-
Posts
673 -
Joined
-
Thanks for the review!
Quote:As for how valid it is for the comp: Dr. Aeon had already played and commented on my arc, though he didn't mention if he thought I was hitting that criteria or not. It was a positive comment though, so I'm leaning towards thinking that I probably hit that criteria okay, at least not to be disqualified straight away.Evil for the greater good: Again, there is a choice made in the final mission that connects to the design of the contest. This arc is a little harder to pinpoint it as exactly good or evil. This is the last chance to break CK free from his mind and back into reality. The thing that this arc forgets to mention is that CK is an Archvillain, of course most people know about this already, though this arc paints him very very sympathetically. So for some people, freeing him is not doing evil at all, but a heroic deed, saving a sympathetic creature from a horrible fate. The other choice is to let him remain trapped, freeing the world from an Archvillain by doing evil through inaction in not using your powers to save someone in need. Unfortunately, I personally feel that this is too loose of an interpretation of the intent of the contest, as it never "feels" like I'm doing an evil deed, at least not when trying to save CK. -
I guess it must be, I'll be replying in your thread.
-
Hi, thanks for the review! I'm glad you enjoyed it.
Quote:I think a lot of players are already aware of the villainy of CK given current content, especially the vileness that is the Synapse TF.I think the very element of making the King sympathetic through the arc weakens that particular angle though. The player needs to be reminded that even though he is being presented almost as a victim in this arc, the King is dangerous and capable of great evil at times. Perhaps a 'prelude' mission of sorts since your arc is only 4 missions long, where we are reminded of that before the Clockwork go inert?In one of his memories, Blue Steel does reference the point where his Clockworks had killed an officer, making them much less than harmless thieves.
Quote:At any rate, even if that particular angle is ignored... the choice offered the hero remains compelling simply on the basis of 'is it better to allow a man to wither away and die if he is happy or to force him back into living a life that essentially sucks?'
On a certain level, this arc questions the value of life if that life doesn't have other intrinsically valuable things to offer.
Quote:- Penelope's dialogue could use a workover. She comes across as more 'valley' and less 'young.' I never got the impression in any of the storylines that have featured her that she is an airhead and she comes across that way in this arc at times.
Quote:- I am not sure about the canon ramifications of all of this... whether this particular take on the story can be reconciled with what has been written in the canon stories. I like your take on it... I'm just not sure whether this is the story the developers would choose for the King's past.
Quote:- On that note, though, the choice offered in mission five almost became no choice at all for me because I came close to timing out of the mission when I almost ran out of time before finding the second iteration of the King. (Probably not a problem for most... I just hate trying to find single objectives on an outdoor map)Originally that map was on a much more generous 45 mins, but those who wanted to fail the mish said it was far too long to wait it out, and that you could complete this far more quickly meant the completion lacked any urgency as well.
-
An entertaining read, good luck finding level suitable content though. I was up all night searching for arcs for my lvl 6 Stalker with the criteria 'my level', and all I ended up with were a whole bunch of 1-54 missions w/ AVs.
-
Oh hey, thanks for the surprise review! Sorry that I didn't submit it properly.
I've tried to find an archive copy of the review so I could listen to it, or even just your archives in general, but all I can find is just one related file in your archives and that seems to be broken. -
Wow thanks. I felt it was kind of tricky to try and tell that story in a 4 part arc, so I'm glad to hear you liked the story so much.
-
Quote:I kind of figured that was the reason, though it was still an interesting and fun experience, as well as enlightening to how well you can work given certain constraints.The reason why this challenge was started in the first place was to give a glimpse into how it can be to write and design a story professionally for a videogame studio - some times you are given that creative freedom of, "Do whatever you want!" but many times you're given a scenario of, "We need a story done about X with Y limitations and we need it done by the end of this month."
-
Update:
- Changed a few of the navbar texts in M3. Thanks for GrinningSpade to pointing it out to me: I don't think what you saw was the objectives being out of order, rather just me having a minor brain slip with a few of the lines.
- Smoothed out a few more lines, fixed some more typos.
- Clarified a few more points.
