Let's Sperg Mooger Meng's Flash Drive - The Citadel - Postapocalyptic Robot Troubleshooting, now in Anime flavor

Mooger Meng

Now I've got your autism!
kiwifarms.net
Joined
Jun 2, 2020
Have you ever awoken one day and thought to yourself, “Golly gee willickers, I sure do want to reduce anime girls to their constituent components!”?
If you have, then first I’d suggest getting some help. Barring that, consider The Citadel – a first person shooter about a mute robot girl with a staggering amount of ordinance and no pants to store it all in setting off on a gore-slicked path to (what else?) kill a god.

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Released in August 2020, The Citadel draws inspiration from 90’s shooter titles for its mechanics and 90’s anime films for its visuals. Playing as an android known only as The Martyr, you are tasked with killing 7 Angels and their sleeping God. There’s a story here that tries to make itself important, but like classic Doom, you’re probably not going to give much of a shit between barreling through the stages and turning your foes into meat confetti.

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Much of the game’s fame and/or infamy comes from its art style. It is unapologetic – the main artist claims he drew much of his inspiration from H.R. Geiger, Ghost in the Shell, and the concept of man/machine integration in general. In its calm moments, you get these intriguing, not-quite seamless fusions of meat and metal through the lens of Japanese visual sensibilities. When it starts leaning into the “blood, gore, guts, veins in your teeth” SuperTurboUltraViolence of a classic shooter, then…

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… Well. Blood and booba, wires and wenches, whatever you want to call it. It’s right up there with old OAVs showing bomb victims getting peeled like potatoes in the blast wave, just with a bit more iron in the middle. Like some sort of reverse techno-Twinkie.

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In between all of this, however, is some solid gameplay. I’ve seen The Citadel described as “more of a tactical shooter than a boomer shooter”, and while I’m not intimately familiar with the difference, I understand the general idea, I think.
At least at first, you won’t quite be zipping around like Flynn Taggart or John Quake, instead peeking around corners to magdump your seven-shot handgun before ducking back to reload one round at a time between volleys of return fire. Yes, reloads are very much a factor, with a small number of your arsenal being loaded singly instead of by magazines. In addition, you have a stamina and hunger meter along side your health – stamina is spent on sprinting, jumping, and kicking, while hunger serves as a slowly draining cap for both health and stamina.

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To muddle things further, most projectiles also have travel time and drop you need to compensate for on both ends. Sure, this means leading your shots a little against distant foes, but also gives you the opportunity to dodge a lot of incoming fire. With a blistering HP cap of 24 points (if you keep the Martyr fed), you’ll come to appreciate it, as well as armor that blocks 100% of incoming damage.
On the technical side, the game is mostly competent. I only had it crash a small number of times, one one of which while recording this project. There’s a bit of jank and rough edges with the controls and how some of the visuals are processed, but rarely did I feel like these were a serious detriment to the overall experience. Your own mileage may vary, of course.

Anyway, the point is this game left enough of a good impression that I decided to make some manner of playthrough/review thread. However, I lack the keen analytical skills of our resident turboautist @Jaimas, which means what probably should be a much shorter affair is going to crash headlong into my own stupidity. And since he tends to spend his effort on unmitigated garbage (because it’s easier to lampoon), someone has to try. Unfortunately, that’s me.

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Now, I’ll let you in on a little something: I’m not exactly a connoisseur of shootan geams. I didn’t play much of the old guard classics like Doom, Duke Nukem, Marathon, or any of what might now be lumped in with “boomshoot”. I didn’t even touch Half-Life until nearly the 2010s, and my own most-played shootmans are stuff like Left 4 Dead, the System Shock remake, and Nightmare Reaper. Hell, the only version of Doom 3 I ever played was the Xbox one.
So, for better or worse, I didn’t know a whole lot about this game’s genre forebears going in. What baggage I have in shooters is tied up in stuff like Bioshock and the older Halo titles. Make of that what you will.

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After a brief loading screen, we get flashbanged from on high. It seems God not only hates a quitter, but an oversleeper as well.

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Stepping forward brings us to difficulty selection. The left path is Easy Mode, requiring nothing but walking; the right path is Normal Mode, needing a simple double jump to clear; Hard Mode is at the top, requiring you to double jump off of the starting platform for the extra height.
I am not enough of a journalist to play on Easy, nor enough of a psycho for Hard. Normal it is!

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Two important things One important and one less-important thing; 95% of stage exits are dropping down some hole in the floor, and the Martyr is not equipped with high-yield ballistics.


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Donning her spiritual armor, the Martyr is given a weapon and her mission. Occupying slot 1, using the Forgiver is a sign that something has gone very wrong and you are out of better options.

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If you must pack an emergency weapon, the Meta-Magnum pistol is that better option, though not by much.


After a long drop and a title card…

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… It’s go time.
Well, sort of. We’re still technically in tutorial territory, but if you die in Canada, you die in real life.

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Just up the ramp are the first enemies. They don’t take much punishment, which is good for several reasons.

