Sunday, April 22, 2007

Sugar Shack 56: Grace in Furihata: Intriguing Loose Ends

Sugar Shack 56: Grace in Furihata: Intriguing Loose Ends

Unlike the run-of-the-mill exiles who lurk in seedy bars or tony nightclubs, Grace stands proud and tall in the open, in Archer Square, of Furihata (-541, 1, -255). It’s a photogenic spot: a fountain gurgles at her back, and a gracefully whiplashing access node snaps in the breeze behind her. The square itself has lovely trees and red brick pavements. Catch this at sunset for a real treat. The recent red-tinged skies add a reflective, somber tone; let’s hope Sati’s sabbatical lasts a little longer.

Speaking of things red, redpill Grace is all in dark, with corncob hair like Stanislava and a bandana like Ebola. She does not stand alone. Around her mill a swarm of bristling Silver Dragons, argent from head to foot. They were not friendly to me, but ignored her. Reading their details, I was surprised to note that this gang was composed not only of Exiles, but Zion-rejecting redpills! This is unique for gangs, so far as I know. Not only that, Grace herself is an Exile! Like some members of the Dragons, she fell out with Zion, and subsequently partnered with the Dragons, eventually splitting with them as well. She claims to have helped their leader Long (different, by the way, from the leader Ginjiro listed in the gang’s details) set up his current network, and she wants a piece of it. Her preoccupation could be from love, or could be from hate; who can tell the difference?

1. Hell hath No Fury

Grace seeks to penetrate the Silver Dragons organization through you. You will achieve this through successfully completing a mission for them. This task is to kill an enemy of theirs, one Arabis. This is easily done, and you are soon accepted into the Silver Dragons organization. You have, in effect, been blooded. At the end you discover that Arabis was a well-known software security engineer, who specialized in the detection of malicious software. This was one nice touch- when resisting me he used hacker attacks. The Silver Dragons, as we shall see, have a pronounced sense of humor; my Dragons contact initially gave me a folder with the identity of my target, and I saw my own name! She got a good laugh out of this, and soon directed me to a nearby computer which held the information I needed. This was an interesting feature- Exiles with a sense of humor.

2. Inside the Action

This seems simple. Pick up a disk, take it to an exile with information Grace desired. The site for the pickup was a Zionist extraction point, a nice nod to Grace’s background. Several redpills there, allied with Grace, shared misgivings with each other about the wisdom of this project. I felt reassured. Then I went to drop off the information with one Zyskin, a blood-drinker-looking sort of guy with four or five burly bodyguards. Prast, one of Grace’s staff, was there to help. After I dropped off the information and prepared to leave, she revealed she was a captive now, and appealed to me for help. I did, and soon all lay waste around me. With this part of the mish screwed, I was told to drop off Prast, and took her to a safehouse. “Safe” house might not be the right word for it though, since the folks there started speculating on the terrible things Grace had in mind for those who screwed up missions….”Hah! I heard that she’s going to make her clean her hovercraft with a toothbrush”, and “Hah! She’s in for a world of hurt, that’s for sure!” I bid Prast a fond farewell, put her out of my mind, pocketed my consultant’s fee, and was on my way.

3. Second Time Around

After intervening to rescue Prast last time, there seems to be some uncertainty in the Dragons about where my loyalties lie. In this mission, I kill an enemy gang leader, making sure to leave a witness so the word gets around. This proved easier than I thought; even my operator commented that maybe this guy just sucked. Grace tells us that this gambit seems to have worked and my star with the Silver Dragons is on the rise.

4. Dark Side

This mission is billed as an effort to “delve deeper into the Silver Dragons’ network”. It involves having me “distribute and maintain network connections for the Silver Dragons secret network”. Sounds like a good deal, but it translates into helpdesk work! This has two parts. In the first one, all you have to do is mix around parts from each of three computers to re-establish their network connectivity. There are two “perimeter monitor devices” and one “computer parts”. The Silver Dragons may know a lot about networking, but when it comes to networks, they’re hopeless! Perhaps they disdain such “mere hardware” issues and leave them as an exercise for others.

