-
Posts
869 -
Joined
-
Review Five
Above Mars, Part 1: The Wellington Arc ID: 159769
Author: @Yumii (mistformsquirrel on forums)
Score: ☼ ☼ ☼ ☼ ☼
Character used: DiCosta, level 50 Wolf Spider Huntsman (Click for picture)
Overview (only very mild spoilers):
I want to start off with two simple words: Hell yeah!
Note: This is a non-canon arc.
This arc takes place sometime in the future when mankind has colonized our solar system. Mars has apparently broken away from earth as a separate nation, something that obviously doesn't sit well with the Terrans. There seems to be some kind of peace, but it's hard to say how long it's lasted. Needless to say, that peace ends here in this arc.
You play a Martian Marine Sergeant, and the Terran Coalition is attacking Mars. They sent their massive juggernaut of a warship, the TCS Wellington, to launch an initial strike and destroy Mars' shipbuilding installations while their fleet is away. Only your ship, the MRS Ares Vallus is in orbit, but the Vallus is vastly outclassed by the Wellington.
Captain Sheas, your commanding officer, says there's only one real solution, only one real hope: fire you and a bunch of other marines at the Wellington in boarding topedos from out of normal weapons range. The idea is that you crash into the hull, and then board the ship that way. It's risky, but really the only hope you have.
Your mission? Rip this ship apart from the inside out, and give the Vallus an actual chance to survive it's battle with the Wellington and come out on top.
The Phobos shipyards are in ruins, and the Wellington is headed towards Deimos, and this is when you and your squad board the Wellington. The first mission is a 'Defeat All', but don't be turned away by this, it's a short map, and a lot of fun, with the objective being to try and find your way into the interior of the ship proper, and to meet up with your squadmates.
I am given the feeling that I have actually been launched into the side of their ship in a torpedo.. and they aren't very happy about it!
Needless to say, the next four missions are action packed, and interesting as you meet up with your squadmates and tear your way through the ship, sabotaging and destroying enemy assets as you go.
I don't really wanna spoil this, but suffice to say, this is absolutely thrilling fun. I had a blast playing this.
I don't always make a point of mentioning custom enemies, and I really should, but this arc is nothing BUT customs, so I should mention that they are well designed, and generally well balanced, though I think they can still use a bit of tweaking. I'll mention that below in my more detaield, spoileriffic feedback, but it's not really enough to detract from the overall fun of this arc.
Another pro is that this arc is heavy on immersion. You never actually leave the Wellington at any point during this arc, so the arc needs to make you feel like, even between missions, you haven't really left, and it accomplishes this, I think, pretty much without flaw.
I would say that the map use on this arc is more or less perfect. Most of the maps are absolutely excellent, ridiculously excellent in capturing what the author wants, allowing a sharp variance in design while still immersing you and making you believe this all takes place inside the same ship - with one exception. One of the maps is a Portal Corp. map with the Portal Corp. sign and logo just inside the map, right head. It broke my immersion, which is too bad since it's an otherwise perfect map.
And finally, something important to me, a sense of rising action. Each mission escalates the stakes and provides a greater sense of urgency with your every action, especially the last mission, where, while it isn't timed, you are given a feeling like "I gotta hurry!" That's damned awesome.
There are a couple of cons that ultimately didn't detract from the rating.
First, a minor thing is that some of the powers the enemies possess can be downright nasty if you have more than 2-3 of them shooting at you, and oh, you will.
Second, there are some serious logic issues in the plot, logic issues I didn't notice at first. Most people probably won't notice them in fact, but I will mention them below in the spoilers section.
The biggest con of all? There isn't a Part 2! This is listed as Part 1, and it's so awesome, I would love to see the sequel!
Again guys, this arc has very few flaws, has an excellent sense of connection between the missions, and a strong sense of rising action and urgency. Damned awesome. 5 stars. If you like sci-fi, this is a must play, but I would say even if you aren't a fan, play it anyways. It's a lot of fun, and very well crafted.
Oh, and one last thing...
All self respecting marines watch Battlestar Galactica. I wonder if she owns the DVDs?
