Welcome to Fyrestrike Entertainment, a channel focused on releasing content. Yes. Content. My name is Michael and I've worked on the channel, through the creation of content, off and on since 2013. There's a lot that could go here, but the key thing that I can say is that I'll do my best. Yup. That's it. For any inquiries regarding FESS, please utilize the contact email. :)
Your ending speech made me think. Remedy made a story of a guy who makes stories and his stories came to life and then the guy who makes stories is now forced to make stories and it turns out the guy who makes stories is actually a character in a story someone else made and the guy who makes stories, not the guy that wrote the guy to write stories, wrote himself to freedom to not have to make any more stories. Remedy is either really good at telling stories or is on crack. Oh, yeah, congrats on beating the game (again).
Just found out about this game on google chrome where they show random articles on the main page. Looks great, and will apparently be free on Steam. I cant wait for its release!!
From what I know, it wouldn't be free unless you were to pirate it, which I don't advise or advocate for. My guess is it will be priced similarly to the previous games by Colorgrave (~$15 or more), which is pretty valid for the quality and amount of gameplay in their creations.
Thank you for playing the game. You were really close to getting the second method. That Deletion Project room has one small thing you missed that allows you to reach the ending that way. Btw, passwords are saved in your menu, you don't need to screenshot them. You missed a lot of dialogue from the NPCs, they all have secret messages that they will say if you click on them enough. You only saw a few, the PREFAB also has dialogue. If you fall through the static and land on the roof of the bottom houses, there's another NPC there too. It was really nice to see you figure out stuff like the prefab mechanic and being out of bounds isn't always a bad thing. Sorry that the game was a bit frustrating. It's hard to feel like you're making progress when you try to grapple with the VR mechanic and can't figure out the puzzles. I tried to put small rewards in between when you can't solve the passwords like bugs and NPCs. But it wasn't a perfect solution, especially when you don't know that NPCs have extra dialogue. But I hope you enjoyed it.
This is an awesome playthrough. You’re about half way through so only one more episode would be needed to get to the ending, everyone who’s played it has really liked the ending. Also if you want to get the other passwords, start with number 2 since it’s the simplest. Draw the hallway in VR with reality anchors to help you out.
@@fyrestrikeentertainment awesome. I’ve just released the update. Make sure to start a new game. It’s also not too long of a game, at least to get to the ending so I’m not sure multiple episodes will be necessary
Cool to See Relic Odyssey here too! You are playing a fairly early version. We are now in early access and should be complete the full game at the end of May 2024! Stay tuned!
I likely will. :) I recorded the footage back in early November right before the update, but InterNULL is arguably the inspiration for the Saturday Showcase as a series and I really wanted to show the game off. When I get the time, it's on my list of games to play through for the channel just because of how interesting and mind-bending the experience is. So, thanks for creating a really cool game.
Truthfully, I had to think about my answer to your question. And boy, it’s a long answer. Based on the rest of the game and how the story went, it could argued that it's the idea of the MC acting as an interloper, where not every story needs a hero but this artificial influence exacted upon the world creates change. This change ends up being positive, negative, and neutral (depending on the world), with the ending showing that no matter what the main character did, that influence didn’t truly matter. This inevitably leads the MC to question their existence and where they stand in this miniature multiverse setting and their own life. In the end, no matter how many actions are taken or times the MC is a hero, the end is still that they can only return to where they belong: their tale, their own life. You can exert influence on the lives of other people, but they can always return to their ways or be affected in some manner unbeknownst to the action-maker. Realistically, the only true change we can have is based on the actions we choose to take rather than forcing others to take meaningless actions based on choices not their own. Beyond that, I bought the art book for this game after I was finished. It’s a really good read, which I highly recommend, and the thing that pops up quite a bit is aimlessness and finding a purpose in life. Thinking about it in that way leads me to think the core idea is finding yourself and your purpose in your own life rather than heavily focusing on the lives of others. Without purpose, we are yet a spec in a sea of sand. In the end, helping others is great but there will always be a range of possible outcomes (positive, negative, or neutral), so there is a need to find the guiding light and foundation for your own story. Overall, that’s what I’m leaning towards. I would love to hear your thoughts on the game or the ending if you want to share. :)
I had moments that scared me and moments that simply confused the hell out of me because I tried to solve the puzzle with half of the pieces missing. The game was fun though. :)
Really nice video! (BTW it’s not a blimp, it’s an AIRSHIP!) Could you elaborate a bit more on what you didn’t like about the last two maps, the mechanics that didn’t work in particular?
Thanks. I will accept this correction as the word blimp popped out of my mouth rather than airship or zeppelin (and it's right). In regards to mechanics and things that I disliked and didn't work, it mostly comes down to enemy spawning and direction. For enemy spawning and placement, I do understand that it is one of the only real ways to control difficulty so I can concede on this. When we came into this, our expectations were tempered around The Crystal Mission (due to Neophus), which uses a lot of enemies to raise the difficulty and push the player into a certain direction. Because of this, I have a slight aversion to areas in which enemies are just thrown at the player in fistfuls without good reason, but I have been expanding my horizons and can see where it also can be helpful for both the developer and the player alike. Beyond this, the only real gripe I have is would be with the final part of map 3 where the players takes down the helicopters and only one seems to take damage at a time while enemies spawn endlessly. We got stuck on this and found the solution eventually, but it could just be that we tend to miss things in games when together. Additionally, the turret mechanic seemed cool and I liked it, but I'm unsure if it did anything other than just disable the turrets. Overall, I liked most of the mechanics and things having to deal with the maps. If it was just the two maps, I would probably give them a 7-7.5/10 on their merit and design, and would rate the whole campaign that looking back, but I did originally rate it right after playing without good amount of thought. I just typically don't give really high scores because I do have my own bias for what I like and it is difficult to rate something with limited experience in rating such items. But I did have fun, and that's all that really matters in the end. Thank you for creating a fun experience that I enjoyed with a friend. :)
Did not know of him before this comment, but he seems pretty cool. I mostly just had some footage and needed a video for today. Thanks for watching. :)
In regards to the video or the game? For the video, it was just footage sitting around collecting dust, thus it was added to the channel archive. I played the tutorial (recorded) and quite of the game on my main account (not recorded) a while back and my typical "co-host" didn't want to play, so any idea of a series was scrapped. In terms of the game, this was Fusionfall, an old Cartoon Network MMORPG that was accessible through web browsers from around 2009 - 2013. Overall, the game focused around a combined world consisting of a good number of Cartoon Network IPs and characters with the intention to get kids to play in this vast world. The game was revived by the community and fans a few years back before being shut down by CN, who initially approved of the community's project. However, the game is still playable through the OpenFusion client (which can be found with a quick google search) and is an enjoyable experience overall if you can handle the game looking like something from the early 2000s.
With Half-Life at least, my playstyle fits a more "massacre them all approach" because I usually don't think about mercy when playing. I leave that mindset for other games. :)
I'm kind of unsure if the crates were even moveable (as they didn't seem to react to players) when we were playing. Plus there seemed to be a few other issues at that point that we partially learned about through no clipping into a back area and trying almost everything we had at our disposal. But it didn't help that we both were tired and a few small issues can snowball when we just couldn't move forward. Good suggestion though. :)
Looking back, you are completely correct. I think the Headcrab had the totality of my attention and I just completely missed it. But yeah, it's on screen and my blind ass just didn't see it.