SteelSky

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  1. [ QUOTE ]
    Nice review too, I don't have too much to say about it aside from:

    [ QUOTE ]
    Arc: Dream Paper
    ID: 1874
    Written by: @GlaziusF

    Mission 1: I like the set-up and I like the nod to the Omega Project (is that what it was called? I forget…) at the mission pop-up.

    [/ QUOTE ]

    I wasn't really trying for a reference here. But it's always nice to get informed. What did it make you think of?

    [/ QUOTE ]

    You know, that connection between the Lost and a certain other villain group... (don't want to spoil it for other people, lol)
  2. Arc: Dream Paper
    ID: 1874
    Written by: @GlaziusF

    Mission 1: I like the set-up and I like the nod to the Omega Project (is that what it was called? I forget…) at the mission pop-up.

    Nice touch with the hostages/tenants, giving them personalities.

    Mission 2: I like the set up and the explanation of the jar. It leads very neatly into the Tsoo. Good job on that one. Also I liked how you labeled the clues.

    Mission 3: Well, you’ve set up something interesting here with this plot-line. It’s a very sci-fi concept and I quite like it. This part of the mission was very good, adding elements of mystery.

    Mission 5: (I skipped mission 5 because I didn’t have anything to say about it; you should take that as a good thing)

    I liked the end “boss,” and the facts that came up in the story. This was a really, really well-done story that tied into Lost lore, along with an unknown factor and the dangling, I guess, ending leaves me wanting more.


    Solo-ability: People WILL have a hard time with the Lost and Tsoo. Some more than others. 2 1/2 out of 5.

    This flowed very well and left me wanting more.

    Five stars.
  3. Name: A Death in the Gish
    ID: 168760
    Written by: Neuronia

    Mission 1: Right away, you set up an intriguing hook, making me want to know more. Good job.

    Great, great job with setting up the “atmosphere.” I like the small touches of the King’s Row locations.

    Wow! This mission is grisly. Did I mention I’m squeamish because…I’m squeamish.

    I don’t think it’s necessary to add the quotation marks when Witherhand speaks, but that’s your own personal choice, of course.

    Mission 2: The NPC dialogue--EWWWW.

    That was a good ending.

    Mission 3: You repeat yourself about Jan and the Skulls at the beginning of the intro when you already said at the ending of the last mission.

    “Bild” says “I will return and eke my revenge.” You meant to say “take,” correct? If it IS “eke,” I don’t think that’s the right word.

    That ending does a fair job of making the player feel heroic--saving hostages and the city. You do a good job of laying out the motives and reasons and I can’t really find any fault aside from that one loose end, but that’s to be expected, I guess.


    Solo-ability: Vahz and Bone Daddies, a tough combo, but I managed okay. Fortunately, there were more skulls than vahz, so 4 out of 5 stars.

    Overall, I liked this arc save for the gross parts. Like I said, I see no major flaws, so I’m giving you…

    Five stars
  4. Arc: Poi, Demonology, and Everything I Learned from Hellions
    ID: 164235
    Written by: @Ionderwost

    Mission 1: I like how you sequence events and give the player a set-up to follow up on as well as adding a touch of humor.

    Mission 2: Thank you for warning me. I liked how you portrayed Ms. Liberty in this. It’s an interesting, well, non-choice you decide to make and you actually made me get in the mindset of the player/hero so that “I” felt like it was necessary. That’s tricky to pull off and you accomplished it, imho. But I kind of dislike the way you/I look down on Ms. Liberty in the end.

    Solo-ability: 5 out of 5, standard enemy groups, no bosses, no problems.


    It’s a good story, but I feel as though it could benefit from a little more story-oriented details on the second map. You hint at summoning, but what/who was he summoning and it didn’t seem like the LT. had that on his mind once I defeated him. Maybe one more line from him about how his plan failed or something?

    4 stars (it’s more of 4 1/2)
  5. Arc: Unusual Alliance
    ID: 145387
    Written by: Runic Skye

    Mission 1: I’m not sure about this, but this map may be a tad too big for a “beginner.” I had some trouble finding the glowie. (can’t hear it) Otherwise, good start.