In the second part, I swing by another Silver Dragons site, and as I started to examine the ailing hardware, the elite guards and pale blood-drinker there all attacked me! They’re Black Moons, and held me responsible for killing their leader las time! Eventually I put them down, and went back to my original mission, checking their computer. Its message was a dull, blinking “connection missing”. You can say that again!

I was puzzled, to say the least. So was Grace, who rambled disjointedly as she counted out my consulting fee. She looked confused and said, “I didn’t think any of the Black Moon gang would find you. We’ll have to be more careful in the future. But I don’t know what the Silver Dragons will think of all this”. We will find out soon enough!

5. Password: Dragon

It seems that I have been promoted again, at least this is what Grace tells me. On the strength of this, she sends me to obtain a password from Long, which will give her access to their system. Simple enough, and builds on the goals she shared in the very first mission.

When I went to meet the Dragons, I talked to the ones there. One said, “You’re here for the password? Ah, good!” and started laughing and laughing. And did not stop. This gave me cause for concern… Sure enough, Long springs his trap as soon as I talk to him, and a long fight ensues. At its conclusion, they are all dead, and Grace is furious: “Grr! Tricked me again! I’ll show him! Someday, somehow, I will get my revenge!” Classic! At the end she gave me some level-50 clothes as a consolation prize, so it could have been worse. However, it could also have been better. Frankly, considering the loss of resources across these five missions, one might think that Long came off much the worse for wear. But Grace has a new reason for the anger and jealousy which propel her. As if she needs one!

Conclusion: I like a suite of mishes with character, and we certainly have that here, with an ex-Zionist handing them out. Mysteries abound. Who supports her logistically? What draws people to her side? How does she always seem to know what the Dragons are thinking and what there are concerned about with me? Does she have other sources in place already, perhaps? Despite this. She does not seem to be a good judge of character; misjudging the intentions in missions repeatedly, with the result that I walked into traps more than I expected. And as we see the Silver Dragons play her for a fool all along. How could she ever have reached her present station in life? All mysteries worth exploration. Why did the Dragons need her help, when no other gangs seems to have? Who leads them: Long or Ginjiro? All questions remaining for future elucidation.

I like the character of the Dragons, with their Chinese-style triad cloisteredness, and their odd sense of humor. They all make these missions memorable. And then loose ends offer promise for future missions and background exploration. What’s not to like?

Special thanks to Blazinwolf and Idalia who helped me with these. I never would have been able to them so well or so pleasantly without them.

Wednesday, April 11, 2007

Sugar Shack 55: Operetta: Discordant Diva

Sugar Shack 55: Operetta: Discordant Diva

Operetta hangs out in Akasaka (227, 1, 67), in the basement of Pandora. Like so many Exiles, she craves that visceral excitement from bluepills bustling about their virtual lives. She hung out near the back wall, incessantly watching the dancers. Her ravenous face was narrow, and she looked to be wearing a Black Widow’s Dress, except it wasn’t black. Her face was narrow and intense, crossed by stray strands of hair. To be honest, she kind of reminded me of Midnight. Operatta is passionate about music, but not passionate about organization. Her people are in trouble. Music goes missing. She freaks out at non-glowing reviews. She needs an office manager to get things back on track. The classic diva. Until then, she has you.

1. Savior

“Oh, my dear! You just help me, you simply MUST. One of my best performers is in trouble. Get over there and help him right now!” Well, the negotiation was mercifully brief.
What a strange mission! I went to the site, and got into a fight with two Zionists. I killed one in short order, but withdrew to heal up. When I came back, the other, a Zionist Kungfu Grandmaster, was gone! Only a nervous Mr. Titelbaum milled about. I searched several times for the missing miscreant, all to no avail. I danced and waited: nothing. So, I gave up and left the building. And found him strolling in the yard outside! I had to follow him into the next building before we could get a fight going! Once he was killed, the mish ended itself. A patron in the bar looked at me and asked, “Why are you here?” Why, indeed!

Was this a bug, or a cool new feature? And what possible interest could Zion have in Exilix opera singers? Has it run out of weightier adversaries? Or was this a training mish gone awry? Only Lock knows for sure.

2. Requiem

The backstory for the composer in this mission was interesting: a bluepill who accepts the way things are and composes for Operetta. “As a freed mind, surely you must understand. The Matrix is a symphony, programs and code working together to produce harmony. If you’d give up your hatred of it you would see the beauty”. Something to think about… Don’t forget to search for her computer. “I don’t expect you to be sympathetic, but remember, this music is valuable. Don’t be careless”.

