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** The Foehn Revolt itself is this. They are either beloved because of the utterly badass looking futuristic design of their structures, infantry, and vehicles, yet some absolutely despise them due to finding them extremely annoying to fight against due to how their units and support powers are able to inflict a wide variety of negative status effects, such as the Clairvoyants and Giantsbanes ability to paralyze infantry, the Deviatresses, Angelsharks, Irritators, and the Chaos Touch support powers ability to inflict confusion, which causes units to wander around randomly, attacking indiscriminately, as well as the Raccoons and their Haihead-exclusive counterparts, plus the Orcinus Waveshaper and Blackout Missile support powers ability to disable vehicles and structures by jamming them. It should be also noted that they also have the ability to disable support powers, superweapons included through the use of the Raccoons, Hovracoons, Signal Inhibitors, and the Signal Jammer support power as well, which create a field that blocks the ability to do so in their radius, with the Signal Inhibitors radius being large enough that, in spite of only being able to build three of them, they're able to cover up an average sized base when positioned correctly.

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** The Foehn Revolt itself is this. They are either beloved because of the utterly badass looking futuristic design of their structures, infantry, and vehicles, yet some absolutely despise them due to finding them extremely annoying to fight against due to how their units and support powers are able to inflict a wide variety of negative status effects, such as the Clairvoyants and Giantsbanes ability to paralyze infantry, the Deviatresses, Angelsharks, Irritators, and the Chaos Touch support powers ability to inflict confusion, which causes units to wander around randomly, attacking indiscriminately, as well as the Raccoons and their Haihead-exclusive counterparts, plus counterparts the Orcinus Waveshaper and Hovracoons, as well as the Blackout Missile support powers power, which all have the ability to disable vehicles and structures by jamming them.structures, as well as the similarily functioning Orcinus Waveshaper which is able to exclusively disable vehicles weaponry, with the only thing not affected being infantry and aircraft. It should be also noted that they also have the ability to disable support powers, superweapons included through the use of the Raccoons, Hovracoons, Signal Inhibitors, and the Signal Jammer support power as well, which create a field that blocks the ability to do so in their radius, with the Signal Inhibitors radius being large enough that, in spite of only being able to build three of them, they're able to cover up an average sized base when positioned correctly.
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** Yunru, Libra, and Eureka, who are often called the "[[{{Animesque}} anime]]" [[HeroUnit commandos]] due to their appearances having more in common with anime characters appearance, and, as some argue regarding the first, concept-wise. Some like them either because, or in spite of their designs, while others dislike them because they see them as being out of place next to other commandos and even infantry units, who tend to use "grittier" and more practical designs. There are of course, also a third group who don't particularly care about the "anime" trio and simply enjoy the game.

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** Yunru, Libra, and Eureka, who are often called the "[[{{Animesque}} anime]]" [[HeroUnit commandos]] due to their appearances having more in common with an anime characters appearance, and, as some argue regarding the first, concept-wise. Some like them either because, or in spite because of their appealing designs, while others dislike them because they see them as being out of place next to other commandos and even infantry units, who tend to use a "grittier" and more practical designs. There are of course, also a third group who don't particularly care about the "anime" trio and simply enjoy the game.
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** Yunru, Libra, and Eureka, who are often called the "[[{{Animeeesque}} anime]]" [[HeroUnit commandos]] due to their appearances having more in common with anime characters appearance, and, as some argue regarding the first, concept-wise. Some like them either because, or in spite of their designs, while others dislike them because they see them as being out of place next to other commandos and even infantry units, who tend to use "grittier" and more practical designs. There are of course, also a third group who don't particularly care about the "anime" trio and simply enjoy the game.

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** Yunru, Libra, and Eureka, who are often called the "[[{{Animeeesque}} "[[{{Animesque}} anime]]" [[HeroUnit commandos]] due to their appearances having more in common with anime characters appearance, and, as some argue regarding the first, concept-wise. Some like them either because, or in spite of their designs, while others dislike them because they see them as being out of place next to other commandos and even infantry units, who tend to use "grittier" and more practical designs. There are of course, also a third group who don't particularly care about the "anime" trio and simply enjoy the game.

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** Yunru, Libra, and Eureka, who are often called the [[{{Animeesque}} "anime"]] [[HeroUnit commandos]]. Some like them because of their appearance and character concept, while others dislike them because they see them as being out of place next to other infantry and commandos, who all have comparitively more "realistic" designs with more practical looking outfits.

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** Yunru, Libra, and Eureka, who are often called the [[{{Animeesque}} "anime"]] "[[{{Animeeesque}} anime]]" [[HeroUnit commandos]]. commandos]] due to their appearances having more in common with anime characters appearance, and, as some argue regarding the first, concept-wise. Some like them because either because, or in spite of their appearance and character concept, designs, while others dislike them because they see them as being out of place next to other commandos and even infantry units, who tend to use "grittier" and commandos, who all have comparitively more "realistic" designs with more practical designs. There are of course, also a third group who don't particularly care about the "anime" trio and simply enjoy the game.
** The Foehn Revolt itself is this. They are either beloved because of the utterly badass
looking outfits.futuristic design of their structures, infantry, and vehicles, yet some absolutely despise them due to finding them extremely annoying to fight against due to how their units and support powers are able to inflict a wide variety of negative status effects, such as the Clairvoyants and Giantsbanes ability to paralyze infantry, the Deviatresses, Angelsharks, Irritators, and the Chaos Touch support powers ability to inflict confusion, which causes units to wander around randomly, attacking indiscriminately, as well as the Raccoons and their Haihead-exclusive counterparts, plus the Orcinus Waveshaper and Blackout Missile support powers ability to disable vehicles and structures by jamming them. It should be also noted that they also have the ability to disable support powers, superweapons included through the use of the Raccoons, Hovracoons, Signal Inhibitors, and the Signal Jammer support power as well, which create a field that blocks the ability to do so in their radius, with the Signal Inhibitors radius being large enough that, in spite of only being able to build three of them, they're able to cover up an average sized base when positioned correctly.
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* BaseBreakingCharacter:
** Yunru, Libra, and Eureka, who are often called the [[{{Animeesque}} "anime"]] [[HeroUnit commandos]]. Some like them because of their appearance and character concept, while others dislike them because they see them as being out of place next to other infantry and commandos, who all have comparitively more "realistic" designs with more practical looking outfits.