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One of those reasons I mentioned earlier: the Meta-Magnum reloads one round at a time, and if you empty it out you need to re-cock the chamber with the first round. You’d think it’s a pain in the ass to deal with, and it is, but you get used to it before long. Or get mag-fed guns and never look back, whichever works.

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Slain foes drop money and sometimes ammo, while consumables to restore health, stamina, and hunger are peppered about the levels.

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After a small shootout, it’s time to learn about doors. That lamp-looking thing is a switch.

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Naturally, in the adjoining yard are a bunch of Tturrets shooting blue glowy shit at us. There are no prizes for shooting them right now, so I waste my time on it anyway.

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In the next room, a fucking tank is just sitting here, waiting to ambush the Martyr.

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Shooting it is also a terrible idea, so I do it anyway for a laugh and run the fuck away to the exit, ending the tutorial.

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The Martyr is unceremoniously dumped into the unnamed intermission zone.

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This is one of the few safe areas, with a little game info and the only NPCs not trying to murder the shit out of you.

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This lanky boi is Lysander, who helps spell out the window dressing: shit’s fucked, kill a god, make us whole, the usual.

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He leaves us some supplies and fucks right off, introducing our soon-to-be best buddy, Tycho.

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Tycho is the store, and shows up in nearly every level. Sometimes he’s well hidden, other times he’s just tucked in a corner somewhere obvious.
Depending on your progress, Tycho will sell guns and ammo, different levels of armor, consumables, and even upgrades to a few weapons. Clearing an act will update his stock when you return to the Intermission room, so you can even get a preview of what’s on offer if you’re short of cash.
The pillars surrounding him, currently blocked by debris, allow you to replay each act after you’ve unlocked it. Mostly just there if you miss the secret level, but I suppose you can use them to grind if you’re desperate.

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But, that’s not important for now. Can’t kill a god from inside the Divine Break Room, after all.


Okay, now it’s go time.

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To my understanding, Cultists are the Imp stand-ins for Citadel. They fire slow-moving projectiles that give you plenty of time to dodge, though their hammers will collide with your own bullets as well. Bad luck with shot trajectory can mean they take more ammo than you need to put down.

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You’re also given a few grenades and some packs of enemies to use them on. Grenades can be cooked, but obviously you want to throw it before it goes off in your hand.

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Also, not every drop shaft is a level exit. Don’t let your guard down.

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Meet the Auto Rifle, a dependable number with a 50-round magazine that renders the Meta-Magnum all but useless. Ammo for this drops like penny candy, so you are rarely at risk of running dry beyond the early parts of E1M1, maybe M2.


Oh yes, we’ll get along fine.

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Other than Tycho, you can spend your hard-earned cash at vending machines for consumables. All of them sell their contents for 100 a pop; this one has rations.

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Or, you can just be a cheapass and kick the machine, breaking it for a free drop.

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Brown-robed foes, apparently called Sufferers, are jihadibots. Deal enough damage to them and they explode, simple stuff.
You can shoot their heads off and they won’t detonate, but the corpse remains and can still be set off afterwards by damage. Mostly a nuisance, but can be useful on occasion as a meat-based IED.

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Charge up a staircase, gun down a few more unfortunates…

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… and we’re home free. If you’re not secret hunting or hauling shit back and forth to Tycho, levels in The Citadel are short – few of my recordings took longer than 10 minutes, and maybe one or two any longer than 15. 5 to 10 is the average.

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E1M2 opens with a bit more trouble. You’re given another Auto Rifle and a couple of mags, but the nearby rooftops are littered with Grunts packing the same.

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There’s a lot of duck-and-shoot for now, since without armor the Martyr is about as resilient as her foes, which is to say: not very.

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Pushing forward gets you face-to-hood with a pack of Cultists, too.

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Climbing up to one of the rooftops gets you a clear line of sight on several enemies…

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… as well as this ledge jutting out above the starting area. The game loves putting stuff behind where you started.


It also loves its instakill pits. I will complain about this, at length, later.

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Let’s try that again.

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Up here is the Whalegun, an anti-materiel rifle that lives in slot 8. This is one of the few guns you might need to buy ammo for, as drops for it are few and far between.

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Soon enough, we run into one of these Bulldozer-looking motherfuckers. That’s a Flamer, one of the toughest non-tank enemies. I hurl about 3 or 4 grenades at its feet as I kite it out the door to save rifle ammo; otherwise, I could have dumped every round I have and still not killed the damn thing.

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There’s a nearby chokepoint with grenade-hurling foes and two Grunts dug in with machine guns, but it’s nothing a little tacticool action can’t solve.

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There are a few ways to get back to the earlier rooftops and pick up the goodies scattered around before the end of the map. Doing so maxes out my rifle ammo in the process from all the Grunt corpses up there.

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The last room has some token resistance, with the quartet of Turrets being the most troublesome.

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But unlike gravity, it’s nothing the Martyr can’t handle.
 
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Creepy loli-guro wank bait. Keep japs and anime fans away from shod^oters, it's not a good combination.
Tbf the few times we did get shooters from japan they were legitimately cool shit like BREAKDOWN and coded arms1000037887.webpimages (31).webp
Shame the former is a psp shooter so enjoy sub 20 fps gameplay+using the face buttons for looking around the environment and the latter is a xbox exclusive so its forever tucked away, never to see the light of day.
 