    Mission 2: The Bone Daddy didn’t give me that much trouble, thankfully.

    Mission 3: The story so far is pretty simple--not that that’s a bad thing. The hook is interesting enough to make me want to go on and learn more. The ending is a bit chuckle-worthy.

    Mission 4: Huh? I got no indications that Ms. Liberty was doubting me before. *scratches head* Or maybe I just missed it due to speed-reading. Nevertheless, not THAT big of a deal.

    I like the sense of dramatic tension you add to the story (preventing the attack).

    Mission 5: I like your NPCs. Very creative. But… <.< They can’t navigate steps.

    When “defend the statue” pops up, there’s only the word “statue.”

    That was a good ending that made your “lowbie” character feel like a true hero!


    Solo-ability: 4 out of 5. Bone daddies may be a problem for some.

    Overall, aside from a few nitpicky things, this is a good story. I liked it very much and cannot find any glaring flaws, so I’m giving it…

    5 stars.
  6. Arc: The Dead and the Damned
    ID: 87912
    Written by: @Found Boy


    Mission 1: I like that you use a rarely used CoH group in your arc (the Legacy). However, even though it’s than a hour, you should warn that there is a timed mission. Some people (not me) might not like to be surprised with that.

    The dialog when you first rescue the Legacy is funny.

    This is a good first mission, setting up a hook and a mystery for you to solve.

    There’s a grammar error once you return from the mission, Brother David tells you, “By the light, I should have contact you more quickly.” (apologizes if English isn’t your first language) It should be “contacted”.

    Mission 2: No complaints. I like the addition of the pirates.

    Mission 3: I’m really liking this story. You’re doing a great job of keeping the plot straightforward without getting bogged down in too many details. (that’s something I tend to do with my own stories, heh)

    The War Chief made me laugh. I really like the little sub-plot you’ve added here.

    Mission 4: I really like the witticisms and in-jokes you’re using.

    Mission 5: Good, just when I was thinking that it seemed a little implausible that these two groups would really call a truce after all, you throw in a little plot twist.

    Awww, a happy ending!


    Solo-ability: 4 1/2 out of 5. Some people/ATs might have a problem with the pirates, but not me.


    This is a great story that made me laugh and smile. I have nothing but good things to say about it. You have a really good sense of timing and humor.

    5 stars.
  7. You have a Dev Director?

    And you totally should copyright or TM that thing.
  8. I suppose that's true about Mirror Spirit--she just struck me as a "zen" kind of person, that's all.

    Regarding the $ thing, that's something I didn't know. Perfectly understandable--I won't hold something you have no control over against you! It didn't even factor in my grading system anyway.


    As for the second MA, maybe you don't have to sacrifice story length--just add something more substative, some kind of "hook" eariler in the story, around the second or third part. But these are just my own personal opinions, of course.

    Good luck in your future stories--I look forward to it!
  9. Arc: Go. Hunt. Kill Skuls.
    ID: 158877
    Written by: @tahlana

    Mission 1: I knew the lore going in. The lore is famous--or is it infamous? Nevertheless, I chuckled as I read what was going to happen to “me” because I knew what was already going to happen. There’s a thing such as being too predictable--and then there’s the other predictable: where you know what will happen, but you’re pleasantly surprised anyway. This falls into the latter category.

    I was lmao at the NPCs. You did a great job capturing…well, the other side of CoH. And then you got me again with the Lt. Just brilliant.

    Solo-ability: Please. 5 out of 5.

    A clever, playful arc that makes fun of CoH "lore" without insulting it.

