And tell me what it means, please.
The Ensign was a brutally difficult game, perhaps made more so by the lack of instruction and my rapid tapping against the input lag. While the latter is my own fault (whoops I missed the outpost) and the former is the games style, it is still a very unforgiving adventure.
At least, at the beginning and the end.
The narrative and world building was amazing. Everyone praises the red text, with its Spec Ops: The Line-ish themes, presented in a trollier manner, but its the little touches from the moral decisions that hit me. Looting the grave just has the game ellipsis at you. The child starved first was also harsh, and what caused me to rethink my decisions, reread the options given to me. I really should take the bonus clips advice and go replay ADR with a clearer eye, but Ive still some unfinished business here, with my 5.5 hours of gameplay.
The dungeon aspect was interesting, retaining some of the random event aspect from The Dusty Path while allowing you to choose the general way the event went. Of course, with the first few scenes always consistently the same, this can be slightly abused for large amounts of goods (namely in caves and cities, as far as Ive seen).
And then there was the checklist. Dont accept the food, witness the ritual, locate the obligatory pastry reference. So I started a new runthrough with a foodless beginning. I died right after the tannery, because I was expecting the same first battle as the main game. Thus began the second run, playing much more conservatively, knowing that I would probably need it. But the lack of a compass combined with a turn-based timer in the form of the defectors increasing health leads me to believe that wasnt the greatest idea. Eventually, a bolas missed, and I fell to (I believe) the 9th defector, about ten minutes into combing for the armoury. That was when I learned that refusing the food was actual permadeath. Being limited by the water supply, not being able to know the location of your goal, and being at the whim of the RNG in the later battles (and maybe the map gen, though I assume (hope) that red text was only joking) makes the actual permadeath runs sound ridiculous in theory, especially compared to ADRs villagerless playthroughs. I presume that the fact that the only mention of this mode in the post-game dev notes is to tell you you are worthy and the rest was about the base game implies that it wasnt the best thought out idea.
With the rest of the moral decisions mentioned in the sound files I had yet to find, Ill probably spend a few hours on 100% map completion just to find out everything I can do without the skills of manipulating numbers before going off to play ADR instead. The Ensign has its flaws and its bugs, its real permadeath mode probably my least favourite, but it tells an amazing story, letting you further explore the world, the cultures, the post-apocalyptic mess introduced in ADR, all while being told youre an idiot and are terrible at the game, by the game itself.
The game is a lie. Er.