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* ThatOneAttack: Depending on who you ask, a lot of support powers can qualify as this, specifically the ones that immobilize or otherwise hamper the movement of units.
** The Cryoshot, and it's superior counterpart, the Cryospear, taken from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', especially the latter, as unlike the Cryoshot, the Cryospear is capable of immobilizing ''all'' surface units for a longer period of time and with a greater radius.
** The Foehn Revolt's Blackout Missile. It's essentially a non-indefinite version of the Raccoons and Hovraccoons ECM Jamming ability, which has no limit to it's range.
*** Another Foehn Revolt support power that can be considered this is their Chaos Touch, which applies a weaker version of the confusion effect that their Huntresses and Irritators use, and although it doesn't last very long, the fact that it forces your units to wander about can severely mess up their formation if you're aiming to micro-manage them.
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Up To Eleven is a defunct trope


** However, there is still the infamous "Singularity", a remake of 2.0 mission "Duality", in which you have to spark a war between Pacific Front and China. Its difficulty lies in the fact that you had only 3 units to control and you were unable to lose any of them; the map is ''extremely'' densely packed with insta-death units and traps (a random kennel on the north side will spawn ''attack dogs'' if approached, almost guaranteeing death, and thus failure, for the unit who did so), AND you have to weave carefully between both bases to destroy a number of key structures, ending with an Iron Curtain. The map will BaitAndSwitch you multiple times by suggesting/showing multiple possible routes to take, but nine times out of ten all but one path will be guarded and result in unavoidable, unpreventable death. On anything above Easy difficulty, there will be patrols of Veteran units guarding many of the only routes forward you'll need to carefully dodge, lest they sound the alarm and summon Gyrocopters to hunt you down - and none of your units can target air units. And the final, nasty cherry on top? Once you've finally reached and wiped out the Iron Curtain, you are then given a strict time limit to race all three units back through the base to the far side of the map to extraction before guaranteed failure. Put all of this together and boom. You have a mission which was not completed by 99% of players even on Easy difficulty - and can take hours (''very'' mandatory SaveScumming included) to finish for the few that did. It's also worth mentioning that "Singularity" was created by a mapper who likes to boost the difficulty of missions ''UpToEleven'' - to the point that even he is unable to complete some of his own missions.

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** However, there is still the infamous "Singularity", a remake of 2.0 mission "Duality", in which you have to spark a war between Pacific Front and China. Its difficulty lies in the fact that you had only 3 units to control and you were unable to lose any of them; the map is ''extremely'' densely packed with insta-death units and traps (a random kennel on the north side will spawn ''attack dogs'' if approached, almost guaranteeing death, and thus failure, for the unit who did so), AND you have to weave carefully between both bases to destroy a number of key structures, ending with an Iron Curtain. The map will BaitAndSwitch you multiple times by suggesting/showing multiple possible routes to take, but nine times out of ten all but one path will be guarded and result in unavoidable, unpreventable death. On anything above Easy difficulty, there will be patrols of Veteran units guarding many of the only routes forward you'll need to carefully dodge, lest they sound the alarm and summon Gyrocopters to hunt you down - and none of your units can target air units. And the final, nasty cherry on top? Once you've finally reached and wiped out the Iron Curtain, you are then given a strict time limit to race all three units back through the base to the far side of the map to extraction before guaranteed failure. Put all of this together and boom. You have a mission which was not completed by 99% of players even on Easy difficulty - and can take hours (''very'' mandatory SaveScumming included) to finish for the few that did. It's also worth mentioning that "Singularity" was created by a mapper who likes to boost the difficulty of missions ''UpToEleven'' ''up to eleven'' - to the point that even he is unable to complete some of his own missions.
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None


** The Raccoons and Hovracoons are the bane of every Superweapon in the game, due to their passive ability to prevent you from using support powers, superweapons included, in a decent radius around them, as just a handful of them, combined with Signal Inhibitors, a Foehn structure which has the same ability to disable support powers, except with a much larger radius than them, can prevent you from using your superweapons on an enemy Foehn base.

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** The Raccoons and Hovracoons are the bane of every Superweapon in the game, due to their passive ability to prevent you from using support powers, superweapons included, in a decent radius around them, as just a handful of them, combined with Signal Inhibitors, a Foehn structure which has the same ability to disable support powers, except with a much larger radius than them, can prevent you from using your superweapons on an enemy Foehn base. To make matters worse, they have the ability to "hack" armor units and aircraft alike which disables their weaponry, rendering the only way of safely getting rid of them is to use artilery units or flying infantry such as the Rocketers, Gyrocopters, and Neonwasps. God help you if there are anti-air defenses and units nearby.
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None


* BetterThanCanon: The mod is widely considered to be better than the already highly popular vanilla Yuri's Revenge, thanks to completely rebalancing the game while keeping all the fun intact, with boatloads of new content as well as streamlining the game itself, such as streamlining the Allies and Soviets into three different sub-factions, each with their own play-style and unique units, structures, and support powers, as well as finally balancing out the once-monstrously overpowered abomination of a faction that was Yuri's army in the vanilla edition into something more suitable for competitive gameplay, all while retaining the fun stemming from it's quirky units. There's also the fact that it has a MASSIVE interconnected campaign where every faction gets their time to shine.
* {{Broken Base}}: Yes.

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* BetterThanCanon: The mod is widely considered to be better than the already highly popular vanilla Yuri's Revenge, thanks to completely rebalancing the game while keeping all the fun intact, with boatloads of new content as well as streamlining the game itself, such as streamlining replacing the countries compromising the Allies and & Soviets whose only difference were that they had an exclusive unit (or, in the case of America and France, a unique support power and base defense) into three different sub-factions, each with their own play-style playstyle and unique units, structures, and support powers, as well as finally balancing out the once-monstrously overpowered abomination of a faction that was Yuri's army in the vanilla edition into something more suitable for competitive gameplay, all while retaining the fun stemming from it's its quirky units. There's also the fact that it has a MASSIVE interconnected campaign where every faction gets their time to shine.
shine, rather than the Allies and Soviets having their own campaigns that are mutually exclusive.
* {{Broken Base}}: BrokenBase: Yes.