My experience with this game is kind of an interesting one - @Agent of Z.O.G. jokingly recommended it to me after the fucking shit-shown that was Terfenstein, an absolutely broken mess of a game that reminded me way too much of Ethnic Cleansing, which wasn't too surprising as both games came from the same origin point: devs so over the moon with the fact that they'd created a game in which you can finally kill their preferred enemies (natal women and dogs in Terfenstein, minorities in Ethnic Cleansing) that they didn't even bother trying to make the game functional; Terfenstein has no on-board support (play through it one go or fuck off), crashes if you try to minimize or pause it, and half the health pickups don't work because they were never programmed correctly, making the game almost impossible. Ethnic Cleansing meanwhile runs in Genesis3D, and is certainly the more stable of the two, but is still a jittery, crash-prone mess with shitty gameplay and worse gunplay.

So after that shit, The Citadel was a ray of fucking sunshine. Which is ironic, considering that due to the post-apocalyptic nature of the setting you never see the sun in it. And while resident stooper fightan robit @Mooger Meng didn't get into one set of particulars, I absolutely will: Citadel, despite being a one-man show (essentially entirely built by a single dev), is incredibly competent. Doekuramori, the dev in question, was inspired by the games they played growing up, and they used this experience when making their own game - in particular, they drew from Marathon and Outlaws. The latter is the main reason the gunplay in the game is fucking ridiculously tight. The game's weapons all handle beautifully, have extremely distinctive sounds, movements, and even bullet drop, you reload revolvers and shotguns by the individual round, which gives the same quick-response feeling that Outlaws gave, and the weapons the game does give you mark up there with some of the best I've seen in a game. The starting pistol you have drops early foes in just a few shots, and if you have the game's grenades, you can use the secondary fire to load them and shoot them like a fucking rifle grenade. Your starting fucking pistol has this feature, and it only gets crazier from there: The rifle you see Mooger using above has an underslung laser weapon that can burn power cells to microwave fuckers. You have pretty outstanding mobility, even at the start, which tracks because your character, the Martyr, is very much a glass cannon - high-speed, low-drag. She can run faster than Doomguy by default and you can fucking launch yourself outright stupid distances just with the games' default running and jumping.

Because Doekuramori is not a native english speaker, and this game is created by a team of one dev as a passion project, you see a bit of the game's limitations pretty readily; namely, the main color palette the levels have. It never really shakes up too much, and this was by far the dev's biggest issue with the game from what he explained, but Doe managed to do a lot with very little, and you will notice that despite the limited tile set, Doe manages to extract every scrap of utility out of it in the level design. The second level of the second episode of the game outright blew my mind with the cityscape design it created, as well as the main setpiece of that level (which I dare not spoil, it was a highlight of the game for me).

A lot of the plot isn't too visible until the sequel (which came out earlier this year), but I'll surmise it quick for those interested:

In this setting, The apocalypse seemingly went down after god seemingly left to get astral cigarettes and space milk and never returned. Angels then descended, immediately blamed humanity for god's disappearance, and went full Book of Revelations.

Humanity, with help from beyond, successfully repelled the angels, but wound up losing most of the population in the process. In response, the humans built a massive arcology to protect themselves while the environment stabilized, staffed by artificial humans called "Organa," who made up the Grand Army, intended to be the main defense force against further angelic incursions.

At this point, one of the aforementioned helpers from beyond figured: "All right, we need god, and the dude clearly isn't coming back, let's make a new one from scratch." And he succeeded, but the resulting godling was basically stillborn and would die immediately if unhooked from life support. However, a dead god still dreams, and it doing so gradually began to drive everyone around it insane, in an incident that would later be called the Enlightenment Wave. The Martyr, an individual who seemingly is immune to the effects of the enlightenment wave, is then released to penetrate the titular Citadel, drop off a bomb, and kill god before the situation gets worse.

The fact that the game was basically made by one person accounts for a lot of quirks in the game, but it's the kind of insane ambition that I frankly love seeing in games now. Either way it was good enough to have a sequel, which is not only a much better game, but also was significantly more successful. The Dev also is actively updating both titles even after release, which is admittedly pretty cool.

I expected it to be a palette cleanser after the shit-show of games I'd played earlier in the year; I did not expect to be something I'd actively recommend to people, but that is exactly what it turned out to be.
 
Creepy loli-guro wank bait. Keep japs and anime fans away from shooters, it's not a good combination.
You might be more interested in Hedon, then.
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I'm told it's the superior option since it's built on GZDoom instead of UE4.

I swear I've seen this posted in the Troon PSX retroslop thread.

Somebody have the FBI check OP's hard drive.
Aren't Kash-Money and Oingo Boingo too busy funneling our tax dollars into the Middle East again? Still, if there's a Jeet involved, I might need to get rid of those risque pics of Cathyl from Daily Life...