-
Thanks for the comments! I've noticed that the objectives in mish 3 are spawning in places where they shouldn't be, though the navbar muddle sounds new, I'll go give it another sweep.
-
Thanks for the feedback!
Quote:Wow, thanks.I am not sure that this arc meets the criteria for the contest, but I absolutely loved it. It is one of my overall favorite arcs and I definately think it should be a dev's choice.
Quote:3) For me the final mission did not have enough time if a player chooses the optional objectives. I played this arc 3 times today just so I could make the choice that I wanted. The first time I played, I wasted time because I thought I had to destroy the spikes and by the time I had compeleted the optional objectives, I did not have time to complete the final objective. The second time I played, my mistake caused me to not complete as I chose. On time 3, I used my best level 50 and I completed it with 8 minutes to spare. I strongly feel you need more than 15 minutes or much clearer directions as to what needs to be done.
I'm also pretty amazed you actually ran this arc 3 times in succession. -
The biggest update yet:
General
- Gave Penny some English classes, she now speaks less valley-girl.
- Now with less ham, noticeably with the M4 starting clue.
- All critters given custom bios, 'memories' have been given an extra line of detail.
- Some lines reworded so it reads less awkwardly, fixed various typos.
- Swapped out stock model of Penny with a custom, should fix the weird clipboard/hotdog animation bug.
- Crates are made clearer to be an optional objective.
- Fixed CK's lost and reacquired dialogue.
- Changed 'hero' critter to appear less sinister. A picture of his updated model can be found here.
- Added 'protecting Penny' motive to CK's actions.
- Revamped beginning clue: now includes several other reasons why you may choose one or the other, including more utilitarian reasons for either way, to fit more closely with the competition's theme. The new clue can be read here.
-
Thanks for the comments!
I wish you could - no the Penelope model just seems to fall into the clipboard animation of its own accord.
Quote:I am curious how you modeled Blue Steel - since I don't know how you got the shield worked out on him or how you added aura effects.
Quote:I think it was a little weighted toward fighting to bring the CK out of the illusory world.
Quote:5) And just for fun, which choice did you make?
I completed the final mission "successfully", and did not opt to let him go gently into that goodnight. And here's why:
It's mostly an RP reason. It's sort of amusing that Lady B was doing this mish 'cause a lot of her powers deal with attraction, desire, longing, and love. And the arc is a lot about the (presumed) love between CK and Penny. Initially I was considering what was happening from a fairly pragmatic perspective. It would make sense to let the CK just slide off into the great beyond peacefully, painlessly, within his own dreams. It would end the menance of the Clockwork army and maybe bring some closure to Penny's life - even if it was a little painful.
But, I realized, I was doing all this not really for the CK but rather for Penny. And Penny wanted him to live. I felt like she had pretty genuine, if complicated feelings for the CK. And she's not stupid. She knows what he does, the threat he poses. And so, Lady B reasons, if she makes the decision to love someone (whether romantically or otherwise) then she needs to learn that decision comes with responsibilities and consequences. Basically, Lady Burlesque saved the Clockwork King in the hope that the love or affection that they share can allow both Penny and the CK to grow. Maybe for better, maybe for worse - but that's their decision, not our hero's. Letting CK drift off would be easier, it would be cleaner, it would be simple.
Love is none of those things, and the Glamourous Guardian knows that the there's only one law she's always upheld - Love.
Another toon I have might have done something else, this is just what I felt like was in character for Lady B.To save CK for Penelope was definitely one of the reasons I was going for, but I didn't want to explicitly spell it out in the mission start clue as the whole 'power of friendship/love' thing is so frequently used (and accepted) as the Ultimate Truth, that it would grossly swing players in favouring to save CK. Still I am happy to hear someone has taken this reason, noting the possibility for growth between the two, for their character.
Thanks for catching those typos too, I'll be sure to fix them. -
Thanks for the comments!
Quote:I'll see if I can tone down it down, I certainly wasn't trying to turn Penelope into a valley-girl. Btw would you happen to recall any particular bits that sounded awkward to you? I think I've hit the stage where I've re-read it so many times my eyes have taken this dull sheen.