** The Raccoons and Hovracoons are the bane of every Superweapon in the game, due to their passive ability to prevent you from using support powers, superweapons included, in a decent radius around them, as just a handful of them can prevent you from using your superweapons on an enemy Foehn base.
** The Giantsbanes are good against tanks and aircraft alike, but the most irritating thing about them is that, like the Clairvoyants, they have a stun-gun that's capable of paralyzing infantry at long ranges.

to:

** The Raccoons and Hovracoons are the bane of every Superweapon in the game, due to their passive ability to prevent you from using support powers, superweapons included, in a decent radius around them, as just a handful of them them, combined with Signal Inhibitors, a Foehn structure which has the same ability to disable support powers, except with a much larger radius than them, can prevent you from using your superweapons on an enemy Foehn base.
** The Giantsbanes are good against tanks and aircraft alike, but the most irritating thing about them is that, that like the Clairvoyants, they have a stun-gun that's capable of paralyzing infantry at long ranges.



** Orcinus Waveshapers are able to disable the weaponry of most land vehicles and naval vessels, with the only thing unaffected by it's field are infantry and aircraft. God help you if there is a high amount of anti-infantry and anti-aircraft units protecting it.

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** Orcinus Waveshapers are able to disable the weaponry of most land vehicles and naval vessels, with the only thing unaffected by it's field are infantry and aircraft. God help you if there is are a high amount of anti-infantry and anti-aircraft units protecting it.them.
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None


* ScrappyWeapon: The Cyborg Commando. Aside from being impossible to achieve due to the absurd requirements needed to even obtain it, which consists of infiltrating the battle labs of all four factions, which, while difficult, is not outright impossible, pales in comparison to the second requirement, which is owning the barracks of all four factions, making it impossible to achieve outside of a few select conditions, such as if you're playing Ultimate Alliance mode, which gives you the [=MCVs=] and arsenals of all four factions, alongside the stolen tech units, the Cyborg Commando unit, having four good friends who are deliberately allowing you to do so for fun, hacking the game to use cheats, and the last, and most unlikely, being that you're somehow THAT good at the game. The unit itself is also bare-bones and impractical as all hell, due to being completely unspecialized aside from dealing lots of damage and having high durability that's bolstered by it's ability to regenerate over time, as well as an immunity to Attack Dogs, Spooks, Terror Drones, Radiation and units who weaponize it, such as the Desolators/Eradicators and the Syckle, as well as being immune to poison too. Both of these things are rendered useless by multiple flaws, such as the Cyborg Commando's ArmCannon having a horribly slow rate of fire, causing friendly fire to any of your units caught in the radius of it's plasma blast, and only being able to target ground units, and the Cyborg Commando's immense durability and immunity to many things is rendered worthless as many other things are still capable of affecting it, such as Volkov's Tesla Cannon still being able to paralyze him and his canine companion Chitzkoi being able to kill him in one hit, as well as him not being immune to the Viruses darts, as well as being vulnerable to EMP's and magnetic weaponry.

to:

* ScrappyWeapon: The Cyborg Commando. Aside from being impossible to achieve due to the absurd requirements needed to even obtain it, which consists of infiltrating the battle labs of all four factions, which, while difficult, is not outright impossible, pales in comparison to the second requirement, which is owning the barracks of all four factions, making it impossible to achieve outside of a few select conditions, such as if you're playing Ultimate Alliance mode, which gives you the [=MCVs=] and arsenals of all four factions, alongside the stolen tech units, the Cyborg Commando unit, unit included, having four good friends who are deliberately allowing you to do so for fun, hacking the game to use cheats, and the last, and most unlikely, being that you're somehow THAT good at the game. The unit itself is also bare-bones and impractical as all hell, due to being completely unspecialized aside from dealing lots of damage and having high durability that's bolstered by it's ability to regenerate over time, as well as an immunity to Attack Dogs, Spooks, Terror Drones, Radiation and units who weaponize it, such as the Desolators/Eradicators and the Syckle, as well as being immune to poison too. Both of these things are rendered useless by multiple flaws, such as the Cyborg Commando's ArmCannon having a horribly slow rate of fire, causing friendly fire to any of your units caught in the radius of it's plasma blast, and only being able to target ground units, and the Cyborg Commando's immense durability and immunity to many things is rendered worthless as many other things are still capable of affecting it, such as Volkov's Tesla Cannon still being able to paralyze him and his canine companion Chitzkoi being able to kill him in one hit, as well as him not being immune to the Viruses darts, as well as being vulnerable to EMP's and magnetic weaponry.
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None

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* TheyWastedAPerfectlyGoodCharacter: Despite the Pacific Front specializing in [[AnIcePerson Cryo technology]], they notably don't have the Cryo Legionnaires from ''[[VideoGame/CommandAndConquerRedAlert3 Uprising]]''.
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* DemonicSpiders: A good majority of the Foehn Revolt's units count as this, thanks to them practically having a decent counter for just about anything.
** The Raccoons and Hovracoons are the bane of every Superweapon in the game, due to their passive ability to prevent you from using support powers, superweapons included, in a decent radius around them, as just a handful of them can prevent you from using your superweapons on an enemy Foehn base.
** The Giantsbanes are good against tanks and aircraft alike, but the most irritating thing about them is that, like the Clairvoyants, they have a stun-gun that's capable of paralyzing infantry at long ranges.
** Huntresses have the ability to create a healing cloud of nanites after they kill any type of infantry, and deal more damage than the Navy [=SEALs=], Duneriders, and Pyros, their equivalents from the other factions. They also have the ability to hijack vehicles, including higher tier ones such as the Monster Tanks.
** Orcinus Waveshapers are able to disable the weaponry of most land vehicles and naval vessels, with the only thing unaffected by it's field are infantry and aircraft. God help you if there is a high amount of anti-infantry and anti-aircraft units protecting it.
** Any Foehn unit that comes equipped with confusion rays counts as this, such as the Deviatress and Irritator, due to them causing your units to attack their allies indiscriminately.
** Syncronin and their upgraded counterparts, Syncronauts, also count as this, due to their ability to weaken the structures, which admittedly doesn't sound too bad on paper, while in actuality, they are yet another headache inducing unit due to their defense debuff being able to be stacked, as well as the former having an absurd range they can debuff units from while the latter is stealthed to compensate for the lack of range.
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None