Specific feedback (spoilers, intended mostly to help the author):
The spoiler heavy section is mostly intended to provide constructive criticism to help the author, but I have to say, this arc is so well executed, it has very, very few flaws.
Full auto minions. Holy crap! If it's just a couple, it doesn't seem to be a big deal, but if I get 3-5 on me, my HP just starts to melt, and since I don't have a self heal, I start popping insps. Then again, I'm not sure this is a bad thing, challenging isn't bad, and in fact, this may be an intentional design decision (in which case, more power to you), but I felt the need to point that out.
In the mission to take out the fuel pumps, the opening pop-up mentions workers, but they are nowhere to be seen. I think it would be nice to add some, but then again, this might be impossible. Not only do you have to keep them from attacking both you and the enemy, which is probably impossible, but you would probably need to make a throwaway custom with no powers to do it.. and you probably don't have the room. It's not a major deal, and I figured the Lt. Commander's Gang War might be intended to represent this, but it is something I noticed and wanted to point out. Not really a flaw, just something I noticed.
Now, some logic flaws. Maybe they aren't flaws, maybe it's just something the player isn't privy to, but I didn't even notice at first until I started thinking about what's going on in this universe you created.
Why did Earth only send one ship (even a big ship) to invade an entire planet? I figure if you want to invade a planet, you send a fleet, just in case. No matter how big that ship is, you should never underestimate the resourcefulness of colonists who have eked out an existence and made an independent nation out of an inhospitable planet, no matter how superior your technology is. The more targets you provide them, the better. With just two, you could have hit Phobos and Deimos simultaneously, crippling Mars instantly, and then they could have instantly ganged up on the Vallus and just blown it out of the sky without any trouble.
Likewise, there is mention of a Martian fleet. Where the heck is it? It would seem that there is some diplomatic tension between Earth and Mars, and even if there isn't, it stands to reason that the Martians may not totally trust Earth. There seems to be an implied history of tension or hostility. If this is the case, why is only one ship in orbit of Mars? There should be at least a few ships there. It doesn't seem like a sound military decision for the entire Martian fleet to be out of range. There needs to be a good reason for this, maybe there is one that I'm not aware of, like a response to another attack, but there doesn't seem to be any implication of this.
Also, you are boarding via boarding torpedoes. That's fine, makes sense.. except you are doing it from out of weapons range. So what makes these torpedoes different? Is weapons range the maximum distance a weapon can reach, or is it the maximum effective distance?
If it's the former, why can they get there in these torpedoes while the Wellington can't fire on the Vallus? Likewise, what's preventing the Wellington from doing the same and sending boarding parties to the Ares Vallus?
If it's the latter, and you cannot count on accuracy at that range, how are they hitting the Wellington? I am given the impression the Wellington is large and slow moving but if it's outside effective weapons range, even a behemoth should be able to make a slight course correction as an evasive maneuver.
Then again, maximum effective range could also mean that the Wellington would see these torpedoes coming "a mile away", and would have the ability to plot their trajectories. I assume this tactic (launching boarding torpedoes) has been used before, so the Wellington, as the lone ship invading an entire planet, should be prepared for this kind of assault. I would assume that, being able to plot their trajectories, the Wellington would be able to scramble fighters or use point defense weaponry to blow them out of space before they even reached the shields.
EDIT: One more thing. If we just breached the hull boarding this thing, why is there atmosphere? Might want to mention in the pop-up, or maybe in a patrol why there's atmosphere in here.
These are pretty minor though, and I wouldn't have noticeed had I not given it serious thought.
This is overall, an extremely well constructed arc and a well told story, so if you don't wanna bother addressing these issues, then don't.
End spoilers.
This is pretty much a must play guys. 5 out of 5, have fun, and kick some Terran rear, Marine!
-
By the way, that bug I mentioned? It could make mission 3 impossible to complete. I fixed that by changing the objective type, but if that bug gets fixed, I'd like to change it back.
