Samuel_Tow

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  1. Quote:
    Originally Posted by Zamuel View Post
    Most of my heroes would want to punch him. I don't think most would actually follow through. It's a situation where he needs to be shut up but I'm not sure if getting physical would be quite the right way.
    Aside from punching his face (which you discount) and arguing with him (which is a win for him regardless of the outcome), what else is there to do? Serious question here.

    Also - I'm really not concerned about what the "right" thing to do is in this situation. There's really only one unambiguously "wrong" thing to do here, and that's to kill him... I guess two if you count torture, but that's besides the point. So long as the choice isn't unambiguously wrong, it shouldn't really matter if it's the most "right."
  2. Quote:
    Originally Posted by Eva Destruction View Post
    It's because the new stories aren't engaging. There is too much yakking and people go on text overload. There are too many custom mechanics that put the action on pause for too long and too often. Praetoria had about the right mix of reading and killing stuff, fancy mechanics and straightforward maps full of bad guys, but the starter arcs and the SSAs are more "look what we can do!" than "how can we tell a good story and make it fun to play?"
    Sadly, that's how I feel, as well. I've always wanted a good story experience, but recently it seems we've been getting so much "story" that we're left with barely a game at the end. It's like if I went to watch a movie but spent so much time window-shopping at the mall that I missed half the movie. At its core, City of Heroes is a fighting game. Text should supplement that, not try to replace it. Fancy mechanics should try to spice that up, not avoid it completely.

    Here it is in a nutshell - if I've played for half an hour and in that time fought a total of about 10, maybe 15 enemies... Something is terribly wrong.

    Quote:
    Originally Posted by Megajoule View Post
    A dismaying number of people just don't like to read. In games, or at all.
    Since I haven't embarrassed myself lately, I figure I should confess something - I haven't read a book in my life. Not a whole one, anyway, just chapters and self-contained stories here and there. It has more to do with me not liking the drawn-out narrative almost all writers like to use, but my point remains - I don't like to read books. I still love to read stories in City of Heroes. I just prefer those stories to be mixed in with actual gameplay more often than not, or else I might as well just be reading a book anyway.
  3. I can't help thinking it should be bigger, myself, but I stopped and asked myself "why." My original requests were two - that the weapon be larger than the Legacy Broadsword for women, and I think this one is, and that the weapon when stood on its end be taller than the character wielding it, which this one looks like it will be. So why does it feel small even when it's not?

    The answer is actually quite simple - the weapon is close to half hilt. That is to say, almost half of the weapon's total length looks to be hilt. This is a problem for a couple of reasons.

    1. Proportionally speaking, having such a large hilt-to-blade ratio makes the weapon feel unbalanced and also makes it short. By putting much of the weapon's weight behind the grip, it makes it feel like less of a cleanly swinging weapon, and by putting the grip so far forward, it makes the weapon feel shorter than it is.

    Ideally, I'd like to see weapons with longer blades and about that length of hilt, as a weapon's length is really mostly measured past the grip if the dominant hand. From the right hand forward, that sword is a little short.

    2. The weapon doesn't have enough blade, on speaking more generally, it doesn't have enough "contact area." It's a big weapon in terms of physical size, but much of that size is behind the character and not really taking part in the action. A larger contact area and a longer weapon body would help mitigate that greatly. In fact, I'd like to see a weapon that, when stood on its end, brought the gripping hand up to the character's shoulder level, if not higher. I don't think the weapon in this pic does that.

    Ideally, I'd want to see a weapon which is significantly longer than it is wide, which isn't a request to make the weapon narrower, but rather to make it longer. Right now, it looks a little stubby.

    Actually, here's an example of what I'm thinking - take a Rularuu's Bane and lengthen the blade to be as long as the character is tall, then lengthen the hilt by a factor of about two or three, and that should be a bout right.

    ---

    Of course, that's me being analytical. I still LOVE what I'm seeing from the set, and hope to see longer weapons as part of it. I love the VERY wide grip, as that really helps make the weapon feel bigger, heavier and stronger, and I actually do like that stance, even if the coat tail clips through the right leg. The weapon in question does look like a Buster Sword, but I like the Buster sword so I have no complaints here.

    As for the weapon not seeming to make sense with non-sword weapons, let me put it like this - from the very beginning, it was obvious that Titanic Weapons would be structured with a hilt area and a weapon body area, and they will have a fist-grip hilt. That was true for all the three weapons shown. You can't wield the sample Buster Sword any other way. It's probably not going to be a literal sword set, in the sense that it will have weapons other than bladed swords, but it's still going to be a swordLIKE set, just by virtue of the weapon type framework the set works off of.