What it needs is some polish. First off, the dialogue. Penny is starting to channel Becky the Tarantula Mistress in places. I would tone down the "like" and "totally." Secondly, there is quite a bit of awkward wording. This thing really needs another editing pass.
Quote:Mission 2: The CWK ally's stranded and reacquired dialogue talks about needing to save the princess, which makes no sense if I lose him after I save her.
Quote:I also don't get why the Hero is a generic black blob. At this point in his memories the CWK didn't hate heroes, so wouldn't he remember a more, well, heroic figure? The rest of the customs are very well done throughout the arc, and I LOVED dream-world Kingy.
Quote:As far as the challenge goes, this is certainly not the way I would have handled it, but whether you met the requirements or not is really up to Dr. Aeon. See, I'm not actually killing the King. I am simply allowing him to commit suicide. Is it really evil to let a supervillain kill himself? Even if his life is so horrible he has to retreat to a fantasy world? Or are you taking the stance that by inaction the player is indirectly killing him? -
Quote:Not sure about guiding the hero to doing the deed, but as to avoid explicitly dictating the hero's actions you can just omit them in the dialogue, so you're only hearing one half of a conversation as if Indigo was speaking on the phone. With actions you can be less restrictive I would say, though I would avoid writing specific things like "you read a book to pass the time" and write something more ambiguous like "You passed away the time as you waited to reach your destination".Okay, recommendations? I have to bring this to a lot of different people and because of the nature of the challenge, I have to sort of guide the PC toward the "necessary evil". How else would you recommend that I do so?
Quote:This was basically to try to establish some trust between them, that Indigo knew you would have objections. I guess these are coming across as platitudes. Not sure how to deal with that.
Quote:Nope, just presenting the player with the opportunity and some temptation. It's up to you if they actually swiped something.
Quote:He's actually based more on "Mr. A", another objectivist Steve Ditko "hero". He's a lot more with the lectures.
I'll add that what you've got here is the core of a good idea going on, you just need to iron out the details. -
Got around to replaying it again, here are my comments below (with spoilers):
Funnily enough, one of the interlopers needed for the objective had already been defeated by the patrolling ghosts before I reached it.
I think you've done a good job in giving the hero some characterization, but not so explicit that it felt jarring.
Nice use of the busy dialogue too.
Interesting use of mechanics in mish 3 to meet up with Neutrina several times. Related to your second question, I only ended up finding Aeon right after I completed every other objective, so the points where he chimes in didn't really work in that case. Maybe you should consider placing Aeon at the very front of the arc, unless you have and the map is just really weird in what it considers as the front, in which case maybe put him at the start of the objective chain. I got the mission complete after collecting the scanner data while still needing to lead Ray to the door, I'm not sure if that was intentional or not.
I think the final briefing could add a bit more explanation on why Aeon will be fighting you, currently I read it to be a rather off-hand remark by Aeon. Being able to save civilians was a nice touch to the overarching story. Related to your third question, I didn't really have any problems locating the objectives, though I had a pretty good idea where they would probably show up. I felt Aeon's transition from maniacal eccentricity to waxing poetic was a bit sudden, I would try to ease it in gently more.
Overall, I thought it was a fun and cool arc. There were some really pretty side attractions, and the secondary plot about the art people helped to reinforce what you wanted to tell. Ultimately the main draw of this arc is on Aeon's characterization, which I did find to be very entertaining. This is probably the most lighthearted (or perhaps, maniacal) entry that still has a hero committing an 'act of evil'. -
Thanks for the feedback! I've actually been an admirer of your work since One Million Eyes and Wayfaring Stranger were still new, so to hear praise from you means a lot.
Quote:By 'forever' I was trying to mean 'forever in the way that superhero's stay dead forever, and so on'. There could very well be some last minute save, but at this very present it's just isn't available. I suppose it was too easy to take that line as 'word of god' though, and I'll see if I might be able to make it a bit more ambiguous. That's a good point about the what could happen if CK does wake up though.
4.) Actually, I didn't think there was a very convincing case to let him die in his dream. "Forever" is too absolute a term in a city of super-science, and there was no compelling reason given as to why there couldn't be hope for a cure someday. The case would probably be more convincing if you instead emphasized the damage and death he could cause, if allowed to continue in his madness.
