This review has been hidden because it contains spoilers. To view it,Since there's currently no blurb listed on Goodreads, here's a spoilery recap of this issue:Plot: Aal Cistler is forcibly readmitted to the Academy, and is determined to bring Team Blue down.
Lio suffers through rehab, to emerge as a stronger and more focused soldier. Dylanna likes Tosh, but Tosh hooks up with Nova in response. Phash's kid has the ability to astral project, and Nova tries to follow up on his projections. A second storyline emerges, where kids from old families are seeking refug Since there's currently no blurb listed on Goodreads, here's a spoilery recap of this issue:Plot: Aal Cistler is forcibly readmitted to the Academy, and is determined to bring Team Blue down. Lio suffers through rehab, to emerge as a stronger and more focused soldier.
Dylanna likes Tosh, but Tosh hooks up with Nova in response. Phash's kid has the ability to astral project, and Nova tries to follow up on his projections. A second storyline emerges, where kids from old families are seeking refuge from Zerg in a bunker. One of these kids has a mysterious tie to Nova. It appears the recruits will be sent to save them.As my favourite character, I loved where Lio's story went in this issue.
I thought his story was more interesting and sad than Nova and Delta's lives on the street/factory, and I want to learn more about his home planet, his peoples' penchant for being hair-free, the Hab and his uncle. I really felt for him during his flashbacks, and the 2 page spread for his psychotic break was so detailed, horrific and beautiful. The experiments were reminiscent of the Ludovico treatment in A Clockwork Orange, which is one of my favourite books and movies. I'll miss the old kooky Lio, but I'm excited to see what he can achieve with his newfound clarity.In other news, I didn't like Nova and Tosh's 5 second relationship. I didn't perceive any chemistry in vol.
1, so it came out of nowhere. I'm finding Dylanna increasingly irritating, I hate that she was portrayed as a stereotypical butch angry lesbian, then turned out to be hetero and in love with Tosh.yawn. Kath and Delta didn't need to be in this issue at all, they barely did anything.On a more positive note, we got to learn more about the Zerglings, Hydralisks and Defilers!
I didn't know there were different creatures/components to the Zerg - are they all Zerg? I'm interested to see where this storyline with the rich kids is going. Antonia appears to be a technopath and Morgan has mysterious ties to Nova. It seems the recruits will be sent to rescue them, but I don't know what to expect beyond that. I'm also stoked to find out that Phash's kid can astral project!Unfortunately I experienced more issues with the artwork, namely the Zerg, simulations and hand-to-hand combat sessions.
The artists cram too much detail into Zerg panels, so all I can see is a mass of sinew, goo and dust clouds. I just have to assume the Zerg are ripping people to shreds. Also, during the hand-to-hand combat sessions and simulation exercises at the Academy, I can't tell who's winning until someone lands on their ass. It's not a problem specific to this manga as it also happened in reading Biomega.
I wonder if I'd be less confused if the manga were in colour.Overall: Volume 1 was full of gaps, but Volume 2 helps to fill these in.to an extent. We learn more about the Zerg, and are introduced to a host of new characters. Lio fans will either love the tragic changes in character development, or mourn the old Lio.
Hey all,As promised, this is a followup to my other last Friday, this time we’re focusing on the abilities, quotes, interactions and skins of the character. As usual, I’ll only comment on the things that have an interesting story behind them.Let me know if these “lore of” threads are getting oversaturated, I wanted to spread out the lore and quotes when I had to split it but now that there are other series lore threads going I want to make sure people are getting too fatigued and if I should put these both on the same day.On that note, shoutout to and for starting Warcraft and Diablo versions of this series respectively.
If you want to dig deeper into those franchises, check them out!AbilitiesJim Raynor’s base kit is around his gauss rifle, which is a gauss-assisted gun that can fire bolts of depleted uranium. It can fire in automatic or semi-auto bursts, his Heroes appearance being semi-auto. His armor is a CMC-400, an advanced version of the CMC-300 most marines use, with some extra plating and hardware. It was given to him by the technician of his marine unit, Hiram Feek, during his time in the 321st Colonial Rangers in the Guild Wars.Q: Penetrating Shot – During his expedition to Char in Wings of Liberty, Raynor uses an HEV sniper rifle equipped with Mk. 12 Penetrator Rounds, which can shoot through multiple targets.
