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Hey Bubba. I've gotten back into my reviewer's shoes and if you want feedback on your arc you can drop it over thisaway and I'll take a look.
If you have the time I'd appreciate it if you took a look at Operation Fair Trade. I'm not going to be submitting it, as I don't want to participate in Mission Architect contests, so there's no rush. -
Man. Six weeks. Work got a little hectic and I've had next to no free time, but I think I can get back to this. So!
Tonight's arc: The Tannhauser Gate (96322). Verdict - ****. Review in MA Forums Thread.
My current queue:- The remaining Galactic Protectorate arcs: 05 (304290) and 06 (355068), starting no earlier than August 27th.
- A rereview of Blood for Roses (161399). The only review on that page is mine, and I wouldn't trust it until the rereview is completed.
- A score-free critique of arc #445456.
Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it doesn't even have to be as long as the critical monstrosities I find myself putting out now and again.
(Another part of these instructions that's immediately relevant: if you actually want a review with a score. and unless you say otherwise I will assume you do, your arc needs to actually be up on CoHMR. Contact the site admin if you've submitted it but it hasn't shown up in a couple days.) -
Quote:Review done as part of the CoHMR Aggregator project.Arc Name: The Tannhäuser Gate
Arc ID: 96322
Faction: Heroic
Creator Global Name: @Aisynia
Difficulty Level: Moderately Challenging
Keywords: Complex Mechanics, Magic, Romance
Synopsis: Meant for those of Magic Origin, but open to all... A massive tower bleeding dark energy has appeared suddenly outside the city walls. The Keepers are looking for someone to enter covertly, find out why it's there, and if necessary, destroy it.
@GlaziusF
Running this on my fire/EMelee tanker, +0/x2 with bosses on.
As a side note, the umlaut may mean extra myth and/or metal, but it makes this arc a real pain to search for, as its unique distinguishing word needs some jiggery-pokery to work out of a conventional keyboard.
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New feature: contacts can have bios. Guessing this hasnt been touched in awhile as it still has the standard AE contact description.
Apparently theres an upcoming dimensional incursion that the usual guardians are too usual to actually go after, much as the real wreckers couldnt go in after the WEB.
Its called a tower, but really its just a bunch of crazy magical places stacked on top of each other with no rhyme or reason. Standard D&D fare, then. Lets see whats inside!
Renamed Diabolique/Black Swan/Infernals. with a side order of DE and storm elementals.
One of the obelisks I have to destroy is actually behind the boss fight that spawns it, between it and the door. This is probably a vagary of cave maps dealing with the middle setting more than anything else, but it might be worth looking for another one that doesnt have this problem.
Anyway, my princess, er, intended rescuee is in another castle, but at least Ive reestablished a link to the outside. Or rather, some kind of astral brainjack as Im still in the tower.
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...I think? Did I come out in between missions 1 and 2 or was I stuck there?
The contacts a bit muddled on the point, telling me that my bodys going through some kind of portal that even the Keepers dont know what it is. In addition to getting my some backstory on Tannhauser, who was apparently a questing knight who found the goddess of love.
Its going to turn out to be Slaanesh, right?
Anyway, I head into some kind of lbrary, start flipping around, and awaken a sort of EnAssault/Pain guardian who thinks Im Oranbegan. ...were they even active a thousand years ago?
Rooting through the books, it seems like Tannhauser would do anything for love, but he wouldnt walk away (so probably not Slaanesh then), and now hes going to spew darkness all over the city in some kind of cosmic snit fit.
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Exactly how I get to the Hall of Echoes I dont know, but apparently the Circle projected into this place a while back which explains the confusion. In self-defense, or were they interested in taking a goddess apart for spell components? I have a gnawing dread its the latter.
And since this place is apparently going to be made of memories I suspect Ill know by the end of this mission.
Wisps and Hydra represent terrible memories, which is pretty fair.
I pop my ally, find a memory of an earlier, still sane, Tannhauser, and then get an objective to find another echo of his, which is somewhere back in the caves as the first one was in the boss room at the end.
Somehow Tannhauser 2 knows my name. I guess its just weird magic being weird.
Okay, hang on. Tannhauser was around when the Oranbegans warred with the Mu? That was dawn-of-human-history old, and I thought he was a little more recent than that.
Anyway, in attempting to steal the secrets of creating a clone dimension to keep Venus trapped forever, he ticked off the Circle and one of them placed a curse on him, rendering him completely unlikable. Im not sure there was all too much magic involved there, but it certainly didnt help.
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So Tannhauser completed his gate trap thing and ending him may very well destroy all love forever, so I should be careful not to do that in the process of saving the world. Well, Ill see what happens.
I free some sacrifices who had somehow been ported in, take out Orion the hunter (who got wrapped up in Tannhausers angst field), and finally confront the man himself. He doesnt seem inclined to run as his health goes down, though, and I worry Im doing something terrible.
Oh good, he ported out. Thats a relief.
Anyway, the rituals foiled and the dark tower is open to intervention, so everything seems to be coming up in my favor.
Hmm. Okay, apparently when I went into the Hall of Echoes I somehow projected myself into his actual past. ...it strikes me that this may be an interesting way to proceed, but well see.
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Oh. Spirit City. Would you believe I was expecting Arachnoid caves, given that this is the corrupt version?
There are at least web cocoons working as weak points, so its not all bad.
Hmm. Was Aisynia intended as a pure support character? She didnt use any attack powers that I could remember. The designated helper system may be crippling her, as I found Reen first.
(Its odd that both the Keepers I found seem to be dimensional refugees.)
Fortunately no crystals show up here to distract my allies.
...up until the boss room, anyway. Agh. Fortunately the BS/Shield isnt crippling.
And finally, freeing Venus, a Solaris recolor. I was kinda hoping wed do something like lead her against Tannhauser, but as one final mop-up its not so bad.
Strangely no souvenir, though. Im betting this arc was starting to strain at the seams a little in its day? Thats something else thats changed.
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Storyline - ***. There are a couple of weird wire-crosses going on with the story. Yes, weird stuff happening just to set the atmosphere isnt exactly rare in occult-type comics, but even so, these bugged me.
First is getting astral-brainjacked back to my contact just as I get sucked through a portal in Tannhausers Mysterious Dungeon, resulting in two simultaneous trippy experiences. I wouldnt have a problem with either of them independently, but both the Gate and the Keepers are complete mysteries at this point, so having them both do mysterious things at the same time just results in this impenetrable CGI blob, because I dont know whats what. If you still wanted to have that nifty effect going on, then maybe the connections between floors are outside the tower proper, and the Keepers send me in having briefed me on their plans to, I dont know, use a magic circle to blow a bubble of reality and stick it in the stream between floors so we can talk for a bit. This gives me something to expect, which makes anything I dont expect therefore a product of the Gate.
Second is the revelation that when I was walking through Tannhausers memories I was actually affecting his past somehow maybe kinda. Id think that might be mentioned as a non-beatdown solution to this whole thing, since at one point destroying Tannhauser means destroying love, but the arc ends with a conventional bossfight and that loose thread is just sort of flapping free. It was actually better as a just a weird thing that happened to happen - the extra explanation from the Keepers makes it seem important when it actually isnt.
Design - *****. Missions are busy and full of evolving objectives. Stock mobs are used in creative ways, and when necessary customs step up.
My only real complaint here is that theres a little too much in the way of Oranbega and Oranbega derivatives, but I dont think this is something you can actually help if you want to do an arcane dungeon. Unless you want to go totally bonkers and use Croatoa as a floor or something, but with the complex nature of most of the missions thatd be a bit of a recipe for disaster.
Gameplay - ****. As an unfortunate intersection of the complex missions and the vagaries of map choice, some of the maps can put objectives behind you even when what spawns them is a boss in the front of the map. And while the big blue Oranbega is pretty visually stunning, as an Oranbega-alike it can randomly spawn crystals that mess with the allies Im supposed to have for the final boss fight.