Citadel, despite being a one-man show (essentially entirely built by a single dev), is incredibly competent. Doekuramori, the dev in question, was inspired by the games they played growing up, and they used this experience when making their own game - in particular, they drew from Marathon and Outlaws.
I appreciate you filling in the gaps, since I sure didn't know that stuff going in. I might need to look into those games at some point, if this one is anything like them.

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E1M3 starts with a new gun, the Blunderbuss. You’re not fooling anyone, game, that’s a pump-action shotgun.

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It’s the second weapon that reloads each shell individually, of course. At least it has an 8-round tube to work with.

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More importantly, we are introduced to extra lives and Pattern Buffers – respawn points in all but name.

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E1M3 is built around this central pillar that opens with a red key, with a few short paths branching off in each direction.

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When you do get the key, the switch in the room it opens will raise the pillar to reveal the exit.

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But, fuck that noise. Each act has a secret map tucked somewhere, and that’s where we’re headed.

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Good thing, too, since Tycho is hanging out back here.

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For now, pickings are slim. But armor is always useful as it soaks all incoming damage.

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I’m fairly certain all of the extra levels are nods to older shooter games. I only know this one’s referencing Wolfenstein by the title.

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The main draw of the hidden stages are upgrades. Parsing the Engrish, this one makes health boosters give 2 health instead of 1. Considering the low health cap, it’s not bad to have.

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Pockets laden with anime Nazi gold, we move on to E1M4.

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Grenading through a room full of Cultists finds us the Chaingun and a bevy of targets to put it through its paces.

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Up an elevator, a pair of machine gun Grunts across some catwalks gives an excuse to pull out the Whalegun.

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There’s a tank downstairs, and a pile of disposable rocket launchers behind where the gunners were dug in.

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Four almost-direct hits does it for the tank, at least on Normal.

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And hey, we’re already at the end map of act 1.

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For the most part, each of the pre-boss areas is a room with a good amount of supplies and Tycho near at hand for anything else you might need.

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Load up, head down the elevator…

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… and immediately get bushwhacked by a hallway full of turrets.

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Thankfully, that’s the only speedbump before Vectra.

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Damn, Mother Brain must be hard up for work these days.

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Destroying the two turrets on its platform will greatly reduce the volume of blue glowy shit you have to deal with.

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Past that, just staying mobile and ducking behind the few obstacles in the arena should be enough to see you through.

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Back in the Divine Break Room, Lysander gives the Martyr a little pep talk and lets her know he’s digging out some choice ordinance for her mission.

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Tycho also has some new stuff for sale, including better scopes for the Auto Rifle and Whalegun.

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E2M1 drops us in front of another new gun, the SMG. I don’t care for it, myself; its damage is roughly on par with the Auto Rifle, but it takes almost as long as the Chaingun to reload. A 70-round magazine and higher fire rate don’t seem like they make it stand out enough.

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I guess it’s supposed to be better in the tighter confines the map uses? Lots of small rooms and bridges here, but the Blunderbuss and Auto Rifle already do the job well enough.
And of course, a conspicuous central room with a pile of missiles is a dead giveaway for hostile armor.

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The courtyard has a lot of Cultists after you deal with the tank, both in the open and in the small rooms. Tycho is hanging out in the top, and to get the key you need to progress you need to do a little rooftop hopping.

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Then the game does the rude thing and sticks a mech behind the door, most likely after the player has spent all their missiles on the tank.

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Duck-and-shoot with the Auto Rifle’s secondary fire (a laser, pinpoint accurate and instant but still causes sway) and judicious use of grenades solves that problem, or you can run up to Tycho and buy a pile of missiles if you’re in a hurry. I suppose you could just run past it, too, since the exit is right there.

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Oh boy, vents. Not the best start, E2M2.

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And they haven’t been cleaned for so long they’ve got ambulatory black mold growing in them. It’s s short crawl to get the red key and move onward.

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Then another a few rooms later for the green key.

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Past the keyed door are a couple of Cultists and a switch that opens the bay door in front of it.

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Oh, that’s just rude.

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Dealing with the mech and the enemies on the upper floor, we find the rear bay door locked.

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The switch on the upper floor doesn’t open it, but the side bays underneath.

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The key is in one, as well as yet another mech. But this one isn’t firing at us.

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In fact, walking up to it and interacting lets us climb in the seat!

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SISTER, GET THE DEVASTATOR
THERE ARE HERETICS TO PURGE

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The Devastator armor comes with three weapons: two flavors of machine gun mapped to your primary and secondary fire, and a stock of rockets for your grenade key. It also has jump jets for extra mobility, and can sprint even faster than the Martyr herself.

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It’s not invulnerable, but it’s tough enough and packed to the gills with the kind of firepower that lets you go toe-to-toe with hostile armor and still sweep whole squads of infantry from your path.

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In short, it’s super fuckin’ rad and I’m glad it’s in the game.

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E2M4 is back to tight corridors and sharp turns leading to a central set of rooms.

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There’s not much going on here, other than Tycho chilling in a vent and the act’s secret exit that I can’t find and can’t be bothered to look up how. Oh, and judicious use of the secondary fire for the Chaingun – a flamethrower that runs off the same ammo as the Auto Rifle’s laser.

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For the pre-boss room, I don’t do much prep other than selling off excess ammo.

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Fittingly for the Angel of Sloth, Celeste doesn’t actively fire at you. Instead, the arena has a bunch of Grunts and Troopers, with pits on the sides that constantly spawn Drones after a short delay.

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They also don’t despawn when she dies, so keep alert.

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You reward is being able to spend your Stamina consumables for something useful: bullet time on demand.

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Back in the Divine Break Room, Lysander is having himself a problem. Truly, the nefarious hacker known as 4chan is a timeless threat.

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Meanwhile, Tycho provides a little backstory. It seems Celeste was some kind of collective consciousness robot made from volunteers, though whether they were all willing or not is left unsaid.

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Highlights from Tycho’s new stock: the second tier of armor, a Changun upgrade to double your loaded ammo cap, a missile launcher with 4 tubes, and Satchel Charges.

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E3M1 is where I would say the game starts ramping up. The player has access to most of the arsenal and a fair amount of supplies, and so the stages start getting packed with larger groups of enemies to compensate.

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This map has an odd setup where you fight up most of a building, just to drop down an unmarked shaft that puts you at the top of it. Of course, then it’s a running firefight across the roof. Don’t slip.

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Oh, right. I don’t think I’ve used the Laser Designator before. I keep forgetting I have it, or aren’t allowed to use it when I remember to equip the damn thing.
Might as well, while it’s on my mind.


… Okay, yeah, I guess that would need some restrictions.

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E3M2 keeps the “slip and die” philosophy going, by making you jump across balconies to make any headway from the start.

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Then forcing you to jump face-first into a room with shotgun Troopers and grenade-chucking assholes.

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Oh, and a Devastator mech and some Drones once you get the door open. Surprise!

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This stage has a lot of jumping over instakill pits, and I still don’t like it.

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and then there’s this shit

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E3M3 is the first stage that got me confused enough to look up a video walkthrough. Lots of verticality here, and the lower parts aren’t bad.

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No, what tore it was the upper floor room with the Pattern Buffer and the unmarked teleporter leading further in that looks nothing like any other conveyance you’ve run into yet.

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Tycho is right behind you after passing through (heh, nothin personnel, Martyr), then it’s a fairly simple sweep of the top floor…

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… dropping into a closed off section and grabbing the red key from a meat chute…

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… taking what first seems to be a blind drop off the map…

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… then ignoring the obvious exit to head to Act 3’s secret stage.

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Even I kinda-sorta recognize Doom’s E1M1. The armor on the pedestal here is the top-tier version, giving you a full armor bar well before Tycho gets it in stock, and the upgrade doubles the amount of money you get from drops. Definitely worth the minimal effort to grab, on both counts.

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Don’t make a Hitler joke, don’t make a Hitler joke…

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Fun fact: Cultist hammers can also block your grenades!

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E3M4 is one of those maps where everything just clicks. You have a decent variety of enemies to deal with, the level is just open enough to provoke combat at more than coughing range, and its background music fits in with the Martyr zipping around with high-caliber weaponry.

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It’s a nice preamble to the third boss fight.

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The first part of E3M5 is a bunch of partitioned tubes with fairly homogeneous encounters for each.

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This leads into a central tower-like structure – all platforms, no guardrails, and chock-a-block with things firing at you from all angles once you poke your head out. There’s even a tripod Mech in pride of place at the center, waiting to make your day miserable.

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Thankfully, there’s a good solution nearby.

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GET IN THE FUCKING ROBOT, MARTYR

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If you need supplies before the fight, Tycho is around the corner from where you find the Devastator suit.

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With a few more drips of Lore™, of course. Seems at some point, the Angels were indeed guardians of humanity. But that moment has to be long gone by now…

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Anyway, fuck trying to do this platforming without the mech. Ladders in this game are those pain in the ass style where you use jump and crouch to ascend and descend.

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Sadly, the Devastator is too fat to go through the drop to Harkonen.

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As soon as you land, hit the Pattern Buffer. You’re probably going to need it, and you’re already under fire from enemies inside the arena.

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Kill ‘em, grab ammo if you need, hit the switch, and get your running legs ready.


This is because Harkonen isn’t a limp fish like the previous two bosses. She’s after your ass from the word go, and the cover in the room tends to not last very long under sustained fire.

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She switches between volleys of blue glowy shit and plain old bullets, probably with a pattern between them I wasn’t bothering to figure out. She’s pretty much Circle Strafe: The Game, with the added wrinkle of being stupid dangerous if she opens up when you’re forced to pass through the narrow section between her and the wall.

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And since you respawn with no armor, taking a full volley to the face after jumping out of the Pattern Buffer is fatal.

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Still, a little perseverance goes a long way, and the upgrade you get is well worth the effort.
 

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Sweet, you got past one of my favorite pleasant surprises in the game, namely the mech you can pilot in the second episode.

Some interesting addendums about the enemies, gear, and setting:

The Grand Army's "Organa" all have extensive cybernetics, and need them to survive. All the human-like enemies in The Citadel (and its sequel) are like this; the cybernetics are mostly intended so they can survive surface exposure without further protection and to make up for their otherwise weak constitutions. While all the ones in the first Citadel are affected by the Enlightenment Wave, a few weren't, and a few surviving members are part of your support team in the sequel.