    Overall, I'm happy with the screenshot, but I still hope that a longer-bladed alternate weapon exists. I'm also hoping for a tech/energy one, as well

    *edit*
    It occurs to me that I failed to overstate a particular point: I WANT THIS SET! Even just that one weapon is awesome, and looks like it weighs a ton. I can so use that weapon. Please, GIMME!
  4. Quote:
    Originally Posted by Rapthorne View Post
    Another suggestion I would like to add is one to improve existing auras. Currently a lot of auras (though especially for me, starburst glow), if you select black, just become very very hard to see, I would love to see some "negative light" type effects (think the Anime "Bleach", when Ichigo uses his hollow powers and gets a negative light/energy effect around him)

    I think this also relates to Samuel's point about transparency
    It does. When Power Customization first came out, all powers were given two "themes" - Light and Dark, which correspond to an additive and a subtractive colour model, or more loosely to the models of mixing coloured lights vs. mixing coloured pigments. I'm not sure if something special needed to be done to the game to support this (I don't think so), but we really never had a choice before this.

    Now that we do have a choice, however, I would VERY much like to see Dark/Subtractive versions of all the existing auras we have. Just as a random example, I have a Fire/Fire Brute who uses Dark Fire, yet his flaming eyes HAVE to be bright fire. Would it be too much of a bother to add Dark versions of existing auras?

    *edit*
    I'm talking about costume auras, just to specify.
  5. Quote:
    Originally Posted by EU_Damz View Post
    I use O_o quite a bit but never used QQ before to be honest. Its the same with things like .o/ , i never know what those kind of things are until i get the courage and ask what people are doing to me
    And that's, um... A golf club aiming at an empty tee?
  6. Quote:
    Originally Posted by AzureSkyCiel View Post
    While Sam's point can be responded with "there it's only as uninvolved as you let it be", it would be nice to have something that makes you feel like your playing a roll in this world shaking event.
    My point is that for a game to be immersive, it needs to involve the player as much as possible. If something needs to happen, YOU need to do it - either you need to initiate it, or if it's auto-initiated you need to END it. Events don't progress until you do something, and specifically until you do something that you understand and can repeat if need be. "Do you really need me here?" is a question a player should never find himself asking from a game, because a game should never, ever be playing itself. And the Tutorial pretty much plays itself.

    Sure, if you really want to make the tutorial immersive, you can, but that's not a sign of good game design, it's a sign of a dedicated player. The tutorial should feel like an accomplishment by the end, it should make the player think "Hey, I did this!" Mind you, I'm not talking about challenge or achievement, just the sense that your presence actually mattered, that you did SOMETHING which had SOME effect.

    The long and short of it is that even in the 21st century when some of us have never done a day of manual labour in our lives, people still like to build things "with their hands." Games obviously can't deliver that since they're all virtual, but they can at least simulate the feeling by asking the player to be involved and asking the player to interact. The more the game involves the player, the more results feel like you reached into your screen and did something with your own hands. Make the player click on a door, make him click on a button, make him clear the monsters on his own, make him aim that laser or that airstrike, make him use his powers, make him read his clues. Make the player feel like he needs to interact with the game as much as possible in order to get the best outcome, not just "push button, receive bacon."
  7. Quote:
    Originally Posted by Tunnel Rat View Post
    Thanks for the suggestion, Vanden. To use this technique for an aura, or any persistent effect, would require a consistent screen of nonadditive particles. For aesthetic reasons, I didn’t want to have a lot of thick smoke spawn indefinitely around the character, so I made the tradeoff of having slightly transparent lava sprites.
    Something just occurred to me. You say that for aesthetic reasons, you don't want lots of thick smoke covering up player models... But could I request just that, please? I have a couple of concepts who more or less require that the characters in question are, essentially, constantly obscured by thick black smoke. I can sort of do this with the Thunderhead aura right now, with a pure black tights character underneath, but I can still clearly see the tights reflecting light underneath.

    This is something I've wanted for a VERY long time - character auras and character powers which are NOT transparent. I think one of the worst aspects of games transcending from hand-drawn 2D into modelled 3D has been that sprites became very transparent. In olden games like Street Fighter, Golden Axe, Mega Man and so forth, if you shot out energy, fire, ice or anything of the sort, you shot out a solid, opaque effect. That is precisely what I want to see in City of Heroes. If I'm shooting blasts of pure energy, I don't want that energy to be transparent. If I'm setting the ground on fire, I don't want the ground to show through the thick of the blaze. That sort of thing.

