical progression to these five missions which is quite satisfying: she learns of the trade (#1), she fails to intercept it (#2), she straightens out her organization (#3, #4), and finally succeeds with the heist (#5). With so many children, an estranged husband, and a preoccupation with “things”, Dame White is one of the most intriguing characters in the Matrix, and one begging for further development beyond her brief appearance in the Pandora’s Box arcs. Give her more! The Dame damns, but doesn’t disappoint!

Friday, June 23, 2006

Sugar Shack 50: Westview: The Best and the Rest

Well! Another district come and gone! I seldom had the deep resonance with Westview that I felt with the downtown and Chinatown regions. It always seemed so slummy. But, really, when you compare it with some of the rogues gallery from Richland, maybe that’s unfair. After all, you don’t have the druggies and fruitcakes here that you do with Richland. And many of Dame White’s children seem to have taken up residence here, as well: of the nine known exiles in Westview, no less than eight are chromatic in nature (Mockingbird seems to be the sole exception). Why this might be remains a mystery, one of the many intriguing, unexplained aspects of this rough region.

Most Interesting and Most Fun: Rose, hands-down! The unconscious humor of her relentless striving to earn the respect of her siblings, and their scorn. Definitely worth doing! And her restless drive to earn respect lays the foundation for many, many more entertaining missions in the future. Bring them on!

Second-Most Interesting: Cerulean. Besides the cool name and her forlorn milieu, her efforts to broker a truce were great. And her speech style was curious. Both made her stand out from most of her brothers, sisters, and peers.

Most Frustrating: Mockingbird, obsessed with artifacts which are never explained or even visualized or even described. Agonizing! I know that detailed descriptions are not part opf the narrative style of this game, sure. Even so, Mockingbird or one of her flunkies could gave gushed a little. Something like this: (Mockingbird on her new candlesticks) Look at the way the flame above them shimmers when you light them. And the way their russet wax glistens in their slow flame. When they have burned for a few seconds, you start to see the code bits flicker like tiny sparks around the columns; strange shapes form and flow within the code, and you can see people and things from other places. I don’t know what those places are, but I believe that a special gem will let me see them clearly. And that’s what I want in your next mission”.

Most Perplexing: Indigo. He seems to rule the roost around here but he cannot get it together to get ammo to his own folks fighting on his behalf. What’s with that? Considering how mortifying this would be, you would expect some comment from him or his troops about it. How can he ever hope to master the assets of Westview when he can’t remember to bring the hot dogs for the company picnic?

Toughest Mission: Indigo- Gang Rumble. Oddly, Indigo seems to control the actual lakes of the lake area, but we never see the background or the results of this. The backstory is crying out to be explained.

Most So-So: Many, really. Greene. Amber. Grisaille.

Most Missed Opportunities: There are a lot. All the artifacts which Mockingbird wants. The whole business with Grisaille trying to take control of the lakes. The newspaper reporter that we never hear from elsewhere. Greene so strikingly dissimilar from his mobs (as well as the others). Whatever happened to Cerulean to make her look so weird and be so self-conscious about it? Mandarin has angered the Merovingian; what was happening with this? And with so many of their children in residence here, one would expect Dame White and Mr. Black to take more of an interest in this region and its affairs. It killed me not to know! Indeed, there are story leads aplenty scattered in the dark, dingy streets of Westview!

From a larger point of view, the most fascinating finding was the importance of the lakes as a strategic asset, some sort of reservoir of power. In light of this, of course, one must wonder why the Merovingian, that quintessentially power-driven man, takes no apparent interest in the lakes. It’s quite unlike him to leave anything so good so alone. Perhaps future story arcs will trace his efforts to gain control over it.

Conclusion: The Exiles of Westview are personal and intense. What they lacked in big-idea and big-personality missions (like the ones downtown) they make up for in the small-town, small-family qualities which pervade these. You don’t encounter major Exiles. You don’t see the world in danger. You don’t meet curious redpills. It’s more like Desperate Housewives than Star Wars. But the personalities are interesting, and there are intriguing hints of depths left in shadow.

Sunday, June 11, 2006

Sugar Shack 49: Amber: The End of Westview

Amber’s hangout, Club Kaos (-552. -4. -611) is a grim place. It lacks the light and lively feel you get from some nightclubs; perhaps it is the green light everywhere. (Note to self: avoid green for the next Collective Machinist bash...) Over a tableau of bored barkeeps and listless dancers, the dark-eyed exile wears a dark pantsuit, setting off blonde, straggly hair. She seemed serious. And she seemed worried, too: swarms and swarms of her security staff massed outside, eager to do her bidding. But she did not want them. She wanted me. And who could blame her?