These arent necessarily things you can help. Theyre more properly problems with the game rather than anything you deliberately introduced. But they may be worth addressing, and there are exceptional arcs that have tried to work around problems more properly present in the game.
Detail - ****. About the only thing that bothered me here is Tannhausers timeline. Hes presented as a questing poet-knight with a doomed love, which is very age-of-chivalry, and overall his look and powers reinforced that impression. But hes also written as operating back at the start of the Oranbega/Mu conflict, which was sparked by Ermeeth going hey kids, MAGIC! and the ensuing spontaneous bout of atheism, placing it sometime around the dawn of humanity. Did I miss that he used his gate to go back in time for whatever reason, maybe?
Overall - ****. An ambitious arc that reaches out for a fantastic plot, flavorful settings, and intricate missions, but because of this its a bit of a bumpy ride. Its good, and it can be great. -
Tonight's arc: Galactic Protectorate - 04 (269714). Verdict - ***. Review in MA Forums Thread.
My current queue:- The remaining Galactic Protectorate arcs: 05 (304290) and 06 (355068), starting no earlier than August 27th.
Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it doesn't even have to be as long as the critical monstrosities I find myself putting out now and again. -
Review as part of the CoHMR Aggregator review project.
@GlaziusF
Running this on the same mid-40s ice/axe tanker, +0/x2 with bosses on.
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Weird alien flower monsters have kidnapped Ms. Libertys BFF Swan. IM ON THE CASE.
(okay, probably not alien flower monsters)
Actually, there are a few alien flower monsters. Go figure.
Thorn Assault powers all debuff defense. Just tossing that out there.
Huh. Apparently everybody whos come to Earth has come here from just one planet.
Also, these space biologists put up a decent fight, for biologists.
So apparently Swans being held at another fortified point, and theres a crazy weirdly-social experimenter who likes disappearing people and a general whos so vain he probably thinks this review is about him.
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Ms. Liberty seems to be very concerned with putting up a front that she is not personally invested in saving this planet. Lady, its okay. The planet is where you keep your stuff.
Oh, a Thorn Tree map. Okay. So I rescue Psyche and drift through the caves, mowing down more space botanists. Not much here, aside from General Adoniss wanting to take Swan along to study some new plant.
Also in the heat of battle with Belladonna (plant/poison?) one of her experiments escapes. Not on-screen, but if you wanted to do that Ive seen it done as a captive with no guards to actually put something real on it.
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And now its the boss fight! On that tiny stretch of Perez forest map. Adonis, an even more plant controller, and Camellia, a spine assault/regen. But I blunder down the slope and into Adonis right at the start, before I can even pick up Liberty. This map isnt very good for putting bosses a ways in, unfortunately.
I have Libertys help for Camellia, though the Thorntrops keep her out of the fight most of the time.
And Swans a bit further in, triggered by Liberty. Its very straightforward.
But this is an interesting bit of plot: apparently life on Eden is very similar to Earth but centuries ahead of it. That doesnt happen accidentally. I wonder whats going on. Escape pod + time warp?
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Storyline - ****. For once, an arc that starts out with a complete plan and follows it through. The odd little teaser about the nature of Eden is nonetheless promising.
The subplot about the escaped experimental subject just feels kind of stapled on, though. Of all the places to run to, it goes to the same square mile as General Adonis? Theres potential there for something about the unintended consequences of this whole war. I mean, the GP have to be working on or with some pretty dangerous stuff. A crazy plant thing running free or maybe off to join the Devouring Earth might make for an interesting recurring villain.
Design - ***. Theres really nothing to hint at the crazy plant before it shows up in the last mission, considering it runs off offscreen. The last mission itself... well, on the one hand I cant really blame you for the extremely limited palette on offer. Not many outdoor forests -- does Eden work or does the map not support all the details you want?
But on the other hand, just running down the hill and into the end boss doesnt really feel right, especially when the hostages and the optional boss are deeper in.
The enemies are once again more or less indistinguishable from one another. They all seem to use thorn assault, plant control, and poison, except for the bosses who are a bit distinctive. I can barely tell the minion plant monsters from the lieutenants. (Is there a flower in the lieuts hair? Its only really visible from a small arc so I cant really size them up unless theyre facing a particular direction.)
Gameplay - **. Much as the last arc, this isnt so much for my experience, but this arc also has enemies that can impose giant slows and cascading -defense debuffs. Cutting back on the number of enemies with thorn assault and plant control would not only help them be more distinguishable from each other, itd also reduce the potential for this destructive cascade.
Detail - ****. Enemy descriptions are still a wall of text. But for once the detail that shows up in the mission, about the nature of Eden (the planet) in particular, offers some interesting potential for the future.
Overall - ***. The plot, while limited, is pulled off well. But while I understand the thematic motivation behind the largely monolithic enemy powersets, the associated effects (-defense and attack slow) make facing down the monolith pretty unreasonable for any of the large number of possible powersets that dont highly resist both of them. -
Tonight's arc: Tales of Cimerora: From Tartarus with Love (292389). Verdict - ***. Review in MA Forums Thread.
My current queue:- The remaining Galactic Protectorate arcs: 04 (269714), 05 (304290), 06 (355068), starting no earlier than August 18th.
Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it doesn't even have to be as long as the critical monstrosities I find myself putting out now and again.
So as part of updates I always tag the running list on the first page. I looked around and realized something: this thread's over a year old. I've been cranking at far less than an arc a day on average, especially lately, but still. Over a year old. And I still think of the architect as "a recent addition" to the game. -
Review as part of the CoHMR Aggregator project.
@GlaziusF
Running this on the same DB/Fire brute, +1/x1 with bosses on. Even though its not alignment-appropriate.
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Oh, wait, Imperious. Hes equal-opportunity.
Ancient ruins. Well, its not like there are any intact Cimeroran caves.
Through investigation it seems like this was a workshop of the priests of Vulcan, making some kind of autonomous clockwork creatures.
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Now for a humble peasant village, played tonight by Eleusis. Well, could be worse.
I rescue a couple of hostages and fight through a clockwork army. Archery/TA and BS/shield minions, DB/SR and elec/kin lieuts. Oil Slick Arrow is kind of annoying, especially when its spammed. by multiples, stacking the snare and doing a huge defense debuff.
Also it looks like one of Romuluss generals is trying to build some kind of ultimate weapon. That aint good.
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Sounds like this is gonna be in the Leviathan caves by the briefing. ...oh wait, no. Spirit City. Thats pretty good for a temple given the blue.
Oil slicks also mess up the hostage rescues, since they count for the things that have to be defeated before the hostage is free.
Find some pretty powerful hostages, but unfortunately the crystal bug is still in and they stare at a healing crystal midway through the mission.
The Gold Colossi are BS/Energy Aura, and apparently have Overload. BS is bad just on its own since the -defense cascades to the point of always being hit.
And with them down, an EB Cim Traitor pops up. Hes easy enough to take out - easier than the colossi at any rate. Perhaps that was deliberate.
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Alright, now were conning our way into the courts of hell, but first, we need a relic of Heras. Somehow I dont think this is going to be easy...
Oh. Only a recolored Hydra? A little gladiatorial fun I suppose, and then some glowie hunts to round things out.
Everybody in here is some sort of recolor of Solaris, but the variation in skin tone and garments makes em look suitably different.
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Huh. Tartarus looks a lot like spider caves. Good to see them getting some play.
The disguised Sister Psyche looks pretty sweet, and psy assault/FF is about as good as youll get to replicating her mix.