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* GoddamnedBats: The Foehn Revolt's Clairvoyants, for those attempting to obtain a stolen tech unit against the aformentioned faction, mainly thanks to their ability to detect disguised infantry as well as their primary weapon being a stun-gun.
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None


* BetterThanCanon: The mod is widely considered to be better than the already highly popular vanilla Yuri's Revenge, thanks to completely rebalancing the game while keeping all the fun intact, with boatloads of new content as well as streamlining the game itself, such as reducing the Allies and Soviets to three different sub-factions, each containing a huge variety of infantry, vehicles, aircraft, naval vessels, and base defenses, as well as their own unique playstyles, and even finally balancing out the once-monstrously overpowered abomination of a faction it was in the vanilla version to being something much more balanced while still retaining all of the fun their bizarre and unique units give.

to:

* BetterThanCanon: The mod is widely considered to be better than the already highly popular vanilla Yuri's Revenge, thanks to completely rebalancing the game while keeping all the fun intact, with boatloads of new content as well as streamlining the game itself, such as reducing streamlining the Allies and Soviets to into three different sub-factions, each containing a huge variety of infantry, vehicles, aircraft, naval vessels, with their own play-style and base defenses, unique units, structures, and support powers, as well as their own unique playstyles, and even finally balancing out the once-monstrously overpowered abomination of a faction it that was Yuri's army in the vanilla version to being edition into something much more balanced suitable for competitive gameplay, all while still retaining all of the fun stemming from it's quirky units. There's also the fact that it has a MASSIVE interconnected campaign where every faction gets their bizarre and unique units give.time to shine.

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OK, I think I fixed it.


* ScrappyWeapon: The Cyborg Commando. Aside from being impossible to achieve due to the absurd requirements needed to even obtain it, which consists of infiltrating the battle labs of all four factions, which, while difficult, is not outright impossible, pales in comparison to the second requirement, which is owning the barracks of all four factions, making it impossible to achieve outside of a few select conditions, such as if you're playing Ultimate Alliance mode, which gives you the [=MCVs=] and arsenals of all four factions, alongside the stolen tech units, the Cyborg Commando unit, having four good friends who are deliberately allowing you to do so for fun, hacking the game to use cheats, and the last, and most unlikely, being that you're somehow THAT good at the game. The unit itself is also bare-bones and impractical as all hell, due to being completely unspecialized aside from dealing lots of damage and having high durability that's bolstered by it's ability to regenerate over time, as well as an immunity to Attack Dogs, Spooks, Terror Drones, Radiation and units who weaponize it, such as the Desolators[=/Eradicators and the Syckle, as well as being immune to poison too. Both of these things are rendered useless by multiple flaws, such as the Cyborg Commando's ArmCannon having a horribly slow rate of fire, causing friendly fire to any of your units caught in the radius of it's plasma blast, and only being able to target ground units, and the Cyborg Commando's immense durability and immunity to many things is rendered worthless as many other things are still capable of affecting it, such as Volkov's Tesla Cannon still being able to paralyze him and his canine companion Chitzkoi being able to kill him in one hit, as well as him not being immune to the Viruses darts, as well as being vulnerable to EMP's and magnetic weaponry.
* UnexpectedCharacter: [[spoiler:In spite of the statements that time-travel would not be involved in the plot of Mental Omega 3.x (unlike what happens in 2.x), during the cutscene in "Reality Check" (Epsilon 23), a Time Machine in ruins is visible when Yuri tells Libra of mistakes he had made. The same Time Machine appears in "Hamartia" (Allied 24), in the underground cave.]]

to:

* ScrappyWeapon: The Cyborg Commando. Aside from being impossible to achieve due to the absurd requirements needed to even obtain it, which consists of infiltrating the battle labs of all four factions, which, while difficult, is not outright impossible, pales in comparison to the second requirement, which is owning the barracks of all four factions, making it impossible to achieve outside of a few select conditions, such as if you're playing Ultimate Alliance mode, which gives you the [=MCVs=] and arsenals of all four factions, alongside the stolen tech units, the Cyborg Commando unit, having four good friends who are deliberately allowing you to do so for fun, hacking the game to use cheats, and the last, and most unlikely, being that you're somehow THAT good at the game. The unit itself is also bare-bones and impractical as all hell, due to being completely unspecialized aside from dealing lots of damage and having high durability that's bolstered by it's ability to regenerate over time, as well as an immunity to Attack Dogs, Spooks, Terror Drones, Radiation and units who weaponize it, such as the Desolators[=/Eradicators Desolators/Eradicators and the Syckle, as well as being immune to poison too. Both of these things are rendered useless by multiple flaws, such as the Cyborg Commando's ArmCannon having a horribly slow rate of fire, causing friendly fire to any of your units caught in the radius of it's plasma blast, and only being able to target ground units, and the Cyborg Commando's immense durability and immunity to many things is rendered worthless as many other things are still capable of affecting it, such as Volkov's Tesla Cannon still being able to paralyze him and his canine companion Chitzkoi being able to kill him in one hit, as well as him not being immune to the Viruses darts, as well as being vulnerable to EMP's and magnetic weaponry.
* UnexpectedCharacter: [[spoiler:In spite of the statements that time-travel would not be involved in the plot of Mental Omega 3.x (unlike what happens in 2.x), during the cutscene in "Reality Check" (Epsilon 23), a Time Machine in ruins is visible when Yuri tells Libra of mistakes he had made. The same Time Machine appears in "Hamartia" (Allied 24), in the underground cave.]]
weaponry.



** While most Challenges would end on this category due to [[SNKBoss the unfair advantages the enemies have]], the Regenbogen Challenge takes the cake. While all other challenges are difficult but predictable, letting you figure out how to turtle against the AI, Regenbogen is difficult and '''un'''predictable thanks to its random weather effects. It is perfectly possible for an otherwise impenetrable base to be outright ruined if you get several of the nastiest weather effects in a row. The Yellow weather effect, which sends up to 30 Hunter-Seekers to the players' bases, causing a lot of destruction on their path, is especially infamous, with many guides simply telling players to quit if they happen to get two Yellows in a row, moreso in the early-game. Even if you can survive the onslaught of the Yellow weather, you still have to deal with the weather effects that Suppresses all your non-epic, non-projectile units, and the one that effectively turns practically all your units into {{One Hit Point Wonder}}s, greatly limiting the viable factions for this challenge.