This is likely a reference to that ability from the mission “Belly of the Beast.”.W: Inspire – Raynor was known as a born charismatic leader, inspiring many to take up arms against the corrupt Arcturus Mengsk and start a revolution. This also fills his “marine fantasy,” as StarCraft units have an ability called stimpack (combat stimulants) that allows them to shoot and move faster.
Raynor however is known to refuse to use stimpacks (though his SC1 iteration has the ability), so this is a compromise of that. The ability symbol is that of Raynor’s Raiders.R1: Hyperion – The Hyperion was the former flagship of Arcturus Mengsk, stolen from the Terran Confederacy by the Umojan Protectorate and given to him to help his revolution. After that, Raynor stole it, and it became the headquarters of Raynor’s Raiders, finally becoming the flagship of the Dominion fleet after Arcturus’s death. The ship is a Behemoth-class battlecruiser, the big super tier 3 air unit terrans can build in StarCraft 1 (they get Minotaur-class in SC2). It strafes the ground with its laser attacks, and uses its super powered plasma Yamato Cannon on structures. As seen by his quotes, the ship is piloted by Raynor’s second in command Matt Horner.R2: Raynor’s Raiders – Raynor’s Raiders is Raynor’s group of revolutionaries devoted to taking down Arcturus Mengsk and saving lives in the Koprulu Sector. The ability summons two banshees, tactical assault stealth bombers designed for atmospheric combat.
This ability is a reference to the cinematic, where Raynor rescues General Horace Warfield, and when zerg begin to overwhelm him a group of banshees strafe the ground around him.TalentsScouting Drone (Level 1) – The drone uses the model of the point-defense drone from StarCraft II. These drones are made by automated aircraft called ravens, and can shoot projectiles out of the air.Revolution Overdrive (Level 7) – In the cutscene “” of Wings of Liberty, Raynor says before his first attack on the Dominion, “About time we kick this revolution into overdrive.” It’s become one of the more common quotes associated with Raynor’s Raiders.Dusk Wings (Level 20) – The Dusk Wings are a band of former Dominion pilots who stole prototype banshees and abandoned the Dominion to work as mercenaries.
They are a potential recruitment option for Jim Raynor during the Wings of Liberty campaign as part of the mercenary mechanic. This doesn't change the model (in spite of my misremembering), and back in the early days of Heroes this was misnamed Hel's Angels, which was the Viking mercenary unit from the campaign.A Card to Play (Level 20) – A reference to the quote from the scene in Wings of Liberty where Jim Raynor rescues General Warfield “General, you know I always have a card to play.” That also happens to be the name of the cinematic. Conan exiles cracked free. Poke Quotes”This is Jimmy”– One of Jim Raynor’s select quotes from StarCraft 1.”Sell me.”– One of Jim Raynor’s select quotes from StarCraft II.”Don’t mess with Mar Sara” – A reference to the quote “Don’t mess with Texas.” Jim Raynor was marshal of Mar Sara for years after his stint as a bandit, and even married and had a child there.” Yippee-ki-yay.” – An old cowboy expression that was made famous by the movie “Die Hard.” Also one of his poke quotes from StarCraft II.” I never look for trouble but it always seems to find me. Usually at a bar.” – Jim Raynor is both a notorious outlaw and a notorious drinker. In StarCraft II, the entire campaign is started when Raynor is drinking at a bar and Tychus finds him, giving him an offer to hunt xel’naga artifacts.” It’s funny, I ain’t been a marshal for years, but I always feel like there’s a magistrate looking over my shoulder.” – In StarCraft 1’s first campaign Rebel Yell, you play as a magistrate assigned to Mar Sara, and command Jim Raynor around.
Kim possible film mission cupidon streaming indonesia. This is Jim saying that he always feels like there’s still a player character ordering him around in the same RTS fashion.” Well, whoof, what is it about girls with dreads?” – After Wings of Liberty, Raynor uses an artifact named the Keystone to uninfest Kerrigan, but her hair remains zerg-like. Jim’s comparing the zerg hair she had to dreadlocks.” I find that whenever I’ve got a split decision in my life, the first option is usually the canonically correct one.” – In Wings of Liberty, there are three instances where Raynor is forced to make a decision that impacts how one of the story arcs concludes.
