SSA #6 Story Discussion ** SPOILERS **
So I just finished up both the blueside and redside version, and read through this thread, and I'm kind of surprised that no-one has mentioned what a non-event Penny Yin and Vanessa DeVore meeting face-to-face was. At the very least, I was expecting some kind of "wink wink, nudge nudge" for those of us who've been paying attention, but... nothing. It's got me wondering exactly what the situation is with those two.
@Golden Girl
City of Heroes comics and artwork
Oh my god, she's right... we have to warn Sutter before part seven comes out!
I have to say that another truly annoying thing is that it's STILL the Manticore and Friends show.
Sean Fish must get some satisfaction from the fact that his own Mary Sue character not only continues to be the star of the show, but he also continues to blatantly break the law and outright murder people and/or attempt to murder them while receiving no punishment or come-uppance for it at all.
But then, he's Justin Sinclair and he has the best lawyers in the world working for him, apparently. The Countess could learn a few pointers from him.
Whatever. I'm still waiting for whatever virtue this story is supposed to have that makes it worth spending $35 on it.
New missions! Killing Psyche didn't stop the psychic explosion, so she dispersed her mind across all the minds she was connected with to spread out the power, her body was mediported and repaired but now she is in a deep coma and we have to search for the aspects of Psyche in the many minds she touched and put her mind back together.
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@Golden Girl
City of Heroes comics and artwork
1. Stunning Shot.
2. Ice Arrow. 3. EMP Arrow. 4. Poison Gas Arrow 5. Manual choke hold to knock her out. 6. Using his hacked teleporter to send her out of range of both Paragon and the artifact overpowering her. 7. All of the above. I can think of six things to do in that situation besides running her through with an arrow, and I don't have over 25 years experience being a superhero and dealing with psychics. |
Howsabout some Vanguard Psi Bombs.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
With her whole mind-riding thing, I'm kinda wondering if she hopped into Penny Yin's mind at the last minute, and will be "sleeping" in there for a while.
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Hey, if it was a good idea once, it must be good for a second go-around, right?
Not ragging on you, GG, just not liking any of this story and especially the idea of using an obvious "out" like the mind-riding trick.
By the way, I'm pretty sure that 2 of the emotes used by Manticore in the cutscene, along with the music, were done specially for it - which is a nice touch.
@Golden Girl
City of Heroes comics and artwork
It's like Manitcore is the anti-Nemesis or something. No matter what happens, he manages to screw things up and only make the situation worse for himself. Even when his allies (ie. the Players) are "victorious" he still manages to snatch Defeat from the jaws of Victory. He's like the poster boy for LOSE AND FAIL right now.
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Before, we just had the background lore telling us about the death of his parents being a defining event that helped to shaped his vigilante outlook - but now we have a new event that will shape his vigilante actions in the future, which we've actually seen ourselves, which helps give more depth to his character and motivations.
@Golden Girl
City of Heroes comics and artwork
Originally Posted by Golden Girl
With her whole mind-riding thing, I'm kinda wondering if she hopped into Penny Yin's mind at the last minute, and will be "sleeping" in there for a while.
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Seeing SSA #7 boil down to Psyche turning the tables on Wade and totally wrecking everything he's done (especially after all he and Malaise put her through) would be hilarious and awesome. Hell, I can picture it now.
<Darrin Wade, standing in a vast magical circle, has just finished summoning Rularuu the Ravager>
Darrin Wade: "Ah-ha! I have you now, Rularuu! Soon, your power shall be mine to wield, and Darrin Wade will be the most powerful be-
Psyche: <wresting control of Wade's mind> "Can't let you do that, Wade. Payback is a [pancake], huh?" <utterly demolishes the magic circle with awesome psionic Psyche-Zeus lightning>
Rularuu: "WHA-?" <gets knocked back into the Shadow Shard>
Psyche-Wade: <turning to Manticore> "So. I think after the last bit time we spent together, we both need to take some time off. But I'm going to need a new body first."
Manticore: "....Just one question. You still want to be a redhead?"
Global - @El D
Servers - Protector
The feeling I'm getting is that the devs are going for something sort of like a "One More Day" style character reset for Manticore - they could think that the brooding loner vigilante with the tragic past role is a bit diluted by being happily married with the possibility of starting a family in the future - but rather than taking the "make-it-as-if-it-never-happened" route, they had him destroy the happiest part of his life by his own hand, which not only achieves the character reset, but also adds a fresh layer of personal tragedy, and in a way that players can experience the event.
Before, we just had the background lore telling us about the death of his parents being a defining event that helped to shaped his vigilante outlook - but now we have a new event that will shape his vigilante actions in the future, which we've actually seen ourselves, which helps give more depth to his character and motivations. |
Manticore is the most well-developed character of the Phalanx. He didn't require a "reset". As for his past, we had an entire arc of the Top Cow comic that developed his background, which is way more than any other character had except maybe Statesman himself, and that only if we include the novels into the mix.
