Blood II: The Chosen - All in all, I'd rather be killing stuff

“You are entering the Industrial Sector, be aware that we are currently at Stage Three Ozone Levels and a Stage Four Toxin Warning. Be advised that protective-breathing gear should be worn at all times. Thus, you’ll find that this is the perfect opportunity to try Cabalco’s new and improved Safety Sucks 2! It’s the cheap-and-easy protective gear for all occasions. Please avoid high-danger areas like the out-of-doors. Have a safe and pleasant day.”

No, you’re not having a deja vu, we are in fact playing the exact same fucking map as C1L1 with different enemies. To make up for the lack of originality, for this video I go over some of the development history of the first game.

This is normally the point where I’d have two videos for an update again and renege on my promise that I might possibly, eventually, show off enough levels with a consecutive level of originality that I don’t need to upload two levels per update. Unfortunately, while Chapter 2’s Level 2 decided to be original in layout, it decided to rip off Chapter 1’s Level 9 in bullshit and almost unfair difficulty - I had to try to run through the level two or three times before I attempted a recording, and even during that I died about five times. Most of it, however, is more video editing woes: I attempted to use a codec for recording that would result in less ridiculously-bloated raw footage, which came out at the cost of framerate… at least according to Vegas Pro’s preview window, which made the footage look like it was running at 10-15 FPS - hell, it actually told me at one point that the stuttery preview was still at the full 30 FPS, as if that was just how the raw footage looked - only to turn around and spit out a video as smooth as anything else I’ve done for the game so far when I put this video together. At the very least I’m going to have to run through Level 2 again just to get to the next point for recording (yay), since the game froze on loading the next level. For this level, though… we already fucking saw it, nobody cares.

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After a delay by bad game design, Christmas and New Years with family, and a network outage affecting apparently the entire goddamned country, we’re finally back!

“Trains used to be so much more gracious. These days it’s all one can do to avoid being killed on one. There are very few things that seem to relieve tension better than blowing the living, er… um, bits out of the opposition. These Cabal Safehouses look like the epitome of luxury… the stench, the appointments, the rats, the ambiance, and the winos. And speaking of appointments, Gideon should be around here somewhere. That is a rendezvous that ought to be more fun than target practice on winos. Wheeeeee!”

In theory, this should be a good level. Mostly close-quarters with little more than Fanatics to deal with until the end, rarely in groups of more than two, which works well with having two shotguns now and the ammo for them being more abundant than I remembered. By all rights it should be gun-toting zombie cowboy paradise. In practice… the game apparently heard me call it badly-designed and took offense, so now I’m taking ridiculous amounts of damage. I was prepared to do a ton of practice runs of the level like I did for inside airship, but after dying, retrying, and dying after two further minutes’ worth of progress twice, I said “fuck it” and just relied on quicksaves during the recorded run, because I figured it would be appropriate to let people see just what I’m up against here. There are no joke instances where I go from a hundred health to barely above fifty within a quarter of a fucking second of a Fanatic noticing me and opening fire, even when I only take one bullet before ducking behind something or hitting him back hard enough to stop him from shooting. And then to make the lack of health drops even worse, this level stretches on far, far longer than it needs to - I got pulled down to around 30 health by nine minutes in and then, even ignoring the portions I had to replay from saving and loading, had to go through a full seven more minutes of level with nothing more than a single health pickup. And one Necroward, but a full hundred armor at that low of health is only the difference between dying from two hits and dying from three, and that’s assuming the hit isn’t from a Drudge Lord throwing a fireball at you from around the corner or a Shikari magnetizing itself to your head and impersonating a blender.

Simply put, this game is pain, and I think that’s exactly what it wants to be. “We play it so you don’t have to” is a very apt motto.

The Characters


Ishmael
The second of the other Chosen Caleb is reunited with. Like Gabriella, little is known about his life before the Cabal, at least not much that isn’t the focus of something I’m going to handle much later; it is known, however, that he had apparently been in other cults before and even worked in a circus before he was called to join the Cabal. His devotion to the cult eventually lead to him becoming one of their dark god’s elite, only to fall victim to Tchernobog’s betrayal plot, being immolated by the hellhound Cerberus. And now, thanks to the unpredictability of the Singularity Generator, he’s back.