The "Angels" you're dealing with throughout the game as the main objectives aren't actual angels. Basically what happened is that when the actual angels showed up and started getting their Armageddon on, the sheer scale of the death and destruction was such that demons came up from hell to find out what the cinnamon toast fuck was going on up there. When they found the humans getting attacked, they sympathized with them (being fellow sinners and all), and wanted to help, but, being creatures of evil, they couldn't in the conventional sense. Eventually they found a loophole of sorts, allowing them to do good deeds through self-sacrifice, and through humankind not knowing what in the fuck they were in the first place, they got lionized as the actual angels (because to humans, they seemed that way), whereas the actual angels became known as the Trumpeters of the Apocalypse.

The ultimate weapon you can acquire is an actual angelic weapon; in combat it turns enemies into pillars of salt.

Doekuramori actually faced challenges getting Citadel to market; as I understand it, a particularly angry group of slacktivists tried to get the game cancelled and got the original publisher to pull out. Top Hat, a publisher that specifically promotes projects that suffer such attempts (they were the ones who published Sense), stepped up to the plate in response, and with that, Citadel got to market. Doe, learning from this, self-published via Steam for Beyond Citadel, and bypassed the problem entirely, and the Sequel did quite well.
 
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I always find it weird when people bring up the guro in The Citadel because I turned that off before even starting a new game and was blissfully unaware of any of that shit until I looked up the game online after finishing it.
 
Didn't know there was a gore toggle. MIGHT just give it a chance now. Shit like this makes me a bit wary normally since I've dealt with enough creep weebs that make me feel awkward to enjoy anime. But if the dev is understanding of that, good on him.
 
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I always find it weird when people bring up the guro in The Citadel because I turned that off before even starting a new game and was blissfully unaware of any of that shit until I looked up the game online after finishing it.

Didn't know there was a gore toggle. MIGHT just give it a chance now. Shit like this makes me a bit wary normally since I've dealt with enough creep weebs that make me feel awkward to enjoy anime. But if the dev is understanding of that, good on him.

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I completely missed there was a setting for that. Huh.
Looks like it removes all of the gibs and nonstandard kill sprites and forces everything to leave a single version of ‘ded’, at least on humanoid foes. Now I understand why this game is a lot chunkier than the demo reel on the store page…
If it makes the game palatable enough to try, then I'll be the first to admit bias and suggest giving it a go. The core gameplay is pretty solid, and now knowing it's just one autistic Jap behind the whole thing is kind of impressive to me.




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Back in the Divine Break Room, Lysander is starting to freak the fuck out. If he goes spouting off some nonsense about my car’s extended warranty, I’ll have to Old Yeller his ass on principle.

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Tycho starts selling some more weapon mods as well as the Shock Hammer for slot 4 (well, technically 14). Still no magazine, but it has the same shell capacity and doesn’t need to be pumped between shots, making it all but a straight upgrade to the Blunderbuss.
Its secondary fire spends a grenade to fire a single orb of blue glowy shit. Not great, but much better than the Blunderbuss costing the same for a single slug.

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E4M1 opens up with a bunch of Cultists on ledges.

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Remember how the game loves to put stuff behind where you start? I didn’t the first time through.

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How considerate of you, Citadel!

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The map is fairly open for the most part, and quite large. It’s certainly doable without the Devastator, but aside from the combat you’ll also have a hard time getting a lot of the rooftop pickups while running from one end of the map to the other.

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And I do mean it. The green key for the exit is in a Cultist closet on the other side of the level.

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There’s some token resistance and a snack machine in the hallway to the exit, but not much else.

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E4M2 is probably the most fast-paced level in the game. You start on a set of high buildings, and if you want you can stay up there to deal with most of the enemies on the ground. I certainly did the first time I played.

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If you head down instead, you get a running gunfight from start to finish that’s only somewhat marred by the game’s limited tileset. If it could have been made visually distinct from the rest, more like a ruined city than using the same grey-blue blocks for everything, it would be great. As it stands, this map is an easy contender for the game’s high water mark.

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It’s also one of the few times you get a minigun, which is as stupid powerful as you might expect.

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And what the hell, why not another Devastator? Go nuts, you won’t get to keep any of this shit!

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Seriously, enjoy the ride while you can, because the next two maps are a bit of a letdown.

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E4M3’s gimmick is a maze with walls made of Chinesium. Most of them break when fired on or if something explodes nearby, turning what should be contained gunfights into clusterfucks with more targets than you anticipated. You’re also given a lot of Satchel Charges through the stage, just to see if you’re silly enough to do it on purpose.

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Seriously, just about every non-boundary wall is destructible.

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Then again, there’s a fucking tripod tank near the exit. Flimsy-ass walls or no, that’s worth a Kaczynsking.

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While E4M3 is a bit meh, E4M4 is just unpleasant.

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Most of the floor is lava, you have several Cultists and Enforcers spamming projectiles at the starting area, and you’re expected to do a fair amount of precision platforming on a map where the Pattern Buffer is waaay the fuck off on one side of the map (assuming you don’t die trying to get to the damn thing).

