Let It Die is officially ten years old! I started playing this game around eight years ago. It's been a great game to unwind to and play mindlessly sometimes while grinding for upgrade materials. Why am I speaking in the past tense, you ask? As a matter of fact, the game is officially going offline. For a time I've been wondering how long they'd keep the servers running. For now, it is still an asynchronous online game but that may only be for 10 more days. After that, they will release a free "DLC" for the game that will actually be the whole offline version of the game itself and certain aspects of the game will be modified or removed entirely.
I remember for their two-year anniversary, they held a contest and event called Two Years of Tears. I tried to take part but my video was too long! I wonder how many hours I've logged since then. That information isn't as readily available on Playstation as it would be on Steam.
Most of the playtime is spent climbing an infinite tower scavenging for resources and killing zombie-like enemies along the way, but they can use complex weapons like sniper rifles and katanas, too. The different floors on the tower, each with a single asynchronous player, are connected by free escalators or paid elevators in a random 'chutes-and-ladders' style. The floors cycle through four different variations throughout the week. Sometimes I go months without playing or only log in on Wednesdays, Fridays, and Sundays because a unique shop is with expanded inventory of rare materials is guarenteed to spawn on a particular floor. Simply buying these hard to find resources is a great way to avoid long and dangerous hours of grinding higher up in the Tower of Barbs.
Wait, wait. Paid elevators? Shops? How do you make money? The zombies in the tower drop Killcoins but it takes a whiile for it to build up. It's much more worth your time to raid other players' bases and steal their hard-earned money. Here, I robbed a player, kidnapped one of his Defenders, and also rescued three players' Fighters that he kidnapped and was holding for ransom.
Most of the bosses are easy. Well, now they're pretty easy. The last one is still a bit tricky though, but at least they take your polaroid after each fight. With all the main bosses defeated and story finished, my sights are now set on the Superbosses. Nightmare difficulty. Of course, they have massive HP pools and very good defense. Luckily, they can be exploited. I've already beat the first of the Four Forcemen of the Apocalypse, White Steel, but the second, Red Napalm, is arguably the hardest.
You can give your Fighter powerful buffs by slapping decals straight onto their bodies. It's good to have two that augment critical chance and three that augment Attack. Barbell increases my ATK by 15%. I have a four-leaf clover and a five-leaf clover which increase CRIT by 10% and 20% respectively. The Pitching Addict sticker increases baseball pitching machine damage by a whopping 30%. It does Blunt damage, Red Napalm's weakness, which is also being increased by 10%. Being a ranged weapon, it is also benefitting from being in the hands of my Shooter-class Fighter with maxed out Dexterity and Strength for weapon scaling. The only downside to is that this class, even when maxed-out, only has about 9000 HP. Even my Resource Collector has more than double that!
Armor is kind of important. Red Napalm's gatling-style gun, the M2G, has a built-in assault rifle, shot gun, firework launcher, missiles, oh and it also shoots out knives. That being said, a good Pierce-resistant armor from the War Ensemble faction can mitigate damage from all those projectiles but all of those sets are weak to Slash so that knife will still getcha. I didn't want too much of a Slash penalty so instead of War Ensemble gear, for the pants I went with Travis' Pants. Yes, these are Travis Touchdown's from No More Heroes pants. I have his Beam Katana, too but we won't be using that. Is anyone a fan of that game or heard of it? Let it Die did a collaboration with them a while back.
Armor is not enough. We need mushrooms for even more added buffs. Some effects of certain 'shrooms will instantly be dispelled during the fight, along with any effects from doping up before the fight. That's what that laser gun was for. Red Napalm has a more lethal laser but she never even used it. In fact she never even saw me at first. Unfair? Cheese? Well, she can turn invisible, too, which is what I was trying to avoid. All the mushrooms used here are safe to use. It's important to hide behind that left pillar again before invisibility wears off and equally important to wait untill it fully kicks in. I almost jumped the gun on that during my second attack run but it was timed perfectly. Before the first run, I wasn't paying attention while doping up on the unlimited baseball ammo effect and wasted a few precious seconds of invisibility. After I ran out of invisi-shrooms entirely, I jumped straight into the battle and completely forgot about my failsafe invincibility 'shroom. The mushrooms that make you unseen also poison you so heal up before knocking her HP past the "N" in name on the HP bar. If you go past that, all pillars will break and there will be nowhere to hide while eating, leaving you vulnerable to headshots. I had been upgrading my pitching machine with a surplus of material obtained through bad RNG in preparation to make the last story boss easier. Little did I know, I made it overpowered and turned the hardest dificulty to easy.
I was hoping to get the blueprint for the gun as a reward, which is awesome for PvP and scaling the extreme heights of the tower, but all I got was the metal needed to upgrade the gun itself. On my second attempt at fighting her I found her amor chestpiece. It looks like we'll still be seeing each other in the future. It's not over yet, Red Napalm. Maybe I'll try the harder strategy: smashing her with a bowling ball on the end of a stick while she's invisible and can see me.