1. A Suspicious Character

Rogers way is Amber’s turf, and some guy has been showing too much silent interest in it. This is seldom a positive development, and she wants you to investigate him and his motivation. He’s not hard to find. But when you do enter his apartment, he says, “about time you got here. Tell Amber her response time sucks.“ Quite the surprise! Amber is not expecting this and directs you to take the disk to have it checked out.

When this is done, there is indeed more to him than meets the eye, as Amber confirms. She seems impressed. Your patron does not share the results, and you complete this mission without ever knowing who this guy is or what he is all about.

2. A Safe Place

Amber has an escort mish for you: an informant needs to be taken to a safe place. But the informant, aptly named “Craven”, refuses to emerge from her bedroom until you have killed everything else there: some big, bad vampires. Then, there is a long, eventful hike to the safehouse, with many mobs to slay. And when you get her to the safehouse, filled with Amber’s ASPs? She warmly responds, “What are you waiting for, a tip?”

I love this job!

3. Second Try

The bluepill we escorted last time is now missing, and needs rescue and escort. This starts with finding a dead exile, whose picture leads us to another location, where the straying informant is found. Both locations are those weird, maze-like buildings in Westview that are so trashy and filled with junk. I always get lost in them! Her escort involved much, much killing of local mobs. Paradoxically enough, these mobs you have to kill are the exact same mobs (ASPs) that Amber supposedly controls. How curious! Anyway, eventually you get her to the protection safe house again and you are done. She adds, “Look I know you have some sort of weird crush on me, but I want you to leave me alone.” With pleasure, my dear!

4. The Final Clue

Amber continues to fret about unfriendly efforts to cut into her turf. She needs to know who is behind this. The clue is found on a CD which is held by a band of fierce hackers. Not easy to take them all down, and I had to withdraw a few times to rest up. Eventually the CD is procured and delivered to Shingo, one of Amber’s lieutenants, who hangs out surrounded by Level-51+ level security staff. Glad I didn’t have to fight my way past them! Amber is pleased with the fast, efficient work. I was pleased to be alive.

5. Payback Time

Based on the last mission’s CD, Amber has determined that her mischievous brother Mandarin was behind the attacks, and wants payback, through a special virus placed in his systems. Getting into the room with the target computer involved a lot of gun fighting. I could overhear two guards speaking disparagingly of Mandarin being clueless “as usual”. Then I had planted the virus, and was fleeing for my life.
This final, finale mission was surprisingly straightforward, not to say simple. Not that I complained!

And with this, all my Westview missions were over! This region ended well, with warm praise from Amber, claiming that “I won’t forget you, Sugaree; you’ll always have a home in Rogers Way.” How nice it would be if after you have completed all the region’s missions, the mobs of the last Exile lord would leave you alone, or even come over and /dap you! But I appreciated the warmth, after so much callous, crude behavior from the others.

Conclusion: One unusually interesting loose end, with the researcher from the very first mnission left unexplained. It drive me nuts! The informant's alternatingly arrogant and cowardly behavior was entertaining. And there were some tough fights, I must admit. Tough for me, anyway! Next will be an overview of the Westview mission lords. For now, thanks must go to my brother and sister from The Collective, Sattakan and Toulouet for their inestimable help. I could never have gotten the escort mission done without them. And the others would not have been nearly as much fun.

This review and many others may be found at manifoldmischief.blogspot.com, along with other writings relevant to MxO.

Saturday, June 10, 2006

Sugar Shack 48: Greene: Piddling Sibling Rivalry

Sugar Shack 48: Greene: Piddling Sibling Rivalry

Greene is tough enough that he doesn’t need a lair or a datacenter to hang out in. He struts his stuff on a street corner in Manssen Park (-836. 1. -61), distantly surrounded by Disciples always posing but always careful to give him a respectful distance. He can see them, which seems to intimidate them no end. Protection is beneath Greene: he just wears a dark sleeveless T-shirt, some tight leggings, de rigueur fingerless gloves, and that’s it! No shades! No coat! No Panama hat! And no hair, either! I expected some tough-guy talk, like Robert Deniro (my dream come true), but he spoke with a British accent, and Anglicisms pervaded his speech: “bloke”, “quid”, etc. Even his name reflects this. It’s not “Green”; it’s “Greene”. Nice touch!

Greene seems to be the sponsor for the Disciples, and as such it’s mystifying that he does not share any of their traits: the long gloomy locks, the grey pallor, the surly demeanor, the cheap vests, the preoccupation with sanguine ceremonies. Is this supposed to be beneath him? Or has he recently taken them over, and not had time to re-make them in his image (or vice versa)?