In gameplay terms Ishmael is by far the most intelligent of the Chosen, granting him the greatest amount of Focus for use with magical abilities. This, however, comes at the cost of low strength and resistance, giving him little endurance against enemy weapons and very little ammo for the more plentiful firearms, though he does benefit from a surprising speed allowing him to get to cover more reasonably. Generally, he’s in for a lot of pain with little recourse to return the favor until he can get his hands on a magical weapon. When idle… I don’t know, the wiki doesn’t say and he’s not actually saying anything when I leave him alone. It’s probably quotes in the old Cabal language though, considering some of the things he says with the taunt button.

Ishmael’s voice is Michael Shapiro, an actor and theater director from Massachusetts who’s been active from 1991 on. Like the other voices in the game, he’s particularly well-known for his voice acting roles in the mid to late '90s, his most famous role - rather ironically - being in Blood II’s biggest competitor, voicing for the security guards, the HECU marines, and the mysterious G-Man of Half-Life, the former turning into the named character Barney Calhoun for its 2004 sequel and the first episode of its continuation in 2006. He’s also, interestingly, been involved with several other games the other actors heard so far have had a hand in as well - his voice in Half-Life is used alongside Lani Minella’s in the PlayStation 2 port of the game; he’s had several roles in Humongous Entertainment’s games like Stephan Weyte (though never appearing together in any of them), as well as appearing alongside him as one of the four heroes in the Monolith-published Get Medieval from three months before this game; and he voiced one of the random squadmates in Starsiege same as Ted D’arms. Weyte, D’arms and Shapiro’s voices even appear together in the 1995 Torin’s Passage, Shapiro voicing the eponymous Torin. Outside of video games he’s also had roles such as the deaf son of the protagonist of the 1991 Listen Carefully, a bellman in the pilot of the short-lived Under One Roof from 1995, one of the focus characters from the 1999 The Engagement Party, the narrator for several episodes of the 2004-2005 Interpol Investigates, and a side character, Josh, from the 2015 3rd Street Blackout. As of this writing he’s also set to appear as a swimming coach in The Pulse, a short film set in the aftermath of the June 2016 shooting at the Pulse nightclub in Orlando, which is currently in post-production.

The Weapons


50mm Pack Howitzer

An explosive weapon for people who are really bad at aiming explosive projectile weapons past the “don’t eat your own grenade, dumbass” distance. Unfortunately, the devs apparently thought this was such a potentially game-breaking ability that the instant-hit time is countered with both rarer, more limited ammo and less damage than things like the napalm cannon, rather than just one of the two like a more reasonable developer not holding out for a different game to release so its team can help them finish this one probably would have done. Primary fire launches a single shell, which impacts immediately at the target point and causes an explosion. Secondary launches five shells at once in a pattern. Uses howitzer shells as ammo, with Caleb’s max being 50.


Time Bombs

The last of the bomb varieties, probably closest in function to the old TNT bundles plus lighter combo. Physically differing from the proxy and remote bombs solely by the yellow highlights on its electronics, it is deployed in the same manner as the others, primary fire tossing a bomb and secondary dropping one. As the name suggests, it runs on a timer rather than detonating when a target gets close or at the press of a button; despite the manual’s claims (I really should have known better after the second lie it told), the timer is permanently set on five seconds, counting down as soon as the bar for throwing distance appears with primary and upon contact with the ground with secondary.


Ishmael’s version of the knife: a long, twisted and barbed sacrificial-type deal. I’m rather partial to Caleb’s because it resembles one from my own collection, but I’d be lying if I said this one wasn’t the most impressive-looking.

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“It’s clear that the citizens of New Town have a couple of severe problems… they are overfed and they are anal-expulsives. The combination is going to be lethal… for them. From the smell, their pipes could use a good cleaning. That’s you, immortal demigod and living high-colonic. It is clearly Gideon’s fault that you have fallen to this level. Ankle-deep in feces, as it were. Hmmm. You can add it to his bill and take it out in chunks.”

Wait… sewer level again? What the fuck, game, we did this alre- oh it’s over.

