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TOM FRANCIS
REGRETS THIS ALREADY

Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.

Theme

By me. Uses Adaptive Images by Matt Wilcox.

Tom’s Timer 5

The Bone Queen And The Frost Bishop: Playtesting Scavenger Chess In Plasticine

Gridcannon: A Single Player Game With Regular Playing Cards

Dad And The Egg Controller

A Leftfield Solution To An XCOM Disaster

Rewarding Creative Play Styles In Hitman

Postcards From Far Cry Primal

Solving XCOM’s Snowball Problem

Kill Zone And Bladestorm

An Idea For More Flexible Indie Game Awards

What Works And Why: Multiple Routes In Deus Ex

Naming Drugs Honestly In Big Pharma

Writing vs Programming

Let Me Show You How To Make A Game

What Works And Why: Nonlinear Storytelling In Her Story

What Works And Why: Invisible Inc

Our Super Game Jam Episode Is Out

What Works And Why: Sauron’s Army

Showing Heat Signature At Fantastic Arcade And EGX

What I’m Working On And What I’ve Done

The Formula For An Episode Of Murder, She Wrote

Improving Heat Signature’s Randomly Generated Ships, Inside And Out

Raising An Army Of Flying Dogs In The Magic Circle

Floating Point Is Out! And Free! On Steam! Watch A Trailer!

Drawing With Gravity In Floating Point

What’s Your Fault?

The Randomised Tactical Elegance Of Hoplite

Here I Am Being Interviewed By Steve Gaynor For Tone Control

A Story Of Heroism In Alien Swarm

One Desperate Battle In FTL

To Hell And Back In Spelunky

Gunpoint Development Breakdown

My Short Story For The Second Machine Of Death Collection

Not Being An Asshole In An Argument

Playing Skyrim With Nothing But Illusion

How Mainstream Games Butchered Themselves, And Why It’s My Fault

A Short Script For An Animated 60s Heist Movie

Arguing On The Internet

Shopstorm, A Spelunky Story

Why Are Stealth Games Cool?

The Suspicious Developments manifesto

GDC Talk: How To Explain Your Game To An Asshole

Listening To Your Sound Effects For Gunpoint

Understanding Your Brain

What Makes Games Good

A Story Of Plane Seats And Class

Deckard: Blade Runner, Moron

Avoiding Suspicion At The US Embassy

An Idea For A Better Open World Game

A Different Way To Level Up

A Different Idea For Ending BioShock

My Script For A Team Fortress 2 Short About The Spy

Team Fortress 2 Unlockable Weapon Ideas

Don’t Make Me Play Football Manager

EVE’s Assassins And The Kill That Shocked A Galaxy

My Galactic Civilizations 2 War Diary

I Played Through Episode Two Holding A Goddamn Gnome

My Short Story For The Machine Of Death Collection

Blood Money And Sex

A Woman’s Life In Search Queries

First Night, Second Life

SWAT 4: The Movie Script

How Fast Should Stuff Unlock?

The game Magicka unlocks eight different elements in its ten minute playable intro, giving you access to 16,384 spell combinations.

Magicka - M60And later, an M60.

Half-Life 1 and 2 don’t give you any abilities in the first ten minutes, and in general only grant you about one new weapon type every hour or two.

Crowbar Moment

Obviously it depends partly on genre, but there’s more than that going on. I think developers fundamentally disagree on the question of “How far through the game should I get access to the main abilities that make it great?”

Bisection

Every hour before that point, you lose some players who might have liked it if they’d got that far. I’m probably never going to get through Dead Space 2 because I’ve been playing for hours and still only have two weapons, one unexciting and the other impractical.

Dead Space 2 Javelin

But every hour after that point, the player has a less exciting sense of progression, and risks getting bored with the same formula. FEAR probably fell victim to that – if you didn’t love the basic combat as much as I did, the fact that it never changed after the first few levels probably killed it.

Spin

Personally, I like to get things one at a time, but quickly early on. I will play almost anything if my toolset is changing every ten minutes.

The games that pace their unlocks slower tend to frontload the experience with a lot of scripted or story content, unique stuff that’s hard to make.

I think that’s rarely as compelling and inviting to the player as getting new abilities. I’d rather they saved the unique, story-driven stuff for after I’ve got all my tools, to stop that phase from getting repetitive. By that point I’m probably invested enough to pay more attention to it, whereas early on it’s usually unwanted noise.