-
Quote:You didn't get the story totally spot on.. that was the real Reen for instance, just sort of captured in the illusions of her own memory. It's like walking into a place made of your own dreams, and then forgetting that it isn't real. She was living her memories, but that was her. Sorry if that wasn't clear.Originally Posted by Smash_Zone*snip*
Quote:Closing Statements: Overall, this is an amazing story, very well written and I could tell the author put a lot of work into making it.
Quote:My only complaints are the huge amount of clues,
Quote:and the lack of descriptions for most of the enemies and objects.
Quote:I know my description of the story isn't very good, but you just have to experience the arc for yourself in order to really appreciate the story. Other than that, this was a very good arc that I enjoyed immensely, and will definitely play again!
I am glad you enjoyed yourself
EDIT: Oh and for the Custom demon like entity, he used to be MUCH, MUCH harder. I brought him down from EB to Boss cause he was beating the hell out of people, and if he spawns too close to the front... yeah, so I decided to downgrade him. -
I was going to have another one up today, but I don't have time. Check my first post for an updated Queue (and the bold orange writing up top that explains the queue for some clarification).
If everything goes as planned, I should have the first 2-3 on the queue up here tomorrow. -
Review Four
Becoming a Villain Arc ID: 223631
Author: @Smash-Zone (Smash_Zone on forums)
Score: ☼ ☼ ☼ ½ (3.5) (Rated ☼ ☼ ☼ ☼ in game and for potential)
Character used: DiCosta, level 50 Wolf Spider Huntsman (Click for picture)
Overview (only very mild spoilers):
I lost power right after finishing this arc, and I had, uncharacteristically, NOT saved my notes file on this arc, including my pros and cons, since pretty much the beginning. So a lot of this will be from memory. The arc is still fresh in my mind, but not having my notes sucks.
So, well, this arc has a ton of potential. It has you playing a low level villain who just got busted out of the Zig, and has been thrown into the wild areas outside Fort Darwin. It's time to make a name for yourself, and Blood Hilt, an accomplished villain, is willing to help you find some jobs and earn some street cred, for a share of your profits.
So Blood Hilt says that the Skulls recently hit a Pawn Shop and are living it up in their abandoned warehouse with their box of loot. He says you can humiliate them by defeating their leader, Ribcage, and then taking their stuff. This is an extremely straight forward mission on a moderately sized abandoned warehouse map. It only has two objectives, take the loot and defeat Ribcage. It really is that simple.
Giving defiant speeches while being sprayed with lead - a valuable skill amongst villains in the Etoile Isles!
I like simple! So this is a definite PRO as far as I am concerned. I don't mind complex mechanics when they are necessary, and can really enjoy it.. but when it's not needed, it shouldn't be there. This arc in general is a wonderful example of that, as it keeps things no more complex than necessary
At the end of the mission, Blood Hilt reaches his grubby hands into my box of stuff, and says there's still plenty for me left.. given he mentioned this was 50/50 and I just did all the work, my first reaction was to smash him in the head with my rifle and tell him, "Actually, it's 80/20, *******."
I must also say, I really enjoyed the second mission, if not for anything more than the author's faithful replication of a fun vanilla mission, wherein you rob a bank to earn further cred.
But.. and here is where we get to the but.. there's no real plot here, not until the third mission, and then it isn't really executed well, though it could be. This arc has a lot of potential if the author is willing to fill in some gaps.
I liked the dialogue, especially in the missions. The dialogue was very well written, and the missions themselves were mostly well designed, though I had a couple of minor quibbles which I will mention in the more spoiler heavy feedback area down below.
I think the main issue that brings this arc down, is that it seems like it could be split into two separate arcs. First, you could make an arc based on being a low level villain helping Blood Hilt, and then betraying him when he has screwed you around enough. That was my first thought at the end of the first mission when he took half my stuff. I was like, "I am going to freakin' shoot this guy!" If he had some nefarious purpose (and better concealed than that ridiculous Quest for Magic guest arc) that he was using you for, and then you had the chance to betray him, that would make a great arc.
The real plot starts in mission 3. Now arguably, the Author could say that missions 1 and 2 are the setup that generates the street cred to make 3-5 possible, but I'm not so sure, there is nothing preventing Blood Hilt from giving you such a mission right away.