    Five stars.
  10. [ QUOTE ]
    Arranged in alphabetical order for fairness and ease of use:
    Bayani
    Beach_Lifeguard
    Bubbawheat (QPQ)
    Burning_Brawler (QPQ)
    DeviousMe (QPQ)
    Dominemisis (QPQ)
    Dragonslay
    Frozen_Northman (QPQ)
    HolyEvilAoD
    Lazarus (QPQ)
    Misho (QPQ)
    Peacemoon (QPQ)
    Policewoman (QPQ)
    Rapulis
    ridiculous_girl (QPQ)
    Sooner (QPQ)
    Stomphoof (QPQ)
    Talen_Lee
    Venture

    EU reviewers
    Col.Blitzkrieger
    Leese
    Master_Zaprobo (In character)

    Review sites
    CoH Mission Review
    Mission Architect Advanced Search Site

    Note: QPQ = quid pro quo: Play and rate/give feedback to the reviewer first in order to get a review on your arc, some are more lenient on this than others. Also, tends to have a shorter queue.

    Also, some non-QPQ have more than one reviewer with some not accepting new submissions, check the most recent page for up-to-date information.

    Cleaned up the links so they can be quotable now ;^_^.

    [/ QUOTE ]

    I'll add mine to the list:

    SteelSky
  11. Arc: Future Skulls
    ID: 4727
    Arc: Simple Times
    ID: 70801
    Written by: @Justice Blues

    I’m doing a two-in-one, since they’re part of the same storyline, so without further ado:

    --Part One--

    Mission 1: Mirror Spirit does an excellent job of setting things up for you. Likewise, the first mission does a good job of setting things up. No complaints.

    Mission 2: Heh, I’m playing with a not so similar theme with my arc (in my sig, the one that’s not broken)

    I like how you’ve woven the Coralax in this.

    Mission 3: “Beat the answers out of him” sounds very unlike something that Mirror Spirit would say, to me.

    An outdoor map, yay! The “angels” are…odd, to say the least, heh. (I didn’t have a chance to read their bios, they surprised me with an attack)

    Ok, first of all, I DID NOT KNOW THAT DOOR EXISTED!!! It was only by luck I found it, heh. I was running around aimlessly, having no idea what to look for. I know Mirror Spirit is meant to be vague, but she/you could be a little more explicit in your directions—indicate that I’m looking for a hostage or a clickie. Little did I know it was…something else. You made it sound so innocent, lol.

    The custom Skulls are good, giving me a bit of a scare, but nothing too rough. Good job.

    Mission 4: Thank you for setting an acceptable time limit…but—and I’m sure you know what’s coming—*insert very sad face here*

    The hostages are interesting choices and despite the map, I think it’s the perfect setting for this sort of mission.


    Solo-ability: Surprisingly easy, given how tough some of these Bone Daddies may be. I would even venture to say it might be too easy, but I won’t. 5 out of 5.

    I really enjoyed this arc, even though there outdoor maps. I find it curious that the “angels” appeared for only one mission and there was no mention of them ever again. That merited a four and half stars for me, but since we can’t rate half-stars, I went ahead and gave you…

    Five stars


    --Part Two—

    Mission 1: I’m always a fan of putting villain groups outside of their normal settings.

    Okay, the Seeker refers to the player as $name and $heshe. You need to change that.


    Mission 2: At the end, Talshak says “I will have to spend more spells,” perhaps “cast” is a better word instead of “spend”?


    Mission 3: Can I just say this storyline is maddeningly vague? At least with Mirror Spirit, you had a sense of direction. I feel as though I’m being sent on a wild goose chase by Talshak to find something which I know nothing about, other than it will summon something.

    After you’re finished with the clickie, it says “you have emptied the last box.” That sentence structure doesn’t really work for me. Since the search comes up empty, you might want to say something indicating that. Just a suggestion.


    Mission 5: Finally, we come to the end of the wild goose chase and I’m glad you at least acknowledge that it IS a wild-goose-chase. I’m unsure if this should happen sooner, in mission four or it’s fine as it is now. It depends on the player’s endurance, I suppose.

    Also, I was beginning to wonder if this had anything in common with “Future Spirits,” since you clearly billed it as a sequel. It’s a little daunting that the “reveal” comes at the last mission. But I don’t see any other way you can insert it earlier without giving away your hand so that puts both of us in a dilemma, I suppose, heh.

    Talshak’s “wrap-up” at the ending is satisfactory—it clears up any lingering questions I had and it’s a good “teaser” hinting that there might be more to come.


    Solo-ability: Minions of Ingenious are really rough due to their pellet attacks and knockdown/knockbacks. Otherwise, not too bad. Four out of five.

    This story, I felt, lacked focus. All it was essentially was a wild-goose-chase that resulted in a lot of non-answers up until the very end. That leaves one feeling a little frustrated. Remember, again, this is only my opinion.

    Three stars.
  12. [ QUOTE ]
    I'm glad you enjoyed the arc

    Hmm... okies, let me see if I can answer some of your questions (obviously, some of the stuff needs to be emphasized a bit more- a lot of what you asked got answered in BaBs text or the clues, but it was apparently buried).

    [/ QUOTE ]

    Ah, there's the problem. I'm a speed-reader by nature. I know, I know, bad habit.

    [ QUOTE ]

    Heh- actually, if you read the monument in Steel (it's one of the Just Said No to Superadyne badge plaques), it mentions him as being psychic. So the powerset was kind of a natural

    [/ QUOTE ]

    Heh, I haven't read the plaques in a long time.

    [ QUOTE ]
    I may just fake-up a Longbow Spines Scrapper with a custom critter, not sure :/

    [/ QUOTE ]

    I don't think that's necessary. It does make sense for the Longbow to be there.

    [ QUOTE ]
    I really, really don't blame you. Little secret? I don't like that mission very much either; if I could place the boss so she always spawned in the graveyard, I would in a heartbeat, since that's where I want her anyways (thus the clue >.O). However, it's the best map I've got available, *sigh*

    [/ QUOTE ]

    Perfectly understandable. At least it's not the OTHER map, the one with the parking garage. That one I REALLY hate.

    [ QUOTE ]
    The answer to those two questions are related- the ghosts got away from the Skulls and went ape-[censored] on the Trolls. The Trolls, being Trolls, reacted. Somebody attacks the Trolls -> the Trolls attack somebody (and the 'dyne lab was too good a target to pass up).

    As to why the ghosts don't like the Trolls... well, both were Regulators, and strongly involved in the war on drugs as it involved Superadyne. The Trolls are pretty much the living symbols of 'dyne and its abuse, and, since the spell involved brings ghosts back and binds them as spirits of rage... they vented that rage on they symbol of the thing they hated.

    Thanks for the run and the review!

    [/ QUOTE ]

    I guess that makes sense and you're welcome!


    My next review will be Justice Blues'. And then tomorrow, I'll get to TheHendle and, if possible, TheFoundBoy's.
  13. Arc: Trollbane
    ID: 106553
    Written by: @Wall of Knight

    Heh, BaB is a contact. I find that amusing for some reason.

    Mission 1: I like the text that pops up after you destroy a ‘Dyne lab. I like the various battle dialogues. Not much to say about this mission, though. It’s pretty straightforward and the battles and clues are good.

    Mission 2: Isn’t this more the Hellions’ thing (magic) than the Skulls? It doesn’t really matter, just wondering. I like the concept of the superball—too bad there’s no visual fx to go along with it.

    That boss is nasty. I’m noticing /psi is a popular element in custom bosses, lol. I like the bio you gave him.

    Mission 3: Fill me in—who’s Ms. L? I also like the historical context that BaB gives you; it improves the story arc a great deal so that I had a better understanding of where things were.

    The CoT aren’t my favorite thing to go up against, especially the mages, but at least they’re not ruin mages.

    I’m grateful for the assistance, but the Longbow has Lady Grey/Fusionette syndrome, if you know what I mean.

    I like the boss, he’s creepy. I was feeling as though the previous two missions were a little lackluster for some reason, but this spices things up.

