Lethal Company's orchestrated moments.
I feel like something that isn’t really discussed when talking about Lethal Company is the progression of it leading to certain planned moments.
Like when you first play Lethal Company, you’re likely to not understand the terminal entirely and instead of routing to another moon you just land on Experimentation.
You figure out that there's a main entrance and you go inside the factory, collect scrap and learn that there's creatures that may harm you within the interior.
But since this is your first experience with Lethal Company you don’t have many expectations beyond what's said on the steam store page.
For a while you’re probably just having factory as the interior you encounter and the main “new” content is going to different moons and experiencing different enemies for the first time such as Thumpers and Gunkfish and maybe even Coilheads and Nutcrackers if you go to Offense.
You eventually encounter mineshafts and they’re a bit different than factories but still within that general industrial vibe.
After a while you've probably started to get a hang of collecting scrap and not getting killed (too many times) so you've gotten enough money to go to one of those paid moons that you've seen on the terminal. And if you suck at the game (which you are likely to if this is your first time playing) you’ll go to Rend.
Now Rend is the biggest and probably my favorite example of the game suddenly switching things up.
You’ll land on it and realise that it's a frozen wasteland, barely even being able to see with the constant blizzard, only being guided by the light poles leading the way towards the main entrance.
You make it to the building and it looks like those previous massive concrete cubes so it's probably just going to be another industrial area, if you're lucky its going to be a newer one.
But no.
It's a giant mansion with a grand staircase and a chandelier above your head, you venture deeper to discover the scrap you’re collecting is almost entirely different than you’ve seen before (and more expensive)
You hear a strange noise in the darkness and… what's that? A giant toy soldier, another employee but wearing some strange mask, a figure in a red dress, a jack in the box with legs that seems to be counting down to something sinister. All of these are creatures you’ve likely never seen before or only seen very rarely and they seem to spawn constantly on this moon.
Rend suddenly switches things up, the core of the game is the same but everything you find is with a new coat of paint. (at launch this was even more of a switch up since the only interior you'd find prior to the mansion is the factory)
There are other examples of this like how Dine surprises you with the body parts, the excitement and mystery of finding Artifice, and the horror of landing on Embrion.
All of these do the same core thing of trying to surprise you, and I think it's one of my favorite parts of how Lethal Company is orchestrated, not being just a difficulty meter that scales the longer you play.