Quote:B.) ...look to reduce some overused/overdramatic terms like "forever"
Quote:C.) This may be a personal hang-up coloring my perception (I found Penny's speech patterns a little too cloying), but Penny's age seems to be rather indeterminate here, though it seems to imply she's older. You may want to be more definitive in how you write her voice, or at least come out and state how old she is (unless I missed it).
Quote:Additionally, in the 'canon' game content, she seems to be significantly younger than Jim and Annette, probably in her mid-teens by now; and the "King/Princess" relationship seems to imply a twisted form of fatherly overprotectiveness ("safe from boys...").
CK was also described as being a young man when Blue Steel fought him, and again I think some people might have been thrown off since it's never really mentioned in-game. Together, I don't think it's too farfetched to consider that there isn't that much of an age difference between Penelope and CK, at least to make a "What if..." scenario plausible.
You've made a good point about the protective angle though. CK is portrayed as having extraordinarily bad luck in this What If, so after his own personal tragedy he may well be over zealously trying to make sure that someone he knows who has similar bad luck does not suffer the same fate as him. -
Oh, I didn't play it to get a review actually, if anything it's the other way around, as I'm just providing feedback since you have already helped me by giving me your comments on my latest arc.
-
Just gave it a play, here are my comments for what I managed to get through:
Great humor, loved the parade, and I spent my time just examining everything. I really wish Steel was really depicted how it is shown here, rather than the gang-ridden hellhole it actually is.
Your sightseer bios look a bit off, and your Crackpot an Sane Alvin NPCs are using the standard bio.
Anyway, I couldn't get past beyond the glowie objective, whatever was supposed to spawn after that, never spawned, and I restarted this arc four times.
I've left it unrated, but you seriously need to look into that. -
Just finished playing The Center of Havoc. My comments are below, skip if you want to avoid spoilers:
I think I know that what you were trying to do in mish 1 and 2 in showing that the war is raging all over the city and the isles, but the two felt too similar to me, like I was repeating the same mission but on different maps. I'd recommend that you start to reveal more about the plot in mish 2 and upping the 'action', that or just mash the two missions together. It could also do with the odd patrol dialogue, to add to that war atmosphere you're going for.
I think your plot twists could definitly be built more upon. The hired help are new, though there should be a reason why these guys are special, since it's not like the group is lacking in their own heavy-hitters. The part about the new weapons sounded like a scenario straight out of a radio mission, it's a harsh comparison, but it gets the point across: right now the player is just told "these guys have bad weapons, take them away". You should try and sell it to the player more on why these weapons are so bad. You've already got a good basis in that the weapons are Rikti tech, from there I would say you should work on what of the many implications and problems having something like this could cause and run with it.
Overall a decent effort and lays the groundwork, I would suggest you build more on top of it. -
I had that problem too actually, and I had to restart the mission all over again just for it to respawn. I'd suggest dropping the numbers of generators to reduce spawning conflicts.
-
Vampires have had so many, many powers associated with them it's really going to boil down to which ones you want to emphasise, and you could probably make a case for using any of the powersets. That said if I was going to make a vampire, I would go for:
Stalker
To represent a nightstalker with an uncanny ability to prey on it's victims (hide), elude from it's captors (placate), and going for that oh so precious jugular (AS and increased crits %).
Dark Melee
It's got everything, from the signature Siphon Life, the mind control aspects in Touch of Fear, and the ability to summon unholy powers in Midnight Grasp.
I'm not sure why you are so hung up on thinking Dark Melee isn't 'badass' and is too refined, Slayer from the Guilty Gear series encompasses both aspects, all the while punching his opponents into a bloody mess.
Regeneration
Again, the fast regeneration another signature power, but also Dull Pain to represent a vampire's unnatural resiliency to attacks, Revive from when they come back from the 'dead', and MoG for when they seem unnaturally untouchable to their attackers.
You could also look at recolouring the click powers to give a red glow, to indicate a sudden blood rush.
Leviathan Mastery
Spirit Shark and the Jaws version can represent a vampire's control over animals, Water Spout for weather control, Summon Guardian for their tendency to have subservient lackeys, and Hibernation for when they rest and regenerate all of their damage near instantly.
