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Posted

I want to talk about the very end of Mr. G's 3rd arc "The End of a Yin" in the final mission "Choosing the Inevitable."  So if you're not wanting spoilers, stop reading!

 

I used the contact (ie: not Flashback) to do this story.


My toon read between the lines and saw Praetoria falling apart and decided to betray Mr. G and the Praetorian crew to the Vanguard.  This, despite the fantastic rewards gained from working with them, put her back on track for getting on the Vanguard's good side.  Naturally, Mr. G was unhappy with the new agreement and attempted to kill me.  Thankfully, I managed to defeat him.  Now Mr. G won't answer the phone (he's in Vanguard custody) and the only option available when I tried to call him was "Wu Yin's personal story."  Which I've already completed.

 

So I was wondering what changes this makes to the game...?  What if I had chosen to fight the Vanguard instead (and assuming I won, of course!)  How do choices work?

@Super Whatsit

Superbase passcode (Excelsior) is "passcode-6475"

 

It's all a Nemesis plot.  But not everything is a Nemesis plot!

Posted

Yep, nothing in the game as is because that's the last bit of content we got (not counting the small bit of new stuff we've gotten on Homecoming). However it would have likely mattered in the following issue, had the devs gotten the chance to complete it, in the villain side Kallisti Wharf arc.

 

From the Lore AMA...

Quote

My favorite… FAVORITE… part of Kallisti Wharf, was the villain section, which was a bit more fleshed out. The idea was that your villain was planning their biggest move yet, which involved crashing Statesman One Plaza durings it opening ceremony. You set up a secret base within Kallisti Wharf, and then summoned previous contacts to aid you. For example, in the unreleased i24, you gained allies in Mr. G, TRANSMUTOR, and a few others. If you didn’t betray them in the end, they would show up in the i25 arc to help you, along with Dean MacArthur, Leonard, and Vincent Ross, if you did their arcs. You had a choice at the start of a few missions of who to bring with you.

 

I think the ultimate goal was if you summoned Dean, he would have no powers whatsoever, but would just shout out one liners. We also had a mission that we had (sort of) gotten to work where you as the villain had to defend your secret base from incoming heroes. The owner of the mission wouldn’t fight - they would be flying around placing items to fight groups of heroes. If you were teamed, your teammates would be on the ground fighting. If you had NPC allies, they would be your “heroes” who you could order around to move, attack, defend, like mastermind pets. This was all in the extremely experimental phase, but it would’ve been amazing to get it off the ground and in.

 

So the consequence of betraying Mr. G would be that he (and the other villains in the group you betrayed) would not be available to bring in as allies in the regular missions for the villain arc, and wouldn't be able to be used in the tower defense mission.

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Posted

Don't worry.  There's a little D-Mac in all of us.

 

 . . . and at this point I was going to make a really suggestive joke about "a little D-Mac," but I'm sure everyone can just imagine their own.

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