WET | Ep. 2 – Fast, Loud, and Slightly Out of Control

More stylish action awaits as we return for Episode 2 of WET, and apparently Rubi Malone has decided that simply surviving an exploding aircraft isn’t dramatic enough. No, we need to be shooting people while plummeting through the wreckage as well.

After making surprisingly good progress last week, this was the night when WET started fighting back. Hard. Between falling aircraft, cursed time trials, minefields, questionable camera directions and one particularly brutal arena, our death-loop counter was about to get a serious workout.


🔥 About WET

Released in 2009, WET is a stylish action shooter built around fast-paced gunplay, sword combat and cinematic acrobatics. We follow mercenary Rubi Malone through dangerous jobs where running through a doorway normally is apparently never an option.

Instead, expect wall-running, sliding, slow-motion gunfights, sword attacks and ridiculous action-movie set pieces. It’s gloriously over the top, and when everything comes together, it feels like playing through an especially unhinged action film.


🌪️ Where We Are in the Journey

Episode 1 went considerably further than expected. We started the playthrough thinking Chapter Three and its time trials might stop us, only to become so absorbed in the game that we pushed all the way through Chapters One to Five.

Tonight began with Chapter Six, and the optimistic plan was to keep that momentum going. Unfortunately, the difficulty had other ideas. By the end of the stream, we’d fought our way to the midpoint of Chapter Eight — leaving a particularly nasty arena battle waiting for our return.


⚠️ What Happens in This Episode

Chapter Six wasted absolutely no time establishing what sort of evening this was going to be.

We returned to Rubi Malone having slightly broken a plane and now finding herself plummeting towards the ground through what remained of it. Under normal circumstances, falling out of an aircraft would probably demand your full attention. WET, however, decided this was the perfect opportunity for a firefight.

So down we went, shooting enemies, trying to weave between chunks of wreckage and desperately looking for the route towards the parachute somewhere below.

On paper, it sounds simple enough. In practice, it became our first major wall of the evening.

The death-loop counter started climbing almost immediately as we discovered an impressive variety of ways to die. Sometimes we hit debris. Sometimes everyone shooting at us managed to remove the last of our health. Sometimes everything appeared to be going perfectly until another enormous piece of aircraft materialised directly in our path.

And there seemed to be an extraordinary amount of plane.

At some point, I began wondering whether this aircraft had been constructed by the same people responsible for the runway in Fast & Furious. Everyone knows that runway is approximately 200 miles long, and this plane appeared to contain significantly more pieces than one aircraft should reasonably possess.

Chat quickly realised what kind of night we’d stumbled into. Drew warned us that this particular section was one of the game’s more frustrating moments, while Frodo managed to summarise the entire experience rather efficiently as “falling and shooting.”

After about 25 minutes, we’d achieved the impressive feat of making virtually no progress whatsoever.

But eventually, after 12 death loops, everything finally lined up.

We dodged the debris, survived the incoming fire, reached the parachute and opened it underneath an entire aircraft’s worth of wreckage still raining down from above. Somehow, Rubi survived. There was even a quick-time-event finishing move waiting for us before the game finally declared the mission accomplished.

After everything we’d just endured, simply reaching the ground felt like defeating a final boss.

The game rewarded us with 1,500 upgrade points, some of which went towards a useful evasive-roll ability. Surely, after surviving all of that, WET would now allow us to continue with a nice normal level.

No.

Time trial.

The cursed time trials from last week’s stream had returned, this time in the form of machine-gun practice. We had to race through an obstacle course, shoot targets to remove seconds from the clock and string together jumps, climbing and wall-running while attempting to remember precisely which buttons WET wanted us to press.

Naturally, chat was enormously sympathetic.

Royalty, Spiffy Mango and EntertainJD were among those insisting that I secretly loved time trials, while Spiffy eventually suggested that perhaps we should attempt a world record blindfolded.

Things became particularly familiar when we slipped into the same troublesome area where I’d repeatedly fallen during the previous week’s trials. Once Rubi was down there, we couldn’t get back up, which meant there was absolutely no point continuing.

Restart.

Back through the time trial we went.

Thankfully, the second proper attempt got us through. I’m not particularly interested in discussing the rating the game gave us. We crossed the finish line. That was enough.

From there, we moved into “The Uninvited Guest”, where Rubi arrived on a beach covered in mines.

Now, there appeared to be water nearby. A normal person might have considered swimming around the explosives.

Rubi Malone is not a normal person.

Instead, we were going directly through the middle of them, because apparently the only acceptable solution to a minefield is parkour.

This was where the death-loop counter really started working overtime. The platforming became considerably more demanding, and the camera occasionally seemed to be actively negotiating against us. Depending on where it was pointing, I could push the controls in one direction only for Rubi to decide that somewhere completely different looked much more interesting.

Chat became increasingly important to our survival. Drew effectively took on the role of unofficial navigation department, offering advice on routes, barrels, climbing sections and some of the more obscure movements the game expected from us.

Gary occasionally provided useful directions as well.

This did absolutely nothing to exempt him from responsibility for everything that went wrong.

#BlameGary remained in full effect.

Earlier, chat had essentially been presented with two voting options, both of which involved blaming Gary, and that philosophy remained remarkably useful throughout the evening. Failed jump? Gary. Strange movement? Gary. Mysterious technical issue? Probably Gary.

Gary even managed to win the chat Hunger Games, although discovering that he’d eliminated Royalty along the way arguably only strengthened the case against him.

Meanwhile, WET continued finding increasingly ridiculous obstacles to throw at us.

One section involved flaming barrels rolling towards Rubi while we tried to navigate the environment, immediately transforming the game into what could only be described as Donkey Kong nonsense.

