Freaks, Geeks, and Men in Black
Story Description: A group of would-be heroes find themselves in way over their heads and in desperate need of help, in a tale of shadowy conspiracies, deadly politics, and total pwnage.
Story Arc ID: 161629
Author’s Global Chat Handle: @Archdemon
Length: Very Long (5 missions)
Alignment: Heroic
Designer Notes: Level 41-54. Contains no AVs or EBs, designed to be easily soloable by most ATs. The Knives of Artemis are mostly confined to a tiny map. The Custom Group is actually Crey, with some custom mobs to break up the all-tank spawns at 45+.











Desmodus
Says:
A simple request from a reformed Freak leads to investigation of a conspiracy on an international scale.
This is an very fun, well-written arc. The Freaks, including your juicer contact, add a nice touch of humor, especially in the early missions. The custom critters are few, but well-designed, consisting of some extra upper-level Crey agents (why don’t the devs do this?) and a handful of allies and hostages. The allies are entertaining and helpful, but never felt like they overshadowed my character.
The only reason not to play this arc is if you really hate fighting KoA and (especially) Malta. You’ll end up fighting a lot of them (mixed in with Freaks and the customized Crey), so be prepared. Also, most of the five maps are pretty big, so set aside a fair amount of time for the arc.
I wish we’d been able to find out a little more about Malta’s plans. The methods they intend to use are certainly clear, but it would be nice to know a little more about the ends they were working towards. Still, it’s Malta, so it can’t be good.
Overall, an excellent use of MA for a high-level arc.
Played on a level 50 earth/storm controller.
Posted on May 20th, 2009 at 11:32 am
Archdemon
Says:
Due to some feedback I’ve added in a bit more information on the hows and whys of Malta’s plans, and replaced two of the maps with smaller ones.
Posted on May 20th, 2009 at 6:17 pm
Glazius
Says:
@GlaziusF
Running as a high 40s spine/regen scrapper, on diff 2 for actual boss fights with actual bosses.
—
Huh. How you managing this? Last I checked pawn shops didn’t have hostage points.
Ah. That’s how. Bet they wish they were still doing Excelsior. -_-
Hmm. No notebook showin’ up in my clue tab from the desk, though that was a nice combination of tightly controlled spawn points and the natural habits of the Knives.
Ah. That’s why. It’s a big notebook. Maybe the system text should say something like “once ninja chicks have stopped trying to kill you you can give this a proper look” or somesuch.
Notebook full of awesome, by the way. Has Indigo found herself another Melvin?
—
Multiple patrols in here, saying the same thing. One of each and then a silent one, maybe? It’s not like you need the names for anything.
It’d be funnier if the Freak boss was some variant on “compressor”, but I won’t hold that against you.
Maybe that can be the name for the other one.
Looks like I might have been wrong about my guess as to the origin of the brainwashed zombies. Only one faction is your-boss-used-to-work-for-us enough to hire the Freaks.
But didn’t Project Revenant get the lid blown off it at about this point?
—
Oh. It may not be Project Revenant.
Well, let’s carve a swath of destruction first and read clues later.
. . .
Ooh, this is some nice conspiracy stuff.
This is actually a really well-done evolving mission. Maybe all the chips just fell the right way for me but it flows very well. No backtracking or anything.
Though why aren’t these guys using the professional shapeshifter they have on staff?
—
Wow, that was only mission 3? That was some great plot development. …but now, what happens? I think I may be walking into a trap.
Huh. Nope.
Another great evolving mission.
Only complaint is that while the sec agents look the part the engine likes to pretend custom groups are Lost/Clockwork/Vahz alikes and spawn bosses for 2 heroes. And since I’m diff 2 that’s a lot of elite protectors.
Also the destructo needs a bit more of a guard, right now there’s just one minion talking to himself.
…wait a second, let’s count here. They had one which I broke and confiscated and took delivery on another, which I also confiscated. I guess they actually had three, then, or does the one in the crate not count?
—
What, no timer? C’mon man, this practically demands it.
Oh, the poor cops. The poor, doomed cops. The poor, doomed, Malta spawn gun turrets to say hi to them and then I have to deal with the gun turrets cops.
Oh, very nice use of stationary allies there.
Pity I find the guy before his holo-buddy shows up on radar, but outdoor maps aren’t exactly what you’d call focused.
Speaking off, most of my allies are in the back end and Alwani’s right by the entrance. Yeah. Outdoor maps are pretty terrible with this stuff.
Also his clue isn’t mission-numbered.
—
Storyline - ****. My only problem with all this is, where was Moment? I mean, the one guy who has actually impersonated diplomats to provoke war just doesn’t show? It wouldn’t take much, dude is as eccentric as a catgirl on silvervine and they probably don’t enjoy working with him, but mention it?
Design - *****. Sweet Christmas this was tight. A couple speedbumps in the last mission as noted (maybe make it a “tv studio” office?) but seriously this is a freakin’ 6. One other thing, a lot of times bosses called for help and nobody came, which may have been deliberate on your part.
Gameplay - ****. Last mission, mostly. It’s like street-sweeping six city blocks to try and find something.
Detail - *****. The contact was pretty sweet, and the clue chain leading up to the finale was detailed and had its own little consistency rolling along.
Overall - *****. What swings the balance here are great use of chaining to evolve the missions and the contact voice. Just, uh, clear up that last mission, okay?
Posted on July 15th, 2009 at 8:49 pm