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mikwuyma: 2009-12-03 09:57:29 pm
My feelings on The Demon Rush
Game Page: Doesn't exist yet

New game + easy difficulty run

Verifier Responses

Quote:
This should be an interesting run.  Keeping in mind how random enemies and control can be, along with how the 360 handles saving in this game, I don't expect this to be perfect.  We shall see.

A/V are nice and fluid.  No cheating at all.

S1:  Technically, the fastest method of travel is just staring at the ground, doing a short hop -> air dash, and then using the second air dash right before landing.  The speed difference isn't all that huge, but it adds up in the long run.  Just thought I might address this now.  I don't know if it works the same way on 360, but the PC will prioritize enemies with whatever weapon you are carrying meaning you don't have to spend time targeting hostiles.  In the mayhem that's going on, that might be negligible.  Hunters were handled well with the Blade, and the rest of the intro was straightforward after that.

S2:  Pretty much what you would expect for this segment.  NG+ lets you skip some otherwise boring need to steal and use rockets on the tank.

S3:  Should have used an SMG to clear the soldiers out and save a few seconds.  Eh.  Devastators definitely sped up the tanker section.

S4:  Two quick stealth consumes in a row was pretty cool.  The tank controls are really hard to work with, so the few bumps and dead people are totally within acceptable variance.

S5:  I think that hopping right after you break an infected water tower collects the majority of the genetic material.  Using this would save a good amount of time (15~30 seconds total, though).  The luck with the building kinda sucked, but you can't really get much better.  Some vague and unreliable amount of time can be saved here, obviously.  I wonder if the buildings release more material under duress or scarcity.

S6:  Great handling of the patrol groups.  I only wish the runner had been able to get a heli for this mission, but they aren't available until a little later in the game.  Assuming the patrols usually show up in the same general area, the time spent waiting for the last wave's locations could be nullified.

S7:  A little sloppy, yeah, but it isn't anything worth getting upset about.  Fixing the whole segment would save like 20 seconds after factoring in generale stumbling inputs.

S8:  It's always risky to try grab and run with consumable targets, since stray bullets or Hunter swipes can kill them outright.  Good thing it works out here and the biggest problem is trying not to be an asshole to the guards.

S9:  The Cross fight really needs to be redone.  I've never even seen his taser move before this, but he uses it enough to parry a lot of attacks.  The missed devastator was also really unacceptable.  Sticking with Blade and using the air blade whatever attack on him seems like it would end the fight faster than using Whipfist.  I'd say something near 35 seconds could be saved here.

S10: For a "bad" segment, this really wasn't all that terrible.  Sure, it was a bit sloppy taking out the tanks, but it could have been much worse.  I think the segment before this needed more work than this one did, but I'm ok with that.

S11: The auto target used here should have been used in S1 as well.  Using melee saves ammo, sure, but you're still slowing down time with the combos.  The tank driving at the end was a little bleh.

S12: The scanning part of this segment is pretty flawed.  The runner could have cleaned out the strike team while waiting for the tutorial to finish.  Tracking the hunter was without real error.  Yay for having powers again!

S13:  The heli grab ended up saving a lot of time.  The runner complains about hunters not working well at the end, but only a few seconds are lost to bad luck.

S14: There is a faster way to keep the supreme hunter's attention during the luring phase: grab an smg after you kill the normal hunters and just take a shot near him every few blocks.  I'm pretty sure firing a shot at him, not just hitting him, will get his attention easily without the need to power up and retract the Whipfist.  As for the fight itself, I think one air critical pain devastator would have ended it quickly.

S15: A little odd to use Whipfist in order to grab and consume people during the firefight.  I would think it's faster to use Blade while just running up to them and not purchasing the running throw in the previous mode.  Blade's consume animation is a bit faster.  Otherwise, getting hit by that supreme hunter so much was a bit of a bummer.

S16: I think you can simply drive away from the last hive once you get control of the thermobaric tank.  Either way, this is an acceptable escort mission when you remember that you're in a goddamn tank with heavy weapons taking on massive infected creatures.  During the boss fight, I think it's faster to simply blade frenzy him when he is stunned.  You could also farm health during the escort/killing minions in order to access some devastators for the fight.  It kind of took a while to finally get the tank.  The whole fight is improvable just by getting better control of the mobs.

S17: The heli section of this segment was as boring as can be, but that's what happens when they just give you a list of locations and targets to attend to.  Everything afterwards was a bit funky, especially considering that no devastators were used against the super soldiers.  This would have cleared up the last leg of the instance and ended the segment very quickly.