Barrels arrived at exactly the wrong moment. Jumps went wrong. Occasionally, I pressed entirely the wrong button and effectively joined the enemy team myself.

Between the platforming disasters, though, we were still getting plenty of the classic WET action that makes the game so much fun. Combat arenas gave us opportunities to slide into slow-motion gunfights, bounce between targets, use Rubi’s sword and turn conveniently positioned explosive barrels into weapons.

“Slicey slicy,” “stabby stabby” and the occasional “is everybody dead, Dave?” became part of the soundtrack while we worked our way through rooms full of enemies.

We also discovered another apparently universal law of video-game navigation: if a wall is covered in suspiciously obvious bird mess, that’s probably the wall you’re supposed to climb.

Useful information.

The deaths, however, kept coming.

By the time we finally escaped Chapter Seven, the overall counter had reached 32 death loops.

That meant Chapter Seven alone had contributed 20 deaths to the evening.

Surely Chapter Eight couldn’t be worse.

Chapter Eight was worse.

We initially made decent progress, fighting our way through enemies and navigating another collection of climbing routes and awkward platforming sections. Some of those movements required very specific approaches, and chat guidance helped us through several particularly unpleasant moments, including running up a wall before jumping backwards into a hallway.

Eventually, however, we reached the section that would define the end of the stream.

It was a relatively compact arena battle where we needed to fight enemies while reaching and locking doors to prevent reinforcements from continuing to spawn.

The problem was that Rubi was horribly exposed while trying to do it.

Enemies were everywhere. Machine-gun fire could tear through our health. The arena offered very little breathing room, and every attempt seemed to collapse just as we thought we might finally have things under control.

Worse still, the checkpoint wasn’t immediately outside the arena.

Every death sent us backwards, forcing us through another substantial firefight before we could even attempt the troublesome section again.

Sometimes that preceding battle went beautifully. We’d clear the enemies without losing any health, enter the arena in fantastic shape and think, right, this is the run.

It was not the run.

Back we went.

Again.

And again.

The death counter passed 30 and continued heading ominously towards 40. Frodo started counting down towards the milestone while the arena stubbornly refused to surrender.

Drew, who knew what was coming, described parts of the level as a nightmare and mentioned just how brutal these sections could become on the harder difficulties.

Eventually, 40 deaths arrived.

Then 41.

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And finally, the magnificent number 45.

That final arena had contributed another 13 death loops all by itself.

At that point, however, WET wasn’t the only thing we were fighting.

The UK heatwave had turned the room into an oven. It was almost 30°C, I was absolutely drenched in sweat, and after repeatedly throwing ourselves against the same arena, it became clear that continuing wasn’t going to achieve much beyond slowly cooking me alive.

I don’t particularly like leaving a level unfinished on stream. I’d much rather reach a proper narrative stopping point so that when we return, we’re starting somewhere clean.

But sometimes you have to know when to retreat.

So, after 45 total death loops, we called it at roughly the midpoint of Chapter Eight, with that arena battle still waiting for us.

Knowing how these things normally work, we’ll probably come back on Wednesday and complete it first time.

Because apparently that’s what we do.

The evening wasn’t entirely defined by death, either. Among all the aircraft wreckage, mines, barrels and increasingly hostile platforming, we also managed to secure two plumshots, which feels like an achievement worthy of recognition.

Our original ambition of pushing towards Chapter Nine and the Opera House had been thoroughly demolished, but we’d still made genuine progress through some of WET’s nastier sections. The plane was behind us. The time trial was behind us. Chapter Seven was behind us.

The arena hasn’t won.

It’s merely postponed the argument.

We wrapped up the evening by sending the community across in a raid to DashDucks, bringing a chaotic stream to a fitting end.

Next up is Fallout 4, where we’ll be returning to the Far Harbor DLC and, unless I’m completely misjudging our progress, getting reasonably close to its conclusion.

Then, on Wednesday night, it’s back to WET.

Forty-five deaths have already been recorded.

Let’s see how many more Rubi can find.


🎬 Watch the Episode

If you’d like to witness all 45 death loops, the endless aircraft, minefield parkour and the arena that finally stopped us, you can watch the full episode here:

Watch WET Episode 2 on YouTube

You can follow the entire adventure through the WET series playlist, and don’t forget to visit the Dr Ravenholm YouTube channel.

If you enjoy the chaos, leave a like, tell me your favourite moment in the comments and subscribe so you don’t miss the next chapter.


🔴 Join the Adventure Live

The edited journey is only half the story. Live is where the death counter starts climbing, chat becomes the unofficial navigation department and seemingly simple sections turn into hour-long battles.

Come aboard on Twitch or join us live through YouTube. After an evening ending with 45 deaths and a raid into DashDucks, who knows what Wednesday’s return to WET is going to produce?


🌐 Community & Links

The stream might end, but the crew doesn’t disappear when the screen goes dark. There are plenty of places to stay connected between adventures.

For the main community hub, join us on Discord and keep the conversation going between streams.

Across the wider network, you can also find me on TikTok, Bluesky, Instagram, Facebook, Threads and X.

If you’d like to support the channel, you can visit the merch store or leave a tip through Streamlabs.

Beyond the gaming chaos, explore the Business Centre, download the service brochure, learn more about me or explore the blog.


🌡️ Until Wednesday

Forty-five death loops. Two plumshots. One apparently infinite aircraft. And an arena battle still waiting for us.

Rubi may have been forced into a tactical withdrawal by the Scottish summer, but we’re not finished yet. Wednesday, we go back in.

— Dr Ravenholm


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