In order to combat the rising menace of international terrorism, Penultima crafted a grand stone wall to seal off Claustrophobia Pass from the nations to the west. Its name... PassGate Fortress. Of course, the southern border is left wide open, nobody to the west really wants to invade us, security is largely a joke, the whole thing revolves around a magical barrier to augment the stonework and a hundred bloodthirsty orcs are about to descend upon the place while the door has been jammed open. And you get to sort the mess out in the few hours remaining before the attack... do it for your country. Live free or die! Or just die. (Now version 1.4.)
The best humor ever! Not only that, but it's even lots of fun to play! Very good job adding custom descriptions to every single weapon and item; it reminded me of everyone's favorite humor writer's footnotes.
Posted by spike_spegeil at 2005-08-0809:57:27
Throughly enjoyable, with (I suspect) some modern day relavance. The best of any Penultima series yet.
Posted by dennysan at 2005-07-3113:03:28
Have you tried this with the 1.66 patch? Hangs up when I try to enter Gearworks. The entire series has been great (both of them) and looking forward to playing through the rest!
Posted by MikeLM9215 at on10/03/04
Spent first day playing it and never got a fight. Picks up near the end. _________________________ The road to Ravenloft is paved with good intentions.
Posted by Brandiles at on10/03/04
I felt that Homeland Security was, unfortunately, a step back for the Penultima Rerolled series. The first two episodes in the Rerolled series were uproariously funny and very well put together. This episode is technically fine, does have some funny jokes here and there, but was lacking the consistent parody of the prior episodes. The main joke seems to be a parody of government spending in general, and in particular it seemed like it was poking fun of President Bush's missile defense system. Now I'm all for making fun of Dubya, but I didn't think it was executed all that well here. Ultimately, what the plot boiled down to was that somehow a bunch of mechanical minions had gone haywire, and they were needed to protect a fortress from an upcoming attack. The module unfolds as a fairly restricted dungeon crawl (with one optional revisit of an old familiar mine) with minimal sidequesting. Unlike last time, there wasn't anything particularly clever (like the chatroom) that made the combat more interesting, although there is a cameo from Austin Powers... The combat difficulty picked up a fair bit this time around. Foes are slinging some powerful magic about, and many are pretty hard to hit and do decent damage to you. It's still decently balanced, however -- I didn't die, but my cleric henchman died 3 or so times from the flames (why doesn't he ever convert to a dragon right before dying anyway?). Overall, though, the combat just didn't seem as engaging as it had been in the past. The end of the module throws in a bit of a twist, though it is something you might have anticipated if you tend to read the material available while you play. After playing it, I do feel a bit underwhelmed. The first two in the Rerolled series seemed so fresh and novel, but this one seemed much more mundane...more like the original series. I hope Gagne's able to recapture the magic, so to speak, in PR4. - Brandiles
i got stuck a few times in this mod in the PR series. but with just a little hint i went on to complete it. (you'll have to forgive me for i'm not the greatest at puzzles). the interaction with NPC's gets more and more interesting. i played it using Whisper. most excellent!
Posted by Aquilonious at 2004-07-1418:51:00
a previous post here by Turo has answered my question--should have looked. :)