Oil Slick Arrows cause her to just slip and fall all over the place, though, so I end up taking side passages on my own. Though the only other notable thing in these caves is Ixion, the ElecM/Energy Aura commander... I guess hed be a threat as an AV but he doesnt even have Overload like the gold automata (not that I want him to).
And thats it. Threat neutralized.
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Storyline - ****. Not to hold it against this arc, but I was kinda hoping Id find out what Daedalus wanted with the Helmet of Achilles.
The storys simple and straightforward, with a little deliberate misdirection about the ultimate enemy and a decent grounding in myth. Im not really sure what the automatons were ultimately for, though -- tools for Ixion to overthrow Romulus, maybe? It may have been mentioned somewhere but it didnt really make an impression.
Design - ****. For anybody whos not going to spawn an AV, the third mission with three EBs is a sight harder than the last one with only one, especially since all the EBs in the third mission can set up a -def cascade and the worst the one in the last mission can do is an end drain.
It doesnt really feel like a good final boss as a result.
The customs are nice stylistically, particularly the guest Tritons in mission 3 and the spectrum of allies in mission 4, and the powers are reasonable. but the end isnt very satisfying.
Some of this is because of the Oranbega crystal bug taking away allies in the third mission, admittedly. Theres not a lot you can do about that, aside from picking a different map, but its a pretty good choice, and there arent many good alternatives I could think of. The Temple of the Waters has its own set of problems.
Gameplay - **. Really, this is mostly down to Oil Slick Arrow. It messes with my allies, it slows down the process of freeing captives, and it means I have to try and pull my way free of it or basically take twice the damage. Also its bugged so that my own attacks light it up to hurt me.
The gold automata are, I realize, supposed to be pretty substantial challenges, but you might want to give them invuln rather than energy aura for variety with the end boss, though leave the tier 9 out of the equation in any case. Their broadsword, and the broadsword/dual blades on the customs, can set up a cascading -defense loop, where base defense gets eroded enough for attacks to always hit, and because attacks are always hitting, base defense never recovers. Real pain for melees.
Detail - ***. Not a lot of extra stuff lying around, aside from a few battles in the third mission and some excellent flavor patrols in the fourth. I realize the automata are supposed to be silent, or at least not have the power of speech, but you can give them a little *click*whirr* and thatd be fine.
Itd also stop me from rounding a blind corner in the third map and running smack on into a gold one. That wasnt a very fun surprise.
Also the briefings are kind of jagged-edged, with single linebreaks that really dont achieve any kind of separation. Use double linebreaks or none at all. I think this may have contributed to me missing whatever indication you may have given about the ultimate purpose of rebuilding the automata.
Overall - ***. This is down to annoying power selection (especially Oil Slick Arrow, which is practically guaranteed to come out with every spawn of custom enemies) more than to any particular deficiency in the plot. Taking out OSA (or rejiggering the customs in such a way as to make it rarer, maybe putting it on a lieut or vastly increasing the number of minions, though taking it out would probably be easier) and polishing the briefings so theyre not all fractured at the right edge would both help push this up. -
Quote:They done got merged. This is the right place to ask now.[Apologies for posting it in this forum, but I just returned to the game and couldn't find the "COH lore" / "MA lore" forums anymore]
If you start with how Media operates in American Gods you'll have 90% of the capabilities of Television down.
The extra 10%? Television does have its "own voice", though it only came out in the Nemesis invasion arc, when it was weak. And of course, "TV Land" is a real place (a real fake place?) where people can go, and from where Television can push things "as seen on TV" into the real world.
Television doesn't make things up. Someone has to have put something on TV for Television to use it. So if security camera footage makes the news, it can use that. But since anybody who Television gives missions to is sufficiently (in)famous to have been on TV themselves, it can edit them in as, say, a special guest on a talk show. -
Abandoned offices and warehouses. Arachnoid caves. The Ruladak caves as a last resort.
Ambushes. Ninjutsu for Hide.
Creepy-lookin' custom enemies present as "allies" in frozen poses.
Contacts that aren't people with any kind of information but an inanimate object that you return to (or that follows you) to present you the periodic opportunity to reflect on what's going on.
See also "Astoria in D Minor", "The Beating Heart of Astoria", and "Signal:Noise". -
Tonight's arc: The Greater Good (vigilante version) (395861). Verdict - ****. Review in MA Forums Thread.
My current queue:- The remaining Galactic Protectorate arcs: 04 (269714), 05 (304290), 06 (355068), starting no earlier than August 18th.
- A review of the Tales of Cimerora, From Tartarus with Love (292389), starting no earlier than August 10th.
Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it doesn't even have to be as long as the critical monstrosities I find myself putting out now and again. -
Review as part of the CoHMR Aggregator project.
@GlaziusF
Running this on my level 50 spine/regen scrapper, +1/x2 with bosses on.
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Okay. With a vigilante spin this is a much simpler premise - its established that youre willing to risk some civilians to put somebody behind bars.
Not quite sure about the initial whispered aside, though. Maybe itd be better off as a note? The clue in the safe is a little more specific...
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Hmm. Shes really feeding out a line. I cant put my finger on exactly why it rubs me the wrong way to have these dual briefings, but having her just put on the blank front and, say, slip some secret instructions on a piece of paper in a farewell handshake wouldnt be out of line.
The PPD patrolling the prison yard seem a little conflicted about the guy they just captured. Wonder why.
Huh. Not even a trot out to the chopper. Once his guards are down, thats the extent of things.
Not that Im complaining, but with all the patrols I saw it might actually be fun making my way back out.
Little typo in the return text - handwriting, it should be.
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I think the reason I dont really like the dual briefings is because my contact is out in the open but doesnt seem to have any worries about breaking her cover.
And the only briefing Im overtly acting on is the one she delivers first, so theres that disconnect too.
Anyhow, kidnap a-go-go.
I find a bunch of glowies in the front office, including the two things Im after. Are they supposed to be up in front or was that just my bad luck? I found some distraction glowies spread throughout the mission, which is why I ask.
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Hmm. The note to open the last mission (finally, a note!) talks about some kind of gas. Until I see the canisters in the entry room I dont really have a context for that. Oh! Actually, re-examining the briefing, it was called out in the sendoff, buried in the middle of a paragraph. That could use some color highlight.
You know whatd make this party better? Yellow recticles. Shame that technologys not with us yet.
Oh. I get some nice effects with a follow-on ambush from one of the canisters running into a party group. Thats pretty well done, and I dont think yellow recticles would work for it.
And... somehow my contacts brother is back? Thats nice, I suppose?
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Storyline - ***. The original storyline makes a bit more sense when youre coming into it as a vigilante. Theres another plot thread running through this, about my contacts brother and his previous attempt to address/expose the Greater Good. But its taken care of mostly in incidental comments from my contact and the occasional clue. I never actually do anything with the plot thread -- it just kinda flails around in the background and gets somehow resolved at the end.
Heres an idea. Forget the clue in mission 2, have my contact send me off to her brothers apartment to meet a friend who the Greater Good are trying to disappear as mission 4. Maybe prevent a boss from escaping or similar. Then before word gets back to HQ about me jumping into the operation, confront our Mr. Worthy. My contact can justify it as going to wash the stink of wealth (and gunpowder) off before the induction ceremony.
Design - *****. The Greater Good seem like the generic brawler/ranged mix, and are rather monolithic but thats kinda the point. In general special maps are used pretty reasonably well, though the last two are rather unavoidably offices.
Extra points here for how the flavor spawns in the last mission react to ambushes. Even if its up to chance most of the time, I think the first room will make sure that its seen at least once.
Gameplay - *****. This is pretty solid. You could stand even to have Mr. Worthy or the little rich girl led to a glowie somewhere and it wouldnt really detract much from the task at hand. This isnt necessarily a challenging group of missions, but not everything needs to be a slog.
