![]() ![]() NETRICSA is connected to the human cerebral cortex, so she has all the access to the user's audio-visual experiences and can provide them with feedback. It is used to provide fast and simple access to all the necessary data and analysis for a skilled combatant, so that he/she can keep up to date with the situation and know what to do next. Sam Stone's NETRICSA is the best available of the wide range of such devices his NETRICSA translates texts, offers simple head-up-display directly to the visual cortex, tracks targets and gives other kinds of help in fight and in general tactics. NETRICSA automatically informs Sam about any new information when he encounters a subject for the first time. For example, when he picks up a weapon, NETRICSA will update herself and analyze the data from it. ![]() #The talos principle 2 priest updateĪlso, if Sam kills an enemy type for the first time, NETRICSA will also update herself with data on the subject Sam just killed. The exception to this are the bosses, such as the Swamp Hive, Sam encounters. Due to the urgency of these situations, an overview including the enemy's weaknesses is made available. Gameplay-wise, NETRICSA will show the player's statistics, such as enemies killed, time in a level and secrets found. The only versions of NETRICSA that do not do this are the Serious Sam: Next Encounter and Serious Sam 3: BFE versions of NETRICSA. NETRICSA displaying information about an enemy in Serious Sam 3: BFE.ĭuring most games, NETRICSA interacts with Sam in two ways: by imposing an image of the instrument readings on the retina of his eyes (transparent screen) or by connecting directly to his cerebral cortex (in this case, Sam sees a full-screen computer interface in front of him). Transparent screen mode is usually enabled during reconnaissance and combat. The lower left corner of the screen displays the indicators of the fortress armor and health level. This is followed by indicators of Sam's current weapons and the number of ammo available for the current weapon. On the right are icons indicating the types of ammunition, each of which has an indicator of the remaining number of ammo of this type. The upper left corner of the screen displays the player's score - the total amount of points received for the destruction of enemies and the execution of tasks. When the computer has a new message for Sam, a beep sound is emitted, and a message counter appears under the account indicator, showing the number of unread messages. After that, the player can call the full-screen interface to read the message. The central part of the screen is reserved for the aiming system. The crosshair indicates exactly where the shot will be. It changes its color according to the state of the target. When there is no live target, the sight is white. When aiming at a new enemy, the crosshair turns green. DLC sometimes feels like a nostalgic throwback to the Internet of 90s, I really enjoyed that aspect too.If the enemy is damaged, the color of the crosshair will change to yellow, and when the enemy dies - to red. Music and visuals are calming and peaceful. Some optional puzzles are impossible to solve by yourself, but I don't think that should stop you from playing in our Internet age. There are only a few tools at your disposal, but the puzzle designers really got everything possible out of these few tools, in the ways I couldn't imagine. Oh, by the way, the puzzles are great too. However, the game lead me to some answers for myself. A lot of questions are raised here, with not many answers (what did you expect?). ![]() Often I don't have patience to read philosophical texts, but here it just works - you read a little, go solve a puzzle, and think about what you just read in the meantime. ![]() I don't know how they did this, but that existential lore seems to be perfectly curated and broken up into digestible chunks. It's just like in the real world - we run around doing chores / making money / achieving goals that have nothing to do with who we are or what our purpose is but that's just how our life is. At first glance, this seems like a weird combination, but it all starts to make sense and fit together after a while. In this game, you are running around solving puzzles and reading a lot of lore about existential philosophy. if either of the above is not true, you must avoid it (the game has a potential to trigger an existential crisis, and the gameplay is nothing but puzzles). if you ever had an existential crisis AND if you like puzzles, you absolutely must play it. There is a very simple way to determine whether you should play this game: Having said that, it's definitely not for everyone. This game is now one of my favorites (if not THE favorite). ![]()
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