As much as I’m harping on sewer levels, the only real downside to them is how quickly the game gives up and throws me into them. They manage to avoid the typical sewer level quirks both times by being quick and to the point and having some actual color to them, and while there is the requisite percentage of shitwater, only one of the two forces you to wade through it, and even then only for thirty seconds. If anything, the only problems with this level are the problems that are inherent to the game at this point: overuse of Fanatics in bullshit locations and a refusal to give me anything more than a single medkit and maybe a hidden Life Seed to sustain myself.

The Weapons


Voodoo Doll

A magical weapon returning from the first game, the Voodoo Doll works essentially the same as it did before, damaging the nearest enemy it’s aimed at, and instead damaging the player if no enemies are in front of you. Like in the first game, the damage dealt depends on where the animation decides to have you stab the doll, though secondary effects beyond increased damage for hits to the head are probably not applicable against enemies in singleplayer. Uses Focus, the maximum amount of which is determined by the character’s intelligence, and is generally on a sliding scale from strength; Caleb only gets the bare minimum of 100 Focus. Primary fire uses 5 Focus at once to stab the doll in a random area, secondary spending 100 Focus on the target at once.

Yes, this was technically from the end of Chapter 1, but things were so hectic during the boss fight that I simply didn’t have time or the presence of mind to show it off for that (and it wasn’t that good for the situation anyway). Not showing it off in the previous level, though, that’s all on me.

Oh boy, this game was probably my first big gaming disappointment. I was a massive fan of the original game, so once I finally had a PC that could run this I immediately got a copy. I did not have fun, the game was incredibly difficult in a dickish way and the new weapons were just modern guns with barely interesting going on. (Admittedly I remember them being quite effective and I heard they added in a new BFG type of gun, but I never got to that point.) Since I never made it past halfway through chapter 2 I’m really excited how the rest of the game holds up.

And hey, at least Caleb still has some pretty great one liners.

“Hungry for more meat? Sure you are. We all are! At Cabalco, we understand meat, so we’ve developed a new line of products to fulfill all your varied meat needs! Meat In A Can! It’s both affordable and delicious! Comes in your favorite regular meat flavors…offal, cattle, foul, swine, goat, and bottom-feeding fish! Or, try out our newest selections! We’ve recently added a wonderfully yeasty sourdough meat, a fine new fermented-prune meat, and an ever-so-slightly hallucinogenic fungal meat! At a Cabalco Meat Packing Plant we continue to create the foods of the future! Even better we now average more than 82 percent E.Coli free!”

Yes, meat is exactly what we need to get our hands on directly after a sewer level. I mean, sure, we didn’t actually swim through any shit to contaminate it, let’s just double down on the lead and gunpowder.

At least the game’s being reasonable again and I’m actually getting health back.

The Weapons


Napalm Cannon

A returner from the first game. It takes a while to show up this time around, but the Napalm Cannon remains as one of the more common of the power weapons. Primary fire launches a slow-moving fireball, which explodes on contact with anything and deals heavy damage in a small radius. Secondary takes up 10 ammo to launch a slower ball that is supposed to send out more, smaller balls to continue damaging anyone caught in the general area. Uses gasoline as ammunition, which Caleb carries a maximum of 100 for.

“If you’re happy and you know it, pop some brains… If you’re happy and you know it, slice some veins… If you’re happy and you know it, bouncing heads will clearly show it… Nothing like loving one’s work. Another unmentionable station? Well, at least this one is more attractive than the last. Time to put the ol’ trigger finger to work. You are definitely from the wrong side of these tracks, and as usual, the light at the end of the tunnel just might be a train.”

At least Caleb seems to be enjoying himself. I like the look of this level, at least, these sorts of run-down urban areas are the kind of thing I always liked, probably ever since I first played DOM-Condemned back in Unreal Tournament. Unfortunately, the game is at the point where it seems to believe bullshit encounters with half a dozen Fanatics or three Drudge Lords at once are okay as long as it remembers to give me health every now and then. It’s at least not putting them in extremely cramped areas where it’s simply not possible to consistently dodge their attacks… it’s saving those for the encounters with only two Drudge Lords.