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Oh yeah, and there’s a hostile Devastator in about the middle of the map, just as an extra “fuck you”.

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There’s a minigun near the exit, but the secret map is here, too. You just have to make a long jump over an instakill pit to this conspicuous leaning building in the distance.

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Then scramble up the side and very carefully slide down into the exit.

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The highlights from this bonus map are a suit of Juggernaut Armor and an upgrade that allows you to fire directly from your ammo reserves during bullet time. Surprisingly useful, even if getting bullet time to fire off in the first place is a little finicky.
Anyway, the boss of act 4 is

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… Oh.

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Drones start harassing you the moment you poke out from the starting hall, but of course the approach to the top is over a bunch of precarious walkways.

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As usual, Tycho is around to top your supplies off, and there’s a Pattern Buffer before the drop to Lysander’s arena.

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But first, you have to deal with a fucking plane.

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Destroy it, and the floor opens up to the real boss fight.

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Like Harkonen, Lysander is mobile, aggressive, and on you the second you drop in. However, he’s a huge target and his arena has plenty of room to move around in.

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Just make sure to deal with the squad of Grunts, and you can circle strafe with impunity.

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The upgrade would have been useful before getting in here, but it’s still nice. Steadying your aim is a constant Stamina drain, as you might expect. It’s useful in some niche cases if you’re overly concerned about wasting Whalegun ammo.

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Back in the hub, Tycho is pretty shaken by the situation. Something must have gone very wrong for Lysander to rouse the Martyr to kill him and his companions in the first place, but I don’t think it ever gets explained in the game itself. The sequel goes into more depth with the story, I hear.

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He’s still willing to do business, though. Full armor is now on sale, as well as a burst fire module for the Auto Rifle, a choke for the Blunderbuss (not the Shock Hammer, oh no, can’t have that…), and faster missiles for the SSM and Flash launchers.

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E5M1 is most notable for throwing armor at you in tight spaces and its back half containing a Dwarf Fortress-style magma channel.

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Meanwhile, E5M2 is another flimsy-walls maze in dire need of a deep cleaning. There’s goop everywhere, and it’s trying to kill people! Call the damn janitor already!

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The act’s secret exit is here, but I wasn’t able to tell which was which my fist time through.

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For posterity’s sake, it’s the one at the top in the previous screenshot. Behind breakable walls, rather than a plain old door like the other one.

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… Wait a minute. I think I’ve heard of this Doom level.

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Oh yeah, this one. But aren’t there supposed to be bigger enemies around somewhere?

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Ah, there we are.

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what in the sugar frosted fuck is that gun doing here

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This is the Redeemer, and we are not supposed to have it yet.
That’s going back in the pocket. Nope, it’ll have its day in the sun later.

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Aside from that gun, the upgrade is flat-out worth coming here.

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E5M3 is back to fights in tight spaces. The Shock Hammer does good work when most targets are around short 90-degree turns.

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E5M4 is a bit more interesting. It certainly tries to live up to its title.

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Always always always check behind the starting area. You never know what might be waiting for you!

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The lead-in to the central courtyard has a fair amount of enemies, but you’ve also got a bunch wandering above you on the walls and several buildings with packs of Grunts, or a pair of Flamers, or the gates that open up with armor behind them. It’s a mess and makes the minigun worth grabbing.

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The walls that ring the building also have a lower corridor wide enough for tanks to just lie in wait for you to round a corner.

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And to top it off, there’s a Devastator parked on the elevator to the upper floor.

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You need to run around the upper walls to throw a few switches for the path forward to open up. Thankfully, most of the enemies up here are just Cultists.
Well, more upward than forward. You have to use a jump pad to get to the tippy top of the fortress.

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There’s one last room up there with a sizable force, then a couple with little more than a smattering of shotgunners before the exit.

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The path to act 5’s boss is a light spot of lava platforming, with Flamers and Enforcers shitting up the platform leading to Gaussia.

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The door is key locked, and the key itself is a short jaunt over to the side.

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Naturally, it’s got a Devastator parked on top of it. There’s also a pair of Enforcers sitting in ambush next to the key.
The door has a Flamer behind it, but explosions pass through doors without any issue.

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As usual, Tycho’s just outside the boss in case you need him.

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As soon as you enter Gaussia’s arena, the door shuts behind you. There’s a Pattern Buffer on the far side which should take priority, just in case.

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Gaussia operates more like a bullet hell boss, firing patterns of blue glowy shit rather than launching it directly at the player’s position. She also never leaves her doom sauna, though she will drift around a little inside its bounds.

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That’s all there is to her, really. After Lysander, it’s a bit of a let down.

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Sadly, the upgrade is just as much of a disappointment. I like the Shock Hammer, and I appreciate giving it an underbarrel bloop tube, but you really couldn’t think of something better here and just put this mod in Tycho’s shop?

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Between acts, the only new thing Tycho has is the Zeus Cannon. The ammo for this weapon is rare on the ground, and a single mag is several times the cost of any other.

