Mankind has moved on from mother Earth, and after the invention of warp technology, is fast mapping the universe one light year at a time. Due to a shortage of materials, the Earth Federation instigates a new program to upgrade old and retired vessels. The Mephistopheles, a small ageing scouting craft, is the first ship to undergo the process. Crewed by a new compliment of 6 crewmen, she is assigned to map out the Caracus galaxy. Just a few days into the assignment, the crew of the Mephistopheles discover an unknown artefact floating unprotected in deep space: an ancient metal locker. Ignoring advice from the Federation to leave it for a research vessel, the captain brings it aboard and prepares to lift the lid..
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If you are going through Yahtzee's Chzo Mythos, then feel free to mostly skip this one. Its clear Yahtzee was suffering from a high from the previous game's reception so he rushed this one right through.
Once again a lot of the issues from '5 Days' return here, bad flat characters, poorly thought out puzzles and unwieldy plot dumps are abound but everything's made even worse by the plot stretching hard to fit across 7 days, characters doing stupid thing after stupid thing for the sake of plot progression. Top that all off with some really irritating ways to game over and a endgame twist that feels pulled out of nothing, this just feels like a big rushed mess. Just skip it and move onto Trilby's Notes. We'll understand.
Once again a lot of the issues from '5 Days' return here, bad flat characters, poorly thought out puzzles and unwieldy plot dumps are abound but everything's made even worse by the plot stretching hard to fit across 7 days, characters doing stupid thing after stupid thing for the sake of plot progression. Top that all off with some really irritating ways to game over and a endgame twist that feels pulled out of nothing, this just feels like a big rushed mess. Just skip it and move onto Trilby's Notes. We'll understand.