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Let’s Play The Lost World – JP #02: The Trouble with Smugglers

Let’s Play The Lost World – JP #02: The Trouble with Smugglers As far as cliché villains go, smugglers aren’t a bad choice. As their line of work is illegal by default, you know right from the get-go that they’re willing to do whatever it takes to get paid. They prefer to operate in the shadows, take out those that try to get in their way and bribe or blackmail those that have the power to actually stop them. While some are portrayed as having lines they won’t cross, the stereotypical one has their eyes on the prize at all times, willing to betray even their fellows if it means getting a bigger chunk of change at the end.

In this game, it’s implied that the smugglers took out the research team when they stumbled upon their operation. They surely knew that people would investigate the disappearance of the researchers, even if it was just to confirm whether dinosaurs got them, but I imagine they’re counting on their operation concluding by the time those people turn up. Unfortunately for them, James was sent, which means they’re all doomed. This isn’t because they’re not numerous enough or well equipped to take him out, oh no. It’s their inability to crouch which seals their doom.

Yes, you heard me right. Their inability to crouch.

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