S18: Lots of bad luck with the heli here.  It's pretty easy to get through this on one heli if you use heat seekers out of range.  That, and I don't get why Whipfist was used at all considering the air blade tech kills bloodtox machines in one hit.  I'm not a fan of this segment.

S19: The other escort tank is really kicking some ass here.  There is an odd segment end here, but reading ahead it all makes sense.  That's because...

S20: Elizaeth Greene is a not fun fight.  There are three ways to do this thing: hijack a helicopter or tank and dodge a lot, equip the strong throwing powers and lob cars at the stems, or use devastators while feeding on minions.  The runner decides to go with option three because apparently the 360 version doesn't like option one, but it's very doable if you can hijack a vehicle far away.  The tanks at the beginning of the segment can be sustained through the whole fight if need be.  The runner also messes up the heli hijack (you can grab a heli from far away by charging and air kick and then mashing the grab button once you take off, fyi), which isn't good.  When he finally does get a heli, he loses it by running in to shit and not dodging quickly enough.  So yeah, I'm not really happy with what was deemed as acceptable tactics here.

As for the fight itself:  the runner starting hoarding health when already in devastator range, the first devastator was really weak, recharging took a while, the second devastator did enough damage to compensate for everything before this.  Round two is much better, as the first devastator ruins her shield things and the subsequent attacks bring her down quickly.  Round three is also good, though the runner could have maybe killed her off if he hadn't been so concerned with refilling health for another devastator.  If you're in a tank, why on earth would you get out to deliver a final blow when your shells do faster damage?  All in all, I knew this would be a rough segment, but I still expected more than this.  Bah humbug.

S21: Great use of the heli in the intro.  I've never tried to hook a tank with the Whipfist, so that was cool to see.  Tank work was also above par.  After the last segment, this one seems really really good.

S22: I always thought that this mission was really lame.  Seriously, "shoot down all the enemies before they can leave" is more of a minigame than an endgame mission.  The runner handles it well enough, opting for speed over safety.  It's too bad that the miniguns on the helis overheat so quickly.  Towards the end, it wouldn't hurt to just find a rocket launcher and ground the last 3 choppers from a distance.

S23: The Taggart mission was taken care of pretty easily, honestly.  Every ambush point is preset, so all you have to do is kill the tanks fast enough to make him keep moving.  It's actually possible to take them out with a heli or rockets before Taggart even gets near them, but that actually makes him slow down a bit to acknowledge that everyone is dead and the ambushes won't take place.  The last battle is very straightforward: slash with Blade, QTE him when he is stunned, run away when he uses devastators.  The runner tries to stockpile a devastator of his own and ends up getting punished.  In an attempt to get revenge, the runner uses a devastator in critical mass, but they do so at a distance and barely scratch Cross.  The runner then starts to work up another devastator and gets punished again.  Out of desperation, he then starts to use an smg instead of doing any actual damage.  If you're in a hurry to do ranged attacks, equip muscle mass and start throwing bombs and missiles at him (especially during his devastators).  Meh.

All in all, the run was acceptable.  I would like to see all four major boss fights redone, though, since they all lack a lot of polish.  Each fight goes at least 40% longer than it needs to due to either sloppy play or bad tactics.  Everything else is really spot on in planning and execution, and it's a testament to how hard this game can be, even on Easy.

Seriously though, those fights were pretty bad.


Quote:
A/V Quality/Cheating:

Run looks and sounds great and I can't find any cheating. No problems there, so let's get to the nitty gritty.

Gameplay Quality:

When I saw that this would be an Easy NG+ run, I was expecting a high level of planning and execution to exploit the lack of difficulty for as much speed as possible. Unfortunately, there are a number of careless errors made through the run that leaves a lot of time that can be made up. This seems to stem from a lack of planning and it's fairly evident as he searches for objectives he should have already memorized the locations of.

Outside of movement errors and frequently having to grab health, the combat appears to suffer the worst. Spamming with the Blade isn't always the best option and it costs time here and there. The boss fights are the most visible improvements that can be made. He wastes at least 20 seconds on the Specialist fight, insistent on sending attacks at him that are met with the stun rod.

The first Supreme Hunter fight was fairly horrible, though he claims it went with little to no problems. He misses an early opportunity to deal damage via mounting and it goes downhill from there. For some reason, he keeps on trying to Blade Drop him and almost every time it's met with the usual block. He never dons Armor, which forces him to consume a few hunters for health and it takes him a long time to even consider getting into a tank.

