"Looking Through the Glass" question (SPOILERS)
I don't think it is possible Sam, of course I can't be 100% sure, but it seems like your other selves are meant to make the ultimate sacrifice.
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I think it was intended that you lose your clone. Not all endings are happy, even in Super-Hero World.
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Not possible im afraid We ALL felt a bit sad at the end of that arc, hopefully we get a lot more arcs in the future featuring us teaming with our clone.
LOVE the new arcs.
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I made it down there. The clone is still lying there, dead-ish, telling you to save yourself.
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I think it was intended that you lose your clone. Not all endings are happy, even in Super-Hero World.
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To be honest it's a good mix from the norm to actually lose a character that the large majority of people i know have WANTED to live.
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IIRC, it's impossible. Quite a few people tried, in various ways, during the Closed Beta, and all failed.
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Well, can't blame a good story for the tools it picks, and if she can't be saved then she can't be saved. Knowing she can't is, at least, better than feeling guilty, like I could have done something more. And again - I'm not holding that against the story. It's a good approach.
On the notion of a character we all wanted to live, I dare say a lot of this has to do with two things:
1. The clone is a persistent character that we get to know and become familiar with. When such a character dies, it's always more meaningful than when Longbow Rifleman #1235412351 bites the dust.
2. The clone is actually USEFUL. Not only is it tough in a fight (tougher than most NPCs, as it turns out), but you're also never really saddled with escorting it and trying to keep it alive, giving it that much less chance to be annoying. I dare say many more people would like Fiusionette if you didn't have to lug her along, aggroing the world.
3. The clone does things without you having to lead it by the nose. What does, say, Faultline do in the War Zone? What does WMD do? Not much. It feels like they're sitting on their hands while you push forward, advancing the plot. This clone actually has initiative. It goes out, does things, kicks ***, accomplishes objectives and can be trusted to do missions on its own. How can you NOT like that, when every time plot points are left to someone else, they always fail and you have to clean up their messes? Not with this one!
And, yeah, I keep calling it "clone," even though it isn't. Easier to say, I guess.
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3. The clone does things without you having to lead it by the nose. What does, say, Faultline do in the War Zone? What does WMD do? Not much. It feels like they're sitting on their hands while you push forward, advancing the plot. This clone actually has initiative. It goes out, does things, kicks ***, accomplishes objectives and can be trusted to do missions on its own. How can you NOT like that, when every time plot points are left to someone else, they always fail and you have to clean up their messes? Not with this one! |
Also the fact that your clone tried to defeat you before teaming up with you brought a nice mix too
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The_Killbot_5000 notes: I don't think it is possible Sam, of course I can't be 100% sure, but it seems like your other selves are meant to make the ultimate sacrifice. |
Dec out.
There's been some interesting twists in that arc.
I was doing it with a friend, when we get to the end of the first arc, his enemy kept on fighting him ... brought him down to yellow health before I attacked it and then went into the "Hey, let's work together" mode.
In that same mission, he went through the door with us, aggroed the Freakshow, and proceeded to kick their butts until we killed the first mob and he went off to do his thing.
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Double works. Alternate as well. Clone is just such a specific term that doesn't fit.
Dec out.
You're not seriously expecting anyone but the Germans to spell that properly, are you?
Dec out.
Would have been cool if you could save the double, and you commit the ultimate sacrifice. Your double's last words being "I will protect your world." And from that moment on you play your double. Same enhancement, level, everything. And besides you and the contact, people around you will never know.
No technical difference whatsoever, but chilling from a storyline perspective.
You cannot save your alternate. I have tried numerous times, in multiple ways.
Trying to go up the elevators by skating around Protean - failed.
Siphon-speed off Protean to haul it to the double - failed. (I landed in a crouch right next to her just as the portal exploded - for a split second, it looked as though I had thrown myself over the body of my double to protect her.)
Assemble the team - failed.
Dying and coming back in hoping to 'beat' the timer - failed.
But it was such a heroic way to go...
And now there's music during the cutscene! (During beta there wasn't.) Just that much more dramatic...
Alas, poor double - we hardly knew you...
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That actually reminds me of the ending of Ben 10: Alien Force, when the Omnitrix, the focal point of the series, breaks and is replaced with the "Ultimatrix," which does basically the same thing, but better.
And, yeah. It's not a clone. I know. Easier to say that way.
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I wouldn't save the alternate even if I could because it could be a trick... Remember the army on the other side of the Portal is of you suggesting that almost all your alternates at least for hero-side are villains and there is no telling whether your alternate had been replaced or not.
Just to get it out of the way, this thread will obviously contain SPOILERS for the "Looking Through the Glass" arc. If you haven't done it, go do it. Seriously, even if you don't intend to read the thread, go do it. It's a great arc.
As far as the actual question goes, I'll try to keep things simple: Can you save your alternate self at the end?
Since I assume only people who've played the arc can tell me, I won't explain the whole ending. Suffice it to say that right at the very end, your "other self" will do an ellipsis-replete dying monologue in a cutscene, then the game will give you control of your character back, with something like five seconds on the timer. By the time I realised I was even in control, the timer had ticked down and I was booted from the mission, with my double having sacrificed her life.
Can this go any other way? The game gives me time, obviously, but can I actually do something in that time? The five seconds would have been just about enough to Super-Jump down to where she was lying and... Then what? Can I even do something about it? I know the letter right at the end mentions her death, but I know those contact dialogues can change. Hell, the villain-side conterpart of this arc has a clone that may or may not show up for one mission depending on what you do in the previous one.
It kind of sucks that I lost my clone, to be honest, especially considering she was the only companion NPC in the game that's worth a crap, both functionally and narratively, and she was written to be likeable. I'd really like to save my clone on the next run through that arc, if it's at all possible.