Detail - ***. The clue in mission 2 is a bit odd to find - why would Worthington throw it away in his jail cell? And finding his appointment book in Richmonds penthouse is a bit weird too. If you take my suggestion on mission 4, you can probably move the ulk of the clues relating to Worthington there.
The briefing style and its split personality, while I can see the sense in it, is rather a pain to follow. I think segregating the alternate briefing to a passed note would help there.
Overall - ****. Now that vigilantes exist, its easier to feed into this arc. But the extra plot thread, which I guess was supposed to be personally compelling, just sort of flops around resolving itself without really a lot of intervention on our part.
The new thread could honestly do with a mission to itself, as it doesnt seem possible to really laer it in very well with the existing structure. -
@GlaziusF
Inspecting the arc, it looks like Neutral morality and suitable for a high-40s DBlade/Fire brute (unfortunately not fully adapted for the new fire armor), +1/x2 with bosses on.
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Oh hey, its Crash. Who mentions Sharkhead.
So this should be a villainous arc? Maybe a rogue one?
The language Crash is using here sounds very stilted and formal, which doesnt suit her well at all, but then again shes been possessed before too.
So the place is full of Black Swan Shadows with other names, whose text suggests that theyre out getting delicious souls. I find a thunder statue and a fire statue, and Crashs friend who suggests theres still a survivor.
Survivor found and led out, though the map is small and thats not a bother. She hints at meeting us again.
Well, whatever. Crash is still determined to go her own way, even after that weirdness.
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Except she cant work out the statues, so she asks me to take em to Bocor. (her briefing calls me a superhero now?)
At least its not the traditional Rogue Isles method of researching, that is, giving the Legacy Chain a giant swirlie until they cough up the info.
Mr. Bocor and his cadre of recolored CoT, Diabolique Wraiths, and Storm Elementals have some trials for me. Step 1: pop Bocor free. Step 2: recover some books. (typo in complete text, should be ancient)
There are some distracto-books, but theyre labeled as wrong books and should probably be called something else. You can pull the old capital I lowercase l confusion with book collection.
And now, MORTAL KOMBAT! ...with a mini-me. Necro-pain, looks like. He says to keep going when he drops, but the objective doesnt complete until I defeat his guard that have spawned around a bend.
One more quick hostage pop and were done. Not bad overall. Very hoop-jumpy in a good sense, gives you the impression youre just being toyed with, as do his final words about Crash.
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God-dialers. Well, Ive seen weirder. This is adopting a sort of parodic tone, kind of on par with Asterix. Not that this is bad.
Anyway, the character from the first mission recurs again, and apparently the monoliths like the one I found in the Cage warehouse are connections to some alternate dimension, where gods and demons are the heroes and villains.
Crash is eager to push the big shiny black candy-like buttons, and really, who could blame her?
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So! Spawning some boss fights.
Er, calling some gods.
Actually it doesnt appear to be doing boss fights. Wonderful! But Bocor warns that the first god that answered is actually extraordinarily malicious, and she seems to have gotten the Banished Pantheon to be a decaying-meat wall.
Hammer/storm and a fire/devices (?) custom boss. Not bad, though theres some running around trying to find both of them.
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And now to take down the soul hunter, in some snake-type caves. The allies are generally easy to grab, the only problem being that sometimes some of the special boss spawns show up in almost the same place, and thats a proper crowd.
The end boss seems to be... fire control/axe? Her bonfire plays hell with my escorts but I mow here down in good time anyway. She has some custom escorts but I dont really have the time to get a good look at them.
And thats the end. Reality remains strong for another day.
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Storyline - ***. The base is pretty decent. Magical artifacts with a dangerous power that can threaten the world, carelessly used.
But its the carelessly-used part that kinda bugs me. Crashs friend used one of the statues just to see what it would do? Maybe? Its never really explored how it happens in the first place, as Bocor drops whats going on in the third mission. Or did someone else use it?
Maybe there could be a pile of bones or something, from the unfortunate guard who experimented, and that warehouse has basically been warded shut to seal the Soul Hunter inside? Thats pretty fitting. Crash orders a break-in, not really knowing whats going on, and the Soul Hunter pops out. Making that a little clearer would help this impression that I have that the whole thing would have been cleared up a bit sooner if Crashs supposed friend had fessed up to meddling.
Design - ****. Generally good work with reasonable-seeming maps, and the handful of customs are mostly used to pretty good effect. I just have one problem. The end boss seems to come with her own escort of customs. Even with the in-mission assistance, taking in an entire enemy group all at once just for the final fight is a bit much to try to understand whats going on.
If I knew who her trusted lieutenants were, in terms of power, itd help with this feeling that the final fight was just something arbitrary out of nowhere. Especially since the other stock bosses and the apparent other custom boss in the same room all had an escort of renamed Black Swan Shadows, hitting an entire other group just for the final boss feels off.
Gameplay - ***. Running back and forth in a large rock-tube tunnel map looking for the people who picked up the phone was a bit of a time-waster, though that one may have just been bad luck on my part.
But speaking of bad luck, Black Swan Shadows and Diabolique Wraiths can both put a serious, serious, drain on accuracy, especially at melee range. Trying to take on my comfortable difficulty was pretty tough with them, not because of their damage output but because I constantly had to worry about getting tagged too much and not being able to hit anything. Diluting the Shadows, perhaps with some of the end bosss custom escort, would help enormously.
Detail - ***. Judging by the EU tag and some of the idiosyncrasies in the language, is it much of a jump to say youre not writing in your native language? Everythings perfectly readable, theres no worry there. But everyone seems to come out as having about the same tone of voice, which doesnt work too well given the main players.
Crash Cage is reckless, informal, and straightforward. Mr. Bocor is reserved and formal, and talks very elaborately. But they dont sound much different, which is a real shame as theyre both a bit of fun to read in their own ways.
Overall - ****. Overall my impressions a bit more favorable than the individual rating might suggest. The arc has its flaws, but they dont tend to feed on each other and drag the whole thing down. -
Tonight's arc: The Soul Hunter (294431). Verdict - ****. Review lower in this thread.
My current queue:- The remaining Galactic Protectorate arcs: 04 (269714), 05 (304290), 06 (355068), starting no earlier than August 18th.
- A review of the Tales of Cimerora, From Tartarus with Love (292389), starting no earlier than August 10th.
- A review of The Greater Good (vigilante version) (395861).
Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it doesn't even have to be as long as the critical monstrosities I find myself putting out now and again. -
@GlaziusF
Running this on a high 30s ice/sound controller, +1/x1 with bosses on.
---
Frostfires intro mentions how the conditions of his parole prevent him from running around arresting people like you. That should probably be running around arresting people, like you, to avoid confusion.
But alright, lets see whats going on here at the Boomtown construction site. ...wait, there were a lot of Outcast hangouts in Boomtown. Thats gonna be a slap in the face.
Its under attack by 5th. Casual chatter seems to reveal a pronounced anti-mutant bias, both among the supervisors and the attacking 5th. Theres some clever trickery with the navbar, but unfortunately the boss spawns behind a crumbled concrete barrier and I sweep the place clean before the map takes pity on me and shows me where he is.
Apparently the 5th make regular raids here as part of their rebuilding projects. Lovely.
Frostfire is a real powerhouse, though, unless youve whipped him up as a custom fire control/cold dom guy, in which case hes still a real powerhouse but for different reasons.
---
Next up, take the base out. Looks like theres a defeat all on, but its a small base so thats alright (though a vampyr gets stuck behind a fuel tank and I have to head back for it).
According to the records here, looks like the Outcasts are consolidating their power base and somebodys poaching the Lost.
More anti-mutant sentiment. I never remembered the 5th being big on that, but it does fit the comic book nature of mutants, and as the Johnny-come-latelies to the big power buffet I can see why an old established group like the 5th might hate them with the burning passion of a thousand suns.