    Mission 4: Can I tell you something? I have a pet peeve about outdoors, especially “hunt and find” maps where it could be ANYWHERE. Luckily, I “heard” the boss and found her—and got wiped out thanks to confuse, lol. A few lucks and breakfrees and no problem on the second try. She did manage to make me feel a little bad for her.

    Mission 5: Ok. I do like the way the plot comes together in the end, but I don’t know. I get the Skulls and CoTs’ motives, but I still don’t really “get” what the Trolls have to do with this, other than the Hollows connection and the fact that they want revenge due to the Skulls’ massacre.. The “spirits” or whatever doesn’t like the trolls, I get that, but I’m not getting exactly WHY. This mission goes a little way in the way of an explanation, but maybe a little better explanation of their motives earlier in the story would help? Or I’m just dense and not getting it, either way.

    To be fair, you DID warn me, but The Lady cannot be properly soloed; at least not without lots of breakfrees and even through that, she can spam holds. You might want to reduce her difficulty, if it’s not at the lowest level already. If it IS at the lowest level, then okay. Not a very big deal, nothing inspirations can’t solve anyways.

    The arc’s ending is a bit of a “feel-good but a downer.” And I didn’t realize these NPCs were actually in the game, just goes to show you how oblivious I am, heh.

    Solo-ability: 3 1/2 out of 5. One Boss in particular is extremely hard and you WILL need lucks and breakfrees.

    Overall, I liked this story, although I think the Trolls' part in it could stand to have a little more story behind it. I like the inclusion and the sense of history behind this.

    Four stars.
  14. DDDDOOOOOOOMMMMM!!!!!!!!!

    Oh and second after redname!

    Ok, in all seriousness, I predict next Tuesday for open/closed beta. Because that's the day I will be unavailable, of course.
  15. [ QUOTE ]
    Both the ones in my signature are suitable for lowbies, though MAGI will be getting a revamp in the next few weeks. (It's not bad, it's just that it was my first arc, and it shows.)

    [/ QUOTE ]

    I played the MAGI one when it first came out. I liked it, but don't remember what rating I gave you.

    The other one sounds interesting and I will get around to...eventually.
  16. Odd, I could have sworn I posted in this one. Anyway, I'd like some thoughts on my MA. The information is in my sig. Thanks!
  17. Just a short note to say that real life is intruding and I'm hard on work on a new MA, so I won't be getting to any reviews today. Thank you for your patience!
  18. [ QUOTE ]


    Heheh, you KNOW that snooping in the other kids' stuff is NOT a required objective for the mission ... yet you still did it. *evil grin*




    [/ QUOTE ]

    Heh, good point.
  19. [ QUOTE ]

    I must admit I'm confused on this point. The Hero Corps gets blue text and the Clockwork get's the standard white. The first time the Corps' talks to you in the contact text, there's an explanation of the ear piece, and whenever the Clockwork talk, they had a constant *Bzzt* sprinkled in the speech. I'm not really sure how to make it any clearer, but if you have any suggestions, I'm willing to listen. I also tried to have at least two conversations with the Hero Corps' contact each mission (via ear piece, colored blue), once before and once after.


    [/ QUOTE ]

    Then it's probably me. I'm a little slow on the uptake sometimes. I was mostly having problems finding my "own" voice/thoughts in all of that noise, most likely.

    [ QUOTE ]
    The difficulty of the NPCs I can't really comment on, as they are all standard NPCs you face in game (with exception to the last mission's six bosses) in that level range, as such they should be no harder then what any player could face just by running standard contact missions. (also, all mission's were set to "Flat", so any spawn anomalies you faced are standard for all missions not set to ramp up, or front load)

    [/ QUOTE ]

    Understandable. I've had that happen to me in my own missions as well, I was just pointing it out in case you DID have it to staggered or something else. I'm just really sloppy with mobs, lol.


    [ QUOTE ]
    Thanks for the feedback and review! You've helped me make the Arc a better play

    [/ QUOTE ]

    You're welcome!
  20. Okay, I'm ready (but nervous) for mine to be reviewed, lol.