What’s your sweet spot? What games do it well, and which ones don’t? I’m asking partly because this is one of the big things I haven’t decided about Gunpoint yet.

Better Spelling In Magicka

Magicka is great. You’re a wizard who casts spells by summoning any combination of eight different magical elements into your staff, then releasing them either as a quick blast, a charged shot, an area of effect around you, an enchantment for your weapon, or directly onto yourself. Accordingly, there’s a crazy level of player freedom, very few limits to your power, and a great, great many ways to instantly kill yourself by applying the wrong powers to the wrong thing.

Because you need to combine those eight elements so frequently, they’re on the WASD keys where movement controls would normally be. More specifically, they’re assigned like this:

Remembering what’s what is crucial and takes some time to pick up. So I can’t help thinking that, for the English version of the game at least, it might have made more sense to assign them like this:

Q – Cold
W – Water
E – Electricity
R – Restoration
A – Arcane
S – Shield
D – Dirt
F – Fire

Q and D aren’t perfect, but there’s enough consonance to make the association memorable, I think. You can reassign all of these manually, but because the game still displays them in the old order on-screen at all times, you’d have to relearn it while trying to ignore ever-present misinformation of their relative positions, so it isn’t worth it.

The fun thing about Magicka is, ironically, that there’s no concept of magicka or mana in it – however mighty a spell you cook up, you can cast it as quickly and as often as you can press the right buttons. It changes the concept of magic from what it is in most RPGs – fantasy guns, with fantasy ammo. Here it’s just palette of abilities, with curious but reliable rules about how they interact and combine. It feels like what magic should be.

Magicka Arcane

I mentioned there’s lots of ways to kill yourself – using lightning when you’re wet, firing an arcane beam at a shield, forgetting to heal before you use fire to dry yourself. In multiplayer, they’re increased exponentially. Even trying to heal one of your friends when they’re using the wrong spell can cause them to explode. There’s merciless friendly fire, so area of effect stuff frequently shreds everyone on your team, boulders smash them out of the level, and lightning leaps from enemies to friends indifferently.

But the good stuff also gets more interesting: the most satisfying spells involve the Arcane element, which gives the attack the form of a beam that ultimately explodes whatever it kills. In co-op, you can intentionally cross these beams so that they combine into a more powerful one, shooting off in a direction that’s democratically controlled by where each of you are trying to point it. It’s like a weaponised version of moving your hands on a Ouija board. Again: magic like it ought to be.

Magicka Vortex

The bit I most enjoy about playing a new game is after I’ve discovered enough possibilities to be excited, but before I’ve discovered them all. Magicka seems to exist entirely in that period – you grasp what’s cool about it in seconds, but days later I’m still not sure of the best way to execute my most common attack.

Right now I summon water, summon fire to turn it to steam, combine steam with arcane to turn it into a burning beam, then electrify that beam so that as the superheated steam soaks my target, the lightning does double damage as it electrocutes them.

But now I hear you can summon a rock, douse it in water, and use that as a super-soaker to get all your enemies wet. And once they are, an arcane beam that’s imbued with both lightning and cold does even more damage – freezing a wet target triples the damage it takes while electrocution also doubles it, and has the added bonus of slowing them to a crawl.

This is giving me new ideas for my defense spells: right now I use an area-effect shield to create a bubble around myself, then stand at the edge of it and mix water and shields to create an arc of rainclouds just outside the bubble. Once the enemies are wet, I mix lightning and shields to create stormclouds that electrocute them all. But perhaps I could be creating a frost arc with that same method, hurting them more and slowing the rate they break down my shield?

Magicka Shield

Everything you can concoct in Magicka can be cast in five different ways – a quick blast, a charged blast, an area effect around you, directly onto yourself (often a bad idea), or into your weapon, making its next hit deliver the magical damage the spell normally would. Casting a shield on your sword causes it to shoot out a long barrier, dividing groups of enemies in two. It’s that mix of logic and nonsense that makes experimenting with this system exciting.

Unfortunately, right now, getting it working is as dark and erratic an art as playing it. Hilariously, some machines crash whenever beams are crossed in multiplayer. Others behave as if they have an ancient videocard, multiplayer is hard to get into. The single player is also hurt by some really stupid use of checkpoints over proper savegames. But it is only £8, and the devs are keeping to their promise of daily patches.