---
Looks like Frostfires headed off to save the Lost. I kinda wonder why hes so eager to go back into prison, given that Im going to have to justify his trail of destruction.
I thought he was wearing a tracking bracelet or something?
Anyhow, looks like its Crey rounding up the Lost. ...and Frostfire. Well, I guess now we know where to find him at least.
Well, now to look for the Rikti leader, who calls in bombs and spawns patrols and forces me to run for the exit past all of them.
Shame the bombs cant actually be the proxy kind that blow up when you get near them, but otherwise well done.
Cant worry about what exactly the Rikti are up to now, my charge has got his fool self kidnapped.
---
Oh. Or, according to the cell, hes gone berserk.
Wonder if thats a split personality talking or what, exactly?
Anyway, some prototype Protectors are running black ops all over this place. Better find some evidence...
...what? Its all in the first room? That cant be right.
Well, inspecting the clues it does seem as though I decide that chasing Frostfire is more important than combine the glowing rubble.
I head down to the bottom anyway, and find a slightly amusing boss fight but no other information.
---
Well, Frostfire seems to be reading a prepared text.
Or maybe an old Chris Claremont comic.
Apparently there was some other sort of mutant supremacy group thats fed the Outcasts ranks. The new suits are pretty impressive too.
Anyway, I take out some bombs, rescue some confused captives, pick up one hero, then decide to head for the same place I found the boss in the initial construction map, and damn if Frostfire isnt there.
He reveals that he found faith in himself as the new messiah of **** Superior. And the arc ends with whoever opened his eyes still out there controlling the New Outcasts.
At least until they hijack that rocket theyre building in the north end of Steel Canyon and jet off to Asteroid O.
---
Storyline - *****. Solid use of investigations for foreshadowing and a story that resolves its initial issues and credibly sets up for later action.
Design - *****. Great work with map choice and clever use of objectives and text to fake missions that change on contact with the enemy. The Neo-Outcasts design is a clear outgrowth of their old one and just as individually distinctive.
Gameplay - ****. I realize its story-appropriate, but the construction site map is a bit of a pain to navigate and operate on, since it can (and, for me, did) scatter appropriate objectives across Z-levels -- in addition to that odd little tucked away boss corner. Aside from that, the power selections on the customs were reasonable and there was generally lots of available help when I needed it.
Detail - ****. Generally very good work, even with the incidentals, making the maps seem alive and foreshadowing major plot developments. Just a couple little tics here.
First is the Crey mission. The closing paragraph of the mission summary clue seems to indicate that there might be some benefit to investigating deeper into the lab, but I really didnt find anything in the depths except for a boss fight that didnt drop any clues or say anything plot-relevant. Maybe its just my mistaken impression of the wrapup clue, but it might stand to be rewritten all the same.
Second is the rather monolithic NPC regard of mutants in the arc, except for the mutant hero assists in the last map. Mutie is kind of a charged term for me given its use in X-Men, and Paragon City may not quite have the history that the Marvel Universe has, but NPCs at the construction site and from the Crey and 5th and the New Outcasts all treat mutants as some kind of collective.
Mutants dont all have the X-Gene in this continuity. They are the most idiosyncractic of the power origins, with the limited amount of information available suggesting that no two mutants work alike. There isnt some unified mutant power framework, except in the context of a unified framework for all superpowers.
Honestly, this is probably just a personal quibble. I can definitely see what you were gunning for with this arc and its certainly something thats done for mutants in comics.
Overall - *****. Overall my quibbles are personal and minor. This is a well-plotted, well-designed arc that takes the task of adapting a low-level enemy group to be high-level players and hits it out of the park. I certainly wouldnt mind a sequel. -
Tonight's arc: Evolve Or Die (411446)., Verdict - *****. Review lower in this thread.
My current queue:- The remaining Galactic Protectorate arcs: 04 (269714), 05 (304290), 06 (355068), starting no earlier than August 18th.
- A review of the Tales of Cimerora, From Tartarus with Love (292389), starting no earlier than August 10th.
- A review of The Greater Good (vigilante version) (395861).
- A review of The Soul Hunter (294431).
Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it doesn't even have to be as long as the critical monstrosities I find myself putting out now and again. -
My issue here is that invading a field hospital, kidnapping doctors, potentially killing patients, and in general confronting the Space Red Cross goes right through "shades of gray" and into "beyond the pale". It's not something you do to win a war, it's something you do to be cruel; that's why it's called out in the Geneva Conventions.
-
Quote:Oh, it's optional? I thought taking it out was part of a required "gather clues" objective. It seems relevant.You generally can't recolor robots. He's optional anyway, and if you accidentally aggro him he's -8 at the highest, so you can ignore him. Besides, if you were a bunch of expendable Council minions testing out the genius ideas of your not-quite-sane overlords (who interestingly enough have their testing done far away from where they are), wouldn't you test on something you could easily beat up if it went haywire, like last time?
This is part of the player/character separation - if something looks like it completes an objective I'm going to fight it/frob it when I get the chance, instead of leaving it for later. -
Tonight's arc: Galactic Protectorate - 03 (174352), Verdict - **. Review in MA Forums Thread.
My current queue:- The remaining Galactic Protectorate arcs: 04 (269714), 05 (304290), 06 (355068), starting no earlier than August 18th.
- A review of Evolve Or Die (411446).
- A review of the Tales of Cimerora, From Tartarus with Love (292389), starting no earlier than August 10th.
- A review of The Greater Good (vigilante version) (395861).
- A review of The Soul Hunter (294431).
Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it doesn't even have to be as long as the critical monstrosities I find myself putting out now and again. -
Review done as part of the CoHMR Aggregator project.
@GlaziusF
Playing the next installment also on my mid-40s ice/axe tanker, +0/x2 with bosses on.
---
So now Im going to be working for Sister Psyche. ...and invading a field hospital.
The Geneva Conventions arent just a bunch of good ideas, you know.
Man. What an enemy group. Everybodys got an assault rifle, except for the people with laser rifles. Good thing theres... most of the time... geometry to pull people into.
So it seems like the doctors and patrols agree with my misgivings here. I leave the mainframe unexploded, because seriously.
Its at this point I begin to suspect I may be marching to Praetoria. Wotta debrief.
---
What an intro, too.
Anyway, more running through these gunners. By the look of this computer log, it looks like this general is here as a direct consequence of the smackdown we have to General Gwen. Wonder if Psyche kicked her in the medulla oblongata while she was down.
Anyway, I find Manticore and then go on to the generals subordinates.
The roboticist colonel here uses Force Bubble and Detention Field. Nothing like just staring at the screen for a minute, let me tell you.
And the field medic colonel. Thankfully no annoying powers on her.
Sister Psyche thinks the generals are going to hit some random resistance base that they think is the home front, so were going to scramble to stop them.
---
So, last battle in ruined Boomtown. Sister Psyches easy to find, and for some random reason Ms. Libertys here too. I wonder if shes who the General picked up on. No information is provided to support this assertion.
Shes rather scrappy, and takes quite a bit of damage in the final skirmish given all the masterminds and the aggro cap.
But Saharas down, and Sister Psyche says thank you... and thats it.
---
Storyline - **. I love the smell of war crimes in the morning. Smells like freedom.
Actually, wait, no it doesnt. And I dont really enjoy the smell of war crimes either.
Raiding field hospitals and engaging enemy medical personnel in the act of treating the wounded? Like, deliberately? Thats crime-against-humanity wrong.
I mean, okay. The clues are only giving me the GPs side of things. Ive seen Red Atlas, but I dont think Ive been told how it got that way. But even so. Invading a hospital? Taking out life support?
And Ms. Liberty just kinda unexpectedly pops up in the third mission with no explanation why shes there or what else she was doing.