Greene is another poor show of planning, he wastes a devastator by using Tendrils instead of Groundspike and almost no damage is done to her supports. Later on, multiple times he hits with only one groundspike and doesn't use the second one he has stored, deciding it would be better to pick at the supports with the whipfist. This costs him a lot of time and he even almost dies because of it.

Like the others, the Final Boss is consistent with the trend of poor decision making. He misses a Blade Drop on accident at the start, and when the boss goes down, he could have done a ton of damage while he was stunned before grabbing it. After that, he EATS a Devastator which robs him of valuable attack time and a ton of health, forcing him to run around doing nothing while he looks for soldiers to absorb.

Though different (possibly slower) from the Blade strategy, he could have switched to muscle-mass and lobbed missiles while running away. Also, he doesn't once bother with Armor, which would allow him to get in more hits without running away, and he probably could have finished off the last chunk of health if he exploited the stun opportunity better.

Verdict: Reject.

The poor fights and numerous small errors in-between make it look like the run can be improved by almost 10 minutes. Despite this, if the run goes up, I'll probably be okay with it. There are a few people running Prototype right now and having such an improvable time to beat would probably provide motivation. Even if this gets accepted, I would encourage the runner to try again, since I know he can do better.


The next verifier wanted to say that he would like to see the runner post his segments on youtube or somewhere to get some feedback.

Quote:
No problems with video or sound.

Unfortunately, the same is not true of the run.
Most plainly, the runner does not often use the best path to the objective, nor the fastest movement.  Airdashing is fastest over short distances, and sprinting over long ones.  Gliding and wall-running are nearly the slowest.  When on foot, the runner spends too much time gliding over buildings, rather than staying low enough to airdash from one to the next or use what little roof there is to airdash into maximum sprint speed.  In a couple later segments, the runner even chooses to glide rather than sprint when his path is directly over a street.

Segment/mission:
1
Prologue
Could've used knuckle shockwave or groundshatter on the groups of soldiers.
Could've attacked the first tank sooner.
Hunters went well.

Escape from Gentek facility
Runner doesn't skip the scene at 7:06.

2
Look for clues about your past
Attacking the apc with air slice is interesting, but you certainly don't need to charge up.

3
Behind the glass
Stealth consuming the base commander is good.
When fighting the hunters, runner had enough critical mass to use a devastator on them and still be able to use it on the fuel tanks when they become targets, but didn't use it.

4
The wheels of chance
Caused an unnecessary alarm while driving the apc.

5
A new order
Runner takes too long destroying the water towers.  Cannonball would've allowed him to charge mid-jump and take them out in one hit, without alerting the military.  As is, runner loses time later to put on a disguise.
Also, runner chases after pickups that fell off the building - this is a waste of time.
When collecting pickups from the hive, runner should stay in front of the hive, where most of the pickups will land.  This would also allow him to lure hunters to the military's apcs if they decide to chase him.

6
Open conspiracy
Runner goes straight for the target and consumes him - good.
Boosted flying kick shouldn't need any charge to take out uavs.
Runner charges air slice when fighting apcs, doesn't need to.
Runs in direction of where the second round of patrols appears after the checkpoint, but stops until they do appear rather than keep going.
Uses flying kick on the helicopter and it isn't enough - a single thrown car could've done the job.

7
In the web
Rather than use whipfist, runner should use air slice, which will take out a detector even uncharged.
Should do the detectors in an order such that one near the black building is last, in order to be right near the tunnel to escape.

8
The altered world
Runner gets the consume target killed and has to wait for another one to appear.
Consume the guy without a disguise on - won't have to wait for disguise to be valid.
Should go directly for the bridge when escaping the military at the end.

9
Errand boy
Runner's fight with Cross is terrible - he mistimes too many attacks and gets shocked.
Also, runner completely missed with groundspike graveyard, and should've used tendril barrage anyway.
After the fight, runner should go around the far corner of the building - can disguise almost immediately.

10
Confessions
Should've segmented after visiting Dana for the savewarp rather than run all the way to the morgue.

Under the knife
Hijacking the apc directly is fine, but don't use a disguise to do it.
Don't keep the apc, either - sprinting is faster and isn't hindered by civilian vehicles.
Runner opts to destroy tanks rather than steal and abandon, this would be faster with a tank than an apc.
After destroying the tanks, runner waits for Lim to get close to the hive rather than go up to meet (and consume) him.