Oddly enough, the only opposition came from a lonely Zionist (again!) Karate master, who was not ready for me when I stormed out of the building past him. His jaw dropped, he reached for his gun, and the karate master, with predictably lamentable aim, sprayed stray shots around me as I left. Go back to the caves!

The stage manager is frantic when you arrive, and wails about how slow you are. It’s very entertaining, so be sure to talk to him a couple of times. He and his twin groupies are in a suite reminiscent of the old redpill jackout mishes: lots of ugly gear and barely a table to be seen. They need an Ikea gift certificate.

At the end, the Stage Manager gushed: “Good, and you even managed to keep it more or less unwrinkled. You’re far less incompetent than I first suspected.”

All the while, his twin groupies idled about, speaking vacuously. Be sure to talk to them a few times as well for chuckles. Operetta says, “Yes, yes, you’re doing fine. Fine as can be!”

Whatever that may be. Not sure why this is called a requiem though. I mean, three missions yet remain. Nonetheless, fun, with plenty of character!

3. Chosen

Conveniently, Requiem ends up next door to Pandora, so you’re all set for number 3. An understudy, Bessie Burr, has been kidnapped, and “I must have her back. I simply must!”. I began to wonder if people harass Operetta just to listen to her freak out.
On rescuing her, I got a message- “Oh you precious darling”. But after I dropped her off with the bodyguard Beagle, this is what I got: “Not terrible, Sugaree. Not good. But not terrible.” But the check cleared, so I counted my blessings.

Note: One of the bads has a key to the room Bessie was in. But the door was unlocked!
Note: I had to lead Bessie past a couple of dozen hissing Brothers of Destiny who shot at us with everything they had. Mighty Bessie blanched, but took no damage. So this is a 220-meter escort mission through hostile territory, but it’s not like Seraph’s epic stat-hack mish. Or the even tougher Jeweler escort mish. Relax!

4. Fragments

Once again, the last stage of the preceding mish places you just a hundred meters from Pandora. Nice design! For this mission, you merely need to be a gofer, dropping off stuff for Operetta’s agent. “My dear! You simply MUST help me!”

I get the docs to drop off, and an adjacent flunkie asks me to put a bug in the first target’s desk for musical intelligence. Sure, why not? I’ll always do something to help a band. This minor theme never really seems to go anywhere though. Perhaps in another exile suite this will assume some importance…

First drop off is to another diva. Her staff suffers. “You can’t fire me, I quit!” “But I was told to do it this way!” Etc. Second drop off is to a talent agent who has creative differences with Operetta. As we shall soon see, this is a club with quite a few members.

5. Rubicon

As my operator observed, Operetta does not believe there is no accounting for taste. “My show was wonderful but SOME PEOPLE don’t appreciate talent….”

Word has gotten to the critic that his days are numbered, and you must fight your way through a couple of guards. Then, you find an Agent protecting him! Who would have thought? What possible interest could my Machinist lords and masters have in something as vacuous as Operetta? Answers were not forthcoming, yet I finished the mish regardless.

“That will teach that cretin a lesson!” The xps for this mish were unusually low. As, I guess, it should be. I mean, what should you get for killing a bluepill? More could have been done with the critic, maybe some quotes by your operator from the review, mention of the Newsie, comments from the guards, etc.

Conclusion: I liked the consistency of personality and storyline here. The reflections from the composer and the stage manager were fun. The unpredictable nature of Operetta’s emotions rang true. But what is a diva-istic ego like hers doing in a club like Pandora? In International? Would it not make more sense for her to be ensconced downtown, as are the Jeweler, Mr. Black, and the Bartender? Is she slumming? Also, the names for individual mishes in this group puzzled me. Perhaps in the ethereal realms of operatic aesthetics, where devs daydream, there is some significance. Finally, readers of these columns will remember Lotus and her preoccupation with music; it would have been very cool to have echoed them here, with each commenting on the work of the other.