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** While most Challenges would end on this category due to [[SNKBoss the unfair advantages the enemies have]], the Regenbogen Challenge takes the cake. While all other challenges are difficult but predictable, letting you figure out how to turtle against the AI, Regenbogen is difficult and '''un'''predictable thanks to its random weather effects. It is perfectly possible for an otherwise impenetrable base to be outright ruined if you get several of the nastiest weather effects in a row. The Yellow weather effect, which sends up to 30 Hunter-Seekers to the players' bases, causing a lot of destruction on their path, is especially infamous, with many guides simply telling players to quit if they happen to get two Yellows in a row, moreso in the early-game. Even if you can survive the onslaught of the Yellow weather, you still have to deal with the weather effects that Suppresses all your non-epic, non-projectile units, and the one that effectively turns practically all your units into {{One Hit Point Wonder}}s, greatly limiting the viable factions for this challenge.challenge.
* UnexpectedCharacter: [[spoiler:In spite of the statements that time-travel would not be involved in the plot of Mental Omega 3.x (unlike what happens in 2.x), during the cutscene in "Reality Check" (Epsilon 23), a Time Machine in ruins is visible when Yuri tells Libra of mistakes he had made. The same Time Machine appears in "Hamartia" (Allied 24), in the underground cave.]]
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* UnexpectedCharacter: [[spoiler:In spite of the statements that time-travel would not be involved in the plot of Mental Omega 3.x (unlike what happens in 2.x), during the cutscene in "Reality Check" (Epsilon 23), a Time Machine in ruins is visible when Yuri tells Libra of mistakes he had made. The same Time Machine appears in "Hamartia" (Allied 24), in the underground cave.]]



** While most Challenges would end on this category due to [[SNKBoss the unfair advantages the enemies have]], the Regenbogen Challenge takes the cake. While all other challenges are difficult but predictable, letting you figure out how to turtle against the AI, Regenbogen is difficult and '''un'''predictable thanks to its random weather effects. It is perfectly possible for an otherwise impenetrable base to be outright ruined if you get several of the nastiest weather effects in a row. The Yellow weather effect, which sends up to 30 Hunter-Seekers to the players' bases, causing a lot of destruction on their path, is especially infamous, with many guides simply telling players to quit if they happen to get two Yellows in a row, moreso in the early-game. Even if you can survive the onslaught of the Yellow weather, you still have to deal with the weather effects that Suppresses all your non-epic, non-projectile units, and the one that effectively turns practically all your units into {{One Hit Point Wonder}}s, greatly limiting the viable factions for this challenge.
* UnexpectedCharacter: [[spoiler:In spite of the statements that time-travel would not be involved in the plot of Mental Omega 3.x (unlike what happens in 2.x), during the cutscene in "Reality Check" (Epsilon 23), a Time Machine in ruins is visible when Yuri tells Libra of mistakes he had made. The same Time Machine appears in "Hamartia" (Allied 24), in the underground cave.]]

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** While most Challenges would end on this category due to [[SNKBoss the unfair advantages the enemies have]], the Regenbogen Challenge takes the cake. While all other challenges are difficult but predictable, letting you figure out how to turtle against the AI, Regenbogen is difficult and '''un'''predictable thanks to its random weather effects. It is perfectly possible for an otherwise impenetrable base to be outright ruined if you get several of the nastiest weather effects in a row. The Yellow weather effect, which sends up to 30 Hunter-Seekers to the players' bases, causing a lot of destruction on their path, is especially infamous, with many guides simply telling players to quit if they happen to get two Yellows in a row, moreso in the early-game. Even if you can survive the onslaught of the Yellow weather, you still have to deal with the weather effects that Suppresses all your non-epic, non-projectile units, and the one that effectively turns practically all your units into {{One Hit Point Wonder}}s, greatly limiting the viable factions for this challenge.
* UnexpectedCharacter: [[spoiler:In spite of the statements that time-travel would not be involved in the plot of Mental Omega 3.x (unlike what happens in 2.x), during the cutscene in "Reality Check" (Epsilon 23), a Time Machine in ruins is visible when Yuri tells Libra of mistakes he had made. The same Time Machine appears in "Hamartia" (Allied 24), in the underground cave.]]
challenge.
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* ScrappyWeapon: The Cyborg Commando. Aside from being impossible to achieve due to the absurd requirements needed to even obtain it, which consists of infiltrating the battle labs of all four factions, which, while difficult, is not outright impossible, pales in comparison to the second requirement, which is owning the barracks of all four factions, making it impossible to achieve outside of a few select conditions, such as if you're playing Ultimate Alliance mode, which gives you the [=MCVs=] and arsenals of all four factions, alongside the stolen tech units, the Cyborg Commando unit, having four good friends who are deliberately allowing you to do so for fun, hacking the game to use cheats, and the last, and most unlikely, being that you're somehow THAT good at the game. The unit itself is also bare-bones and impractical as all hell, due to being completely unspecialized aside from dealing lots of damage and having high durability that's bolstered by it's ability to regenerate over time, as well as an immunity to Attack Dogs, Spooks, Terror Drones, Radiation and units who weaponize it, such as the Desolators[=/Eradicators and the Syckle, as well as being immune to poison too. Both of these things are rendered useless by multiple flaws, such as the Cyborg Commando's ArmCannon having a horribly slow rate of fire, causing friendly fire to any of your units caught in the radius of it's plasma blast, and only being able to target ground units, and the Cyborg Commando's immense durability and immunity to many things is rendered worthless as many other things are still capable of affecting it, such as Volkov's Tesla Cannon still being able to paralyze him and his canine companion Chitzkoi being able to kill him in one hit, as well as him not being immune to the Viruses darts, as well as being vulnerable to [=EMPs=] and magnetic weaponry.