Like all the other colors of the rainbow, he does not play well with his brothers and sisters, and almost everything he does seems oriented towards disrupting their plans. Regrettably, he seems so focused on what they are doing that he lacks any overall strategy of his own. So, while we might hear about Grisaille’s inane, insane scheme to take over the lakes in Westview, Greene never seems to think that big. In his unconscious, he is still at the breakfast table with them all, fighting over donuts. Let that be a lesson to us!

1. Special Delivery

An average, run-of-the-mill (or should I say “run-of-the-mille”?) courier mish. Drop off a code packet. Your contact is an “embedded program that performs counter-morale as a manager for a corporation located in this building”. Whatever that means! The contact is high enough level to have a polite assistant, Janeth Clark, who announced me and afterwards said that she hoped the meeting went well. I wished I had had a red pill to give her. Her boss merely validated the quality of the data. At the next stop, the recipient for the packet has a backstory: a former prime data miner for the Machines. He observes “Seems that he just cannot resist a chance to go after his siblings. Hell of a family, these people.” I love touches like this! Then I rushed to upload the data in one of Greene’s mainframes. There, the contact harangued me to hurry, and then as soon as I was done, she said she would be able to take a good look at the data tomorrow! Is that familiar or what?
N.B.: I did not have hacker loaded for this mish, so I was not able to get anything from the computers I found. There might have been codes or notes from Cerulean, as we find in the next mish.

2. You Get What You Pay For

The code did not live up to its billing and Greene wants the provider, Chilton, punished. Of course Chilton claims he did not know. After the work was done I rummaged around his computer and found a message from the “blue lady” (presumably Cerulean) warning him that trouble was on its way. I found that with Rifleman packed to the max, and then Hacker packed as far as it would go, I was able to easily dispatch my enemies, and at the same time hack any available computer. This helped me, for example, to open up locked rooms, which is always a good thing.
The big loose end here is how Cerulean knew I was on my way, so that she could send a warning. This would have been worth a mish of its own, to track down and identify the leak. In the missions I did for Cerulean, there was no indication of anything like this.

3. Unwelcome Guests

As part of her machinations, Cerulean has been amassing strength in Greene’s territory. The limey cannot abide this infringement, and sends you to wipe them out. Simple! No trouble finding them, or with any escaping. They’re simply hanging out, waiting for the world to end. Even with all the gunfire, they just sit in separate rooms, and do not come to each other’s aid. Baffling! It made me wonder if this is where Cerulean sent her lesser Boys to die, if their performance reviews were too far below normal.

4. Smash and Grab

The concept here is mildly ingenious. The father of all colors, Mr. Black, has given some rare item (a tracking device from the Machinists- yay!) to Cerulean. Greene tasks you with breaking in and stealing it. Why, you might ask? The clever Greene has two reasons: to embarrass his sister and get the item. This is fairly straightforward break-and-enter work. When you take the device to one of Greene’s flunkies for safekeeping, an assistant tells you that Greene is really impressed with you. As he should be!!

5. Triple Cross

“Sugaree, good you see you, old fruit.” He seems to be under some sort of stress here, judging from his fractured syntax. Cerulean and Grisaille are teaming up, and he wants to disrupt this with a bomb. (Careful readers will remember a mission of Cerulean’s involving brokering a truce with another gang.) First get the explosive from a bomb-maker who, it turns out, is very excitable, not what one might expect in such a line of work. “Here, man! Take a look at this bomb! It’s awesome! One of the best I’ve ever made!” Then, “I never get to use the bombs, just once I’d like to be there when they go off. BOOM!”.

Then go to the site, do some killing, put the bomb on one of the bodies, and that’s it! Greene’s hope is that the meeting will be disrupted (at least), and Cerulean and Grisaille will lose trust in each other. Sure, this makes the world a better place, but if this is a treble-cross, where was the double-cross?

There was one major disappointment. At the end of these give missions, Greene says he is thrilled with your work, and wants to give you a gift. Make sure you have enough inventory space! I did not, and will forever wonder what it was I missed!

Conclusion: Greene’s missions on the surface offer some variety from the Spectrum family squabbling. His faux-British congeniality is a pleasant change from most of his siblings. And there are no bugs or showstopper logic gaps with his missions. But at the end the feeling you have is that you have been helping someone fight with his brothers and sisters for their father’s attention. Most of us have been there and done that, and are more inclined to risk life and limb for something more meaningful.

This review and many others may be found at manifoldmischief.blogspot.com, along with other writings relevant to MxO.