    Probably the worst offender when it comes to transparency is Dark Armour. I don't know what mix of additive and subtractive particles that set has, but it's almost entirely transparent both in pure black and in pure white. In pure black it looks like very thin smoke and in pure white it looks kind of like very sparse steam. The only way to make it stand out is to pick a bold colour, for some reason. I have a Dark/Dark Brute whom I named "The Tenebrious" and whose general design goal was to look like "a living shadow." Neither Dark Armour toggles nor any costume aura could make that character look the part, because I could always see the black model underneath.

    In short, making lots of thick smoke which obscures our characters is not a bad thing in terms of aesthetics. It's a GOOD thing, as it's a new look and effect and right now, we have no means to achieve it.
  8. Quote:
    Originally Posted by The_Spad_EU View Post
    Well given that most people aren't even doing the starter content, they're just farming DfB from 1-20, it's hardly surprising. People don't want content, they want to get to level 20 (for some inexplicable reason that they're unable to properly articulate) as fast as humanly possible. I don't even really get why as Freebies only have 2 character slots and can't do Incarnate stuff, so it's not even as it they can roll loads of alts or just play endgame stuff.
    Because a lot of them come from other MMOs and they're conditioned to want to powerlevel to the end and do end game stuff until their brains leak out of their noses. That's one reason why I keep saying MMOs need to innovate sooner rather than later, because the market right now is so stale you can swap MMO brand names and still be playing the same basic game.

    City of Heroes is, as of right now, one of the very few non-WoW, non-EQ models out there, so people treat it like those anyway as that's what they're used to. If more MMOs innovated to the point where playing a new game felt like playing a NEW game, more people might actually approach this one as an actual new game, rather than as just a WoW interface skin and map pack.
  9. Quote:
    Originally Posted by Thor's Assassin View Post
    lol....

    I wonder where the 'QQ' thing came from anyways? I had to look it up..
    Because "QQ" looks like two eyes with tears coming from them, hence its reference to crying. The same place O_o came from.
  10. I actually think the hit effects on Street Justice are just about perfect. They're not the booming explosions of Super Strength because the set isn't super strength. It's less about brutish strength and more about violence. Yeah, you need strength to do that, but not the "toss cars like Lego bricks" kind of strength.

    Super Strength breaks concrete. Street Justice breaks bones.

    Actually, "breaks bones" is exactly what a lot of the hit effects sound like, at least out of my speakers. The weaker punches have more of a whiplash sound effect, sure, but the bigger ones like Rib Cracker or Spinning Strike, those sound PAINFUL. Not necessarily super strong, but simply very painful, in a way that makes me wince more than it makes my jaw drop.

    ---

    Speaking of Rib Cracker - that's not a knee to the groin. If you look at the hit effect, it's aimed at the enemy's chest. That and the name of the power are hints as to what it actually is - a knee to the rib cage, or at most to the gut. Actually, it's precisely the kind of knee Raditz used to knock out Son Goku towards the beginning of the Dragon Ball Z series. Sure, if you use a very small character, then it looks like a knee to the groin, but then if you knock enemies down and do a Shin Breaker at them, your kick goes straight for their balls as they lie prone. Moreover, with a small enough martial artist, Crane Kick seems aimed at taller enemies crotches.

    Maybe I'm biassed, in that I'm honestly not interested in "dirty fight" as that's just silly against most enemies we fight - robots, zombies, animated rocks, ghosts, really angry clouds and so forth. To a large extent, Shin Breaker falls in the same category and... Honestly, that really bugs me. It's why I thought I wouldn't like the power, but it kicks high enough to clip even most flying things.

    Speaking of Shin Breaker, I laughed my *** off earlier today when I realised what Shin Breaker ACTUALLY looks like. See, to break an enemy's shin, you want to aim for the leg said enemy has forward. Shin Breaker does not - it aims below the enemy's centre of gravity, or rather below the centre of the character model. What ends up looking is me stomping on my enemy's toes. I almost expect them to grab one foot and start hopping around like in a cartoon

    However, as others have mentioned before, Shin Breaker really shines as a "Kick 'im when he's down!" sort of power. That's also true for Rib Cracker. Few things are as satisfying as planting your knee in the mouth of an enemy just getting up off the ground and kneeing his lights out.