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* ScrappyWeapon: The Cyborg Commando. Aside from being impossible to achieve due to the absurd requirements needed to even obtain it, which consists of infiltrating the battle labs of all four factions, which, while difficult, is not outright impossible, pales in comparison to the second requirement, which is owning the barracks of all four factions, making it impossible to achieve outside of a few select conditions, such as if you're playing Ultimate Alliance mode, which gives you the [=MCVs=] and arsenals of all four factions, alongside the stolen tech units, the Cyborg Commando unit, having four good friends who are deliberately allowing you to do so for fun, hacking the game to use cheats, and the last, and most unlikely, being that you're somehow THAT good at the game. The unit itself is also bare-bones and impractical as all hell, due to being completely unspecialized aside from dealing lots of damage and having high durability that's bolstered by it's ability to regenerate over time, as well as an immunity to Attack Dogs, Spooks, Terror Drones, Radiation and units who weaponize it, such as the Desolators[=/Eradicators and the Syckle, as well as being immune to poison too. Both of these things are rendered useless by multiple flaws, such as the Cyborg Commando's ArmCannon having a horribly slow rate of fire, causing friendly fire to any of your units caught in the radius of it's plasma blast, and only being able to target ground units, and the Cyborg Commando's immense durability and immunity to many things is rendered worthless as many other things are still capable of affecting it, such as Volkov's Tesla Cannon still being able to paralyze him and his canine companion Chitzkoi being able to kill him in one hit, as well as him not being immune to the Viruses darts, as well as being vulnerable to [=EMPs=] EMP's and magnetic weaponry.

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"The" and "A" are normally not counted as an alphabetical order (i.e. A Lighter Shadr Of Gray is alphabetized as "L"). The word "That" isn't one of them.


* ScrappyWeapon: The Cyborg Commando. Aside from being impossible to achieve due to the absurd requirements needed to even obtain it, which consists of infiltrating the battle labs of all four factions, which, while difficult, is not outright impossible, pales in comparison to the second requirement, which is owning the barracks of all four factions, making it impossible to achieve outside of a few select conditions, such as if you're playing Ultimate Alliance mode, which gives you the [=MCVs=] and arsenals of all four factions, alongside the stolen tech units, the Cyborg Commando unit, having four good friends who are deliberately allowing you to do so for fun, hacking the game to use cheats, and the last, and most unlikely, being that you're somehow THAT good at the game. The unit itself is also bare-bones and impractical as all hell, due to being completely unspecialized aside from dealing lots of damage and having high durability that's bolstered by it's ability to regenerate over time, as well as an immunity to Attack Dogs, Spooks, Terror Drones, Radiation and units who weaponize it, such as the Desolators[=/Eradicators and the Syckle, as well as being immune to poison too. Both of these things are rendered useless by multiple flaws, such as the Cyborg Commando's ArmCannon having a horribly slow rate of fire, causing friendly fire to any of your units caught in the radius of it's plasma blast, and only being able to target ground units, and the Cyborg Commando's immense durability and immunity to many things is rendered worthless as many other things are still capable of affecting it, such as Volkov's Tesla Cannon still being able to paralyze him and his canine companion Chitzkoi being able to kill him in one hit, as well as him not being immune to the Viruses darts, as well as being vulnerable to [=EMPs=] and magnetic weaponry.



* ScrappyWeapon: The Cyborg Commando. Aside from being impossible to achieve due to the absurd requirements needed to even obtain it, which consists of infiltrating the battle labs of all four factions, which, while difficult, is not outright impossible, pales in comparison to the second requirement, which is owning the barracks of all four factions, making it impossible to achieve outside of a few select conditions, such as if you're playing Ultimate Alliance mode, which gives you the [=MCVs=] and arsenals of all four factions, alongside the stolen tech units, the Cyborg Commando unit, having four good friends who are deliberately allowing you to do so for fun, hacking the game to use cheats, and the last, and most unlikely, being that you're somehow THAT good at the game. The unit itself is also bare-bones and impractical as all hell, due to being completely unspecialized aside from dealing lots of damage and having high durability that's bolstered by it's ability to regenerate over time, as well as an immunity to Attack Dogs, Spooks, Terror Drones, Radiation and units who weaponize it, such as the Desolators[=/Eradicators and the Syckle, as well as being immune to poison too. Both of these things are rendered useless by multiple flaws, such as the Cyborg Commando's ArmCannon having a horribly slow rate of fire, causing friendly fire to any of your units caught in the radius of it's plasma blast, and only being able to target ground units, and the Cyborg Commando's immense durability and immunity to many things is rendered worthless as many other things are still capable of affecting it, such as Volkov's Tesla Cannon still being able to paralyze him and his canine companion Chitzkoi being able to kill him in one hit, as well as him not being immune to the Viruses darts, as well as being vulnerable to [=EMPs=] and magnetic weaponry.
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* SugarWiki/MostWonderfulSound: Aerial Fortress Irkalla's voice! All of it's lines are delivered in a GLORIOUS robotic monotone.
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* ScrappyWeapon: The Cyborg Commando. Aside from the next to impossible requirements that you can only really achieve using cheats outside of Ultimate Alliance mode which features it's requirements of having all four factions barracks and all labs infiltrated due to giving you the arsenals of all factions and their sub-factions alongside their stolen tech unit, the only thing that the Cyborg Commando is good for is dealing and absorbing damage thanks to it's weapon being an ArmCannon that fires an area of effect plasma ball, as well as having high health and the ability to regenerate, but even then, it's overshadowed by other units in terms of damage dealing and defense, due to having a horrifically slow fire rate and being able to accidentally cause friendly fire, as well as being unable to aim at aircrafts, it's durability is also rendered useless by the fact that Chitzkoi can still kill it in one hit, and that concentrated anti-infantry weaponry will make short work of it.