The Weapons


The Orb

A new magical weapon, this time based on the Sentinel spheres utilized by the Tall Man of the Phantasm film series; it’s essentially Blood’s answer to Turok’s infamous Cerebral Bore (amusingly, Turok 2 actually came out exactly one month before this game), a floating orb with various blades that seeks out the head of the target and bores into their skull, though it’s not quite as messy or damaging. Primary fire throws out the Orb in a straight line to start attacking any enemy it comes into contact with, while secondary allows controlling the orb through the level to seek out whatever target the player likes, though leaving themselves vulnerable to attack. Uses Focus, 20 per attack. Notably, the secondary fire requires 200 Focus, meaning Caleb and Gabriella are not able to take advantage of it in the unmodified game.

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“Sick of throwing your hard-earned money down the tubes in rent? Of course you are! That’s why your friends at Cabalco Home Construction and Real Estate have just finished a darling new subdivision. We know land is expensive and scarce so we went ahead and dumped some fresh loam over that nasty old radioactive/toxic cesspit at Love Canal! A new house from Cabalco has never been so cheap! And, if you’re planning a family, buy big! Please disregard any rumors you’ve heard about infertility, general malaise, constant vomiting, the ubiquitous ‘three-headed love child’ or any other such nonsense. Here at Cabalco we care and our housing prices are more than fair!”

Personally, this is one of my favorite levels simply for the fact that it shows off some more of what LithTech could do that wasn’t directly in relation to a badly balanced fully-3D Duke 3D clone. I remember the first time I played this game I had just learned about canal locks in relation to the Panama Canal or something along those lines, and even being several years after Blood II came out, that a game from 1998 was able to do that sort of thing was impressive to me.

Unfortunately, this is tempered by one of the single longest and most boring encounters in the game. It perfectly encapsulates the real problem with the game now that it’s relying on mostly Shikari and Drudge Lords to populate parts of the levels that are supposed to be the big fight areas, and it leads me to believe that the concepts for the enemies themselves are flawed - I mean, every encounter with a Drudge Lord, at least when I didn’t abuse shotgun-switching to shred it, has consisted of either A) pour bullets into it while it tries to remember I’m there long enough to throw fireballs at me, or B) jump around a far-too-cramped area hoping I only get lightly singed by the splash damage rather than completely cooked by eating the fireball directly.

I mean, when you think about it - this is an enemy that takes a lot of bullets to go down and launches decently-fast, highly-damaging fireballs three at a time at you. It’s basically a weaker Cyberdemon. Thing is, those were rightfully placed in extremely limited numbers; between Ultimate Doom and Doom II you only find ten of them, and Final Doom, without secrets, another 16. Outside of that one level in Plutonia Experiment, you know who throws multiple Cyberdemons at once, constantly, at you? People who are fucking intentionally trolling you and everybody else who plays their mod by making it intentionally shitty and impossible. We can just be thankful one of the lessons Monolith learned from the Shogo/Blood II brouhaha is to never rush a game out like this again.

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“Less than impressed by the local transit system’s safety record? There’s only one thing to do! Destroy it! That’s right, tear the mutha down. Ticket? Hell no! The only ticket you need is your boomstick. And this ticket is going to wreck havoc on the opposition. Joy in one’s work is definitely a plus. Maybe it would be wise to take a moment to get out and get some stale air this time. The last couple of rides have been a little too ‘close.’”

I feel like the game is starting to fall into the trap of “making fun of your own issues makes them go away” here, and as someone who has fallen into that trap himself many times (like right now, for instance) I would know.

Fortunately, train time means I have another opportunity to get to what’s supposed to be the real meat and potatoes of this LP. And it also does something interesting and new for once. And the game also bugs out again - for a change of pace.

“Ha! That bastard Gideon thought he would lose you by pulling the ol’ switcheroo. Fat chance fancy pants! When you catch him he’s definitely in store for your own brand of switch. Let’s see, you could start by taking his head and changing his view to something a bit more inward looking. You can bet that since he’s had his head up there so long, he’ll find the perspective familiar. Into the breach, and all that. Well, enough warm thoughts… there’s a job at hand and this time that Blue Line is gonna get painted red. Blood red.”

Another repeat level, but… well, I don’t want to talk about it. This is just the prelude to the chapter’s end, anyway.

This is normally the point where I’d have two videos, but the end of chapter one is taking more work than I expected. It’s going to be the same sort of video as the last one, just talking a little about a different series entirely.

