It’s an exciting time for those who are deep inside us (or want to get back in the game) since the new airship map fell just last week. The very popular social deduction game exploded relatively recently, and while it has maintained a massive following, it has flourished from three different maps for quite some time. The airship gives the game a new experience for longtime players, not only because it is new, but also because it asks you to play quite differently than older maps.
It’s the largest map so far, but the narrow corridors and a handful of one-way paths make navigating a challenge. It is so large and labyrinthine that the game allows players to choose one of three spawning points when they start a round in the match. Understanding what is around each of the spawning points becomes part of your strategy for both crew and fraudsters, and uncovering these intricacies has made finding the airship so much fun.
An important thing to note about the spawning points of the map is that when they are represented on the selection screen, the background of the icon shows you which part of the map it is in ̵
The airship also introduces a few new tasks. You have the typical switch, trash handling, color-coded wire connection and so on. However, you will notice that the download and upload type of target has a new second step – to move around on a mobile phone on the screen and search for the correct position to get a better signal for faster upload speeds. In the cargo boat, crew members can have a secure unlocking task where you need to reveal that locking combination through trial and error. In the locker rooms, crew members can be instructed to pick up dirty towels and throw them exactly in the inhibitor, and in the porch you may have to pick up weapons and hit them on the wall. There’s something real among us nonsense that you probably expected and get a kick out of.
With all these new tasks spread across an intricate map, what stands out in the new map’s design is that there is more risk reward when it comes to killing deceiving crews. Since several of the trails are tighter and confuse you through certain locations, the keen eye of a crew member can more easily deduce who may be the killer if they stumble across and report a dead body and carefully who may have passed by. At least the first few days of playing airships, there tends to be less ambiguity if you try to act normally as a deceiver with crew nearby.
At the same time, a fraudster who is either lucky or has excellent situational awareness has a good chance of getting away with murder outright. The large size of the airship means that dead bodies can easily get up before anyone even begins to notice it. In my experience, there is less grouping of crew members since the targets are widely spread, and navigating the premises and covering the ground is a little more difficult without open areas and less interconnection between the important rooms.
Another small, but sometimes influential design choice, was to put the meeting room at the very top of the map with a route to get there. This makes it an ordeal to access given the large size of the airship – so if you feel the suspicion of a teammate and need to speak it out, or if you vet you are being chased down by a fraudster, and can not find a body to report, it is better to go. And of course, the deliberation process will be as chaotic and potentially tricky as they always are.
What boils down to is that the airship maintains the core ideas of Among Us, but can challenge you to act, move and think differently than the previous three maps. I would say that it is good since it can refresh the gameplay and social dynamics, especially for people who have played with a consistent group. This leads to a few new ways to experience the excitement you had the first times you played it. But if you have not jumped in yet, this new map is all the more reason to try the game if you are willing to deal with the light stresses that go hand in hand with a good game among us.
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