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* ScrappyWeapon: The Cyborg Commando. Aside from the next to being impossible to achieve due to the absurd requirements that you can only really needed to even obtain it, which consists of infiltrating the battle labs of all four factions, which, while difficult, is not outright impossible, pales in comparison to the second requirement, which is owning the barracks of all four factions, making it impossible to achieve using cheats outside of a few select conditions, such as if you're playing Ultimate Alliance mode mode, which features it's requirements of having all four factions barracks and all labs infiltrated due to giving gives you the [=MCVs=] and arsenals of all factions and their sub-factions four factions, alongside their the stolen tech unit, the only thing that units, the Cyborg Commando is unit, having four good friends who are deliberately allowing you to do so for fun, hacking the game to use cheats, and the last, and most unlikely, being that you're somehow THAT good at the game. The unit itself is also bare-bones and impractical as all hell, due to being completely unspecialized aside from dealing and absorbing lots of damage thanks to it's weapon being an ArmCannon that fires an area of effect plasma ball, as well as and having high health and the durability that's bolstered by it's ability to regenerate, but even then, it's overshadowed by other regenerate over time, as well as an immunity to Attack Dogs, Spooks, Terror Drones, Radiation and units in terms of damage dealing who weaponize it, such as the Desolators[=/Eradicators and defense, due to having a horrifically slow fire rate and being able to accidentally cause friendly fire, the Syckle, as well as being unable immune to aim at aircrafts, it's durability is also poison too. Both of these things are rendered useless by multiple flaws, such as the fact that Cyborg Commando's ArmCannon having a horribly slow rate of fire, causing friendly fire to any of your units caught in the radius of it's plasma blast, and only being able to target ground units, and the Cyborg Commando's immense durability and immunity to many things is rendered worthless as many other things are still capable of affecting it, such as Volkov's Tesla Cannon still being able to paralyze him and his canine companion Chitzkoi can still being able to kill it him in one hit, as well as him not being immune to the Viruses darts, as well as being vulnerable to [=EMPs=] and that concentrated anti-infantry weaponry will make short work of it.magnetic weaponry.
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* ScrappyWeapon: The Cyborg Commando. Aside from the next to impossible requirements that you can only really achieve using cheats outside of Ultimate Alliance mode which features it's requirements of having all four factions barracks and all labs infiltrated due to giving you the arsenals of all factions and their sub-factions alongside their stolen tech unit, the only thing that the Cyborg Commando is good for is dealing and absorbing damage thanks to it's weapon being an ArmCannon that fires an area of effect plasma ball, as well as having high health and the ability to regenerate, but even then, it's overshadowed by other units in terms of damage dealing and defense, due to having a horrifically slow fire rate and being able to accidentally cause friendly fire, as well as being unable to aim at aircrafts, it's durability is also rendered useless by the fact that Chitzkoi can still kill it in one hit, and that concentrated anti-infantry weaponry will make short work of it.
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* BetterThanCanon: The mod is widely considered to be better than the already highly popular vanilla Yuri's Revenge, thanks to completely rebalancing the game while keeping all the unf intact with boatloads of new content as well as streamlining the game in itself, such as reducing the Allies and Soviets to three different sub-factions, each containing a huge variety of infantry, vehicles, aircraft, naval vessels, and base defenses, as well as their own unique playstyles, and even finally balancing out the once-monstrously overpowered abomination of a faction it was in the vanilla version to being something much more balanced while still retaining all of the fun their bizarre and unique units give.

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* BetterThanCanon: The mod is widely considered to be better than the already highly popular vanilla Yuri's Revenge, thanks to completely rebalancing the game while keeping all the unf intact fun intact, with boatloads of new content as well as streamlining the game in itself, such as reducing the Allies and Soviets to three different sub-factions, each containing a huge variety of infantry, vehicles, aircraft, naval vessels, and base defenses, as well as their own unique playstyles, and even finally balancing out the once-monstrously overpowered abomination of a faction it was in the vanilla version to being something much more balanced while still retaining all of the fun their bizarre and unique units give.
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* BetterThanCanon: The mod is widely considered to be better than the already highly popular vanilla Yuri's Revenge, thanks to completely rebalancing the game while keeping all the unf intact with boatloads of new content as well as streamlining the game in itself, such as reducing the Allies and Soviets to three different sub-factions, each containing a huge variety of infantry, vehicles, aircraft, naval vessels, and base defenses, as well as their own unique playstyles, and even finally balancing out the once-monstrously overpowered abomination of a faction it was in the vanilla version to being something much more balanced while still retaining all of the fun their bizarre and unique units give.
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*** "[[https://www.youtube.com/watch?v=aK8VBkZBPpE From Chaos]]" also by World Beyond, [[https://www.youtube.com/watch?v=FI4cKWsebF0 its instrumental version]] is used in the "[[https://www.youtube.com/watch?v=g2HfWctqgtA The Finale Trailer]]", a somewhat sinister track reflecting the imminent threat of the Mental Omega Device on the world, yet offers a glimpse of hope in the Foehn Revolt.

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*** "[[https://www.youtube.com/watch?v=aK8VBkZBPpE From Chaos]]" also by World Beyond, [[https://www.youtube.com/watch?v=FI4cKWsebF0 its instrumental version]] is used in the "[[https://www.youtube.com/watch?v=g2HfWctqgtA The Finale Trailer]]", a somewhat sinister track reflecting the imminent threat of the Mental Omega Device on the world, yet offers a glimpse of hope in hope. The lyrics conveys the Foehn Revolt.Allies' perspective in their assault against said device in Antartica.
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*** "[[https://www.youtube.com/watch?v=aK8VBkZBPpE From Chaos]]" also by World Beyond, [[https://www.youtube.com/watch?v=FI4cKWsebF0 its instrumental version]] is used in the "[[https://www.youtube.com/watch?v=g2HfWctqgtA The Finale Trailer]]", a somewhat sinister track reflecting the imminent threat of the Mental Omega Device on the world, yet offers a glimpse of hope in the Foehn Revolt.
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* GoodBadBugs: In ''Hamartia'' (Allied 24), during the final stage, you can feel free to create a PlotHole on your own by selling the Old Chronosphere... for a measly 50 credits.

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* NightmareFuel: During the loading screen, Yuri's ghost portrait is shown in Epsilon skirmish with their music playing.

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* NightmareFuel: NightmareFuel:
**
During the loading screen, Yuri's ghost portrait is shown in Epsilon skirmish with their music playing.