“Now this is more like it. Feels just like home. Makes one want to lie down and take the long sleep. Being immortal just ain’t what it’s cracked up to be. Far more effort then one could have expected. At least you get to help others attain what you never can. Even better, you can offer a faster assist than they could ever imagine. That’s you always kindness and charitable thoughts. Time to speed their passage. Come out, come out wherever you are… you area bout to be, ahem, chosen.”

The good news, this chapter’s boss encounter isn’t nearly as ridiculous as the Naga from the end of the first chapter. The bad news, that means this boss is going to be making repeat appearances. The worse news, that’s going to start right in the very next level.

With this, Chapter 2 comes to a close. As I said in the video, we’re more than halfway through the game now - going strictly by level numbers, we’re about two-thirds of the way through. We’ll start Chapter 3 next Friday.

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“Now entering New Town, home of Cabalco Industries’ immense corporate Headquarters! Riots and civil uprisings are rarely a problem anymore! Overlooking the lovely burning river of White Rock, New Town is the near-perfect picture of a city only gently-oppressed by a giant, amoral megacorp! Sure, we admit that there are still the occasional ritual sacrifices, or kidnapping-by-dark, and yes, sometimes people disappear never to be seen or heard from again, but the streets are mostly safe and clean, and our economy is on the rise with only a few minor hiccups. We’re New Town! Cabalco is our friend!”

We’re entering the endgame here, so things are going to be getting more serious, at least as far as enemy count and placement goes. Fanatics are going to start giving way for the occasional Prophet, and there’s just going to be more and more Shikari and Drudge Lords. This is also the point where the developers forgot to give unique names to the levels so a good half of them are labeled “Cabalco Industries”.

The Weapons


CabalCo Death Ray

A new energy weapon, developed by CabalCo’s Advanced Weapons Division to be used in urban warfare by allowing ricocheting shots from behind cover without losing effectiveness. The design is based on the ray guns used by the Martians in 1996’s Mars Attacks! (info thanks to your evil twin). Primary fire shoots out a green laser that bounces off of walls and deals a decent amount of damage to whatever it hits - including the user, so some care is required before using (though not too much, it’s not Daikatana’s ion blaster that actively targets the user after two bounces). Secondary causes the weapon to tremble for a bit before emitting puffs of smoke in a cone at a decent rate, which deals a lot of damage but with incredibly short reach. Uses batteries as ammo, which Caleb can carry 500 of; primary uses 1 unit per shot and secondary uses 2.

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“Worried about your future? Did the other students terrorize you at your high school? Are you in need of a truly challenging career? Then join the ranks of Cabalco’s Security Division. You don’t know what a challenging day is… unless you’ve spent it naked-and-sweltering, inside a small, dark, nearly-airless-metal-box with only your feeble grip on sanity, and a couple o’ dozen hungry rats to keep you company! But enough about me! Our intense regimen of general-degradation and sock-beatings will make you feel like a new man, or woman! At the end of our 12 step program you’ll be handed a big gun and given daily life-and-death control over others! That’ll show those small-minded bastards you went to school with!”

I’m honestly having a hard time finding things to say about this level for this, even though I enjoyed myself in it. I guess just imagine the Center for Disease Management if it weren’t kind of trying to present itself as a legitimate business. Or the CAS Revenant interior if it were a good level.

The Weapons


Vulcan Cannon

The biggest and baddest of the regular bullet-firing weapons, a four-barreled beast that achieves accuracy through target saturation - after all, more bullets means more hits (source: Raymond Reinhardt, CEO of the World Federation). Both fire modes spray bullets in the general direction you’re aiming at like the MAC-10, but much faster and with more damage; the longer the trigger is held, the longer the weapon takes to wind down before you can start firing again the next time. Uses bullets, 4 per individual shot.

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“You’ve reached Cabalco’s top-secret High Temple. We’re not here at the moment, but please feel free to give blood, preferably human or goat, at the door. If this is an emergency, please light 69 white candles, scratch a large pentagram into the concrete floor with your fingernails, and dance, skyclad within it, after painting yourself with the blood of your torn and stumpy fingers while chanting to our dark god. An insidious servant of the Underworld will be with you shortly. Thank you for your patience!”

