Blast Corps -- Oyster Harbor (Completion)
Vložit
- čas přidán 11. 09. 2024
- Oh boy, are the traumatic flashbacks hitting yet? No? Maybe that's just supposed to be me... but I feel like I've been here often enough across multilple playthroughs even back when the game was new that it just doesn't cause me any excess stress. (Now, Diamond Sands, that's another matter entirely.)
The revisit for total destruction, and now a vaguely-established scientist scavenger hunt... well, it's not one of the simpler stages, but it's not too bad. Certainly, the likes of Argent Towers or Havoc District pose a more significant mystery and even Ironstone Mine makes you do a lot more work just to get through some clearly-placed hoops to earn your second gold medal. Honestly, I can see a lot of room in Oyster Harbor to subject far worse to players than they actually decided to... so at least there's that!
Our first stop is a general exploration of our starting environment... you might (but probably won't) recall an odd little raised area of pavement near the sliding block puzzle with buildings set atop it. Well, as it happens, the Ballista isn't nearly as confined as it would appear to be, and it can actually cruise around the perimeter of that section to level these standing structures to reveal... a Communications Point! Oh, and I guess the buildings themselves needed to go if we were going to qualify for our gold medal, but whatever.
But the Ballista's work isn't done yet! Moored just in the distance, barely within the range of our side-mounted rocket launchers, is one of those infernal boats that need to sink if we're going to get credit for total destruction. It's always a bit iffy, but in this case, you'll have to be really sure the projectiles reach the proper distance so as to avoid them prematurely detonating prior to contact being made. I... really don't advise you try to buck the front of the bike to attain the required elevated firing angle... but as best I can figure, I was feeling a tad desperate after all the difficulty I had run into on previous attempts on other files. A stable slope and the right parking space along its curve will do the trick just fine. Just make sure that the particle effect and sound that usually comes with building impacts accompanies each shot you think you're landing.
Off in the Ramdozer section... we can see another impossibly-still-standing arrangement of buildings on our return visit. I can actually explain this one, I think... basically, the game assumes that the buildings that will be destroyed first will be the whole formations of storage containers along the earliest leg of the carrier's journey. As it happens, in the quest to complete as little as possible of each stage on the offscreen repeat performance, I only took out the parts of these clusters that would've caused a collision. Thus, some of the otherwise "nonessential" buildings outside the direct collision path destroyed later on, even ones blocking access to the sliding blocks ended up getting restored. (I can barely fathom which RDUs must've been considered with higher precedence than the three you have to pass by to reach the ramp down from the starting area, though.)
I'd like to point out in advance that some of the survivors we freed here will totally forget themselves and their boundaries... and even a little bit of gravity, somehow managing to walk straight onto the water and act like nothing's amiss. Except perhaps the large bulldozer that drove too near and forced them to do so...
Once we're clear of the second major segment and into the channels... we've basically run out of buildings to destroy, right?! I mean, that boat was already grasping at straws, what more can they ask of us?!
Well, as it happens... there's one little unassuming piece of real estate that needs rearrangement into dust before we can get along with our lives. The cue that will lead us to the truth is the claim that our next scientist is apparently "out to sea"... in an area where we have no means of crossing the water, and there's definitely not a secret J-Bomb hiding somewhere to help us out with that. Therefore, only vehicle option that can cross any span of water at all... is a ferry boat.
Well, all three of those boats are blocked into their neat little channels one way or another, pretty much exactly like any other instance in the whole game. We're certainly not about to demolish the land or the all-important footbridge (which is, for obvious enough reasons, not a "building," but effectively part of the land... can you imagine the problems that would spring up if you could actually DESTROY it?) ...this leaves... a... well, I'm not even really sure what that metallic boxy formation is.
Wait... that sounds awfully familiar... remember the weird obstructions on the bridge between the first two segments of the stage? We won't have to use a crane to move the TNT crate, but we do happen to have one handy downstream... could it work? (Consider me marginally impressed... but how did any of this actually happen?!)
Bro this level is the most absurd nonsense, I thought it was the boat I was missing before even seeking out this video, it just takes the most precise angle to hit...
Wow is that little...island...out of the way. Imagine how much wonder and mystery could be sucked from this game if it had a proper camera :P
I would ask why they didn't work in more boat vehicles but after seeing how iffy the ferry was in lining up right at the end there, maybe its for the best you don't drive boats much.
It took me a while to work out, but the boats are in place when the face appears at the top right. If the face isn't there you can't exit the boat.
thanks. I missed destroy the boat
How many hits does that ship take, anyway? I swear I shot a hundred missiles into it an nothing happened. Does it collect damage over multiple play-throughs or am I just a bad shot?
Most often, you're not actually hitting it. The standard Ballista missile arc actually detonates not on impact but just before they'd normally hit the ground, even if there isn't any. This can make it especially difficult to hit the boat in question... and as seen in previous stages, its hitboxes aren't particularly clear or well-conveyed to begin with.
A good rule of thumb is to watch out for the little "debris" effect and little crackling sound that all buildings give off when they sustain damage, because the boat is no exception... but the effects are quite subtle compared to missiles themselves are quite a bit louder and flashier, especially if you let loose on rapid fire.
It doesn't actually take that much to sink, so I recommend trying to line up some quality shots over the temptation to really cut loose with the veritable arsenal they provide you with at the starting point.
This damn level, man. What an ordeal.
This is just straight up bad design on the ship's part