It's not as if he somehow went from "dark and brooding" to "happy-go-lucky" after his marriage. There's no point to making such a "reset".
The only point is to wipe Jack Emmert from the game, permanently.
My most recent VIP stint expired a few days ago, and I have little desire to pay money for this chapter. Since we're posting spoilers, does Wade ever make it clear in either the blue or red arc just why he has it in for Sister Psyche? Does he just want her power for himself or is he somehow tying up loose ends?
The thing is, it didn't matter about the story's structure or anything. As many people have said before, it's a shame that it's all about the NPCs and that we get next to no interaction, forced to go along the stupid, "we were just too late!" road of plot creation, and that much was obvious when the entire thing was announced.
With a title like 'Who Will Die?', it doesn't matter how much they try, unless the arc is targetting the player itself (which would also be a bad idea) it was garunteed the story was never going to be about the player. When it was sold off as the major heroes of the Freedom Phalanx being in peril of losing their lives to a relatively unknown agent such as Darren Wade, then really, the story has next to no chance of really being about the player. Sure, the player may be the one to put a stop to Wade, and for heroes, it's likely to end up with a moral choice of whether you should kill the guy, with Positron and Manticore being your little angel and devil respectively; however, the focus and selling point was that at least one of the phalanx was going to kick the bucket.
The question wasn't so much about 'How are we gonna stop that?' but rather 'how, if we can, are we going to get them back?' This question was answered in part 5. Alexis was a casualty that would lead to the downfall of the Statesman. Really, if anything, the first arc could have ended there, and another arc could have started up where you now have to go find and defeat Wade. While Psyche's demise wasn't an entirely bad decision, it doesn't do anything for the player emotionally for her to bite the big one so soon after Statesman was killed.
If I'm gonna be so bold, I'm under the impression that, in the event of 'replenishing the ranks' of the phalanx, the following would be considered:
Hero 1
Back Alley Brawler
Ms. Liberty
and perhaps an open spot where they make you a Phalanxer. You already have the accolade proving you're on the reserve. They just make it really ambiguous as to who got the spot (a task very difficult to do well).
I guess this story kinda reeks of DCUO syndrome. It's a series of events where you try and clean up the mess the NPCs have set for you, and regardless of how well you do, you aren't properly recognised until you've single handedly stopped the world from imploding (a feat I'm sure we've all accomplished hundreds of times by now, and will continue to do so), and even then all you get is a thanks, a pat on the back, and a small trinket that wouldn't go for much on eBay.
"Thank you, hero, you have done so much! You have my eternal gratitude. Now let's go back to the way things were. He's a little hero merit, now be on your way."
I can tell you that a response such as this is a fairly sizable slap in the face when you've gone and proved their little organisation completely superfluous. I'd respond in the same way I responded to Wonder Woman when I saved her behind:
"No, keep your little toy. You guys suck at your jobs, I'm going to go form my own damn league!"
/endnerdrage
As for the story itself
I can't help but think that maybe it will turn out like that one Batman Animated episode, where they all think Barbara dies from a high fall, and the Batman family are systematically hunted down and arrested, with it all turning out to be a dream.
... I hope thye don't go that route.
With her whole mind-riding thing, I'm kinda wondering if she hopped into Penny Yin's mind at the last minute, and will be "sleeping" in there for a while.
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1) BUG: Hero side, last mission, when Sister Psyche tried to follow me up the first rope bridge, she got stuck in terrain, on the rock just to the left of the bridge. Could not be moved without GM assistance. And she was immune to friendly teleport, which meant that I couldn't teleport her out myself.
2) Story complaint, same mission: And after I escort her all the way to the ritual site, Manticore is already there waiting for me. What the pancake? What'd he do, just buy his way in? Suggested fix: I know the modelers will cringe, but instead of escorting Sister Psyche, we should escort Manticore ... carrying Sister Psyche. Before you freak out, it's a waist-up custom model only, can use all the standard walking and leaping animations.
3) Inconsistency between the two stories: If in the hero mission, the hero kills Tryska (or whatever her name was) before the ritual, how is she still there for pseudo-Aurora to possess after the ritual in the villain version?
4) Chronology nitpick: When heroes rescue Penny Yin, we are explicitly told that it's been "many years" since we met Penny back in Faultline. And yet? Neither Jim Tremblor nor Fusionette have aged a day. If Penny's in her 20s, should they both be grown-ups in their late 20s or maybe even 30?