11
The stolen body
The road on the north edge of the island goes more directly to and from the base.
After expending the first gun's ammo, runner looks for another one rather than just fight - all attacks under the combat tab still work, you know.

12
Biological imperative
Runner sets off the alarm while getting the helicopter.
Also, runner's aim is terrible.  Can't hit much of anything with helicopter rockets unless you hold still.
Takes too long finding the right water tower.

13
The door in the wall
Keep your distance and the leader hunter won't attack you - won't raise the alarm, either, if you're far enough.  Runner drew the leader's attention multiple times here.
Don't use the helicopter if it makes you exit it - if you follow on foot, you get the scene and move on regardless of where you are as long as you're close enough.
Runner is not in critical mass when the leader calls the other hunters in, thus unable to use tendril barrage on them.

14
First and last things
Borrow a tank to weaken the leader hunter, it's faster and doesn't get the military after you.
The target hunters stayed on the roof most of the time, this is fine - however, runner doesn't stick with air slice, and doesn't attempt to get into critical mass sooner to wipe out a bunch with tendril barrage.  Uncharged air slice weakens hunters enough to consume them immediately.
When fighting the leader inside the abandoned base, runner gets hit and loses critical mass without using it.

15
The first monster
No, what you do here is you grab the leader right away and then consume it.
Don't attack the other soldiers, just go for the exit.
Runner charges into the base rather than stealth consuming the guards posted around the outside - costs him two attempted consumes.
Runner doesn't use a devastator on the mutated hunter.  Then, when he's finally weakened it enough, he doesn't grab it as soon as possible and gets hit a bunch of times.

16
Making the future
Runner stands around doing nothing for a second.
Tank shells can fire more frequently than you're using them.
Goes around the left side of the hive - this is the wrong way, the opening near the last hive is aligned with the right.  The runner then goes all the way around to the left to find another way in.
When fighting the supreme hunter, runner uses air slice - don't, he blocks it.  Also, whipfist is better for this fight.
Don't attack the minions.
Runner doesn't keep the supreme hunter targeted, and as a result, can't always find him.
The one time the runner has critical mass, he gets hit out of his one attempted devastator and then loses critical mass.
Runner attempts to hijack an apc and gets blown off it.  Second attempt is successful, and seems like it might've been a good idea... if you'd held down the missile button.

17
Men like gods
While flying the helicopter, runner gets hit by cars multiple times, causing him to lose control.
Inside the base, runner uses whipfist on the bloodtox blower - should use air slice here.
Doesn't air slice the first super soldier, either.
Runner has health enough to use tendril barrage on the final wave, which would clear it entirely, and doesn't use it.

18
A dream of armageddon
If you're going to take the direct approach, use air slice.
Also, runner's aim is still terrible.  He eventually switches to homing missiles - good idea, but not soon enough.

19
The world set free
Stealth consumes the target quickly - good.
Still not firing tank shells as fast as possible.

20
Things to come
Should've done this mission right after the last one.  As is, runner gets savewarped further from the start point.
Runner still isn't using air slice on hunters.
Didn't steal a tank to use on the leaders later.
Should use tendril barrage on hunters rather than groundspike graveyard.
Runner chases after helicopters needlessly.
Runner's fight with Greene is terrible.  Where are car throws and air slice?  Why are you not focused on Greene?
Runner doesn't grab a tank for second/etc rounds, either, and nearly dies.

21
Shock and awe
Doesn't use military disguise to go over the base, causing an alarm.
Runner doesn't take a tank to destroy the targets with - takes a helicopter instead, and gets shot down, and then runs around grabbing civilians for some reason.

22
The last man
Mucks up stealing the first helicopter.
Steals a helicopter from the second group, and gets shot down before he can take out any of the other helicopters.

23
Two tickets
Uncharged air slice will take out a tank - faster than using another tank.
Run ahead of Taggart, don't follow him.
Runner is really slow to consume Taggart at the end of the mission.

One thousand suns
Another terrible fight with the supreme hunter.  Runner gets caught in his devastator multiple times, almost dies, wastes time using guns and consuming guys when he isn't going to die..
Didn't see any whipfist here, nor much use of muscle mass throw.
Runner doesn't skip the credits - pretty sure you can.

Reject.