Level names like this make me glad I’m small-time enough that YouTube in general doesn’t notice me. The way things have been going lately, soon as I get really noticed they’re going to bring the hammer down on this video just because of the name and/or tags.

This update also neatly coincides with the one-year anniversary of me getting into Final Fantasy XIV, which I’m choosing to celebrate by resubscribing, so don’t be surprised if more updates end up being delayed by several minutes from me getting too focused on that game and forgetting what time it is.

The Characters


Ophelia Price
The last of the Chosen to be reunited with Caleb - appropriate, thematically or some other fancy word, given she was Caleb’s lover in the past. Interestingly, Ishmael’s dialogue indicated that she was actually the first to come back. Next to Caleb her pre-Cabal life has the most info about it, which, in terms of a Doom clone that saw the sort of innovation GoldenEye brought to the table and eschewed a lot of that out of spite, isn’t a whole lot. Her accent gives the impression she’s descended from English roots, though it’s unknown whether her parents moved then had her, or if she was born there then moved to America. She is also the only member of the Chosen known to have been legally married, though again whether she joined the Cabal then married another cultist or married someone who then dragged her into the Cabal is unknown (the expansion suggests the former, but, well… there are issues taking that at face value, is all I’ll say for now). Beyond that it’s known that she eventually had a child with him, but not very long after that child’s birth, her husband attempted to rescind his membership in the Cabal. They, naturally, didn’t take kindly to this, torching their homestead, an event which left Ophelia’s husband and child dead and her a gibbering wreck - which is where Caleb comes into the story. As mentioned before, she eventually returned to the Cult after Caleb took her in, dragging him along with her, the two becoming lovers as well as members of Tchernobog’s elite Chosen. And, like the others, she was killed on the fateful day their dark god’s plan for power started, kidnapped and killed by the gargoyle lord Cheogh, her corpse left on display to taunt Caleb following his return.

In gameplay terms, Ophelia is the closest to an attempt at being balanced. Her strength is dropped to 2 out of 5, but in return her intelligence is bumped up to 4 - neither as useless with magic weapons as Caleb and Ophelia nor as weak or with as little ammo as Ishmael. This leaves her as, probably, the most fun to play as in later portions of the game, since while she loses a significant amount of ammo capacity, it’s still twice as much as Ishmael gets for only a minor reduction in the amount of Focus, letting her play around more with the magic weapons without completely handicapping herself from using the much more varied and common firearms, and also not being quite as ridiculously easy to ventilate before she can get her hands on a weapon she’s good with. When idle, she will randomly recite verses from Oscar Wilde’s “The Dole of the King’s Daughter” or Anne Sexton’s “The Truth the Dead Know”.

Unfortunately, there’s nothing new to say about Ophelia’s voice - Lani Minella pulls double duty, as she was wont to do in the late '90s, voicing Ophelia as well as Gabriella.

The Weapons


Life Leech

Another returning magical weapon, the Life Leech is a staff with a skull on one end that fires off highly-damaging magical energy. It’s both better and worse in this game; it doesn’t deal quite as much damage as it used to, the projectiles curve in odd ways past close range, and they have splash damage so you can easily hurt yourself, but it now uses regenerating Focus instead of trapped souls or your own health, meaning you’re not playing a delicate balancing act between the health used to power it versus the health drained from your target for 85% of the time you’ve got one because the devs forgot to put more than one non-secret ammo pickup per episode. Primary fire launches a stream of magical energy which deals decent damage and absorbs health from the target at a rate of around 1 health per Focus point. Secondary uses up all of the player’s Focus to trigger a damaging shockwave that sends enemies flying, though knowing this game probably doesn’t actually damage them all that much. Uses Focus.


Ophelia’s version of the knife: a long and thin stiletto-type blade.

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“Welcome to Checkpoint Gnarly. Ha. The security around here looks a little overly… fanatical. There’s got to be an alternate entrance to the Cabalco HQ. In the meantime, it might be wise to do a bit of cleansing, and take down some unworthy opponents. Sometimes you have to make a bit of a mess to get a place clean. You’re just glad that you don’t have to get those gray-matter stains off the walls. Those have to be a serious drag when they’ve had time to dry. Time to make your own ‘unlimited-access’ pass.”

And we’re finally at the CabalCo HQ. Even though the loading screen text says otherwise - this is why I say take anything the game says there with a grain of salt. This is going to be an “interesting” part of the game because it’s going to try doing a hub-style level thing again but with shorter stops between retreads. As far as gameplay goes it’s going to turn into a slog real damn quick, but for you guys this means more chances for me to talk about the history of games from October and November of 1998.

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“Time to shut these bastards down. Pull their plug. No more AC! Hell, no more DC! Welcome to the power station… you are grid-failure incarnate. The excitement just sizzles around here. Sizzles so much that you could be quick-fried to a crackly crunch, and after your recent train experiences you have very little interest in becoming a conductor. Time to do you what you do best… break stuff. And what better way to start than with fanatical types. Get to work O’ circuit breaker.”

A short level, but surprisingly painful. I can guess this was the handiwork of the same guy who made the CAS Revenant interior.

“Looking for work? Cabalco could always use an extra body! We’re constantly hiring, and boy do we have perks. You’ll get to work in a vast new skyscraper, we’ve got soda and coffee machines on every floor, our, ahem, medical-treatment-plan is out of this world. At Cabalco, even if you are at the bottom rung looking up, we promise that you’ll get an underling in no time! Our, er, Human Resources Department doesn’t put you through any of the onerous stuff that those other corporations require. Inexperienced? No problem! We don’t even require a resume (much less an application). Just show up and you are ours, I mean, um, you get the job. Cabalco is an unequal opportunity employer.”

There’s not even anything to say about this one, at least as far as the actual Blood II gameplay goes. It’s a retread that only breaks the one-minute mark because I hung back to grab the Life Seed again. This would normally be double-feature time but this one took quite a bit of effort to put together I’m lazy.

Apologies in advance for the poor consistency of the framerates on the other games’ footage, Dxtory doesn’t recognize them and OBS generally refuses to play nice (especially with Half-Life) no matter what settings I try. For a series where they’re only the focus of one video out of about 32 I figure it’s not that important.

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“Ah, science! You fondly remember the first time you got to dissect something. You were all aquiver with excitement as you began to flay the skin off the fetid corpse. The muscle tissues danced when you applied just the tiniest bit of voltage, and boy were you surprised when you opened the bowels by accident! What a gas! Well, enough daydreaming… time to get to it and find the entrance to Cabalco’s R&D.”

I feel the CAS Revenant is going to become my new shorthand for LP-induced PTSD the same way Azerbaijan used to be back when I did Call of Duty 4 around 2010, except not made irrelevant by the service the videos are hosted on killing itself through stupidity a year after I finish this.

It’s actually kind of weird to think that I’ll be at the point where I’ve been LPing on-and-off for ten years by the time I’m done with this game, especially with the full-circle deal considering this was the first game I seriously attempted to LP back in those yonder days of early 2009. That I’m probably going to end up celebrating this by playing more FFXIV starting on things that are less like traditional LPs feels a little weird too, but I guess that’s what happens when you do something without burning yourself out on it after a decade.

The Weapons


Singularity Generator

The plot device weapon and BFG equivalent, and fittingly the last of the game’s arsenal. Repeatedly used by Gideon and some of his lackeys in multiple attempts to kill Caleb, it instead remains unpredictable enough that it actually brings back the other Chosen, at which point CabalCo spends most of the rest of the game fixing it because with all of the Chosen back there’s no telling what kinds of horrors it might pull out next. They eventually get it working… just in time for Caleb to bust in and steal it. Primary fire launches a large purple vortex which sucks in enemies, damaging them all along the way until they reach the center, which supposedly deals no damage - so long as there’s enough room for everyone caught in the blast to get there, or even for the main target to fit if they’re big enough. Secondary does the same as primary; early versions had it create a vortex with the player in the center, damaging them and drawing them in close for a shotgun blast, but a later patch removed it, probably because a strategy revolving around the shotgun is a bad idea between the wildly-random damage values, the abundance of hitscan enemies, and the game’s complete failure to continue adequately supplying you with shotgun shells by the point you get the gun. Ultimately, looks cool, but not the best option for one of your last weapons available. Uses batteries as ammo, 50 per shot.

“You’ve got to hand it to Cabalco. Their designer certainly went all out on this particular piece o’ property. There are wide-sweeping staircases, some strange-but-lovely art, some exceptionally fun cubicles, and more stuff to blow up than one could shake a boomstick at. All-in-all a nice spot. It could use some touching up. But, the various Cultists, Drudge-types, Shikari and Fanatics are gonna have to go. Go to hell. Do not pass go. Do not collect $200.00. The rather cuddly-looking Behemoth might be a nice addition to your own personal pet population. But sadly, it isn’t house-trained.”

Again, really nothing to say about this one. It’s our second (and thankfully final) retread of the lower levels of the Cabalco HQ - all that’s really different is it takes me two minutes this time, mostly because I somehow forgot where to go despite having done a test run the day before recording. This isn’t going to bode well for when I record the next level, considering I got lost enough to have to look up a video walkthrough twice during my test run, but we’ll get to that later.

EDIT: Heads up, there might be a delay before I can put out the next video or two. Basically my ISP somehow has me listed under the wrong address, which was somehow not a problem when we needed to have them come in to replace our modem a few years back, and might require them to shut off our Internet for a few days while they sort things out. With any luck I won’t be gone too long and will have similar speeds for a better price when I’m back, and even if I am I should be able to put together a proper backlog again.

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“There’s nothing like a very hostile corporate takeover bid to invigorate one’s senses! The game of hunter and hunted has always had major appeal. This is starting to get fun. Gideon is soon to run out of hiding places. Time to tree the rat, as it were. A bit of janitorial work is at hand. Cleaning out offices has never been so much fun! Now where was that elevator to the rooftops?”

The biggest pain in this level - well, second-biggest, after its insistence on throwing another Death Shroud and a Fanatic with a sniper rifle in the same corridor - is that it expects a bit of pixel hunting. Offices all over the place in one of the first areas and you’re expected to spot a key hidden underneath one of the desks, not to mention expect the desk to just shatter normally rather than exploding in your face like all of the others do. Then the same thing again but for a switch. I got lucky and remembered where I was supposed to go on-camera this time, but I had to stop playing this level and go look up a walkthrough twice during my test run.

If there’s anything nice to be said about these levels in CabalCo’s HQ, it’s that it made me want to play FEAR again. To give you an idea how much I love that game, I started recording from a new game to get some footage to go along with the next video and ended up with fifty-five minutes’ worth of footage. I’d LP it myself if I didn’t think b00n’s LP wasn’t already a near-perfect encapsulation of everything that makes it so great.

“There’s that clay pigeon Gideon! That fairly rolls off the tongue: Pigeon Gideon. WooooHooooo! Skeet shooting is one of your favorite games. This is going to be a blast! For him. Pull! Bang! Pull! Bang! Pull! No more running Gideon. Your flight is over, schmuck. You’re outta luck.”

We end the last of the game’s full chapters with a dedicated boss fight level. Nice of them to get to the point right away for once, means I can get to the point of my commentary right away. I’m also just now noticing how appropriate it is that this level has the same title as that old LP of the first Blood I attempted on Viddler way back in 2010/2011 (spoilers for those who can’t time travel: I got stuck in the last chapter).

Also, guess how my hopes that this fight would glitch out and end early went? They went so badly I had to fully deplete his health bar twice, because the game immediately fucking crashed the first time I killed him.

Unless other issues come up in the meantime, there shouldn’t be a delay on starting the next chapter this time, because that chapter is only three levels long, and short of deciding to LP FEAR 2’s DLC or something I don’t have a whole lot left over to show off and artificially inflate the amount of effort I’m putting into these before the end credits. We’re so close to the end that I very well could be starting on the Nightmare Levels by the end of the week after the next.

“It’s a battle to the death. Preferably someone else’s. Gideon’s puppet strings can no longer be pulled and the puppeteer’s comeuppance has just come up. Ancient One? Are you listening? Then hear this…”

Nice of the interstitial text to namedrop the Ancient One, because the game proper completely fails to do so even as you’re fighting it. Oh, and that last sentence is a spoiler or something.

This video features a very special guest. It also turns out one of the admins of the Blood Wiki has discovered this LP since just before the last update, commenting that they’ve cleaned up a little on several articles for the levels I’ve covered and that they added mention of a reference I pointed out that they’d missed before, which is pretty cool.

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