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It makes up for these issues by being one of the strongest guns in your arsenal. Most enemies won’t stand up to more than a few rounds.

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E6M1 is a straightforward, uphill slugfest. There’s not much to say about it, but I can appreciate the simplicity.

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Most of the danger is at the back of the map, and now we start seeing the “big pillar of light” teleporters regularly.

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E6M2 is most notable for being another map where the Shock Hammer can get some love. Also, the rarely-used kick can send lighter enemies flying a significant distance.

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It’s not all shotgun fun time, though. There are enough encounters at a middle distance where you’re better off swapping guns for a moment, and yet another rude boy tank parked in front of the exit.

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E6M3 starts with more close encounters around a central hole in the floor.

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However, after getting the keys and slogging through narrow bridges with shotgun guards, it changes a little.

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The back half of the map looks like some kind of museum. Aside from Tycho, the exhibits hold piles of ammo, a few weapons, and plenty of money and health. This part makes me feel a bit like Simon Fenix, to be honest.

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The switch to open the exit is up in the break room. I can’t imagine how it would be, chilling with your buddies, when some psycho android lady busts in with a semi-auto 8-gauge and starts redecorating.

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E6M4 is the other contender for “best map” in my book. It starts with a pack of Sufferers setting themselves alight and running away from you like some kind of living flares, and the map is open enough to allow you your choice of range as you wind your way up the path, projectiles raining down from the upper levels as you go.

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It’s mostly narrow paths, so you can’t quite go running around like an idiot, but there are enough platforms with room to maneuver when needed.

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Somehow, the stage manages to feel stop-and-go without being frustrating.

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The lead-up to Krone isn’t fucking around. You have piles of ammo in the hallway for everything but the Zeus Cannon, a free suit of Juggernaut Armor, a 4 hits of each consumable in the room where Tycho is waiting.

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Krone herself has a fairly simple pattern:

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Step 1: blue glowy shit.

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Step 2: toss out enough grenades to make your average terrorist nervous.

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Staying on the central platform isn’t a good idea, but you’ll need to be careful of your footing when going to the ledges.

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My personal solution is to activate bullet time and hit her with the Zeus Cannon until she gets the memo to stop littering so damn much.

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On the way to the exit, we find

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uh

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about a dozen fetus tanks

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nope

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nu-uh

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ain’t havin’ it

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I dunno what the fuck was going on, but I’ve seen enough anime to know it’s nothing good.

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And right at the end of the damn game, you’re given an upgrade that doubles all ammo drops. The timing of this is… not great.

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If you don’t get the Redeemer from E5EX, then Tycho now sells it for a relatively outrageous price compared to all the other guns.

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It’s about time to finish things.



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So, then. Delerium.

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You’re not actually here to fight Delerium. You just have to get to the teleporter at the top of the stage. Of course, the path there is just choked with hostiles.

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How’sabout we give them a little redemption?


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The Redeemer is very simple – point, pull trigger, and all but the toughest of targets are turned into pillars of salt.

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Flamers are the only infantry sturdy enough to take more than one shot. They instead need three.

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Even the likes of a Devastator is naught but dust against its wrath.

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And when the fourth seal opened, I heard a voice say, “Come and see”.

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And I did look, and beheld an ashen steed.

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And she who sat upon it held the name of Death; and Hell followed with her.



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lil’ buddy how did you even get that down here

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I guess it wouldn’t be a Japanese game without a supposedly-benevolent god turning out to be some kind of eldritch monstrosity, would it?

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But as far as anyone knows, this is the Martyr’s sole purpose.

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If there is any other? Well… she’s not telling.





Beating the game unlocks New Game Plus, but I don't really think it's necessary. Otherwise, I'm of the opinion that The Citadel has no right being as good as it is. There are some rough edges, to be sure - map design is a big one, the lack of diverse textures, and the crimson elephant in the room that is its art direction. But if you can manage to overcome the visuals (which is a big fucking ask, I know) there's a decent game to be had. You never quite feel like you're juggling as much shit as you actually are in the moment-to-moment gameplay, and for the first product out of a solo dev, I'd say that's a strong start. I don't know if Doekuramori has made anything beyond, well, Beyond Citadel, but at this point I can honestly say I'd be willing to at least try it out if he does.
 
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Some interesting and fun tidbits:

* The Zeus is a port-over from marathon, the same way the Meta-Mag is a port-over from Outlaws. It does so much damage in the game because the Grand Army and its vehicles are all cyborgs or machines, which the Zeus is specifically strong against.
* Canonically, the Martyr sets the Fruit of the Ephemeral off and disintegrates the Dreaming God. She also did a bit more before that, but that's a little tidbit for the sequel.
* While the main goal is to kill the Dreaming God, you're free to just say "fuck it" and jump off the balcony in the final chamber though.
*The Slimes are nanocolonies that were intended for cleaning things up. They now attack whatever they can.
* The Whalegun's colorful moniker isn't a pun; it's actually a reference to the fact that after the apocalypse, gigantic insects can now be found in several regions that are commonly called "landwhales" due to their size. Hence that big antimaterial rifle is a gun for hunting landwhales.
 
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