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** The Act 2 Epsilon ending. The utterly absolute victory of the Epsilon gives the ending a chilling tone, especially with the very casual way they send people who are ImmuneToMindControl straight to the Grinders, or the shot where Epsilon and mind-controlled American aircraft fly over a Statue of Yuri... on top of where the Statue of Liberty used to be. It helps convey the hopelessness of the situation.
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* FanNickname: Chinese players like to call Norio Tomokawa as Ji Fu (紀夫).
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** "Fatal Impact" (Soviet 23) is not a particularly difficult mission and, on paper, it's very straightforward to find the Spatha Defense Systems and destroy them. ''On paper''. On practice, the map has a very confusing layout and you have three armies that are effectively cut off from each other (you ''can'' send air units between each group, but the anti-air defenses are so extreme it's not worth trying). You have to manage an MCV-less base in the top right, Volkov and Chitzkoi (and some Grumbles you can pick up) on the top left, and your only MCV on the bottom left. Then there's the matter of reaching the Spatha Defense Systems themselves, for some of them are placed in locations that look like they can be approached by one of your three armies, only for it to turn out that you need to reach it with another. While you do have two hours and a half of in-game time to beat the mission, between the layout, the managing of all armies, and knowing in which order you have to take on them means you might as well run out of time in your first try. There's a reason the loading screen warns you in that it's going to be "a long battle".
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*** Bewitched by World Beyond plays during the epilogue of the Allied campaign and enhances the feeling of loss and despair as Tanya and the few survivors of the Allied expeditionary force escape on board the Paradox Engine wreckage as it's Chronoshifted to Point Hope, leaving the rest of the Allies including Siegfried to die or be mind controlled.
*** Not the End by World Beyond, the epilogue theme to the Foehn origins campaign is the opposite of the above, a triumphant orchestral rock theme to restore a feeling of hope after Yuri's seemingly inevitable victory is thwarted at the last minute.

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*** Bewitched "[[https://www.youtube.com/watch?v=4Jf6V9QGmJo Bewitched]]" by World Beyond plays during the epilogue of the Allied campaign and enhances the feeling of loss and despair as Tanya and the few survivors of the Allied expeditionary force escape on board the Paradox Engine wreckage as it's Chronoshifted to Point Hope, leaving the rest of the Allies including Siegfried to die or be mind controlled.
controlled when the damaged Mental Omega Device finally activates.
*** "[[https://www.youtube.com/watch?v=LtDWwxfJZQ0 Not the End End]]" by World Beyond, the epilogue theme to the Foehn origins Origins campaign is the opposite of the above, a triumphant orchestral rock theme to restore a feeling of hope after Yuri's seemingly inevitable victory is thwarted at the last minute.minute by the activation of the Paradox Engine's time freeze.
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*** Godsend Intro is essentially the theme for the Aerial Fortress Irkalla. This dark, apocalyptic theme perfectly fits the unit's introducing level, Godsend (Epsilon 17).
*** Annihilation March, the opening theme of Death's Hand (Soviet 24) composed by Smiechu. It sounds exactly as its name implies, a bombastic Hell March-esque war theme that perfectly suits the Soviets taking back Moscow from Yuri.
*** Virus by Frank Klepacki plays over the opening of Insomnia (Allied 22) and is the kind of fast-paced rocktronic theme to get you in the mood to deliver a CurbStompBattle to Epsilon.
*** Militant Funk by Frank Klepacki plays over the opening of Withershins (Allied 23) and like the example immediately preceding it exists to make kicking Epsilon ass with the full might of the Allies all the more badass.
*** Machines Collide again by Frank Klepacki plays over the opening of Hamartia (Allied 24) an ominous yet epic score for the ominous initial stage of the mission set in Epsilon's underground isntallation underneath the Mental Omega Device.
*** Alternate Route Advised by World Beyond plays after the initial stage of Vanishing Point (Foehn Origins 05) and perfectly invokes AutobotsRockOut in order to pull you out of the Darkest Hour that is the imminent global mind control so that you kick more Epsilon ass.
*** Land of No Justice by World Beyond, the opening theme of The Remnant (Foehn Origins 06) and captures the feel of the level being the desperate last stand for all that remain to fight Yuri after the activation of the Mental Omega Device.

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*** "[[https://www.youtube.com/watch?v=6AavrwT4QbU Godsend Intro Intro]]" is essentially the theme for the Aerial Fortress Irkalla. This dark, apocalyptic theme perfectly fits the unit's introducing level, Godsend (Epsilon 17).
*** "[[https://www.youtube.com/watch?v=PBBa4aEcXgQ Annihilation March, March]]", the opening theme of Death's Hand (Soviet 24) composed by Smiechu. It sounds exactly as its name implies, a bombastic Hell March-esque war theme that perfectly suits the Soviets taking back Moscow from Yuri.
*** Virus "[[https://www.youtube.com/watch?v=oqcS4ZV8XZA Virus]]" by Frank Klepacki plays over the opening of Insomnia (Allied 22) and is the kind of fast-paced rocktronic theme to get you in the mood to deliver a CurbStompBattle to Epsilon.
*** "[[https://www.youtube.com/watch?v=b6pXNfLXQ5s Militant Funk Funk]] by Frank Klepacki plays over the opening of Withershins (Allied 23) and like the example immediately preceding it, it exists to make kicking Epsilon ass with the full might of the Allies all the more badass.
*** "[[https://www.youtube.com/watch?v=P6ho3jU4bzM Machines Collide Collide]]" again by Frank Klepacki plays over the opening of Hamartia (Allied 24) an ominous yet epic score for the ominous initial stage of the mission set in Epsilon's underground isntallation underneath the Mental Omega Device.
*** Alternate "[[https://www.youtube.com/watch?v=hKUOCbVjR8w Alternative Route Advised Advised]]" by World Beyond plays after the initial stage of Vanishing Point (Foehn Origins 05) and perfectly invokes AutobotsRockOut in order to pull you just as Yunru pulls herself out of the Darkest Hour DespairEventHorizon that is the imminent global mind control so that you kick more Epsilon ass.
ass in style.
*** "[[https://www.youtube.com/watch?v=IYsoeDhP-j4 Land of No Justice Justice]]" by World Beyond, the opening theme of The Remnant (Foehn Origins 06) and captures the feel of the level being the desperate last stand for all that remain to fight Yuri after the activation of the Mental Omega Device.

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