    There's so much to enjoy about this set
  11. I think what bugs me about Darryn's presence isn't so much why he's there as he just feels completely pointless in the story, just thrown in as if to say "See him? He exists. He will be relevant later." Because, honestly, what is his involvement. He appears, he uses Stygian Circle a few times and he disappears. Plot contribution: Zero.

    I know this is supposed to be an episodic thing and not every plot point that shows up in one arc has to be explained in it, but for heaven's sake! At least have some plot behind the cameos. This is like Darryn showing up in someone else's movie so his name is in the credits for the tie-in.
  12. Quote:
    Originally Posted by M_I_Abrahms View Post
    Ah. My mistake then. Never mind.
    What you're thinking of is the fact that they simply never used to talk. The most they'd say is "Bzzt." Then, all of a sudden, there's "I hate Samuel Tow!" and your contact is like "Wait, what?" They could talk, they just rarely did, and I'd prefer if they went back to doing that.
  13. Quote:
    Originally Posted by Lazarillo View Post
    I've just figured from the beginning that there are a variety of types leading Malta. IIRC, one short arc does imply some strife between the new guard and the old guard, so that implies there could be some tough rebels taking leadership positions. And really, we've only seen three out of seventeen in-game (and that's assuming Gyrfalcon is a director...which...is kinda hard to say, given the lousy writing in the Reichsman TFs), so having one or two as an Arch-Villain isn't too bad.
    The Knights of Malta are not merely "the old guard," they are an Illuminati/Knight's Templar conspiracy within Matla itself, ironically enough using the Malta group as their own puppet so that they can control the world as the shadow masters of the shadow masters. Malta itself has a board of directors, but I don't recall it ever being mentioned to have factions.
  14. I think the Street Justice sounds only become annoying when you have multiple of them all whiffing at enemies. Just one SJ character who tends to hit more often than not rarely gets annoying, at least to me.
  15. Quote:
    Originally Posted by Eva Destruction View Post
    The portal back to the Rogue Isles does not vanish though. It's not strictly a meta-game thing. It is real, the contacts acknowledge it, and successful content would immediately provide answers to the question "why don't I take it?"
    Precisely. I'm not talking about turning off the game. I'm talking about walking out of the zone the same way I came in, then taking the portal back to Paragon City to spend the night at a nice hotel and have a fancy breakfast the neck morning, and maybe a relaxing massage. What's that? People in First Ward are suffering? Eh, they can wait.

    It's like playing Silent Hill, but always being able to just get into your car, drive out of town, buy some guns, hire a security firm and come back in force. Or drive out of town and never come back. "Survival" doesn't work if nothing threatens your survival, and in First Ward, nothing ever does. Who cares if the Gumbo gets overrun? I can always take the same door out I used to come in.

    The only thing keeping me fighting for the First Ward is because I don't WANT to leave, and the only reason I don't want to leave is because I want to help. There's no practical benefit to be gained from getting "embroiled" in events and the LITERAL door back out to the old world is always wide open if I want to use it. That's not survival.
  16. Quote:
    Originally Posted by BrandX View Post
    For clarification...

    I'd say her eyes are looking up at the energy being emitted from the skull, or the answer can as easily be "the artist didn't think to line the eyes up with staring at the skull"

    She has a back, but it's covered by the W in WILL, but could of just not been drawn out enough, hard to tell with the W in the way.

    I think the fingernails are in the gloves and showing through and the pink you see if just from the glow coming from the skull. Looking at some of the other fingernails, they look the same color as her gloves.

    Lipstick looks fine. Really, that can be summed up as, that's how she likes to wear it, costume design, or just artist error, but can be thought of anyway, but no, typically not under the bottom lip, but again, could be part of her hero design.

    All in all, I consider that pic the best Numina pic I've seen. I;d love to see an image of it without the letters/text and just the image.
    Thank you

    About the fingernails - I mean that it seems like her gloves are shaped like fingernails. I suppose the point was that she's dressed in impossibly-think, incredibly clingy material (then why doesn't she have nipples?), which just happens to stick into the little groves around her fingernails (yet not in the lines of her hand?) and that could explain the fingernail shapes. Hmm... Unstable molecules, maybe?

    About the back - Good catch. I tried looking around the lettering, but it's possible it's in the way. I'd like to see a pick without the overlay.