Canonically, the “A” choice is always canon, so canonically Raynor helps renegade ghost Gabriel Tosh free his spectre friends, he protects the colony of Haven from the protoss, and he destroys the tunnels of the planet Char.” Well I’m bored. Who needs something kicked into overdrive?” – A reference to his line from the first SC2 cinematic “About time we kick this revolution into overdrive.”” When the going gets tough, well the tough call in the good old Hyperion and blast the hell out of everything.” – A twist on “when the going gets tough, the tough gets going.” Raynor’s capitol ship is the Hyperion, which is heavily outfitted with weapons. There are several cases where Raynor uses it to make a quick escape.” (shakes glass) Excuse me. Gettin a little dry over here.” – Raynor drinks a lot, and part of the Wings of Liberty campaign (as well as an entire cut story arc of the campaign) deals with his alcoholism.” So you ever hear what happens when you play StarCraft backwards? I get my vulture back, I get my girl back, my planet isn’t glassed by the protoss, and things are peachy keen.” – Through the campaign of StarCraft, Jim Raynor’s home of Mar Sara gets invaded by the zerg and purified by the protoss, his love Sarah Kerrigan gets betrayed and infested by the zerg, and after StarCraft 1 Raynor loses his signature vulture bike in favor of being a generic marine unit.” Startin’ to miss my jukebox.” – In StarCraft II, Raynor has a jukebox on the Hyperion, a classic relic that actually fetches a high price in the Koprulu sector. He stole one during his time as a bandit but it’s unknown if it’s the same one. During Wings of Liberty, Tychus gets drunk and throws it at Jim during a fight with him, breaking it.
Though it gets fixed, the book Flashpoint mentions it never quite worked the same.” (music plays) Shotgun Zerg And you. I gotta zerg, and a shotgun, and I’m bringin’ em home to you.” – One of the songs on the Hyperion jukebox is “” by Whiteboy James and the Blues Express (originally Shotgun, Beer and You). In the vague lore established for them, Whiteboy James is a terran criminal who gets locked up in the Dominion prison of New Folsam.” (Jem’s Tune plays) Hey it that Liberty Rock? Well turn it up man!” – is a song from the StarCraft 1 intro cinematic, that later shows up in StarCraft II on Raynor’s Jukebox.
Nobody’s sure what Liberty Rock is, but Radio Liberty is a pirate radio station run by a group of rebels against Arcturus Mengsk, and supported by the famed journalist Michael Liberty. Interaction QuotesTychus: ”Just like old times, eh partner?” Raynor: ”Like old times.” – Both Jim and Tychus were in Heaven’s Devils, a Confederate marine group turned bandit duo that became infamous among law enforcement. This interaction references the cinematic in Wings of Liberty “Old Times,” where the two have the same exchange after Raynor agrees to work for Tychus’s contacts in the Moebius Foundation.Raynor: ”Tychus What happened to you?” Infested Tychus: ”Yeah, betrayed me then too.” – This one’s a bit bugged since it’s supposed to be a response to “Just like old times.” Infested Tychus takes place after Raynor shoots Tychus for working with Mengsk and trying to kill Kerrigan. In their old days, Raynor was forced to leave Tychus behind to escape law enforcement, though Tychus willingly stayed.Infested Tychus: ”Just like old times, isn’t it Jimmy?” Raynor: ”Yeah Not quite.” – Since Infested Tychus is from after Tychus was killed by Raynor, he’s less friendly toward his old friend. Also in their old times, Tychus wasn’t zerg, in fact the zerg hadn’t even been discovered yet.Kerrigan: ”You up for this, cowboy?” Raynor: ”Always.” – Raynor and Kerrigan fell in love, and in this point in their timeline the two are allies and lovers again.
Raynor’s called “cowboy” by a lot of his friends for his more old west sensibilities. Also of note, Raynor’s “Always” is the same tone he uses in Brood War when Kerrigan asks him “Still suspicious of my motives, Jimmy?”Raynor: ”You up for this, blondie?” Nova: ”More than you are, marshal.” – Raynor was the former marshal of the Mar Sara colony. Nova is, well, blonde.Nova: ”Well, well. If it isn’t James Raynor.” Raynor: ”Do me a favor, don’t shoot me this time.” – During the Heart of the Swarm campaign, Nova corners Raynor after hunting him and Kerrigan down and shoots him in the head. Though it doesn’t kill him, this allowed her to capture him and bring him to Mengsk, who held him as a hostage against Kerrigan.Zeratul: ”Friend Raynor, we have not fought together since the Great War.” Raynor: ”Man, I miss that vulture.” – The Great War was the events of StarCraft 1, where Raynor helps Zeratul and Tassadar escape Char, kill the Overmind, and helps Zeratul evacuate the protoss to Shakuras/ In StarCraft II, Jim Raynor never uses his vulture hover bike, which was the unit he regularly appeared in during SC1.