How I Feel About Team Fortress 2 In Graph Form

Lately, I’ve been playing and enjoying TF2 a bit. There was a time when I wrote about that game so often this site was virtually a fan blog, but it petered out a bit. It’s a combination of the natural drop off in interest in a competitive online game, and a drop off in the interesting differences the new content adds.

The latest update has bucked the trend a bit, but before I get into why, I want to explain what I’m talking about. I often wonder why my play time with TF2 dropped off even as the stuff in it got much better, so I have expressed the relationship in the only way I know how to articulate any feelings: through the medium of graph.

TF2 - Graph

Basically, I wouldn’t normally like a team-based shooter at all by this point in its life cycle, and that can’t help but have an influence. I don’t like competition because I’m too competitive, and I don’t like team games because I don’t like organising people. It’s a miracle I like TF2 at all.

The chunks of new content flying into the game have kept it fresher than it had any right to be, often because it genuinely made the game better, and the rest of the time just because it was new. That appeal ended with the money update: once they added a way to buy new stuff for cash, they no longer provided an easy route to get it for free. It ceased to be “Ooh, new stuff!” and became “Hmm, purchasing options.”

But the last update does have that kick of novelty: it’s a medieval mode where most classes are useless, since their high tech weapons are gone.

TF2 - Sniper Charge

Only the sword-and-shield Demoman and the bow-firing Sniper are great, and a few other classes can work if they happen to unlock certain new items, like gloves that make the Heavy tougher against ranged attacks, or a healing crossbow for the Medic. What I like about it is this:

1. It’s very, very different.
2. It’s so new no-one really cares about winning yet.
3. No-one can bitch at me for going Sniper when we already have five Snipers.
4. The only map for it is small, focused, and channels people into a beautifully designed chokepoint for the finale.
5. No sentries.
6. No stickies.

TF2 - Spy Stagb

I’m fine with getting skewered by an arrow, fine with having my head cut off, fine with being battered to death by a Heavy’s metal fists. Almost every other way to die in TF2, particularly by automated sentry fire, is just irritating to me. Nothing to do with the skill involved or lack thereof, it just feels annoying.

This mode pares back all of the ways to die instantly to a distant opponent, and so for the first time, my cause of death isn’t always “Walked round a corner, met three enemies”.

How long it’ll stay fun I don’t know, but variety like this is what I want from this game now. I think there’s as much value in taking things out as putting them in.

TF2 - Fists of Steel

Old Year Resolutions

Christmas is over, I’m home, and I have a bit of time before I go back to work. My resolution last year was to be more prolific – take on lots of different stuff, do it all, stop whining. In that spirit, I’m going to try to get a bunch of stuff done. I doubt I’ll manage it all, but here’s the plan.

Footprints

Work on Gunpoint for two days straight
Making Scanno Domini in 48 hours was exciting and eye opening. The deadline not only sped progress, but forced brutal and useful decisions about the design. I want to do the same for my longer-term game Gunpoint, aiming to get it to the point where you can meaningfully complete a level using the game’s central mechanic by the end of the year.

Every hour of work you put in before that point might be a complete waste of time, so you have to get there as rapidly as possible. I’ll probably work on it on the 29th and 30th.

Redesign Pentadact.com
The intentionally misleading title of this place is starting to cause actual harm in world increasingly reliant on search ranking. I have to call it by my own name. I also want to make the design slightly cleaner and less busy, and implement infinite-scroll rather than those archaic ‘Older posts’ links. Might tweak the colours and add an archive if I have time.

Start ‘Notebook’
A new category or subsite on here for what I used to call philosophy, but which has evolved into increasingly practical advice given by myself to myself. I need to write the shit I figure out down so I don’t forget what little I’ve learned, and doing it publicly helps get it straight in your head.

Post: What Makes Games Good
One I’ve been tinkering with for too long. It’s about giving names to the different metrics on which great games succeed – the ones that really matter. Because they’re not ‘graphics’, ‘gameplay’ and ‘multiplayer’.

Post: What Games Are Bad At
Less of a priority, but I’ve often wanted to do a series on the things I think the industry is repeatedly fucking up. Most of my obsessions about games relate to what they normally get wrong, so explaining why and how might turn that into useful advice for making them better.

Tweak Scanno Domini
So much I could do to this from here, but to avoid letting it distract me from more important stuff, I’ll stick to the quality-of-life essentials. Snow and single-barreled weapons fire both need to be darker – they’re invisibly bright on some people’s screens. Bots still sometimes get stuck camping you, forcing a restart. I really should let you use the keyboard for movement if you want to. And I might either make the game a little easier, add an easy mode, or do something clever with the difficulty so that it ramps up more smoothly. Watching my dad play it was informative.

A Minecraft Diary And My Black Ops Review

The first entry of a Minecraft diary I’m starting just went up on PC Gamer – it’s just a short one to start with, but this might turn into a long-running thing. It’s about playing with a sort of permanent death rule: if I die, I have to delete the whole world and everything in it, then start again from scratch in a new one. It’s also starting from when I first played the game, so I know virtually nothing about how it works. The next entry will go up first thing tomorrow, and it’ll probably be every other day from then on. Continued

Halloween 2010

Heroes Assemble #1Roughly from left to right: Craig as Dexter Morgan, Kim as The Scout, me as The Spy as Graham Smith, Jim as a witch, Anna as a witch, Graham as Minecraft Guy, Lisa as a dinosaur, Tim as a Murloc, Laura as Red Riding Hood, and Amanda as Sully.

World of Minecraft

I’m actually grinning.

"Blue Spy Stole The Pudding!"John made these amazing pumpkin desserts in little ramekin dishes, so he’s forgiven for coming as John Walker.

IMG_4195The wrap-around made this even scarier than I’d intended.

Grabby TomI eventually discovered for myself how disturbing it is to see someone else wearing your face.

Kim’s custom-made dog tags – “BONK!” and “I broke your stupid crap moron!”

Hide The KnivesI did not spend a lot of the evening with my mask correctly aligned.

IMG_4184Graham forgot not to sit down.

IMG_4197


And making this video is why Rich Cobbett is forgiven for coming as Rich Cobbett.


In reference to this.

IMG_4176Pumpkin carving the previous night.

IMG_4214This was mine, a dramatic departure from last year’s.

Why Graham, Rich And Jaz Should Get Forged Alliance

I was about to send an e-mail to Graham, Rich and Jaz explaining why they should get Supreme Commander: Forged Alliance and play against the AI with me sometime, then I started digging out screenshots for supporting evidence, then I realised I’d put way too much effort into this and that the shots were kinda cool.

SupCom 2 is now truly brilliant, but it’s still a different game. Here’s what’s still cool about the last one.

Forged Alliance - CarrierThis is what it looks like when you launch fighter/bombers from an aircraft carrier.

Forged Alliance - SaucerThis is what it looks like when you launch torpedo bombers from an aircraft-carrying flying saucer.

Forged Alliance - MonkeylordsThis is what a lot of Monkeylords look like.

Forged Alliance - WaterlordsIn SupCom 1, heavy shit just walks on the sea bed.

Forged Alliance - StormAnd Monkeylords don’t really care about transport fire.

Forged Alliance - Laser FaceFace lasers were longer range.

Forged Alliance - AssistYou sure could set a lot of shit to assist a thing.

Forged Alliance - BomberThe fourth race has a bomber the size of a stadium. Those explosions? Those were battleships. That was one bomb.

Forged Alliance - CitiesThe fourth race has kind of awesome cities.

Forged Alliance - LoyalistsTech 3 units are utterly badass. Here’s me discovering that Tech 3 Cybran assault bots can turn tactical missiles around mid-air.

Forged Alliance - MoonYou can play on custom maps, such as the fucking moon.

Forged Alliance - Seton'sAnd Seton’s Clutch was actually big.

It’s £10 on Impulse.

StarCraft 2: Single-Player

For about four years, everyone’s been scrambling to reinvent the RTS. Blizzard seemed like the only company sticking with the traditional mine-resources, build-buildings, mass-units structure – presumably because they didn’t dare undermine the professional scene that sprung up around the first StarCraft.

So they siphoned all their thick, sticky innovation into the single-player for StarCraft 2, where they can stick with the old high-level rules but make more interesting missions out of them.

In fact, they got a bit carried away. I’m used to high-budget strategy games giving me a lot of special-case missions, but StarCraft 2 never stops. I spent half the game waiting for a “Make a base, go kill theirs” mission that never came. Literally every single one is a custom showcase for one particular unit, an unusual objective, a pre-built base, no base at all, or revolves around a new rule they have to teach you on the fly.

Train sigh

At the risk of sounding like a tiny child, I don’t like it. I like to make my own bases. I like to choose the units I like, rather than have a whole mission structured to force me to appreciate one the game wants me to use. And I don’t like new rules.

Scripting a mission around a unique scenario always involves a degree of Bullshit: Bullshit you couldn’t have seen coming, Bullshit you’re forced to do, Bullshit to stop you taking shortcuts or being clever. Blizzard are so good, so big, rich and talented, that they’re able to avoid almost all the Bullshit that scripting causes on one, maybe two missions. The rest of the time, I’m punished for doing my own thing so much that I eventually learn to just play the way the mission designer wants me to. Use the unit he tells me to. Click what he tells me to click. It works, but it’s basically a waste of my time.

The zombie-frying mission is the one I’m thinking of as an example of pretty much Bullshit-free scripting. It does dictate certain aspects of the way you play, but the New Rule is easy to grasp and has a certain intuitive logic to it. And you can build whatever works for you: any effective army is effective here. Accordingly, it’s fun.

Zombie Night

The other one I liked was the optional mission where you play as a female Ghost, separated from but supporting a larger army. Plenty of Bullshit, but the way it turned existing RTS mechanics into puzzle logic was interesting, and the mind-control ability has so many great applications. I’ve heard the alternative mission, with Utter Tosh, is good too, but his abilities seemed less exciting to me and I didn’t get anywhere with it.

I’m also a fan of the research system between missions, and the ability to postpone some missions for ages. But both are pretty minor bonuses. Two good missions, among thirty, isn’t enough to make me want to sit through the embarrassing cutscenes.

Cutscenes

Valve Steal Sixth James Weapon Idea, Sell It

You can now buy stuff for real money in Team Fortress 2. First thoughts:

  • The world has ended. No further world can be built.
  • Oh wait, you can still get everything for free.
  • This is fine, so long as they don’t make the free route slower.
  • Hey, they made the free route slower!
  • Man, now they won’t even want to make a drop system that doesn’t suck – one that lets me work towards what I want, or ever gives me a hat.
  • I’m glad crafting the new stuff is pretty easy, though.
  • Wait a minute: finding a load of stuff I don’t want, plus easy crafting and trading, wavy-equals working towards what I want?
  • Yes – very, very slowly, and with no hope of getting a hat.

So it’s not nearly as bad as it could have been. But I think it’s been mishandled: if the point really is to channel money to community contributors, only sell community items. Add your own when players demand it. And if you don’t want to make non-purchasers feel left out, launch with a few Valve-made weapons unlockable with achievements, and make them the focus.

Because that’s how I feel, as someone who doesn’t want to burn through a lot of cash on this. TF2 isn’t a game for me anymore – the only people who get to play it all are the ones prepared to pay. It’s nice that there’s a lot to unlock, but in practise, even the much lower crafting requirements are way too high for someone like me. It takes seven items I don’t want to make one that I do, and that’s more than I find in a month.

Black Box 2

Even after months of play, I won’t have the +25 health that Scouts who pay do. The chances of finding all the items required for a set bonus, particularly the hat, are negligible.

I do really like the Black Box, though – a vampiric rocket launcher with a smaller clip. It limits your aggressive capacity, but suits the calculating way I play Soldier: safe distance, medkit near, Equaliser ready, Buff Banner steadily charging.

The item that’s closest to one of my suggestions, the knife that rapidly steals your victim’s identity, is a total bust. The ability itself is a satisfyingly stylish flourish, but they’ve paired it with a wildly disproportionate drawback: the inability to disguise at will.

That’s such a massive, constant pain in the arse for an advantage that’s really only useful when facing exactly two people, both of whom are looking the wrong way, and even then only if the second of them looks round less than a second but more than half a second after your kill. And doesn’t spy check.

They should have actually stolen my idea, rather than independently coming up with their own that has just enough in common for me to make false accusations about it on my blog. My knife had some trivial drawback that would rarely hinder anyone – it’d sell even better.

Postcards From A Weekend Of Premeditated Murder

A slightly tense week inspired me to go back to Hitman: Blood Money last weekend. It is cathartic.

Hitman - now it's obviousWell, yes, now it’s obvious where the killer was standing.

Hitman - red blipThis is the climax of a spectacularly machiavellian plot to replace an actor’s prop pistol with a real one to trick him into performing your hit for you at the crescendo of a wartime opera.

Hitman - yes, there's a bomb in thatI’ll save you the trouble – yes, there’s a bomb in that.

