Renowned Explorers: International Society

Renowned Explorers: International Society

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Renowned Explorers: Informational Society
By Will Drens
A simple guide to help you through the emotional roller coaster of RE:IS, so you can destroy the spirit of a french man.
   
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Introduction
Before I begin giving you tips on how not to die horribly to that giant ape in the Bahamas, let me just address the elephant in the room. There is a wikipedia for this game, and currently has only 27 articles on it, 4 of which are for seperating the explorers into their own classes (Scientist, Scout, Fighter, Speaker). 8 of the heroes are not filled in, and the ones that are were written are just blocks of pure stats, in a really bad font color. While I'm not expecting BoI levels of detail (Jesus Christ, no), I would just take a moment to advertise a link to the website.

Right Here. Go On, Click it. I'll Wait.[renownedexplorers.gamepedia.com]

Anyway, now that that's out of the way, let us begin our trek out, into the wild blue yonder. It will be dangerous, terrifying, even. We'll be excited with each new discovery, and saddened by each unchecked square. We'll stay confident when our resolve will be tested, and enraged when we lose an 89% chance to avoid seduction by that god-forsaken vampire in Transalvania. I mean, come on, that was a level 4 beguiler!

But I'm not here to try to impress you with my word puns, I'm here to teach the basics of RE:IS, the stuff they don't teach you in the tutorials. Harden your resolve, and (renowned pun), because this is an emotional rollercoaster.
Diversity
Diversity, a simple idea. It's the reason why this world is such a unique and creative place, filled with people who, while they may not be the same race, still treat each others as human beings, and the respect that comes with it. Don't believe me? Check the comments below this guide, and see for yourself how many people yelled at me for the whole 'breaking the spirit of a french man' thing.

At the time before publishing, it's none.

RE:IS is also about diversity, though, a slightly different type. Each person has a sort of move diversity, that, while you don't pick up on at first, becomes obvious later in the game. To summarize, each character has the following basic set up:

- 3 Attacks, one friendly, one devious, one aggressive. Most characters will have 2 that hit 100% of the time and deal 100% damage, and a third that will probably hit 80% of the time, and do 75% damage.

- 2 Skills 'points' (Aka Cooking is part of the survival group): Either one in two groups, or two in one.

- A recommendation on which emotions they work best in, and a pair of crew members.

- A captain skill. (only one allowed per crew)

I'll go into each one in detail, because while the game features set encounters, the ways to handle them vary by playstyle, and there's a crap ton of secrets hidden in this game if you have the right characters or skills, and are almost all universaly good. A diverse crew is best if you want to see the most of them.
Attacks
Attacks are things you can use to break the spirit of a french man. As stated above, each character starts out with three, two main ones, and one secondary that has a worse chance of hitting. There are three different devious (Sadden, Terrify, Enrage) and three friendly attacks (Excite, Impress, Confidentize), and only one attack for aggressive (punch, stab, shoot).

And there are three slots for characters. How convenient.

While there is a point to having three of the same attack on one team, like taking three people with Excite against Shariq, there's always that chance that you will run into someone that's immune to excitement, and will curb stomp you. While it doesn't really matter for the secondary trait whether you choose two people with 'Try to Enrage' or not, it does matter if it's your main attack.

This, of course, does not apply to the Aggressive route.
Skills
RE:IS starts every main character off with two skills of it's roster. They could be skills in two different groups, or both could be in the same group, it's just how it is.

Each skill can be learned within the game's events, but it's usually only about one per area, if you're lucky. You're mostly reliant on the skills the game gives you through leveling, coupled with the several given to you for entorage and shop items, to get you through the game. However, since, for the most part, only one person is able to spin the wheel for success, it would be bad to have two people have a chance to get 90% on one spin, but have everyone have only 10% chance of succeeding when you have a chance to lose resolve. Again, like the Attacks, it's good to spread your skills out across a wide array, have each character focused on completing one specific node, than have every character be able to complete one node, and suck at doing everything else.
Crew & Captain
Every person comes with a set of recommendations for who else they will work with. Kind of like showing up for a job interview, and bringing your previous coworker in with you. I would know. Anyway,these are usually good ideas to start out with, but once you start noticing the cracks and holes in your strategy, change out people who work best. See what skills you have, or need.

For captain's perks, your best bet is to go with an ability your able to work around, and getting to it does not require you to jump through unnecessary hoops. This game kills you with it's risk reward system, and knowing what risks are good (switching to a secondary move to capitilize on a buff), and what some risks aren't (Come on, 22% to not lose resolve!), there's no easy way of putting this.

Again, if you mitigate your crew, you shouldn't find yourself in a situation where you're praying on a 1 in 5 chance of succeeding, then sighing when you fail. You should be getting into a situation where you have a 9 in 10 chance of succeeding, then losing resolve to a bloody vampire, and immediatly rage quitting.
1 Comments
bunny de fluff 18 Oct, 2017 @ 4:03am 
Down voted for unfinished guide.