Quote:
Verifier: It's a reject from me too.
Verifier: over 60% of the run needs to be redone, and that's me trying to be lenient.
[20:20] mikwuyma: let me guess
[20:20] mikwuyma: bad boss fights
[20:20] mikwuyma: and unoptimized gameplay in general
Verifier: Bingo.
Verifier: I think you forgot to mention helicopters.
[20:20] mikwuyma: well I haven't played the game
[20:20] mikwuyma: and I didn't look at the verifier responses super closely
Verifier: Let me put it to you like this.....Helicopter flying in this game is easy. Easier that the tanks, since in a helicopter, you don't have to deal with cars.
Verifier: The Helicopter segments were so FUBAR'd that when i rented the game to test some things, i beat his times in about 1-2 attempts on helicopter heavy levels.
Verifier: Or atleast got within seconds of them.
[20:22] mikwuyma: ouch Sad
Verifier: yeah.
Verifier: It was a decent attempt, I'll give him that....But it was like a rollercoaster that just didn't go back up hill.
Verifier: The three things i want him to look at before he redoes this run are A) Trying to use his sword drop attack more. It is the most powerful attack (next to devastators), but it rarely gets used. B) Experiminting with the airstrike. I think that on easy, it does great damage to the Greene fight, and it does heavy damage to buildings. C) Work on strats in general. Getting in a heli for 1 minute when it just delays the run for about 10 seconds is not a good move.
Verifier: I think that about covers everything, so i'll stop before I go into a nerdrage on accident.
[20:28] mikwuyma: I think you're good


Quote:
I just finished my planning for a normal difficulty speedrun when I saw Prototype in the "runs needing verification" topic... Who's the best placed to verify a run than another speedrunner ? (How ironic !)
I apologize that the verification took so much time : I started an easy new game + too to see what was the best way to complete every mission in this difficuly (and you can be sure that the following verification is totally objective).

So without further ado, let's start :

Video and audio quality is Good
Cheating : no sign of cheating
Gameplay : The beginning is really nice 'cause it is the easiest part of the game, but the overall is a bit disappointing for the following reasons :

He doesn't use double airdash (little jump, two air dashes near the ground, littlejump, air dash, etc...) to move : it goes over 30% faster than flying or running on dish soils.
He often climbs and jumps too high (even if the objective is on the ground)
There are big mistakes : Power used against that or that foe, bad itineraries, useless moves (stealing a helicopter that gets detroyed instantaneously).
There are some little mistakes here and there such as failed attacks or damage recieved. But that is normal in such a game.

But there is something that surprised me : it seems that the player... improvises. The battle against Elisabeth Greene is the best example I can give (read "Segment 20" to understand). At other times, he also seems to wait when the game doesn't give him the next objective : it makes me think that the player DOESN'T KNOW where is the next objective.


Segment 1 :
The beginning is quite good. Takes time to destroy the helicopter (yeah, aiming is hard, I know) Then, I don't understand what you did : you waited while you could've run to the next objective, before you jumped hiiiiigh, and in a bad direction. The end is quite good too.

Segment 2 :
You didn't need to jump over the apartment before going to extraction point. Otherwise, this segment is ok.

Segment 3 :
Nice part. Using devastators is just a great idea.

Segment 4 :
Some few mistakes. The itinerary used at the end was good, but you didn't optimized it well (shortcut in the park/you don't explode cars ahead)

Segment 5 :
You destroy the minimum quota of tanks needed, but you losing way too much time getting the genetical sphere ! It's a speedrun, man ! Disguising before the end is a well thought idea.

Segment 6 :
I didn't understand why you didn't catch the chief while running (not a big loss, but that's strange) You didn't have to wait for the tank's apparition on the map, it always spawns at the same place. I wonder why you didn't use cannonball on the helicopter...

Segment 7 :
whipfist was not always well used. The itinerary is just too bad...

Segment 8 :
The first target died and you lost about 8 seconds to catch the second one. You didn't need to climb to consume him. The itinerary is not perfect that is not really a loss (about 3-5 seconds lost)

Segment 9 :
A nice part, even though some mistakes remain.

Segment 10 :
1 minute and 10 seconds wasted : you could've use save warping to go to the hospital. Likewise, you could easily save time by disguising BEFORE entering the tank. Which ended in you disguising for nothing, and the tank slowing you down. And after all this, you wait for the target... Another stupid loss of time.

Segment 11 :
This part looks good.

Segment 12 :
Why did you fly north ? The target was in the other direction. Too much time lost while searching for the hunter... and finally damage it. You could've thrown cars to do more damage.

Segment 13 :
Taking the helicopter is just useless. You should have consumed people and use devastators against hunters. Some mistakes.