Hitman - compactI don’t know why, but as I trash-compacted this sanitation worker, it really bothered me that I was depriving society of the valuable service he provides.

Hitman - don't have a wall like thisIf you’re in witness protection, don’t let them put you in a house with a wall like this.

Hitman - in case someone throws a knife into your headIn case someone hides there and throws a kitchen knife into your head like this.

Hitman - dead birdIn retrospect, yes, it was always going to be difficult to get away with killing that bird in front of this cop.

Hitman - crowd sceneI still don’t know how they did this goddamn crowd scene. How- polygons- what?

Hitman - ruffled feathersThis is as tragicomic as it is hilarisad.

Hitman - loadingI am especially unclear on where I keep my pistols in this outfit.

Hitman - spadeStill feels good.

Hitman - conspicuousWhat? Too slutty?

Hitman - knife surpriseYes, I have done this more than once.

Hitman - honest cakeWhat’s the matter asshole, never seen a poisoncake before?

Hitman - strangleNO POISON FOR YOU.

This Is All I Can Think During StarCraft 2’s Cut Scenes

I have the following problem with the armour in StarCraft II

Hyperthreaded Depleted Uranium Turbothanks

To anyone who nominated me for a Games Media Award. I am a finalist! With any other award it’d be corny and false to say the nomination is what counts, but with GMAs that’s actually true. Like last year, the nominations are open to the public but the judging is by a panel of games media types and PRs. I’d love to win this year, but I’ll be honest, I’m not super concerned about my popularity among games media types and PRs. The really nice thing is to have a bunch of people put your name forward out of the blue.

In return, I will try to be slightly less inadequate over the next week about posting stuff, both here and on PCG. Starting with some fun news from Valve about Team Fortress 2 I’ve only just had time to write up, and a short series of stupid posts here that have nothing to do with anything. Yes. This plan makes sense.

Picture 010

If you are a judge, you don’t have to vote for me, but you should definitely vote for:

  • PC Gamer for Games Magazine. We’re actually pretty good. The thing I really enjoy about our mag these days is being able to read a preview knowing it’s not just going to be, “This looks like a game that has some classes and some weapons and the graphics seem good”. There’s going to be something mechanically or conceptually interesting and we’re actually going to spend the words telling you about that. Also we do reviews. Oh no! That’s mine! How did that get there?
     
  • Rich McCormick for Rising Star. Rich has already established himself in our office as the person capable of the most tortured pun when we’re sitting around coming up with headlines, and this company is the Abu Ghraib of pun torture. Here’s his piece on Barkley, Shut Up and Jam: Gaiden. It’s a crime that Jaz McDougall isn’t also up for this slot, partly because it would lead to hilarious in-office brawling, and partly because his work on PCGamer.com is making me laugh every day.
     
  • Christian Donlan for Specialist Writer Online. I’m also a fan of Simon, Ellie and Dave, but I think I’m right in saying this is the first time Christian’s been up for this, and it’s way overdue. His stuff on Eurogamer and in Edge always shines, and he is quite literally The Nicest Man In Games Journalism, a title which I must some day kill him to steal.

Valve Steal Most Of Tom’s Evening

Engineer night was horrific. I haven’t seen this many stalemates since Hydro. Everyone’s desperate for the new unlocks, but the achievements that unlock them either require the unlocks, or are based around Engineering in the context of a normal game. Stuff like supporting a Heavy while he mows people down. When your friends and opponents are all just static installations of angry metal gun, there’s not a lot of scope for that.

Dead Engy

For the lucky few who got them, the new unlocks looked amazing. You can Wrangle a Gunslung Combat Sentry, so your damage boost negates its reduced damage output, your shield negates its level 1 hitpoints, and your beam gives it seemingly infinite range. It’s as ridiculous as that collection of words.

Wrangled Combat Sentry

In the end, none of the individual unlocks matched the specs of any of my suggestions closely enough to justify my mock accusations of plagiarism. But the set of abilities these give you – deploy small sentries quickly, move them, shield instead of repair, and direct their fire manually – is just what I wanted from mine. If I ever actually earn the damn things, I’ll be extremely happy.

Sniper Bow

Valve Steal Fifth James Weapon Idea

Engy: Portable Sentry

Day Off

Built twenty Darkenoid saucers to create a laser embargo around the AI while I stole everything they built with a Loyalty Cannon.

Darkenoid