Design - ****. Decent amount of wandering traffic and chatty spawns in the indoor levels, at least. But the enemy design falls back into the same old problem - similar color scheme, and any distinguishing details arent high-resolution enough to make out. I imagine there was some work done to give all the people with guns distinct models of guns, but they were most of the time pointed directly at me and obscured by a muzzle flash.
There wasnt really much need to distinguish enemies one from another, as they all had guns and none had any particularly annoying powers. Well, not the rank and file, anyway.
Gameplay - **. This isnt for my experience as an ice tank necessarily, but there are some big dangers here.
First, all the customs -- all of them -- are ranged, meaning that trying to break line of sight is the only way to establish or re-establish any kind of usable clump.
Second, as an ice tank Im generally highly resistant to defense debuffs and movement/recharge slows, which is exactly where assault rifle and web grenade hit the hardest. Tons of enemies all bursting down defense can lead to a cascading -defense situation, and intensely stacked web grenades can pretty much shut down powers and make moving around a real pain. Web grenade is a control power, and minions shouldnt be spamming it any more than they should be spamming other sorts of control powers.
Third, having to lead the doctors back through the original Longbow base was a bit of a bore, since it was generally always over empty ground but with complicated terrain that made me take things slowly so the escort wouldnt get lost.
Fourth, Force Bubble and Detention Field are hardly ever resisted by anybody and are giant pains that dont really do much to make a boss fight more difficult, just more annoying.
Detail - ***. Generally solid and informative, but the lack of any perspective from the resistance is really ruining my ability to sympathize with them -- and once again, enemies have giant walls of text for descriptions that dont really enhance my understanding of their powers or role in the mission.
Overall - **. In addition to the enemies being a pain to arrange on a melee character and possessing potentially devastating power effects in groups, theres the matter of the plot.
Its seeming less and less like the Galactic Protectorate actually pose a mortal threat to anyone, or that this is anything more than a war Manticore is mounting for the hell of it with Statesman gone, and the rest of the Phalanx and the Vindicators are more or less just falling in line.
Part of this is because my only contact with the resistance is, well, my contacts. And theyre more concerned with getting the job done than establishing any reasons for or history of their actions. Im getting the GPs side pretty much unalloyed, with the end result that thats where my sympathies are going. -
Quote:Given the kinds of AoE I put out I may well have started it accidentally, but I'm confident something will probably come along to make this work properly.Well he was SUPPOSED to run off and not fight unless you started it, but you can't do that anymore.
Quote:Only Lieutenants, which can't be used as boss objectives, and you can only have one ally in that back room. The Rogue Robots were lower level anyway.
Quote:He's not a custom, it's a repaint of Comrade from the Khan TF. Giving a bounty hunter an escort didn't really make sense.
Quote:His dialogue may predate i17, and he may have originally been set to run off....although I don't think he was, cause you know, Freaks. I might have to take another look at it.
Quote:It is implied in game that what we get isn't all there is to the venom rockets. Because seriously, who cares about those piddly things? Just get a Rad defender and call it a day. Then again it's also implied that the Rogue Arachnos aren't actually Rogue....hmmm, that might be a way to tweak it.
Quote:This is deliberate. I didn't want to overuse them; they're a Mastermind's personal henchmen, not an actual enemy group per se. I didn't want to give him his own personal robotic army, just a couple of robots he built to do his evil bidding.
Quote:That's why they're optional. But I guess people who play a lot of AE will go around backtracking and carefully hunting down every last objective to cut down on further backtracking huh?
Honestly I find marking stuff as optional in the navbar to be immersion breaking. I guess I could just make them spawn at the start of the mission and place them in the front, that'll make them easier to find.
But even putting that aside, with the way the mission plays out, my character seemingly intends to leave the bombs to whatever Arachnos cleanup squad eventually shows. Marking the bombs as optional (which I generally only do if there's some associated clue/dialogue that I think people might want to read if the objective is completed) doesn't so much break immersion as convey the attitude I'm supposed to have.
Quote:I think I might have to rethink how the Warburg connection is worded. It obviously didn't come across the way it was intended. The bomb thing should be a lot easier to tweak. -
Tonight's arc: Until the End of the World (431270). Verdict - ****. Review in MA Forums Thread.
My current queue:- The remaining Galactic Protectorate arcs: 03 (174352), 04 (269714), 05 (304290), 06 (355068), starting no earlier than August 4th.
- A review of Evolve Or Die (411446).
- A review of the Tales of Cimerora, From Tartarus with Love (292389), starting no earlier than August 10th.
- A review of The Greater Good (vigilante version) (395861).
- A review of The Soul Hunter (294431).
If anybody else wants in, the instructions are in the first post. A part of these instructions, perhaps pertinent to this post: I always vote 5 in-game, as it seems a bit uncouth to ask people to jump through hoops and then bomb their rating.
Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it doesn't even have to be as long as the critical monstrosities I find myself putting out now and again. -
@GlaziusF
Running this on my DB/Fire brute, +1/x2 with bosses on.
Hmm. The status messages are a nice touch, but because theyre the mission title they pop up in every briefing window. Do you only want them to appear once?
Anyway, time to go thank some sap for breaking Arachnos security by making sure he doesnt have any big heavy packages to take home.
Some henchbots are saying theyre done stealing things. I find a hostage who may be their master, a bots/kin mastermind, who expresses his thanks for freedom by offering to take my consciousness off my shoulders. Unfortunately Im rather attached to it.
Seems like this was R&D for new armor and other interesting materials. Nice incidentals overall, painting a picture of the usual backstabbing (the ambush refuses to show up) and self-interest (a tester flees with his amazing new toy rather than risk it).
My volunteer henchman decides to follow the random guy Arachnos had captured. And print out naked pictures of him. So I get a better view of his weak points, of course.
---
Apparently this guy is a freelance Council operative? Well, everybody gets paid by someb-
Great, now I've got visions of the Master Runtime doing the robot in my head. Well, I'll see where this goes.
Huh. Little robots with wolf spider heads, doing the combat/heal/bubble thing. In addition to our by-now-recurring villain, in the first room yet!
But I guess that's more time to investigate this place.
...and wreck random scenery, just because I can.
And find a... level 32 test subject? Uh? I know there are robots in the higher level range.
Anyway, I grab a technician, expecting him to activate the consoles, but nope, I just do it myself.
Hey, it IS the Master Runtime!
But let's be fair, there are only so many things the Council can do with robotics and it's entirely the wrong place for a MegaMech.
---
Okay, a little more background: this guy wanted to build human-level intelligence into mass-production robots but Crey was worried about the bad PR from machine slavery.
Also my lackey's wondering what kind of idiot could change the world but get put away for armed robbery.
My guess? The kind of idiot who wants a cover story to get into the Rogue Isles.
A couple of Arachnos bosses are in the entryway wondering who the idiot is who blew the door in. Luckily enough, they think I'm with him.
Even more luckily, the actual AR/Traps custom (with no escorts?) also thinks I'm a rival. Mmm, cover story that makes its own jump-to-conclusions gravy.
I break up some more machinery, and then find a robot doing her best Enigma karaoke: "I love you, I'll kill you".Well, she's just going to have to settle for me.
Apparently my target has flown the coop. I wonder why. Could it have been the several metric tons of explosive force used to knock on the door?
I find a bunch of incomplete robots. None of them seem to count for being clues.
Ah, now here are some clues, all in the last room, which is empty until a prototype android arrives to prevent me from running off with the family photo album.
Same old story: boy meets girl, boy loses girl, boy attempts to recreate girl's consciousness in a hideous mockery of science.
I wonder what got her, in the end. Aside from Arachnos. Arachnos gets everybody.
Ah, there it is in the debrief. Apparent user error in the teleporter. Which generally means anything but.
---
So the working theory on her escape is that she messed with her teleporter in an attempt to get out of some crucial bad trouble.
Anyway, TV goes down again, I get a better look at the enemy group composition, and I find a champion saying how Hammer rules the roost now. His dialogue suggests he's running off, but he wails on me anyhow.
And there's Detonation. Alright, let's see what he has to say.
Oh. I infer from context (and filing systems and looted crates) that Valkyr 4.7 is looking to avenge the death of her original at the hands of Arachnos by blowing up Grandville.
I'm pretty sure there's a reason I don't want that to happen, though I'm not entirely sure what that is.
---
Well, the clarion call of keeping my stuff is as good a reason as any. Seems like we're heading into some kind of mysterious lab.
Oh, Archdemon lab. Nice choice.
Okay. Malleus drops, a prototype Valkyr goes down, and what is that I espy? Why, it's everybody's favorite new world order, the Malta Group.
Looks like Arachnos wasn't her primary target after all.
Deeper in I encounter Detonation, who has apparently brought along some Iludium Pu-36 Explosive Space Modulators.
Time to backtrack and take care of these bombs. Maybe you should park Detonation up front indulging in his OCBD, with Malleus deeper in.
"disarm the last bomb" needs to be capitalized.
I take out the Tac Ops, and prying up some more Progenitor remains triggers the end boss.
What the hell. It's late night, she doesn't have rage, Ive seen what I need to see. I pop my Shivan and down she goes, a sudden end to her creators unfinished symphony of destruction.
Hmm. Was she after Malta? Or were they just in the way? I don't really get results either way, as the Malta seem more concerned with Warburg's NBC arsenal.
Oh, says the debrief, it was actually about the Warburg rockets all along.
Even though nobody's really mentioned them up until the final half of the final mission.
Well, the truth is the truth.
I have no idea where the last bomb was in all these flames but apparently they were all optional anyway and my careful backtracking was for naught.
---
Storyline - ****. You had me. Seriously, you had me. There was drama, there was intrigue, there was wanton destruction, there was destructive wantons.
And then it turns out they did it all for the rockets. Which, again, don't show up until the last half of the last mission.
It would actually have been better if I didn't really know, if this was just some final destructive impulse to take down Arachnos by way of Malta or vice versa. The question of what Iron Valkyr was after isnt quite as important as who she met and why she had to risk her life getting away, and neither of those really get a definite answer. Could be Malta, could be Arachnos, might be neither and shes just looking to go out with a big enough boom to satisfy her own personal master runtime. Super special Warburg rockets just seems like kind of an anticlimactic answer, in no small part because Ive gotten Warburg rockets in real life and they were not that hard.
Design - *****. Special maps used in fitting ways, custom enemies with reasonable difficulty and making interesting special selections from common powersets. The only problem I have with them is that there really isn't a map where the customs get a chance to shine - they show up as patrols and guards for various features, but I hardly ever see standard spawns of them. I would have liked that to happen at least once.
Maybe it does in the final mission? But there's so many special spawns in there that anything normal hardly shows up at all.
Oh yeah, also: theres a lot of special spawns and clickables for flavor, and theyre used well.
Gameplay - ****. You know what this is down to? I mean, really down to? Disarming the bombs in the last mission. All it would have taken is to mark them optional in the navbar and I wouldn't have bothered, but the glowies can spawn in locations obscured by flame and smoke in the map and I kept hearing the pulse and flailing around blindly with the mouse to find something I could click on. Real buzzkill.
Detail - *****. Big clues. Sensible descriptions. Informative dossiers. All this and a faithful lackey, too.
Overall - ****. Its all in the ending, really. The revelation about Iron Valkyrs original motives is anticlimactic and comes out of pretty much nowhere. And defeating Detonation kicks off a bomb hunt that isnt really marked as optional and puts glowies in places where theyre difficult, if not impossible, to see. Up until that point the story was engaging and the missions didnt put me through a lot of frustration.
The combined impact of those two little flaws knocked me out of the excellently enjoyable little groove Id been in, leaving me with a last impression that was a lot more muddled than I thought it would be after the first four missions. -
Tonight's arc: Tales of Cimerora: Of Feathers and Fur (12647). Verdict - ***. Review in MA Forums Thread.
My current queue:- The remaining Galactic Protectorate arcs: 03 (174352), 04 (269714), 05 (304290), 06 (355068), starting no earlier than August 4th.
- A review of Evolve Or Die (411446).
- A review of Until the End of the World (431270).
- A review of the Tales of Cimerora, From Tartarus with Love (292389), starting no earlier than August 10th.
- A review of The Greater Good (vigilante version) (395861).
- A review of The Soul Hunter (294431).
If anybody else wants in, the instructions are in the first post. A part of these instructions, perhaps pertinent to this post: I always vote 5 in-game, as it seems a bit uncouth to ask people to jump through hoops and then bomb their rating.
Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it doesn't even have to be as long as the critical monstrosities I find myself putting out now and again. -
Quote:Review as part of the CoHMR Aggregator project.Arc name: Tales of Cimerora, volume 1 : Of feathers and fur...
Arc ID: 12647
@GlaziusF
Running this on a high-40s DB/Fire brute, +1 x2 with bosses on.
I forgot heroes and villains actually had separate contacts in Cimerora, okay?
---
Right. Save an apprentice from Romulus's forces, who was working on... eh, it's not important right now.
Heading through the caves I'm reminded how badly a resistance-based offtank is going to get shredded against these Romans. I'ma go scale down and come back.
Right, it's a little more reasonable at +1 x1. Not so much terrible cascading -defense.
I find a map to Circe's Island and a hostage, who calls this whole thing out as being a trap for a prospective rescuer. Good thing Daedalus delegated this, huh?
---
Unfortunately, Romulus still has a bunch of maps.
Ah, Croatoa. We really need more actual green forest maps that aren't that little corner of pseudo-Eden.
I rescue two generic Sybils and a named one who warns me of some kind of Satyr.
I also find Sister Solaris, but whatever animation you've chosen for her doesn't seem to have any particle effects associated with it, which makes it tough to pick her out in this environment.
I head back to the Satyr with Solaris in tow. He's a pretty reasonable diffculty and excellent visual axe/shield custom. These Satyrs appear to be actual mythological creatures, rather than the analogues to the warwolves of modern times that the cyclopes and minotaurs are hinted at being.
---
And now to confront the Satyr lord with Daedalus, on another sprawling outdoor map.
The satyrs seem to be archery/SR minions with SS/archery lieutenants. Explosive arrow may be a bit off tone here, depending. The lord himself is an SS/Inv bruiser who calls in ambushes at low health.
Harpies. Sonic blast/claw flyers, and in this broken terrain they get good use out of the flight too. Nicely done ambush, even if dealing with them leaves the satyr and Daedalus to chase each other all over this backcountry.
---
Daedalus sends us after the harpy queen in the hope that she'll provide some information on Romulus's search for some mystic item. I guess she's a more likely source than the Satyrs, who are all just party dudes.
The harpies have added War Legbone, er, Mace/Mental lieuts to the mix.
After rescuing a minotaur, I look around for the harpy queen, who looks to be psy assault/pain. She has anguishing cry, but fortunately the AI doesn't know the right range for that yet.
...also I have a minotaur who cuts through her like a combine harvester through a chicken. The ambush she calls doesn't even have time to show up before she's a crumpled heap.
She namedrops the artifact - a helmet that belonged to some guy from Chile.
The entire lot was god-forged, yeah, but out of his kit the shield's really the most famous part, with the spear coming in close behind.
I guess it depends what it's needed for.
But I guess Achilles was buried with it, as it's time for us to go to hell.
---
Well, the underworld, anyway.
Apparently as a future dude Hades doesn't know what the hell is up with me.