    "A Spider on the Column." Lord Recluse wants you to do something for him. It turns out to be an not so easy task.

    ID: 117024 Global is @Fusion Meltdown
  21. Arc: Teen Phalanx Forever!
    ID: 67335
    Written by: @PW

    Mission 1: I like that the starting contact is the one you (might) started out with when you first arrived in Paragon City.

    I like the play on the various superhero names. Very cute.

    HOWEVER, Vahz again? I was all UH-OH at the mention of Dr. Vahz. Isn’t that a tad too much to throw at a young beginner?

    Heh, Manticora is true to form.

    I admit, I was nervous and half-hoped that it wasn’t the “real” EB Dr. Vahz, but luckily, all of my allies made it through to the end and contributed a great deal to taking him down, which made it so much easier. Whew.

    Mission 2: I’m beginning to see a trend here. Then again, I DID ask for this, heh. You really should, though, warn in your description, that there are several EBs. I realize this is the level where you start getting your feet wet, but you don’t want to scare our young heroes out of Paragon City/the game, lol.

    Like I said in the other review—Vahz and Clockwork=a bad combo for me. But with the assistance of NPCs, this is more tolerable and easier.

    Defeated the King by the skin of my teeth; that was close.

    Mission 3: I know I’m a teenager, but wouldn’t I be too moral to snoop around? I can overlook it, I guess. But I’m glad it served as a purpose.

    (by the way, you have to tell me how you did the sequences because I cannot figure that out myself!)

    Mission 4: That last EB was really hard, even with allies. But you know what? I thought it was a worthy challenge and I’m glad you included it. I would recommend either toning down or eliminating the ambush; the EB alone is hard enough.


    Solo-ability: The allies helped. A lot. Without them, I would never have been able to do these missions. 4 out of 5.

    I really liked this, despite the hairy beginning with the Elite Bosses. It reminds me of Teen Titans/Young Avengers/your standard teen team book. It’s a breezy, fun story with heart.

    Five stars.
  22. Arc: The Clockwork Crusade
    ID: 126073
    Written by: @YanYan

    Mission 1: Well, you do a good job of setting up the scene. It took me a while to figure out who was really talking—the Clockwork or the Corps. Once I figured that out, it was all good. But I did ask myself why the clockwork would want me to do their dirty work for them.

    Wow. The Base Leader is TOUGH. Had to exit to rest up because all of my endurance was gone. I had to load up on blues in order to take him down. However, I don’t think it’s necessary to change the leader. Just a matter of timing and strategy (which I lack, heh).

    I like that the player feels bad after they’re done.

    Mission 2: Good job with the “thinking to yourself that this doesn’t make sense” part. It lets the player know you’re thinking the same thing he/she is.

    However, how do you (the character) know what Hero Corps wants? Did they tell you after you spoke with the Clockwork? Just a nitpick on my part. But, ugh, this mission grosses me out. I can handle most anything, but Vahz always, always makes me squeamish. I would also suggest changing the difficulty to “flat,” because the first thing I encountered was yellow mobs and a mort. There are more yellows than whites in this map That’d be okay for a scrapper or tanker; the other ATs, not so much, IMO.

    “Base leader,” to me doesn’t work for this mission. Maybe another name?

    Mission 3: In your compass heading, it says two different things: “Clear the office/clear the base”.

    Mission 4: The new concept is nice and I like how you tied everything together in the end.


    Solo-ability: Difficult, I’m afraid. Mu Strikers which drain end, Vahz with their slowing acid attacks and Clockwork with their endurance-draining attacks. And this is at a level where you can’t get stamina. 2 out of 5.

    Overall, a nice “mystery” story that neatly ties together in the end. I enjoyed it, save for a few troublesome mobs and confusion over some story points (who was talking to which). The story is pretty good and straightforward. If I could give you 3 1/2 stars because it's good in spite of these flaws, I would, but I'm giving you...

