It is such a pleasure to hear John Keston's silken, evil tones again. The 3D model of Gehn cannot match his on screen presence, but I understand why they had to do it. One important thing I think is missing from this version is that, in the original, you see Gehn hefting his spear gun when he is preparing to go through the book to D'ni. It makes it inescapably clear that he intends to murder Atrus upon arrival. That detail is not present in the remake, but I wish it was.
I give this video thumbs down because if you're just using like new game plus weapons. That doesn't help anyone who's playing the game for the first time.
I was definitely a bit lazy with my descriptions for VC1 but the newer version is listed. That said nothing I'm using here is a new game weapon. Everything is acquirable in a first playthrough. Of course I realize some may want to do the DLC last so I made the newer version: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-J9zrkZavbzA.html
Just did the mission with this method. Here's an important thing to know, you HAVE to hit where it's shown in the video, otherwise you are waisting ammo. To destroy the tank, you have to hit the radiators, the problem is that the railing hitbox make it so that you must hit a precise point of the tank. What you want to aim for is slightly behind the backward turret.
Need to grab all the security cards. My videos list them or use this handy dandy picture guide by Brilli: steamcommunity.com/sharedfiles/filedetails/?id=3266806281 My guide is here for reference: steamcommunity.com/sharedfiles/filedetails/?id=3266806281
Thank you very much. I cannot afford this game. Thank you for the cutscenes, been playing previous 1 and 2 since I was a kid, now I have a family, priorities changed.
Fun fact: You can add Austin Teksas to your lineup in this scenario. His unconscious body is trapped in the Crew Lounge (the room closest to the ray gun that spawns down the hall from Vincent and co.), along with a Gas Gun and Hair Spray. It took me 24 years to figure this out. I always assumed all of those doors were unlockable and didn't notice that the goals tab listed 1 undiscovered crew until a recent playthrough.
This still works! Thanks. I saw another video of someone using Riley to hit it with mortars in the radiator. It showed them doing additional damage, but after trying at least 2 dozen times, I was doing crap for damage every shot. Even if the barrel was in the way, statistically I should have "missed right" at least once and didn't. Thanks for the vid.
I have beaten this one without activating the security system, but boy is it hard. There are always a lot of failed attempts and when you do pull it off, it takes over an hour. When playing like that what I usually do is send three troopers to attack the Warrior in the medical supply closet in hand-to-hand while simultaneously sending Bonnie to run and seal off the door to the Med Bay before any Hunters can get in. Then I try to have the upstairs troopers join them. Meanwhile, I send the cook and the other two troopers to the Enviro Suit Room and make them hide after grabbing the weapons. From there it's basically a game of clearing out the area around the Med Bay and locking more doors as you go along. Periodically I'll lure a Hunter or two toward the Med Bay and have Bonnie lock up behind them so no other aliens can get through (and drag off my people before I've had a chance to heal them) until I've managed to kill those Hunters. Same thing with the Enviro Suit Room. If there's only 2 Hunters in the Control Center, I'll send in rocket man, try to get 1-2 shots in, run back the recharger, finish them off from there, and then hide again. There's very little room for error here since you're cut off from the medical officer and you very much do not want a Thinker getting its hands on your rocket launcher. It's also funny if you activate the security system after you get the victory message from killing all the existing aliens because swarms of new aliens, including quite a few Hunters, will spawn outside and converge on the Control Center. However, the turrets won't fire on them, so you have to manually take them down as well if you want to keep playing until you've killed all the new aliens.
Scenarios like this where you control a small team that spawn far away from the med bay and you have to collect lost and/or captured personnel on the way were always among my favorites. Also, it's a rare scenario where the bio lab has one more than use, so if you take the time to drag multiple alien specimens to it, you can improve more than one weapon. It's not super useful here because you will already killed most of the aliens by the time you reach it, but I like the mechanic more than the instant upgrade labs.
God I love this game so much. The secrets are very well hidden, which... Yeah I can't see myself finding all of them without these guides. But the moment to moment gameplay is blissfully amazing. It rewards you no matter your playstyle. I'm much more held-back than you and try to snipe enemies and pick them off. I usually do not slide unless it's to get somewhere quicker. And it works just as well!
Fantastic playthrough, absolutely brilliant, thanks a lot for this! I'm curious, how did you go about learning the route and all the spawn locations? Any plans on doing Selaco-must-fall?
I had a normal playthrough on captain to warm up and learn spawns/secrets. Even blind once you learn that one particular door type tends to have guys explode out of it mines are nice to have. If I do SMF it will be with checkpoint saves on.
Amazing walkthrough. The game really becomes a lot more enjoyable once you learn how to set traps for your enemies and blow entire ambushes to giblets. The only thing I missed in here was you using the kitchen knives once or twice. If you can use them in stealth they are great, and even in combat I think they are a one hit kill (unlike the "manhacks" saws which somehow aren't, even when using the gravity beam)
With all the mines in this level, it's really a shame that there isn't an incentive to deactivating them manually over detonanting them. They should make it that if you deactivate it, you get a landmine
I've watched this, and this was an amazing walkthrough. Got me to subscribe to you I hope Selaco has a sort of NG+ because it would be cool to see every weapon in your arsenal here get fully completely upgraded.
@@Kyorisu , will this game have controller support? I detest mouse and keyboard only support. Such things belong only on mechs, mecha, aircraft, space craft, and vehicles, not people and more simply controlled beings. I also wish that the AI was a bit harder, as well as for you to get more difficulty levels implemented, and to get some classic Doom (1993)/Doom II: Hell on Earth/Final Doom Automaps, complete with Item and Enemy Locations, on here. Also, there needs to be more music in the game, as the ambient stuff kind of rubs me the wrong way. Finally, it would not hurt to get the Enemies, and Items into true 3D forms, as there is such a thing that is called Voxel Doom that would make that part of the game look SO much better, and the people that are behind Voxel Doom also allow their voxel program to be used in other mods as well, so I hear. The complaints aren't much, but they're valid, and I do hope that tougher enemies are down the pike in the future chapters of this game.
These were the best secret guides for this game so far. Been playing through as you release them, amazing work. Big help to people like me how cannot stand to miss any secrets
Turns out the devs are also Halo fans lmao It’s referenced to the scarab enemy from the halo games, representing the hidden scarab gun & it’s a crazy ass AOE gun
@@Kyorisu I think it’s only in Halo 2 as an Easter egg or there’s a skull in one of the other games, I don’t remember jack, haven’t played in a while lol
"Let me sing our lullaby". Jokes aside, I think the music so far is a lot more subdued than in the old games somehow. Pretty good as a work background but I think I prefer the old music.