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

Sugar Shack 54: Serving the Blues at Christmas

Sugar Shack 54: Serving the Blues

Normally, I love winter. I love the subtle susurration of falling snow against my windowpanes. I love how warm my house feels when I come in from the cold. I love the Christmas rituals of shopping and gifting. I love the feeling of connectedness with others, be they red pill or blue pill.

So, I found this newest mission exquisitely satisfying. After so many missions where bluepills were treated like mushrooms or background noise, here, they are properly at the center. It’s not just loot, pillage, and burn. The bluepills are people, not fruit waiting to be gathered. This was the most satisfying aspect of this otherwise simple mish: it gives the chance for us to be doing something for others.

Some might argue that the stat hack mish with Seraph is not so different. But the center of that mish is cracking the code of highways and byways to find the safest, most expeditious way to escort the bluepill across town. The escortee is almost incidental, really. Here, it’s not about harvesting the blues, it’s about making a difference in their lives. What a change!

I liked other aspects of this as well. For one, it’s repeatable. More than that, we see some new item types: snowflakes, presents, and white gloves, along with some buffed items. In this connection, let me suggest that for future stuff like this, it might not be too difficult to take existing items (like open-toed heels) and change the color. Like the pumps, which already are identical across the various shades. The banter from the collectors is pleasant; the use of masks for the collector and Scarlett is delightful! My single regret is that the presents cannot be stacked, thus they take up a precious four inventory slots. Harsh, this.

The initial pick-up is straightforward. Run to a nearby office, score the gifts, and make the deliveries. As always, be sure to talk to everyone before and after. The character commissioning you with the deliveries could be more developed and perhaps positioned to be developed more in subsequent story arcs. It might even be possible to use an existing neighborhood exile contact for tasks such as this. Rose, Madame T., and especially Sister Margaret come to mind in this connection.

Loot aside, the bluepills are well-designed. Each of the four has a different emotional take on things. The body language perfectly suits the speech. They respond when you give them the presents. They have well-prepped dialog and body language if you talk to them after the gifts. Very nicely done, and very engaging! Similarly, the Operator’s comments about season and weather are apropos and entertaining.

The heavies in this mish are thuggish snowmen who appear out of the blue and immediately start pelting you with snowballs. They are big, they are ugly, and they are unpredictable. Oh, and they are incredibly accurate. They could even hit me inside buildings while I was waiting for the elevator doors to open! Moreover, they seemed to appear and disappear, perhaps suiting their capricious seasonal nature. Yet they were easy to deal with, since they loitered but did not give chase. Nonetheless, those snowballs must have had rocks or code-bombs inside!

Something which would add value to this mish (and others) would be including more references to other personalities in Megacity. This could be done in two ways:

The dolorous bluepills could refer to them in their complaints, such as:
- “I just got this letter from The Landlord, raising the rent again! Now what?”
- “Someone named Hypatia keeps bugging me about my Dad’s old books, but I gave them away! Why won’t she leave me alone?”
- “Operetta’s still mad at me for my blog about her concert! Can’t she ever get over it?”
- “How come Silver’s being such a twit about the warranty on my PDA?”

In addition to the abominable snowmen, the misher might encounter nondescript redpill attackers. They could call out “Look! Easy CQs!” or “While we’re waiting for The Architect, let’s get some action!”. Alternately, they could include references to the other Megacity backstories: “I heard someone saying in The Succubus that this one has some green vials. Get them!” or “The Coroner needs some spare parts and you’re going on the block!” or “We’re looking for Mercury’s PDAs, and the trail ends right here, right now!”.

Of course, when they die they cry out, “I knew it! Sploiting! I want my Operator!” and expire.

Thinking back to Exiles I’ve known and served, I’d also recommend Rose as a likely sponsor for mishes like these. She has good intentions, and keeps screwing up. It would be entertaining to have her commission these, and the first three go perfectly, and in the third one, the recipient gets something like a coupon for fries, a tie, socks, or a flashlight.

Lots more could be done, but I’m trying to think within the likely design confines for a mission, and avoid anything too complicated. Even so, thinking ahead to 2007, it may well be that some mishes such as this could be added to the Halloween zombies.

Nonetheless, I’ve done this mish about 40 or 50 times, and still like it. After assassinating half of Megacity, it’s nice to be dishing out warm soup instead of hot lead for a change.


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