Let’s Play The Plutonia Experiment #02: Tricks, Traps and Treachery

Let’s Play The Plutonia Experiment #02: Tricks, Traps and Treachery

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Published on ● Video Link: https://www.youtube.com/watch?v=OCDPcRPsXSQ



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Final Doom (1996)
Duration: 21:27
4,551 views
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While the game doesn’t let up on the number of enemies we’ll be facing, they will slowly become more manageable as we accumulate more resources. We still lack the mightier weapons – one of which I could have got on the first level had I of tangled with the revenants in that corridor – and we’re still somewhat lacking for ammo, but both those things will change soon enough. Once we’re fully equipped, then it’ll be a matter of using what we have wisely.

The thing that will continue to catch me off-guard time and time again are the traps this game throws at you. Traps aren’t a new thing to the franchise, with monster closets and foes teleporting in being a staple from the very beginning. Plutonia Experiment takes it one step further by adding extra layers to these sticky situations, often in the form of preventing you from backing off from the sudden threat. Enclosed in a cramped, unfamiliar space with many enemies, it takes quick thinking to not only survive but to not stumble into another trap awaiting those who would try to retreat forward in the hopes of a few moments to collect their thoughts.

One thing’s for sure, I’ll be falling victim to many of the sneaky things this game is waiting to spring on me before we’re through, but I will not let them defeat me.

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