I'm unsure if you are able to recolour Hibernate to make it more visually fitting, unless you're going for a pirate vampire.
Power Pools
Flight's obvious, and you've already mentioned the benifits of the TP pool as well.
Edit: I would also make a case for the Super Speed pool as well actually, Hasten and SS for their incredible speeds, and Whirlwind if you're crazy enough, to represent their ability to transform into an 'elemental' form. -
I'm afraid I never tuned in before :s , but you're more than welcome to review Mercytown (6017).
-
Hi, I'd like it if you could check out my submission A Penny For Your Thoughts (348691) please, here's my comments on your arc below:
Quote:I think you'll just need to experiment around until you find one that works best, but if you haven't already considered it, there's another (not perfect) option of having the mish 3 exit popup reminding the player to check their clues for the debriefing.1... I need to gather opinions on which of these unfavorable choices is better.
Quote:2... Are they necessary? They take up a lot of room and I'm uncertain how much they contribute to the tone of the story.
I'll be touching on points 3 and 4 on my more general comments, spoilers below:
I noticed you haven't added keywords to your arc yet. I would definitely call this one non-canon, and probably challenging too given mostly to how the missions are set up currently (more on that below).
Your missions had a lot of patrols, as in so much so I was frequently fighting two, sometimes three groups at the same time. This jacked up the difficulty quite a bit, especially given how deadly high level Longbow get when in large numbers. If this wasn't you intent, I would recommend you scale the amount of patrols you have down by a lot.
There were a few typos and grammar errors, I'd recommend having a careful read through, or get someone else to help you proof read it.
The dictated actions and voice of my character: I'm not a fan of them, but I'm usually lenient if it's just the odd line of my character saying he'd agree to do whatever mission. There were quite a lot of times in this arc however that the actions and speech I found just really off to my character. Personally I would tone it down.
I think Indigo was laying it on a bit too thick that my hero would have to be making some hard choices. We all have an idea that we'll be doing something along those lines due to the nature of this competition, but even if I were to pick up and play this arc blind I would have thought there was too much repetition on this point.
I'm not sure why Indigo can't just strong-arm the police into handing over the evidence. Sure 'officially' she doesn't exist, but she's wielding enough power to pull any departmental strings, or mocking up whatever clearance she needs.
Is my hero stealing from the evidence lockers for personal gain? I was only aware that the specific glowie I was supposed to be looking for was a safe until later on, so me clicking on those lockers was to try and complete the objective, rather than to attempt a bit of looting.
Phipps is talking to me after I collected the canister, even though I never rescued him beforehand, and I'm pretty sure he was chained to only spawn after I picked up the canister to boot.
I think the chaining for the 2nd mission needs to make a bit more sense, I know why you did it that way, though it still feels a bit clunky.
Neat The Question/Rorscharch antagonist, especially fitting given the arc's nature. I would consider making his lines more terse though, I'd never be able to go through all that in-battle.
Really nice use of betrayal, first time I've seen it put to proper use.
The especially large Longbow spawn for The Inquiry in mish 3 seems overkill, especially since I'm pretty sure The Inquiry is running rage as well, again this is partly why you should tag your arc as challenging.
The building explodes, the public all turns their heads towards me and... I'm still in my villain disguise. Why am I taking a public call while still dressed up as a known villain?
So Indigo planned for several years to retrieve this canister, she finally does and destroys it... only to keep a copy on her person. Why? She knows how dangerous it is, if she remembered why she was so bent on destroying that canister, she would have destroyed that as well and avoided the situation in mish 4 in the first place.
I actually missed out on the beginning clue of mish 4 until about halfway, you may want to consider mentioning it at the end of the briefing.
The briefing mentions that Statesmen is an AV, but from his low hp I think he might actually be the pet version.
I think it would be worth breaking up some of the paragraphs in your arcs into smaller chunks.
Souvenir is a very nice touch, helps to drive it all home.
Edit: added URL -
Update: New and improved souvenir, which helps to illuminate some of the more subtle parts.
-
Mercytown: The One With All The Fish
ID: 6017