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Weapons are your primary, um, weapons against your opponents in the Tower (sorry, that sentence got away from us). Every time you’re about to pick something up, you’ll get a pop-up that gives you the item’s stats and a choice of equipping it immediately or storing it in your Death Bag for later. That’s a weird list (it’s a weird game), so let’s break them each down.Įither as a drop from a defeated enemy or as a gift from a crate, you’ll pick up gear throughout every one of your trips into the Tower. You’ll find gear, blueprints, materials, mushrooms and beasts. What kinds of things will I find in the Tower? Let’s talk more about the types of items you’ll find.
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You’re also going to be picking up blueprints and upgrade materials. Your gear is going to wear out almost as fast as you can replace it, and you’ll be going through health potions (mushrooms and beasts in Let It Die) as fast as you pick them up.Īs you settle in, you can start to get a little more picky about which weapons you really want and what gear is better than what you’re wearing.
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Even the weapons you have equipped on your fighter take up a slot in your Death Bag.Įarly on, everything is important. Nothing stacks and you’re going to be picking up a lot of stuff. While that’s not nothing, it fills up quick. Unless you’re ready to start shelling out real-world cash for upgrades, you’re going to be working with very limited storage space - 10 slots in your Death Bag (on your person and in your mobile inventory) and 20 slots in your storage chest in the Waiting Room. Better to just go dump your inventory and upgrade your fighters and their equipment every chance you get.
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You lose everything you’re carrying when you die, so it’s not worth the risk. Just pay the fare and ride the elevator down. Don’t push on and hope to make it to the next elevator or turn around and try to retrace your steps all the way to the Waiting Room. You can also take the elevator back up to any floor you’ve activated as a shortcut past the early floors. Elevators return you to your Waiting Room where you can heal up, turn in blueprints, buy new weapons, hit your storage chest or buy buffs for your fighter. While you have to pay in-game currency to ride them, it’s pretty cheap and worth every penny Kill Coin. Some floors have elevators that you can turn on. The exit is an escalator, so when you see an escalator, you know you’re about to move on to the next floor and meet more difficult enemies. Or the elevator.Įvery floor of the Tower of Barbs will have at least an entrance and an exit (and sometimes more than one). The same way as you do in real life, by taking the escalator.
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The point is to hack-and-slash (and shoot and burn and buzzsaw and generally eviscerate) your way to the top of the 40-story (or -storey if you’re Sherlock Holmes) Tower of Barbs. The sooner you let go of your attachment to things, the easier this game will be for you. Your gear, your weapons, even your favorite fighter. The first thing you need to learn about Let It Die is that everything is expendable and everything is replaceable. What follows is a "what we wish we knew" for Let It Die. And things start coming at you fast after you finish the tutorial. The game does a fine job of introducing you to core concepts like punching and jumping, but if you’re not careful, you’ll miss a lot of the nuances of what you’re about to be doing. The rest: everything else you need to know, like fighting, haters and hunters, Direct Hell insurance, Death Metal and ditching items.ĭiving in and expecting Let It Die to be like any other game you’ve ever played (like we did) is a sure way to end up confused and frustrated.The Hated Arcade: Uncle Death, Meijin, Mother Barbs, Naomi Detox and the radio.The waiting room: your home base, Vanishing Point, Fighter Freezer, Club Mushroom, decals, Buffalo Bank, SPLithium Tank, Choku-Funsha, Storage Chest, Reward Box and Tokyo Death Metro.Fighters: getting more fighters, slots, leveling up and stats.The basics: the point of the game, inventory management, weapons, armor, blueprints, grilling and enemies.
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