Some of the maps are a slight bit larger than necessary (I am looking at you, mission 4), and the mission map for mission 5 (and its general premise) didn't make tons of sense, though admittedly, it's a very easy mistake to make.
Also, the level ranges are all over the place, I suggest, since this is a lowbie arc, restricting it level 5-14, that would pretty much solve all of your level issues, as I went from 14, to 50, to 40, etc.
I think the biggest con is that there is no real sense of drama or rising action. While your crimes escalate, it never felt like I did anything more than "go here, do this", and the missions don't seem like they are connected enough. I will give some more detailed feedback on how I think this can be remedied below.
Overall though, I would like to say... I HAD FUN! I smiled a lot. That's very good, and that is the ultimate pro to this arc.. it's what makes it a 3.5 instead of a two. This arc has potential to be so much more, and maybe two arcs to boot! I really, really, truly want to see the author improve this and succeed in telling a wonderful story, because the potential is there. As it stands, this is a quick romp through the Rogue Isles (and part of Paragon), but not really any better (or worse) than a majority of vanilla content.
So 3.5 (4 for potential) and I would love to see this improved, I think the author really has potential here
Specific feedback (spoilers, intended mostly to help the author):
Okay, well, let's start at the beginning.
Like I mentioned above, it feels like a mission 1, 2, and 3-5, are largely disconnected from each other. Sure, like I said, you are escalating in the severity of your crimes, but the small arc from 3-5 goes way, way beyond anything you did in 1 or 2.
First, 1 and 2. I think that there is a strong potential here to remove these missions completely and then build a whole arc around Blood Hilt having you do seemingly random tasks, when in fact, he is manipulating you to his own goals. You figure this out, and betray him before he can clean up the loose ends of his plot, including you. Crafting a plot of this kind can be difficult though, as even accomplished writers like the guest Author for Quest for Magic can fail dramatically.
That said, below, I have suggestions to unify the arc as a whole, but then, I don't wanna write your story for you (because then it isn't yours anymore ). I can hopefully give you some ideas to jump off from though.
Then we get to missions 3-5.
First of all, you are sent to procure an alliance with this Swiss-Knife guy (I cannot remember his full name, damned note being gone) by basically beating him up (or in my case, spraying him with lead). He's a bomb expert, and will come in handy in mission 4.. except.. he doesn't. In fact, you never see him again, and the bombs you plant in mission 4 could have been acquired at any number of places in the isles, and you wouldn't have needed this guy's help to plant them either. This really needs to be explained in the plot: Why do I need this guy's help, what's so special about this bomb, and where is he in mission 4 if I need him so bad? Making him a custom mob and an ally in mission 4, claiming to be there to help out with some of the technical issues could help alleviate some of this.
Which brings us to mission 4. You go from petty theft from the skulls.. to bank robbery.. to beating up some Mooks.. to terrorism.
Blowing up a Charity house is nasty work, and given the size of the map, this is a big building. Totally a terrorist action as far as I'm concerned. You are a foreign invader from a terrorist state. The Etoiles, in the real world, would very much be considered a terrorist state, and the only thing keeping them from being invaded is the fact that they are crawling with thousands and thousands of super villains.
Now, I'm not saying it's bad to have terrorism in a villainous arc, after all, terrorists are villains! So that part is okay, but it isn't treated with the severity that I feel it should be, even by Blood Hilt, who basically just says "awesome, now you are really feared and respected!". There really needs to be a greater sense of significance for what you just did IMO.
And then mission five sort of breaks the rule of rising action. In theory, if mission 4 had just been any bombing of a villain hideout of an abandoned warehouse or something, sure, no big deal, but you committed a definite and undeniable act of terrorism, so mission 5 sort of falls short, and has several flaws, which I believe you can easily fix. Lemme mention what I think is wrong, and then offer some suggestions.
Firstly, what is implied to be a low level, just starting out hero calls you out for a showdown. After what I just did, I would expect to see Statesman knocking on my door, though obviously that has no place in a low level arc. Short of that, I would expect a whole bunch of heroes wanting to take me in, but instead, it's just one guy.