Segment 14 :
You could've just thrown cars on this hunter, that was the best solution (2 or 3 were enough in easy difficulty). The blade might be a good weapon, but it has low recovery, and you missed an attack. Then, why did you climb the building ? The princess was in another castle... (errrr, mario virus, sorry) The target was in another direction, and it wasn't that high. You could've just skip the hunter fight (55 seconds lost, and more if we take the cutscene into account). The following looks fine, but I think that running along the park in the west would have been better, since the hunter won't encounter obstacles on that path. Finally, the blade was the best power to use here. Unfortunately, there was a missed attack.

Segment 15 :
The flying kick was a good move here, but yours works too... Even though the first attack missed. A target has been killed while consuming, but it was hard to dodge anyway... The hunter is not consumed quickly.

Segment 16 :
Doing a 16th segment was a small loss of time, but this mission is long and boring, so I understand Cheesy
The time you spend in waiting for the tank could be used to consume people instead, and use devastators later. The tank's position when it gets hurt by the hydra is always the same, so getting out of the current tank and running to the new one is a loss here. This time you could've done splitted segments : you can save at the beginning of the fight against the supreme hunter, and since I don't take saving time into account... On one hand, the blade is not really a good power against this guy, as he protects himself. Throwing trucks, on the other hand, is a very good way to kill him fast. There are too much noticeable mistakes (running everywhere to dodge, failing the devastator, spending time on other foes, using the tank was a good idea but its damage is only increased if it's  used within a small range around itself)

Segment 17 :
No real mistake when you are in the helicopter. Concerning the  fight : the whipfist was a good power, but NOT against the diffuser ! Taking a machinegun to kill the soldiers here and there was sweet... You didn't.Tendril barrage makes a one shot on the last wave : it was so easy to use it ... You didn't. Then, going just behind the base was cool to use disguise.

Segment 18 :
(As usual) whipfist isn't recommended here, but Blade Air Slice works great here ! Moving on, the "missed" helicopter is not really beautiful to see, waiting for it while destroying the bloodtox's deployers was better (the rocket launcher works great too !) The way of entering it is not the fastest one, even if it's a bit random. Some futile hits against the last but one deployer. The itinerary is not perfect, but didn't result in a huge loss of time. As for the missed air slice : did you notice that thermic vision was a great way of aiming at deployers ?

Segment 19 :
Nice consuming at the beginning. There are no major mistakes

Segment 19 - 20 : Getting 3 Devastator available was a HUUUGE save of time : tendril barrage against the two first waves of hunters is so nice !

Part 20 :
Why didn't you wait for the first wave at the beginning of the mission ? That made you lose a little more than 5 seconds. Sloppy mistakes here and there. At the end, using a tank instead of abusing of the devastators could have been a better strategy. The use you've made of the armor in order to increase recovery was brilliant... but now that I think of it, why didn't you made use of it in the previous segments ? The fight against Greene is a good argument for rejection due to so much useless moves : fleeing, attacking minor foes (25 seconds to kill a hunter !), totally useless hits, losing critical mass, using tendril barrage instead of groundspike, etc...) A very bad segment in my opinion. A long segment is not an excuse : saving before the boss was possible. you just had to throw cars and use whipfist in order to knock her first, then Greene fills up your life, you can finally use devastators for the rest of the mission.

Part 21 :
Grabbing the helicopter is just a loss of time : blade air slice and tank work great here. Then I don't understand why you jumped into the water (thirsty ?). Twice, as a matter of fact...

part 22 :
Cannonball : 1 shot KO/Charged whipfist : 1 shot KO... Yet you didn't use neither of them. Grabbing a helicopter takes time, and is totally useless if it's directly destroyed by the marines. The secondary weapon of the helicopter is just great, but... like with the one-hit KO's, you don't use it.

Part 23 :
The base's destruction is just perfect.
Blade air slice is the best way to destroy tanks fast. If it's well performed it's possible to fail the mission 'cause you are too far from Taggart (from advance of course) It just happened once for me, but it still happened Grin For the final boss, the better strategy is the same : throwing everything you can catch ! Helicopters and missiles make huge damage !!


Decision : Reject
Reason : The player didn't plan his run well, and it is not really optimised. This is even less acceptable in a (segmented) easy new game +.


Decision: Reject

Reason: To sum up, doesn't use the fastest method of movement and really bad boss fights.

If you want to see this run, PM me before January 5th.
Thread title: