Day 301
12 Mountain
Eric has a new shiver animation/down suit being ruffled by the wind. It feels cold. This is the most beautiful level so far, I have taken more photos here than anywhere else (but will upload a fraction). We’re approaching that white void that I remember so fondly. The weather does not want us here.
A new wrinkle is introduced at this altitude. The air is thin and Eric must collect O2 tanks like bubbles in a Donkey Kong Country level. I was worried that the O2 timeout would interfere with taking pics but in practice it takes a long time to die. I tested it and even when the meter is empty you have well over a minute to find a tank. Running takes more O2 but it is negligible since running gets you to O2 faster. We also have a new O2 interface.
The goal of the level is to get to high camp where there will surely be a clue about where Frank is right now.
Aside from Bennett’s scheming, the climb was doomed by weather but it does give us a ticking clock which explains Bennett’s violent abandonment of the original plan.
An interesting story recap happens via the Yogini Jomo’s telepathic(?) chastisements throughout the level. She recaps why we are in the current situation. It works well given that there is no one left to really have any dialogue with and also undercuts any possible heroism on Eric’s part. This level hits home how much the mountain is just fucked by selfish men. Eric isn’t really making things much better as he attempts to save a rapist.
The chastisements contain some of the best writing. They happen at key climb points and together make a 16-line summary of the plot that renders a proper judgment. One Eric silently climbs through:
- Foreign devils not know mountain.
- Bennett climbed for terma. Goddess ATE his leg.
- Strangers laugh at goddess. Now goddess laughs at them.
- Jomo not help Bennett. Not help stupid boy.
- Why Mingma do that? Good student. Smart girl. Anger Jomo.
- You who play. You not believe. Stupid you.
- Chod is way. Chod cut through. Chod is fearless.
- Flesh hides truth. Bones tell truth. Give flesh to Gods so bones can speak.
- Monks study. Monks pray. Pah! How that help mothers? How that help babies?
- Brother climb mountain. Brother rape goddess. Same thing.
- Palden Lahmo angry. All suffer. Blood must pay.
- Ghosts leave Bardo. Hungry… Hungry. Many children die.
- White men come. White men will go. Chomolonzo stay.
- Treasure on mountain. Will come down when is time.
- Kill hope. Kill fear. Is Chod way. Expect nothing. Lose self. Find all.
- You seek brother. Stupid man. Brother find self.
The sound team are going for the Oscar. The wind foley is overpowering, is nicely layered throughout the progression of the level, and never feels like it’s looping. It meshes with the immediate topography well (open space loud, narrow space whistling). It calls to mind the lyrics of Dylan’s Isis: ‘The wind it was howling and the snow was outrageous’. Though no fear of the dead being contagious. Only angry ghosts.
The wind blows very strongly in some sections, emphasised by placing a shrine right next to a crosswind to prolong the player’s anticipation of getting to the next safe room.
Now the camera team are going for the Oscar here.
I died on the ladder snapping the scene above. On the second time the game’s controls bugged out and I had to wiggle the Wiimote on my lap the second time through due to a bug that meant it wasn’t properly registering stick control while in the ‘on the ladder’ state but would register little motion spasms.
There are plenty of O2 bottles but no incense in sight. It’d be interesting if the game prevented us from lighting incense at this altitude due to the thin atmosphere.
This level’s main villain, the ghost mage, appears. We’ll have several rounds of ghost swarms throughout the level. In this one we have to banish six stone symbols before the ghosts stop. Another Frank diary entry but who cares?
There’s a really nice trembling ambient track that gels with the wind, shortly interrupted by the ghost combat music.
Being the first half of the final ascent it’s a much more vertical level than most. It becomes clearer later that we are at the start of an extremely large staircase. Sheer cliff climbs alternating with gradual upward slopes. This begins to have the cumulative affect that you feel like any of the sheer cliffs might be the last. I lost count but there are enough in the level that it starts to feel endless, in a good way. You really get a sense of how small you are compared to this tiny section of the mountain.
By this point it really doesn’t matter how much O2 is remaining as you can apparently stock up on it. Prayer flags remain, showing the last few pieces of evidence that humans have come this far.
We come to shelter in a bluff and it really feels like coming in from the cold. Visions of Frank pull us forward. There’s not much to be said, no other complications or subgoals just get to Frank.
Scenic hike sections have us looking back down on the level, the giant staircase, from above. Every ledge you summit, more white stretches out. I keep thinking to myself ‘They did a good job here’. Gradual camera orbits sold the scale and I really wish more of the game was like this.
Ghosts are regularly getting screwed over by the narrow mountain trails now. A simple case of camping the corners of the path as they waddle down toward you. If they had sense, they’d attack unseen through the rock of the mountain.
Eric’s dramatic shadow fills me with dread. It’s hard to tell what was and wasn’t intended but this framing of his shadow alongside Yogini’s warnings feels weighty. Wordless moment amidst thousands of cubic kilometres of wind. ‘Brother rape goddess’. So do we really.
A forking path nearly conceals the final health upgrade from me. Initially I’m unsure which way to go but I press on using the gamer instinct to detect the sidepath.
The ghost mage returns with his lackeys. This level requires weapon swapping more than any other as it throws every ghost type at you. Kila for flying, Katrika for the mooks, and Khorlo for the bottlenecks.
We find the cave where the Terma was fatefully stashed. Ground Zero for the whole curse in a fairly unassuming ice cave. Flash to the inciting incident with Paul and Frank celebrating the find before Frank loses it again. He’s going all the way regardless of Paul’s warnings. But the terma is no longer here. This is technically the first confirmation that it has been taken, presumably by Frank to the top of the mountain. One final note shows that the prime driver for Frank is to step out of Eric’s shadow.
Some games have better climbing mechanics but nothing beats this for how it feels. I am exhausted as I crest what feels like the 7th great stair, through the cloud layer, and still there is more mountain.
There’s a brief Souls-esque chunk, where you are teased forward by a shrine in the distance after a long climb up with no healing opportunity. A ghost appears right before the checkpoint save which would have sent me back about 15 minutes if I had failed the encounter. Would have had to do the second ghost mage section again.
The mountain doesn’t really blend with the game level (you can see the unnaturally straight climbable walls) but they do still sell the sense of place. Fewer and fewer corpses are found beyond a certain point. One lone climber, abandoned by his party, wrote ‘not so bad now’
The other ¾ of the party died further up - we fight their ghosts. In this level it is more clear that every corpse you find has a corresponding ghost enemy.
The site of high camp and our ample O2 overstocks suggest we are home free. ‘Ahem!’ tuts the ghost mage who appears for a final confrontation. And the high camp they did attack. It is a total horde mode.
The first attempt I am thwarted by tent collision meshes which make it hard to jog away/around. I get surrounded and smashed by stunlock bullshit. We have to get down to a flatter, more open topography since the camp is a minefield of clumsy tent geometry and sloping terrain. After several waves of the ghost mage’s beefiest courses we take them down while juggling the last remnants. Our reward is not an upgrade but a note.
Tantric breathing means the O2 canisters are now obsolete.
It’s just us and the last part of the ascent now. We don’t stop climbing now until nothing but air is above us.
Current Altitude: 26,000 feet
Incense remaining: 10
O2 remaining: 5 Canisters