    And, yeah, it is the best Numina pick I've seen, though to be honest, I never read any of the comic books. Troy Hickman's run on the Top Cow series was good, but beyond that they just weren't interesting, even with a naked Sister Psyche in them. I never much cared for the artwork, either. As far as loading screen posters go, though, that one's by far the best of them all. The Galaxy City poster is just... Bad, and the comic book in there is just so awkwardly written. The SSA1 poster was actually pretty good, but the characters are too small to really see details on them and the posters look like they were drawn up in a much lower resolution than the 1920x1080 that I run, so I couldn't get extra details from having a larger monitor.

    This one's by far the best if you don't aim to nit-pick (like I did), and it's a credit to the author. I generally have a VERY critical eye for quality, so considering I didn't have anything major to bring up, I'd say that's a pretty good deal overall.

    ---

    The story arc itself was very good, too. Is Binocolo's name supposed to be ironic because he only has one eye? Anyway, he's a pretty cool contact and his dialogue is surprisingly well-written and natural-sounding, plus his look is kind of cool.

    For someone who doesn't know who the Luddites are and who Dr. Aeon is, the original introduction is quite confusing, and Binocolo doesn't do much to explain exactly how batty-nuggets the Luddites are or what they're fighting against. Still, Binocolo isn't exactly a Luddite and more a supporter with mystic-hunting experience, so that plot point doesn't really matter. Actually... Why was he made a Luddite to begin with if the Luddites don't add anything to the plot? Not a complain, just curious.

    The first mission is weird, in that... Why did Darryn Wayde show up? Doesn't he want to "bring Rularuu to the here and now?" Why does he have Warshade powers? Still, the standoff was cool, and it was nice to see Montague actually doing something, other than being murdered by Master Midnight.

    The Rulu Shin are a really cool faction, even though it kind of bugs me that they're using such weird boots - Bone and Organic Armour. Still their look is unique and I WANT THEIR GEAR! That chest piece with an animated eye in it is SO going to work wonders on my avatar of armed conflict. I hope they come out before Titanic Weapons. However, they have really weird description text. It seems like the writers wrote ONE description for the Rularuu's Might minions and then just copy/pasted that for all the others, despite the lieutenants being called Rularuu's Word. Giving them Rularuu weapons was a good idea, but it just makes me wish those were in the Paragon Store for sale.

    The second mission was a little weird, and I KNEW where I'd end up as soon as I came into the crypt. Nice use of that transition room, though. The riddles for the Wisp were also a clever idea, though I honestly didn't get the second one. I answered all three, of course, because I've spent many hours pouring over the Shadow Shard lore, so I could have answered the questions even without the hints. The idea was good, though - it gives only faint glimpses of Rularuu without making us fight level 40+ enemies. The cell phone on the cultist genuinely cracked me up, too. It makes total sense

    The last mission was even more weird. I didn't know I could speak with anyone in there, and I didn't go into the vault because... The rest of it is portal-hopping, and I'm happy to see the Horta Vines being used. I do wish they'd get a bit better graphics, though, as they remind me of the Xen teleporters from the OOOLD original Half-Life. Still, nice idea. Ending up in the Abyss was a cool move, as well, and without actually letting us reach the Hamidon, I don't think. The elite boss at the end was kind of annoying, as I realised all too late that the lieutenants could heal him to full. Oh, well. Still beat him without dying.

    The resolution cutscene was confusing, but now I get what the stories are getting at - someone's powers will be absorbed by the Checkov's Obelisk and that someone will die. I don't know why Tammy Arcanus showed up right at the end since I couldn't speak with her or anything. I wish I could, even if it's just one text screen congratulating me.

    Also... Why did a man named Tommy name his daughter Tammy? Did he WANT their names to be confused for each other?

    Overall, I like the arc very much. I still don't think it's worth $5, but that's for no fault of the writing or mission design. I just don't like being charged $1.66 per mission. Now, give me the Rularuu weapons AND the Rulu Shin gear in a set and I'll pay you $10 for it I guess it doesn't matter, though - I'm already paying for the arc via my VIP subscription, so it's clearly worth at least that Unlike SSA1, I will actually play this one a second time, just because I really like the writing, and I actually do like Monoculo as a character.
  17. Quote:
    Originally Posted by Kaiser_Soze_NA View Post
    Based on previous posts to the thread I know some posters will disagree with me, but it is my honest experience that this is the "typical" way tf's get run at this point.
    No, that actually IS the typical way. That's why I don't do TFs any more. Every time I've started a TF with people I don't know specifically, it's been a speed run. What this means is I spend so much time sitting at the door, holding my head in one hand and flipping channels on my TV with the other that I wonder why I even bothered.