5) Thank you! for the Carnie skinned office that's in both versions and double, extra special thank you for the Nemesis-skinned warehouse that's in the villain version. I have been complaining for at least five years now that it takes half the fun out of fighting a steampunk villain if he doesn't have one or more steampunk lairs, so thank you. Now get cracking and make a Nemesis-skinned lab, with coal-fired generators, clockwork computers, nixie-tube displays, and cleaner, shinier versions of Dr. Vahzilok's lab gear! Please, please, please? P.S. Those maps are going to show up in AE, right?
One more half-serious suggestion: At some point in that last hero mission, Penny and Shalice should have had a conversation about Shalice's current problems. Why? Aside from making story-telling sense (Earth's current most-powerful psychic counseling, or at least consoling, Earth's used-to-be most-powerful psychic), it would have meant that "Who Will Die?" would finally meet the Bechdel Test.
The plot critiques in this thread are all valid enough, but there's a lot of older content that has us doing numerous small errands, fighting un-fleshed-out characters (at the behest of two dimensional allies / Big Heroes), plot holes you could drive a truck through, and writing that seems to believe that any hint of wit or charm is somehow lacking in the requisite gravitas of a Real Hero.
Just like everyone else, I either avoid those arcs, or race through them to get to the more enjoyable content. *shrug* What I have a difficult time with is this old-style mission writing COMBINED with the old-style "run around for ages for no apparent reason" format.
********MORE DETAILED SPOILERS**************
The first mission is fighting carnies until you get to Vanessa DeVore. We don't fight her, but waves of Malta show up to stop this discussion, and after they're defeated she basically says "uhh, I dunno, go try the Thorns." Ah.
Second mission you go to Portal Corp via the safeguard paddy wagon (?!), talk with the Thorns guy, then fight a bunch of nemmies scattered all over the lawn and parking lot (with one in the portal room next to the room with the contact). Oh, and there are PPD Psi-cops (sorry, don't play villains enough to know their correct titles) scattered all over... NOT DOING ANYTHING AT ALL. "Fake Nemesis on the lawn suddenly? Yeah, whatever, don't bother me, I'm busy GUARDING, awright pal?" Er... alright.
Apparently, offing the last nemmie gives us enough info to take Sister Psyche to an altar for this ritual (!?). So, third mission - 3 glowies to get, but luckily these are pretty much right on the way to the altar area, which is nicely marked on the map for us. Except this is an Oranbega map. *facepalm* Or, more precisely, THREE maps, because we have to go so far that 1 map, even 2, cannot contain the length of this. Along the way we fight the usual spawn along the entire length of all 3 maps. In addition, because Sister Psyche is with us and she gets confused easily (2 people in her head, you see), you can't stealth any of it. You must fight every dreary spawn of 3 minions or 1 Lt/1 minion group the entire length of 3 maps. And when you finally arrive at the altar room and place Sis on the altar, you're immediately told to go fight the Big Bad who is someone you've never heard of (apparently unless you've played the villain arc). SO... you have to traipse back through all 3 maps, fighting NEW irrelevant spawn of 3 minions, and etc. to fight the EB (who is a little wimpy, or else I'm just that darned good ). But no, you're still not done. Then you have to go ALL THE WAY BACK AGAIN for no reason other than to see that Manti's upset. (NOTE: obviously, one can make the spawns larger, or the EB tougher, for more of a challenge.)
Aarrggh does not begin to sum up my feelings about this mission.
But hey! There were some good things!
1) Penelope Yin was a delight. Her character, her look, her powers, all wonderful! Like meeting an old friend again. LOVE HER!
2) Apparently the entire Freedom Phalanx, and every single established hero or police group has poo-pooed Penelope, because though she can demonstrate that she is incredibly powerful, she is still Penelope Yin. So, this idiotic and hidebound mindset I find to be totally consistent with all the Freedom Phalanx that we have all gotten to know and want to kick in the shins repeatedly. I rate this a 10 for consistency!
3) The locations of all the missions were all quite centrally located, near the contact.
4) Penelope can follow. I mean, she really follows us. My illusionist was using her superior invis., AND (occasionally) fly with afterburner. And she STILL followed me! (she's a cute little super speeder) HOLY MOLEY!! If this NPC-follow ability exists in the game, am crossing my fingers that it gets ported elsewhere, too! (They can start with Sister P., I don't care how many people are running around in her head)
So, despite Penelope's best efforts, I still couldn't help having flashbacks of doing Ghost Widow's Patron arc, minus, of course, GW, animated hair, and, you know, GW. If others enjoyed that arc, they may well enjoy this one, too. For myself, uhhh... not so much. Personally, I am done on Oranbega maps after the 2nd torch I get stuck on, but that's just me.
As for his past, we had an entire arc of the Top Cow comic that developed his background, which is way more than any other character had except maybe Statesman himself, and that only if we include the novels into the mix.