    Four stars.
  23. YanYan and PoliceWoman are next. I'll have your reviews up by evening (EST).
  24. Arc: Secret Origins(Tech) The Snake Women of Epsilon V.
    ID: 42221
    Written by: @DK242-B

    Mission 1: Aah, a Dilbert reference. You can never go wrong with these.

    Hmm, people should definitely read the “disclaimer”/description of this MA first. This requires you to go outside out of your comfort zone, assigning a pre-determined background biography of you. In this case, since we’re referring to the MA itself, I’ll overlook it. As an aside: I do like the character/role, personally, that the writer has created for the player.

    Ah, there’s that “f” word again. You might want to be careful about that. Or at least reduce the number. And I’m not sure this is a good starter for a lowbie just starting out since it’s designed for heroes at level 1-5.

    I like the clever references after you click the computers. A techie hero would love this. But again, just too many clickies, I think.

    Heh, MacGyvering-- Whoa! Ambushes for a low character—I’m uncertain of how I feel about this. And what’s up with these holograms at all, anyway? They don’t even help you fight at all.

    That’s a very, very good use of the character creator.

    Mission 2: There’s a typo in the clue message after you click the first computer: “…the oproblem” But I’m liking the use of clues so far.

    Mission 3: Again, really good use of the creator.

    Aah, I was wondering how on earth I would know so much about the Rikti then I got to the end. Clever. The Rikti hook is quite intriguing and left me wanting more.

    Mission 4: Good mission, even if it was just a hunt and destroy.

    Mission 5: Ooh, twist! A good ending that reminded me of one of these space B-movies. Are movie themes a, erm, theme with you?


    Just a couple of things: You should probably mention that it’s a lvl 1-10 range, even though the MA auto-sidekicks you and says that it's level 1-5. I like the evolution of the player from the beginning to the end...

    Is this a good beginner arc for a hero? I was dubious at first, but then, yes. It’s just the right amount of madness to throw at a beginner, although the clockwork may be just too much for blasters, lol.


    Solo-ability: 4 1/2 out of 5.

    Really, by the time I finished this, I was grinning from ear to ear. I WANT to give it five stars; I think it’d be a solid five star MA save for the excessive “f” clicking. Reduce that and you have gold here!

    4 stars.
  25. Arc: Duality
    ID: 84105
    Written by: @DK242-B

    Mission 1: Ouch. These villains are creepy--and they totally got the best of me. Three against a blaster--not good. And I ALWAYS forget to look left on that map, heh. That's what gets me every time.

    Whoa, that appearance was unexpected. It did add a little complication due to spawning more mobs, but luckily I had help.

    This story is a little grisly. It gives you that "slasher/horror" movie feeling.

    Mission 2: Heh, Outcasts give this blaster a little trouble, due to their ranged attacks and my lack of accuracy. This mission is pretty much straightforward--no complains.

    Mission 3: I like that your contact tells you to head to the Hollows. There's a tad too much clicking, though. Maybe less clickies, lest you be thought of as the "f" word. You know what I'm talking about. I had a difficult time finding the right one and was about to quit thinking that it wasn't there, but I did finally locate it. But the ambush was not a good one.

    Mission 4: I'm still not sure what the trolls had to do with the Vahz. I thought this was an Outcasts/other story. For some reason, the link between the Outcasts/Trolls/Vahz feels random. And I'm still chasing a killer. There's either too much story that I'm missing or something else, I can't put my finger on it. Hopefully somebody else will help you out in this department. The clue at the end explains the plot much better now.

    Mission 5: The map isn't the easiest map to lead hostages out of, but I think the concept fits in with your story.

    Whew, for a moment there, I was afraid Double Edge was going to be a real Boss, but thankfully he wasn't. I don't think I would have been able to handle that.

    Solo-ability: 3 out of 5. Some of the mobs may be too difficult for certain ATs like blasters/Defenders/Controllers. And the ambushes nearly did me in. There were too many close calls on that one, heh.

    Other than a few tough mobs, I really liked this story. It may not be for everybody due to its mature content, but it's a good story. The plot loses a little in the middle, but I'm not sure how or why.

    4 stars.