    Communication solves nothing. All communication does is establish that, yes, everyone wants to stealth as many missions as possible and I can either put up with it or leave. This isn't a disconnect between new people and veterans. It's a disconnect between speed runners and people who want to kill stuff. Neither is decided by veteran status.
  18. Huh... Wow, OK, that's a first for me. Which mission was that, do you remember?
  19. I also wanted to speak up and praise the new Seismic Path Aura. This is probably the perfect thing to use on my giant robot characters, but as I mentioned in my wall of text, there seem to be a few things wrong with it, and I'd really love to use a Seismic Aura that's JUST the jump landing screen shake but not the snaking crack that shows up on movement.
  20. Quote:
    Originally Posted by Coyote_Seven View Post
    I had a mission recently that I could not abandon. It wasn't a timed mission, though. But I even got a pop-up window telling me that I could not abandon it, when I tried to enter the door of another mission that I had. Though I should note that this un-abandonable mission was one I had already entered, but which I couldn't complete because its end boss was just way too powerful (I had my difficulty settings too high for that character).

    I was able to force the issue by logging out and logging back in again, however.

    EDIT: And yeah, I tried the abandon mission button as well, or... is it called 'select task'? Whatever those options are in the menu.
    If you have a mission selected as active, the game won't let you enter an instance from another mission unless you specifically select it. That's how it's always worked. Also, once you have selected a mission as active, the "Abandon Mission" button disappears from that mission. You need to pick another mission, manually select it as the active one ("Select Task"), confirm the pop-up telling you you'll lose progress if you get one, then return to your missions window and the button should have reappeared.
  21. Quote:
    Originally Posted by Megajoule View Post
    If the world's story is to change and progress, it needs to do so (and ONLY) over real time, so everyone is on the same page. It means that new players won't have the same experience that old ones did, but trust me, that's already the case.
    Yes, it is, and I don't like it one bit. I vastly preferred the old red-side starting experience to the new one. New players aren't all you need to worry about. This game focuses heavily on replay, and just like I can watch a movie despite knowing what happens at the end, so I can enjoy a game despite knowing the answers to the mysteries.
  22. Quote:
    Originally Posted by Frostbiter View Post
    I'm really just wondering how long you stared at it.
    How long I stared at the pic to write the post about it? Give or take half an hour. None of what I mentioned are immediate first impressions. My first impression was "Wow, this looks good... But what's up with that right hand?" It sort of snowballed from there.
  23. Quote:
    Originally Posted by Jot View Post
    Wow, that seemed really unnecessary, lol. Looked good to me.
    Like I said, overall, it looks good. Best poster I've seen yet. I'm more asking for clarification than anything else, as I'm not an artist and I may just be seeing things wrong.
  24. Quote:
    Originally Posted by Gatecrasher View Post
    Hey there,

    Glad to hear some positive reviews of the set. I look forward to spending some time with it as soon as I accumulate enough free points to pick it up.

    A question to the folks who've played it: are there any "skippable" powers in the set? Most melee sets you can bank on one of the powers being the sort of thing that you can drop from your power choices and not feel like you're missing anything. But in Mids I wasn't seeing anything obvious in that role. Is there anything?

    Later on,
    Gate
    Um... NO! Of course not! The set is awesome, and ever power in it is incredibly cool Well, OK, I guess you can skip Confront if you really wanted to, but you really should take everything else. Those powers are just too good to pass up. They are to me, anyway. I have them all but Crushing Uppercut, and I wouldn't give up any one of them for the world. In fact, I'm thinking of adding Kick from Fighting just to add even more brutality
  25. Quote:
    Originally Posted by Megajoule View Post
    Isn't that pretty much EVERY high-profile comic book main-character death, though? Okay, some are (also) about "we've written this guy into a corner and killing and reviving him is the only out we have left, if we want to rehabilitate him before the next universal reboot". (Tony Stark's been through a couple of these.)
    I've said it before, though - just because something happened in comic books doesn't necessarily make it a good thing to bring here. Comic books have their good bits and their bad bits, and I honestly see no reason to specifically and intentionally bring the bad bits when they can be avoided.

    And, yeah, I've had a problem with killing a signature character as a publicity stunt. To me, it demonstrates a profound disrespect for canon characters, to be reduced down to marketing ploys. There are better ways to make an emotionally engaging story.