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I do art, sometimes


UnregisteredHyperCadence
@UnregisteredHyperCadence

Sunless Skies is currently free on EGS and please for the love of god play Sunless Skies

ideally Sunless Seas, but, y'now, that one's a tall ask with how fucking jank it is

i would give away internal organs to make the Sunless games popular enough to be able to have conversations about it on the regular

please play Sunless Skies

fly a space train. go to a sanitarium to have devils clean your filthy soul. piss off bees the size of a ford focus. kill a sun. eat your crew. pet an inadvisably big dog. go to hell. go to the other hell. no, the OTHER other hell. fly past the ruins of the Great Clock of Westminster. go mad. don't stare at the sun. you'll turn to glass.


coolranchzaku
@coolranchzaku

I could go on and on about the astonishing stuff that happens up in the high wilderness but I think the most important thing to say about Sunless Skies, the thing I love most, is the pace of it.

Sunless Skies is a game where you spend a long time flying from one place to another, and the places are where the story happens but you only get a little bit of it at a time at any given place, usually. so you pull into a port for the third time after tugging on little teasing strands of story the first couple times, and this time someone leans in your ear and whispers the absolute worst thing you've ever heard, or you learn some horrible truth about the world that you can't bear thinking about too hard.

But unfortunately for you, that's all you have left to do in this port right now. you sell your cargo, you buy some fuel and food, and you take off for your next stop. and there are some pretty views along the way and occasionally some other special stories but mostly there's the flying across a long, darkening sky. unfortunately, there is nothing to do but to think about it, that horrible thing you just heard. you marinate in it and it marinates in you, and in the absence of definitive answers (the game prefers the questions) you have to slowly decide for yourself how you feel about things like "the human on your crew who once wasn't" and "the plant that drinks regret" and "every star radiates law and hierarchy" and "the barrel of raw unprocessed time sitting in your hold that makes you weep to stand near" and "a really pathetic circus"

and then your meditative state breaks because hovering right outside the next port is a long thin Monitor class engine full of Ministry of Public Decency inspectors and it starts lining up its massive railgun on you so you have to stop thinking about things and instead race up aside their long flank and unload your gatling gun into it until everyone aboard stops moving. and you board the ruins and crack open the contraband safe and find a jar full of fermented starlight and you say "fuck yeah"

and then you dock in the new port where someone tells you the saddest, bleakest thing you've ever heard, and so forth. and you just think about it, and you find a way to go on living having heard it, and you still smile and laugh despite knowing it. and that's the way the game goes. please play Sunless Skies, it's so good


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in reply to @UnregisteredHyperCadence's post:

i never actually got around to playing Fallen London, the format itself is kryptonite to me, sadly

but even without that, Sunless Seas is my preferred game of the two. it's also the harder sell just because, well... they didn't quite figure out UI design yet, or the whole "video game" part of the game. but good god was it worth suffering through the jank. i 100%'d it (except for the DLC, i got burned out). there was not a single set piece in Sunless Seas i didn't ADORE

oh, yeah I think the format of Fallen London is kind of esoteric and can definitely understand hating it if it doesn't click, I think I tried playing it a decade ago but didn't get far before giving up (it was other friends talking enthusiastically about FL and having gotten invested in the setting with the setting in Sunless Seas that got me over that barrier this time - well, and the game's gotten a lot of onboarding improvements, but that doesn't change the format itself).

I'm also very tempted to get the VN that came out last year, Mask of the Rose, if for no other reason than (as I chosted about recently) I met one of the Masters of the Bazaar and immediately said "why can't I romance it" and then found out you can romance it in MotR.

i want to play it at some point too, just because a dating sim is maybe the single most appropriate genre for the setting to the point where i'm surprised failbetter didn't do it sooner

re: FL's format, i just can't keep up with games that expect me to keep logging in every few days and have limited daily actions and stuff. i fell off of web games i liked because of it, too. it's just completely against how i enjoy games, it makes ADHD brain very upsetti

One thing that I've been thinking about regarding Sunless Sea, having now gotten deep in FL's systems, is how they translated the kind of cost-benefit analysis that the limited actions create. Like, in FL, there's lots of things you can do easily to get small resources with no risk, but because they cost actions, it feels like a waste to do that. For an example even closer to SSea (though I'm not sure if it was added to the game before or after SSea), I can give some gifts to tigers in London in exchange for tribute, then sail to the court of the wakeful eye in Port Carnelian and exchange that tribute for more valuable goods. But it takes 8 actions to zail there, so I don't want to go until I've built up enough tribute to be worth it, that's over an hour of my real life waiting for actions to refresh. And, more importantly, I could be do other things with those actions that might be generating money faster (I genuinely love how much the wiki has analyzed this, most repeatable grinds will have noted their expected "Echoes per Action").

In Sunless Sea, there's tons of those trade loops, obviously that's a big part of the game, but if you could just zail there and back it would be a bit tedious but efficient. So instead of just costing time, it also costs fuel, even if you upgrade your ship's speed the fuel cost will usually rise as well, so instead of echoes per action, it's more like echoes per fuel (though also, per supplies, which does become much more efficient with time but also scales with crew... etc, obviously the game totally about zailing will make it more complicated than the game about putting around London where zailing is an abstract activity).

And the "something awaits you" quality in SSea, which I found a confusing abstraction when I played it, makes more sense to me coming from FL. Fallen London has "Airs of London" as a randomizer quality, some locations will give you different options based on the value from 1-100, ie if you go to steal stuff in Spite, certain targets may only be available when Airs is 1-25, others at 26-50, etc. Airs gets randomized whenever you take an action that's dependent on it (and some other actions), so it always costs one Action to reroll and see new options (and if none of the current options are useful, you may even leave and go somewhere else in London to pick something and then come back to check what's available now). SAY serves the same purpose in SSea, but because just picking an option at the port doesn't cost anything, having it immediately reroll would be broken. Instead, it uses "spend resources zailing" as your cost for taking opportunities, so naturally, once you take any SAY option, you have to go zail around at zee for a while to get a new roll.

I feel like I should be wrapping up this long comment with some kind of conclusion, but, idk. I just think it's neat.

I have to say that as someone who loved Seas and was super excited for the release of Skies, I found it very disappointing and put it down when I discovered that the map didn't reset when you start a new captain.

in reply to @coolranchzaku's post: