Thrilled to see this game being run and I really want to join in the madness but it's just so frustratingly anti-user and hard to record that's driving me insane. I think I've finally gotten to a position where I can play windowed mode and record both the screen and splits at the same time but for some reason once recording starts the mouse screws itself and I have to play the game with my view doing a 180 whenever I turn. It's like the framerate drops and causes like an auto-look spring to happen when I turn left or right. If I can figure out a way of getting this resolved I'll be going for some runs.
In the meantime, enjoying watching you guys find new stuff I haven't seen before and getting the game under 40 minutes. Great stuff.
I'd like to request to the mod that we have separate categories for running this game with the weapon inaccuracy setting toggled on (default) and toggled off (set in custom game).
Having the setting on makes the game harder, but I feel it's part of what makes the game unique. This game is rather notorious for having ridiculously bad accuracy and recoil, and having the setting off takes a bit of that character out of the speedrun as well. Of course since it is a togglable option and does make the game easier to run, those who wish to use it should also be able to.
However since the difficulty disparity caused by this setting is so large, it doesn't seem fair to compare those who use it and those who don't in the same category.
I would also like some rules defined for each category since we still don't have any for this game, and now with two active runners I feel like we should have something defined.
Thoughts from the mod?
The scripting is so broken in this game that playing it in a single segment can often be an rng nightmare with so many softlocks that getting hit by even one can cost a lot of time. I'll try and list all of the ones I've found in this thread so that anyone planning on trying this game can be aware of them.
Pureza:
- Going too quickly upon first loading the level can cause Taylor not to spawn, breaking the door trigger.
- One of the most common ones. When skipping the cutscene the game often forgets the mission 3 loadout screen, trapping you in the level. Can be somewhat mitigated by saving before the cutscene starts and reloading.
Bunker: Again, the final cutscene can often forget to bring up the mission 4 loadout screen. Save before opening the door with the keycard.
Seaward Star Interior: It's possible to trap yourself on ladders when coming out of the explosive rooms. Not sure if this can happen on other ladders in the game but it only seems to happen in this level. Best avoided by not jumping into ladders as it messes with your hitbox.
The Armory 1:
- Entering the elevator before Sam breaks his AI and stops him activating the switch.
- The final cutscene again forgets the mission 5 loadout screen. Save before entering the room after the "Can't save here" script is deactivated.
Prison: The final door can be unpickable even after killing the boss. Avoided by doing some precise platforming on some crates.
The Armory 2:
- Jumping on some rubble too soon can cause an invisible wall not to disappear.
- The level sometimes does not end when taking Sam's body to the trigger point.
The Shop Level Two 2: Running out of ammo in the tutorial breaks the game as the ammo pickups are not actually collectable.
Perimeter: Quicksaving and loading on the same frame that unlocks your save during the parachute sequence will teleport you into the sky and freeze your movement.
Labs 1, 2, 3: Planted explosives sometimes don't detonate.
Lab 4: Mission 8 loadout screen doesn't load after skipping cutscene. This is the worst softlock in the game as it costs roughly 57 seconds to repeat the cargo lift sequence. Saving is disabled before the cutscene. So far the only reliable way of getting past this is to just watch the cutscene.
So far these are the only instances I've found but with the way this game is scripted I'm sure as I keep playing it I'll find even more.