Oh. Leviathan caves. That's not what I expected. And word of warning about these things, they're like half plot-specific spawns and therefore show up in MA half-empty, even though potential mission objectives are spread throughout.
I pick up Icarus, who is apparently THAT Icarus. He's psy/therm... well, the therm part makes sense, anyway.
I find a reliquary buried in the cave wall. It's the helmet that Romulus was after! ...but the mission won't complete unless I defeat him even though I've denied him his prize?
It'd make sense if Daedatron asked me to put down Romulus on the off-chance he might be trapped in the underworld.
In addition to recolored engineers, there are DBlade/DArmor minions and DMelee/Psi lieuts.
Romulus taunts me as his health drops, asking what I'm going to do with an ancient helmet anyway. ...actually, jury's still out on that. He doesn't say what he'll do with it either, apart from the presumed adding it to his war chest.
Things wrap up on an interesting note, even if the crushing fist of tragedy descends on Daedalus from a clear blue sky.
...pff, even the souvy is calling out that I have no idea what the helmet is for. That's just wonderful.
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Storyline - ***. I have three problems with this storyline.
First is the crushing fist of tragedy descending from a clear blue sky at the end there. Was it supposed to be some kind of revelation that Icarus was dead? Going on the assumptions of myth, if Daedalus is free then hed have come to grips with that a long time ago. If Icarus disappears during the course of the story arc, or slightly before it, then it means a little more to find him in the underworld.
Second is the bizarre mystery of the Helmet of Achilles. Supposedly its vital to Daedaluss effort, but it may as well be a power crunch for as much as I know about why. Even though I understand that Daedalus may not want to talk about his secret weapon, he can at least let on to what the helmets useful for.
Third is the rather reactionary nature of the whole affair. Between the initial mission to recover Daedaluss mapmaker and the final mission to recover the treasure he made a map to, there are three missions of putting out ancient Roman fires - the kidnapped Sibyls, then the Satyrs, then the Harpies. Theyre the titular elements for the arc, but they just seem to interrupt the main plot, rather than being something that, say, Daedalus sends you to investigate.
Design - ****. The custom mobs are visually striking and generally pretty distinctive. Map selection isnt necessarily ideal, but there arent many good options for outdoor forest maps that dont involve the Spirit World, and the underworld isnt easy to model either. Roman caves are already in use in this arc, rock tubes are boring, Oranbega variants are out as were only modeling the Underworld, not Hell, and mines are out for the same reason. The Leviathan caves are the best of a bad situation. Maybe you could make Arachnoid caves work?
I dont get why Romulus is a necessary defeat in the last mission. Maybe when we get to the reliquary we find hes already looted it. Thatd be an easy reason, at least.
The one thing I dont quite get about the custom mobs is why so much psy assault. Harpy slavers, fallen heroes, and Icarus all make use of it, but psionics dont seem to really fit any of them.
Gameplay - **. This is where things start to fall apart. Im not taking anything off for using the stock Cimeroran traitors - at least in theory theyre a level-appropriate problem, and itd hardly do to have an arc in Cimerora with no Cimerorans. The boss fights are reasonable with decent helper NPCs, though the minotaur makes the harpy queen a bit of a joke.
First, theres the matter of outdoor maps. Its important that its possible to end them with decent speed, especially the large sprawling maps like youve got here. Compared to an indoor map, an outdoor map doesnt have a lot of tactical variety; its just the same fight on open ground, over and over, so its much easier to get bored. Youve made a pretty good effort to give important objectives particle effects or notable animations, but several important objectives (Sister Solaris and the satyr bosses) dont really have any.
Second, theres the matter of powerset choice, specifically powersets on the minions. Minions need to engage in melee range. At least half of them, anyway. AoEs and some defense sets rely on having multiple weak targets clumped together. Satyr and Harpy minions both prefer ranged. Minions also need to be careful with debuffs, even incidental debuffs attached to damage powers, and tons of stacked sonic blasts from the Harpy minions can seriously devastate damage resistance. War mace (shillelagh)/SR satyrs (or MA/SR satyrs if you think you can get awak with shurikens) and claw/invuln harpies would be more reasonable minions.
Detail - ****. The only really off element here was the map to Circes island. In an arc thats otherwise pretty sparse with details, every clue feels like its supposed to provide some important information. A map suggests that during the course of the arc well actually go to the place it describes, but this wasnt the case.
Overall - ***. The big problems here are with the supposed feature groups of this arc, the Satyrs and Harpies.
As far as plot goes, they seem to be more a distraction to the plot that starts and finishes the arc: Romulus is up to something, take him down. If the arc were about taking them on as paths to Romulus, from the start, Id have no problem, but they feel more like an obstacle than a focus, which is not what you want of the groups featured in the title.
And for reasons Ive already documented, fighting them involves a whole lot of darting around hitting individual minions, which isnt much fun. -
Quote:It seems like they're going after her because... she's the only option they have anything resembling a lead on, and that finding Sister Psyche in the process turned out to be a nice bonus.I thought I made the basic "strategy" of the Resistance clear with the introduction to the first mission in this arc, but perhaps I could re-word the contact dialog to help make this point clearer.
Which is about the strategic equivalent of lashing out blindly. As far as the story has been explained to me so far, the occupation of Earth was largely unprovoked. Direct confrontation looks like the only workable option at this point, but that doesn't say "so begin confronting!" to me as much as it says "look for other options".
Yes, if this was a monster movie I'd be the guy in the back yelling "we must try to understand this creature!", and I realize that intelligence-gathering is not exactly Manticore's bag, but I just spent all of last arc biffing dudes in the face as an equal option of last resort.
I mean, if the arc started off with "we need to get Sister Psyche back, I found some fragmentary intel on the people holding her" it would be excellent motivation for Manticore, on both a personal level (unless they never tied the knot in this universe) and a strategic level, because when you're a resistance you can use a good Psychic Friends Network. And it would feel less like I was just flailing around largely blindly, hoping success would fall on me somehow.
Quote:I'm... not sure why you're expecting to learn the future or present actions of an enemy group through their individual bios. I always throught that the information presented there was to establish each individual NPC's backstory and/or hierarchy within their organization. Almost all of the Dev-created enemy groups follow this formula (to the best of my knowledge), as have most of the custom groups I've encountered in AE. I'm sure a talented Dev or MA writer could create an enemy group in the manner you're describing, though. Perhaps you could reference a specific arc (AE or not) which uses the individual enemy information this way?
I'm... pretty sure you're joking here, but I think the reason the Resistance chooses to use the former strategy rather than the latter should be obvious. I do like the nickname "Gweneral", though.
As Division 12 has many of the trappings of a galactic SCA, I would be entirely unsurprised if General Gwen adhered to a code of honor that would make her responsive to a challenge from Manticore pitting his freedom and the freedom of some up-and-coming rabble-rouser against the freedom of Sister Psyche.
I would also be entirely unsurprised if each of the thirteen administrative districts of Earth (or whatever) were governed in a matter befitting the idiosyncrasies of their respective generals and said idiosyncrasies propagated down through the ranks, resulting in distinctive patterns of behavior that could be exploited.
Even if this introduces massive logistical plotholes, this kind of thing happens all the time in comics: a technologically superior alien invasion is turned aside thanks to some cultural vulnerability that makes no immediate logistical sense.
Why does Gwen accept the challenge? Because she thinks Division 12 is powerful enough to win it. And because so far they have, and when the criminals who threaten the peace of space have tried on occasion to cheat, the rest of Division 12 came down on them like a ton of bricks.
In short, the cultural vulnerability exists because up until they hit a city of heroes, nobody was strong enough to exploit it.
You've created a group that stylistically, mechanically, and descriptively reflects the idea that determination and strength of will matter more than high technology or innate power. But they don't seem to really be acting any differently than a completely different group with completely different ideals did in the last arc.