Even more, it takes place in Atlas Park, probably the center of the hero populace in Paragon City, and they are all pissed at you right about now. So the fact that Longbow actually clears Atlas Park for a showdown between a low level hero and a guy or gal who just committed an act of terrorism seems a bit... wonky. And then one of the Longbow guys mentioned that (if I remember right) they are clearing the civilians out as well, but this happens to be one of the few maps that has civilians on it.
When I think showdown, I think dark alleys, not Atlas Park.
Likewise, having just committed an act of terrorism, I would expect this to be a trap.
So my suggestion is to change the mission map to something more secluded, abandoned office maybe. Not the most glamorous finish to an arc in terms of map, but it has to make sense.
A further suggestion stems from this quote, which I am paraphrasing to fit this situation:
You just used the terrorism card, which means you got a rainbow coalition of law enforcement crapping multicultural bricks.
You should have, at a minimum, Longbow, the PPD, and Wyvern, all cooperating together on this one. You can use multiple patrols of various factions to accomplish this. You can also recolor some other factions to represent things like the NSA.
I would also expect more than one hero.
If I were the one creating this mission personally, it would be on an indoor map, whereby you are locked inside and forced to defend yourself against all kinds of crap. I would have a minimum of 3-4 heroes that you need to defeat in order to make it out of there alive. The entire thing should be a trap set for a terrorist.
These last 3 missions could easily be expanded into their own arc (for which I have already plotted out in my head, but am not going to write, obviously, I'm not a thief).
I mentioned way up there I would suggest a way to unify the arc. Here it is: Make what you did in missions 1 and 2 have some effect on 3-5, like you were procuring something you needed, be it money or equipment, to make 3-5 possible. Of course, this involves Blood Hilt manipulating you and then using you as a fall guy. That would be fun though, and getting the chance o betray him would be sweet, especially after he looted my box after mission 1
My word is not law though, and I am just trying to offer general suggestions. I don't expect you to take them exactly, as I'm just trying to give you some leaping off points.
I think you are a good writer, and your dialogue is definitely your strong point.
Even though I have piled on the criticism, I want you to know it's in the interest of helping you make your arc better, and that overall, I did indeed enjoy myself. You have a lot of potential here for something really cool, especially given how fun it was. This arc can only get better.
If you do any rewriting and polishing, let me know, I would love to play again.
End spoilers.
So anyways guys, it's a fun arc. You can play it, and generally enjoy the gameplay and setup, but I give it a 3.5 because it falls short in some areas. This has potential to be so much more though, and I look forward to seeing more from this author.
Worth a play. -
I'm running your arc first thing tomorrow by the way (weekends are not easy for me to run arcs).
-
Actually, I'd rather you play The Tannhäuser Gate. Use the key word Emralis. I just did a major overhaul of this arc.
-
I'll play and review both if you do the same for two of my choice. I have a review thread lil' farther down the page.
Let me know. -
From what I understand, it works like this...
You have 50-100 Romans on screen. They are all moving around, and running Phalanx Fighting. This power effects every Roman around that Roman, within a certain radius. And they are all running it, meaning the server has to calculate 50-100 aura buffs, and which NPCs they are effecting.. meaning the server has to constantly recalculate and update who is buffing who.. times 50 or 100.
I might be wrong, but that is my understanding. -
Okay Cimerora has been out a year and a half now.. and there are still a couple of annoying issues with it. These are not new issues.
First, stepping sounds are all wrong on a lot of the surfaces. Stone sounds on wood, and wood sounds on stone.. everywhere. This may not be like a game breaker, but it's a glaring, noticeable and annoying issue, and just screams of a lack of polish. That is something that should have been fixed in beta.
Second, an even bigger issue, all that lag in the third mission of ITF. That is totally preventable, but the Romans have a power that works in such a way, that the server has to make SO many calculations, it just makes it unplayable. Remove that power from the Romans on that mission and replace it with a straight defense buff. I would like to play that mission the way it seems to have been intended. You said a while back you would look into it, and that went nowhere, so please, just get rid of that powerr for the romans in that mission.
Thanks. -
Says the guy with a **** ton of rep lol.