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That's why the Phalanx are shown in the tutorial comic, and the tutorial itself, and why we get quite a bit of interaction with Manticore during Twinshot's arcs - since I21, there's been a big push to get more lore into the game, especially at the lower levels.
@Golden Girl
City of Heroes comics and artwork
My hero is not an idiot. I'm not saying Edwina Eaglethorpe can't be tricked, but she's going to do a bit more checking of things out.
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But my hero, my so-called "protagonist" that Darrin Wade is supposedly afraid of, left his post and wandered back through a freaking Oranbega map to fight an assassin who's apparently as flummoxed by Oranbega portals as my dog is by glass doors.
Penny didn't even come with. She hung around by the ritual altar, making me think, "Okay, maybe that's the safeguard." Turns out, not so much, and she may have even been glitched for me. Whatever.
The problem is, my "hero" left his charge and went off to do something that wasn't needed, and as a result wasn't present to help actually do something about the real threat.
That's not just dumb. That's unforgiveably dumb. Based on what I'm seeing in this arc, I'm not a threat to Wade. I'm somebody who, when the final battle comes, Wade will distract with Youtube videos of kittens, then feed a poisoned cupcake to. I have, to this point, done basically everything he wanted me to do, when he wanted me to do it.
I leveled this character from 1-50 in the Rogue Isles, then spent several years thereafter still running around the Isles waiting for a chance to be redeemed. After finally making the transition to Paragon City and "hero" status as soon as it was possible to do so, I feel pretty strongly that in this arc I have done more to advance the cause of villainy than I did the entire time the character was under Recluse's thumb.
I was able to forgive a lot of the storytelling conceits in the earlier portions of the arc. The entire last mission, though, was ridiculous and insulting. And I don't think it would have taken a lot to salvage it, is the sad thing. What's needed is an intelligent motivation to do what was done. So, for example:
Rather than having to escort Psyche through not one but TWO entire Oranbega maps, you learn that she's tried to go it alone, for fear of what the ritual might do to everyone around her, and that she's currently lost inside Oranbega. You (and Penny, sure) have to go in and find her, fight off some sort of impressive NPC and its minions, and help her the last little way to the ritual chamber. Once you're there, another attack on her enters the caverns, and you can't stay with her because if the attackers make their way into the ritual chamber, everything could be compromised. As much as you hate to do so, and knowing that it's risky, you go back to hold the line, leaving Penny and some number of other guardians you called in to help behind. I mean, the entire FP got to Synapse's aid in 60 seconds at the end of the first villain SSA, so it can't be THAT hard.
Or something to that effect. There are WAYS it could have worked, or at least, worked better.
It's possible that we'll get some dialogue in SSA7 to the effect of, "We're sorry we had to deceive you, [charactername], but we suspected what Wade was up to and had to have me shooting Shalice appear to be the only option, and you're just too competent in general for that to happen if you're around." I kinda doubt it, though, and being made to look dumb by Manti isn't markedly better than being made to look dumb by Wade. At least there, though, it's not me being a puppet of the villain.
I don't agree with the writing philosophy that says, "If you wow them in the third act, all is forgiven." Because sometimes, the things that come before the third act are bad enough that the reader/viewer isn't there to be wowed. I'll stick around and play the finale for the reward, but psychologically and emotionally, I've checked out. Which, to me, is a shame.
I hate writing this kind of review. But the more I've reflected on the hero arc, the angrier I've gotten at just how dumb my incarnate-level character has to be, for it to work. If I'm doing the right thing, and bad things happen that I couldn't foresee, okay. But given that Wade's monologue in the last episode had to do with Psyche being next, why in the world would I not see this coming?
My postings to this forum are not to be used as data in any research study without my express written consent.
*shrugs*
I finished the SSA # 6 and...well...
I got a Hero Merit for it so I'm good
*lulzstory* <--troll bait
It just sets it up so that Yin is the go-to "psychic" now and a player made toon can replace Statesman type of thing...
We'll see I guess....
I did like the cover page/art for SSA # 6 though
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@Golden Girl
City of Heroes comics and artwork
@Golden Girl
City of Heroes comics and artwork
I thought about it some more, and I can suggest a simple fix to the inconsistency between the hero and villain versions:
In the hero version, once you get Tryska down to 25% health, she "surrenders." (Flips to friendly, drops to hands and knees.) And the objective changes to "Arrest Tryska." When you talk to her, she taunts you that while you're dealing with her, Darrin Wade's trap is killing Sister Psyche, but if you hurry, maybe you can stop it. Objective changes to "Try to save Sister Psyche." Stepping back through the portal triggers the cut-scene and Tryska teleports away. That way, no changes are needed to the villain version.
@Golden Girl
City of Heroes comics and artwork