Information icon.svg Nominations and campaigning for the RationalWiki 2020 Moderator Election are completed. Voting is live now, until 20:00 UTC, 1 December!

CLoM » Play! Volume II

From RationalWiki
Jump to: navigation, search
Play! Volume II
[ link ]
[ talk about this post ]

[ main page ]


Our hero Mei has braved several things.

  1. The green canyons
  2. The red canyons
  3. A squiggly kitchen

The squiggly kitchen stopped me for a day or so, but that was ages ago. Atm I’m stuck on map four and sort of disheartened. I have cheated and gone to look at the rest of the maps. Here are some names I invented to summarize them. They are very truthful.

  • Map four - dark factory
  • Map five - very tall platforms
  • Map six - museum of spines
  • Map seven - museum of crosses
  • Map eight - museum of bleeding paper
  • Map nine - huge castle of metal
  • Map ten - huge castle of wood

Five and six look scary. Everything past that looks completely insane. Nine and ten are really really big. I thought map one was quite big, but map one is not big. Map one is petite.


But anyway. I still have to critique map three. Back to map three!


This is map three. Map three contains many rooms, which are mostly separate. I will tackle them separately because I think that makes sense. These are the highlights.

  • 03.1 - This room is square. You find a tiny switch to escape. There are mooks, but I ignore them. This is a good room for smallness. I welcome any fleeting moments of smallness that this game gives me, because in general it is very big.
  • 03.2 - This room is squiggly, and features a big red screen thing. You are pelted with demonic spiders (a continuing theme). This room killed me a lot, but I got through it after a few tries. It’s quite fun.
  • 03.3 - This room is shaped oddly. When you enter, you get a huge welcome party of giant mooks, and one boss in the corner. You’re supposed to get the boss to kill them but because of the squiggly architecture and oddly shaped stairs it’s actually quite a chore. Several times I bounced off an odd shaped wall, or bounced off a step which wasn’t quite low enough to step onto, and got zapped by the boss before I knew what was happening. This is ridiculous. I like the architecture: it’s quite pretty. But this room was blatantly built just to look pretty and then reused as a fight in a videogame. It is not fun to play. It is fun to leave behind.
  • 03.4 - This room features an entirely different design to the ones before it. Instead of grimy kitchen tiles, you get a large wooden house thing. It doesn’t look as nice. I think it looks like it was just tacked on to make the map longer. Mei gets lost here quite a lot.
    • 03.4.1 - You hit three switches in order, and three separate hordes appear. The first is ok. It’s quite fun to play. Quite tense, since your space is limited and the random architecture confuses you.
    • 03.4.2 - The second horde is too much. Unless you’ve actually memorized the layout, you can’t really fight them. They close in and squash you. But at least they don’t have any spiders in them.
    • 03.4.3 - The third horde does have spiders. And about three bosses. For this horde you are given a god mode powerup, which feels kinda cheap. It’s like the designer said ‘I know this fight is impossible but I want to keep it anyway.’ I didn’t fight them: I grabbed the powerup and ran out to the exit. Even that took a few tries, because they just filled all my room and wouldn’t fight each other. Usually if you dodge a bit they attack each other by mistake and thin the crowd, but this time they just worked out their differences through peaceful non-conflict and devoted their energy to blocking my way.
SPIDER1 - Sorry I trod on your foot.
SPIDER2 - It is OK.
SPIDER1 - No really. I was at fault and I apologise.
SPIDER2 - I love you man.


Map four is much prettier, because it’s not over the top or random or particularly squiggly. It’s quite refined and understated and is mainly made out of metal.

I am stuck here, but I like all the metal. Three cheers for the metal.

--09:22, 5 February 2010 (UTC)

[ main page ]


What's a squiggly kitchen? I'm thinking a room full of snakes or well-greased chimps. --ConcernedresidentAsk me about your mother 10:06, 10 February 2010 (UTC)
Yay, Concernedresident. ^.^ Sorry for taking so long - I was trying to study. A squiggly kitchen is like a normal kitchen, but if it was designed by a bored octopus. Everything is odd: there are rooms where there should not be rooms, there are tiles on everything, the steps are uneven heights, and it is generally odd. There are no snakes or chimps though, unless they are well hidden. The designer calls it a 'garden' but I think it's much more like a kitchen. I followed this logic:
  • Number of plants: 0
  • Number of kitchen tiles: so many
I'm actually on map five now. I want to wait until I've got two maps to talk about before writing the next bit. Map five is less frustrating than I thought it would be. -- =w= 01:50, 14 February 2010 (UTC)
I also think its awesome that someone finally left a comment on one of these things. I thought I was all alone in a universe of lists and demonic spiders. I'm glad I was wrong. -- =w= 01:50, 14 February 2010 (UTC)
Heh heh. Apologies for the late reply. I sat down and tried to make a picture of this kitchen, but got frustrated with the textures and went to the pub. --ConcernedresidentAsk me about your mother 14:34, 20 February 2010 (UTC)
It's not that late. I was forgetting I had a conversation here. I would link you to a video of this kitchen, but it was taken down unexpectedly. I am frustrated by this and going to a pub. -- =w= 21:10, 20 February 2010 (UTC)