Whether he lost it or just never uses it is unknown.Raynor: ”Well, how’s my favorite hierarch doing?” Artanis: ”Lost in the Nexus, and on the verge of battle. But otherwise acceptable.” – Artanis is Hierarch of the Daelaam, the united protoss race. The two are close friends due to Raynor helping the protoss.Artanis: ”It is good to fight by your side one more, friend Raynor.” Raynor: ”You know it man.” – Artanis and Raynor fought by eachother's side during StarCraft 1, where both helped Tassadar and Zeratul defeat the Conclave and the Zerg Overmind. Artanis later called on Raynor to help him uninfest Stukov, and the two fought together again in Legacy of the Void.Lt.
Starcraft 2 Ghost Or Spectre
Hey folks,It’s that time again. Last Friday we did Kerrigan’s long backstory in the StarCraft games, today we’ll be doing her quotes, interactions and skins. Most of this stuff assumes this is Kerrigan during or after the events of Heart of the Swarm, so some references may be dated to the series. There will be more of these when we reach the Queen of Ghosts Kerrigan episode, which I’ll be doing at a later date.AbilitiesKerrigan’s appearance is that of the Primal Queen of Blades, when she is remade as a primal zerg (like Dehaka) in Heart of the Swarm. All this does is make her look a bit more purple with a more human-looking face, but a lot of her abilities pull from her primal skillset.Passive: Assimilation – The zerg consume the essence (biomass) of other races and creatures to evolve, and can assimilate it into themselves to improve them.
Kerrigan is able to do this as well, and as a primal zerg she was able to collect essence from fallen primal pack leaders, adding to her power. In Co-op Missions, Kerrigan gains the Assimilation Aura ability, which lets her turn surrounding dead enemies into resources.Q: Ravage – Operates like her Leaping Strike ability from Heart of the Swarm and Co-op Missions, where she leaps at a target with her back blades pointed at the enemy.W: Primal Grasp – While not actually any ability from StarCraft, the name references her transformation into a primal zerg.R1: Summon Ultralisk – Ultralisks are the battering ram siege creatures of the zerg, assimilated from the docile brontolith by the Overmind. These creatures have thick carapaces that can shrug off small arms fire and take on most high explosives. Their Kaiser Blades are honed to a molecular level, and can pierce most armor. The ultralisk we see in Heroes is the Second Great War variant, with two additional blades and more armored carapace plating. The ultralisk functions similar to how it does in-game, doing splash damage with its large blades.R2: Maelstrom – Functions like one of Kerrigan’s final abilities in Heart of the Swarm, Apocalypse, where she sends out a massive wave of psionic energy.
I think you're referring to 'Never had much love for Valerian, but I have to say, his boys in the lab whipped up some neat toys. Remind me to thank that Reigel guy when I get the chance.'
Arma 3 set vehicle speed test. Apologies for the increase in traffic accidents across the Armaverse. After investigating these reports, we found that we may have missed the mark a bit when re-configuring these vehicles as part of our Vehicle Driving Overhaul. The intention was to make the vehicles more challenging to master, and thus more rewarding when mastered, but it seems that the bar may have been set too high in this case. Drive safely!If you're interested in as a whole, you might want to that focuses on our company's goals in 2018. With our skilled team of encoders, we're already preparing a solution to slightly alter the driving model.
Reigel was Valerian's weapons specialist, and a former scientist at the Moebius Foundation. After Moebius fell apart and ended up being responsible for the hybrid he stayed with Valerian and was assigned to help Nova during Nova Covert Ops.
So he serves both as the tactical advisor to Nova and the guy who helps design her and her army's weapons and equipment during the campaign.I'll be getting to Queen of Ghosts Kerrigan's stuff in two or three weeks, there's a lot there. Not that I know of in the lore, they don't really use the term outside of marketing for the campaign. It does somewhat match their usual tactic though, which is to just take overwhelming numbers and overwhelm a fortification or position.But it adds to a weird balance that gets mirrored in gameplay and lore, zerg have more numbers and can overwhelm enemies, protoss have stronger individual warriors that can fight through impossible odds, and terran have flexible soldiers that can adapt to changing battlefield situations.