-
Touche. ;D
EDIT: In regards to the Librarians, yeah not mentioning was an oversight, I apologize. I thought they were freakin great -
Quote:It did work Very wellThanks for the review, Aisynia. It's a shame you didn't like the humour, but I was really pleased with this sentence especially:
"As mentioned above, the way the last mission is set up, in its allowance of excellent character development for the Big Bad is really, really damned good. I was wary of that mission at first, but quickly found myself rushing from objective to objective just to hear more. Well done."
It's all a build up to that last monologue, and if you were rushing thru 16 chained Freak boss fights (!) because the dialogue was hokking you, then I guess what I did worked.
Eco. -
Review Three
The Echo Arc ID: 1688
Author: @MrCaptainMan (MrCaptainMan on forums)
Score: ☼ ☼ ☼ ☼ (Rated ☼ ☼ ☼ ☼ ☼ in game)
Character used: Singularity XSR Lv.48 Elec/Nin Stalker (Click for picture)
Overview (only very mild spoilers):
This was very difficult to rate, in fact, so difficult, I didn't rate it. This could easily be a 1, but it could also easily be a 5. But not a 2, 3, or 4. Bit of a conundrum, so I chose not to rate at all. There are some things about this arc that I absolutely adored.. and other parts that I wasn't fond of.
EDIT: Having cleared some things up, I now feel qualified to rate this, and it gets a 4. It seems like the author considers this a final draft, and I'm rating it as such. Play and enjoy IMO!
Okay, I don't even know where to start, so I guess the beginning works.
You are contacted by Jack McDonald. Apparently, a woman named Janice Hawthorn has been kidnapped by the freaks, and it's your job to rescue her. Sounds simple enough, as freaks do this kinda stuff all the time, so off you go to the warehouse where they are staying.
Things get weird though. Sure, you rescue her (I won't spoil her background), but you find out that the place is being rented by someone else, and that the freaks were hired by a hero, called the Monitor.
You spend the next 4 missions unraveling the mystery of the Monitor, who he is, why he is doing what he's doing, etc.
The revelation at the end is powerful, and the last mission is set up in a unique and interesting way. When I first read the briefing on what I had to do, I was extremely loathsome of it, but if you play this, stick with it, it's not what it sounds like. It's handled elegantly, and gives some really great character development to the Big Bad.
There's a lot to say, and I don't know how to say it, so I'm just gonna go straight to the pros and cons.
First the pros..
I want to say that the mission design is beyond excellent. This arc is extremely well polished. It was a pleasure to play from a technical standpoint.
It uses mostly small maps, and uses them effectively, something I always appreciate. I don't mind large maps, I use some in my arcs, I just like there to be a good reason to use them.
There are what I would call some glaring plot issues that could be easily solved, but despite these, there is an excellent sense of rising action, one of the best and smoothest I've played in fact, as you slowly unravel the mystery of what's going on.
(I know I mention this a lot in my reviews, but if I do come across an arc that lacks this, I will mention this as a con. Not here though!)
Next.. The dialogue is usually pretty strong. Some of it just seems extremely out of place, which I will mention later, but overall, when the characters speak, it's generally believable.
Without spoiling, there is a mission with a lot of linked objectives. A lot. This can be very shaky territory, but the author handled this well. Being unable to precisely control where something spawns, and having obviously playtested it several times, he became aware of when backtracking would be needed. Instead of letting the player guess as to when they might need to backtrack or not, he tells the player, which makes the experience significantly smoother. Very, very smart.
As mentioned above, the way the last mission is set up, in its allowance of excellent character development for the Big Bad is really, really damned good. I was wary of that mission at first, but quickly found myself rushing from objective to objective just to hear more. Well done.
And now the cons..
This is supposed to be an arc that hybridizes humor and drama. On TV, this is often called a dramedy, and it's very difficult to pull off. The humor is usually in the way characters will speak or react to a situation, but it's really not pulled off here, sorry to say. The humor is sprinked on top of what could be an excellent drama, and it doesn't add anything at all. I don't profess to have an amazing sense of humor, in fact, my GF usually has to tell me she's joking. Here, I recognized the jokes, they just weren't funny, and detracted from the overall experience.
