![]() I have some room to play tetris with things, and that’s about all the motivation I can muster for this game and this project, so… good enough.ĭisk space was more of the main mentally pressing issue. I’m sure it will still induce anxiety in most people, but hey, there is some visible space. So I made a couple and did some desultory cleaning up. Not exactly cheap, which is why I never did anything about it earlier, but I’ve been accumulating raid gold and not spending these past months, so… eh.ģ Supreme Runes can net 28-slot bags, which is a distinct size improvement from my regular miserly 18-slot or 20-slot ones. Or buying it off the TP for 8.5-9 gold each. The bottleneck here is Supreme Runes of Holding, which are obtainable by gamble-flushing stacks of ectoplasm in the hope of getting lucky. This is attractive for multiple reasons – use up some excess currency and get more space, and literally get more space by owning bigger bags. The last option was to use a smidgen of the excess into building larger sized boreal bags. ![]() I just haven’t figured out exactly how much I need of whichever currency yet. I made one or two, then left it on the back burner.Įternal ice can be converting into other Living Story currencies, which is the main reason I’m hanging onto the main morass. Illuminated boreal weapons were bottlenecked by a lot of tedious mystic forging and/or buying ingredients towards amalgamated draconic somethings. When you’re not actively doing anything else with the game, this adds up. You could use them, but you’d have to figure out exactly which esoteric ingredients need using in what precise order, which means lots of wiki recipe reading… aka absolute tedium.Įternal ice and eitrite ingots were the main panic inducing currencies, because I get to do strikes once or twice weekly, after raiding. Throwing them away is a waste, because you never know when you’ll need a ton of them, and/or make a killing selling stuff on the TP. You can’t move them anywhere, because there’s no more space left. You can’t play, more things will come in to clog the works up. Overloaded Guild Wars 2 inventories make it impossible to do anything. So in small, baby steps, going real easy on myself, I tried to nip away at the problem from different angles, like a baby piranha trying to eat a brontosaurus. This is a line of thinking that leads absolutely nowhere. That is, if I can’t clean it all up to picture perfect standards, I may as well not start at all. One thing I’m not good at is handling the urge towards crippling perfectionism, which then turns promptly into procrastination. Read more.Last week’s lament seems to have gotten to the root of the problem in a roundabout manner.Ĭlutter in all my virtual houses was creating clutter in the mind, and making it difficult to take in more input – be it actual digital stuff, or just thinking about acquiring more digital stuff. Because of the game's open nature, you are free to choose between three different endings (which can vary slightly). While it can be almost fully ignored, the story explores different philosophical questions and creates it's own philosophical principle, the (philosohical) Talos principle. The story and lore of this game is loosely told through Elohim, time capsules left by Alexandra Drennan, terminals, your interaction with the MLA and QR codes left behind by preceeding test subjects of the child program. The Demo is also significantly different from anything in the regular game, with new secrets to discover and challenges to take. ![]() Centred in the Nexus is the ominous Tower, the one place you have been forbidden from entering by Elohim, your creator. All lands are accessed through their temples, and above them is the Nexus, a frozen Hub World stretching off to eternity. Land C, the Land of Faith, is a contrast of medieval stone ruins and chilly wooden forts. Land B, the Land of the Dead, is an ancient Egyptian world whose visage seems to trigger half-corrupted random-access memories. ![]() Land A, the Land of Ruins, is where you first awaken into the world, an ancient Roman landscape constantly torn apart and put back together in new configurations. The Talos Principle takes place in a number of lands, each of which is divided into a Temple serving as a hub, and seven sub-areas filled with puzzles that need to be solved. Tasked by your creator with solving a series of increasingly complex puzzles, you must decide whether to have faith, or to ask the difficult questions: Who are you? What is your purpose And what are you going to do about it? Read More. As if awakening from a deep sleep, you find yourself in a strange, contradictory world of ancient ruins and advanced technology. The Talos Principle is a philosophical first-person puzzle game from Croteam, the creators of the legendary Serious Sam series, written by Tom Jubert and Jonas Kyratzes. ![]()
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