The supposed premise of what the Big Bad is aiming to do makes zero sense.
The dialogue doesn't always seem to fit the (minor) characters.
I can't go further into cons without going into the spoiler section, and sadly, this section will be largely criticism. I will try to be as constructive and helpful as possible. Here we go...
Specific feedback (spoilers, intended mostly to help the author):
Well, I was admittedly reluctant to write this review. I don't like to be negative, and there were some serious gripes I had with this arc. I will, as I said, try to be as constructive and helpful as possible.
First issue, which I mentioned briefly up there.. some of the dialogue doesn't fit. Specifically, the Freaks weren't believable. They did not sound like cyberpunking anarchists to me. That could just be me, I don't pretend to be everyone, but it really didn't work for me. Directly from my notes I took while playing:
"The freaks really didn't talk like freaks either. You don't have to leet speak to make them sound like freaks, but it just didn't work. They sounded like thugs from London or something, not cyberbunk excelsior junkies who live to break ****."
Next, the premise for the Big Bad's evil plan, amplifying the sound of the Big Bang. Now, it turns out that it was a ruse, but the parts he gathered were believable enough for DATA to think it would be used as a weapon. Issue is, there's no sound in space, and while I don't pretend to be a physicist, it just seems like ... well it seems like it doesn't make any sense.
Again, I wanna mention the humor. You have some major potential for a very serious and down to earth, touching drama, but the humor you've inserted seems artificial. In fact, a lot of the humor you seemed to go for, really seemed to interfere in the story. I think I am thinking mostly of clues, but I can play through again and point out specifics if you want. The humor (and again, no offense, I didn't find it funny), seems very out of place, and in fact, it felt like it was added in after the fact. It's like putting chocolate and black licorice sprinkles on top of a pineapple upside down cake.. what was there was already really good.. adding this on top of it hurt the arc pretty badly.
You advertise in the very description a shift in tone, but to be completely honest, the first 4 missions were so out of balance, I couldn't tell what the tone was supposed to be. I personally feel, ME, not anyone else, I personally feel that you should largely remove the attempts at humor and just make this a very serious arc. It as the meat, the foundation to be a real, real winner in that area.
The big bad is largely believable, but I took some issue with his dialogue. This guy is obviously very intelligent, and I would expect, crafty. Unfortunately, the tear jerking action at the end is nearly ruined by the fact I knew he wasn't insane. The entire time, I knew. I knew he wasn't evil, and I knew he wasn't crazy.. and how did I know? Because he told me he was insane, he told me he went mad. Proclaiming your madness requires a certain cognizance, it's just not believable. If you want the end twist to be an actual surprise, and to really tug at people's heartstrings, take out any instances of him calling himself mad. I therefore knew that he wasn't insane, and probably not evil, and therefore wasn't fooled into thinking he was going for some nefarious plot. Mind you, I wasn't able to guess the ending, but I knew he wasn't really a bad guy.
I think this guy is smart and crafty enough to intentionally act insane without verbally pointing it out, which would only cast doubts. If he really wants to trick the player into thinking he's gone bonkers, then I think he would be smart enough not to actually say it. Though to be serious, I think he is a little mad.. not totally, but given experiences, I would be.
Again, I don't know how to rate this, it was so contradictory.. there were some great things, and some things which really dragged it down.
I don't profess to say that my personal tastes are the end all be all in the universe, or say that you must absolutely change this arc to fit my preferences, but this review is my opinion.
If you decide to make some of the changes here, I would gladly play through again and re-review, if you want.
End spoilers.
Well, guys, I don't know what to tell you. It's an interesting ride. It has its flaws, but I think overall, it's worth a play.
Having cleared some things up, I now feel qualified to rate this, and it gets a 4. It seems like the author considers this a final draft, and I'm rating it as such. Play and enjoy IMO! -
Except that I don't understand what he's saying.
-
-
Congrats, I am gonna check this out really soon
Welcome to the DC club o.o *also has one*.
It's a club of.. people who don't know each other and never talk.. so I guess it isn't really a club at all, especially since they took away our ******* badge.
Grats though, I'm sure it's worth it -
I think what I want the most right now is non-linear arcs. I have an idea for an arc.. whereby the first mission is set, but then, from there, you are able to choose which of the 3 middle missions you do. And you are given that option until those 3 missions are complete... and once those are done, you are given the last mission.
-
Is this fixed yet?
-
Quote:Hate to say it, but this is really a matter of "how much meta-gaming is necessary to make the experience of playing my arc smoother?". You don't need to have her mention it, or even know his name "in character". Listing his name on the top as the guy you need to rescue may break immersion for some, but for every one person it breaks immersion for, five more will thank you. You could also simply list his rank up there. Make him a Lt. Colonel and say "Rescue the Lt. Col." (that way he can't be confused with other Vanguard Sergeants.. he's a sergeant, right?). That's what I would doGood point. I think I have some room to introduce him in the send-off dialogue, so I may just have her tell you to seek him out (Why she'd ask you to help out a Rikti hater, though, is a bit more of a problem).
In fact, I don't recall what, if any, dialogue was used to explain why you are rescuing him specifically. Care to refresh my memory?
Quote:I hadn't actually thought of doing that with the scientist. Very nice suggestion! I'm a little wary of doing it, though, for two reasons. For one thing, the guards can still get blown away by the turrets and Vanguard Also, it essentially means you have two very similar objectives in the same mission (Rescue Rhodes and "rescue" the scientist). Considering how the two objectives have considerably different feels to them, though, I'll definitely take this into consideration.
Quote:Well, the idea is that because the embryos were modified to become Meta-Rikti while still in this state, they don't really count as human anymore. In other words, they've already started the mutation. Remember that the original experiment that led to the Meta-Rikti (The creation of Tk'Lankah) was intended to skip the human part of the process altogether and although it went in a completely different direction eventually, it seemed to have partially succeeded by making Tk'Lankah into something that is mostly a Rikti, albeit super-powered. I'm not sure I can find room to say that she's been like that since birth, though... Also, give yourself some credit! You're more perceptive than you think you are, since you could see the point of the box as a plot device.
Quote:I was originally going to have Rhodes explain what he was going to do in the letter, but I ran out of room (Curse you, 1000 character limit!). Instead, I had him make references to doing something drastic and focused on his offer. Perhaps I could have him say something along the lines of "You'll find out what it is I'm going to do soon enough. Decide from there."
Quote:Funny. I never noticed this before (And no one ever brought it to my attention) and now it really bothers me. I'll have to change it. Thanks for telling me!
Quote:I don't think I want to make him an EB because there's always the chance that when he decides to run, players may not be able to damage him enough to finish him off and end up failing the mission when they wanted to succeed. In other words, we'd end up with the exact opposite of the problem you're having. The downgrade to boss feature DOES make it tempting, though...
Quote:I may just have something in the opening pop-up mentioning that it might be a good idea to get rid of the Restructurists so they can't get to him.
Quote:Anyway, great review and thank you for taking the time to run it! I'll contact you via PM regarding the box soonish. Maybe we can work something out. -
Quote:*thumbs up*So I get this mission from Scirocco to go beat up Barracuda, who happens to be located on this longbow boat. I get to the mission and realize I forgot to lower my difficulty. I floated around with my Raptor pack until I found her standing there, talking smack.
She is an AV so I figure I'll just float on over and let her kill me so I can reset the mish on a lower diff. I notice she's kind of missing me a lot. What the heck! I pop a purple, summon my two Arachnobots and start blasting. Cycling my ST attacks with BU and Surveillance when they are up, I last a really long time! I had a decent number of purples, but no greens and only a few blues. I kept a purple going at all times, getting by on my regen alone.
I get her down to about 30% health before she gets lucky and nails me. I am absolutely convinced if I had some greens and more purples I could have gone the distance with her. This is on a build with nothing but some common IOs and SOs, and not anywhere near built for sustaining an AV battle.
She must be an easy AV, but either way, I was really impressed with what my huntsman was capable of against a single hard target. I usually just fight on teams and use my AoEs.