So… one of my biggest problems with “Three Headed Serpent” is the lack of fallbacks in the Mission Stories.
What do I mean with this? Well, Mission Stories, as a rule involve some key disguise you need to wear. For instance the Flamingo in The Finishline, or the nurse in Another Life.
A Mission Story fallback is the ability to get the story to play out, at least in part, without wearing the key disguise.
An example is giving the car keys to the Flamingo, or scaring the ducks that the nurse is feeding.
Some missions in H2 have one or a couple of these (for instance the Finishline), some have a lot of them (like Chasing a Ghost).As far as I can tell, Three Headed Serpent has none. Maybe I’m missing something? Can P-Power, the sub-engineer, the hippie or the witch doctor be made to do something on their own?
OK, so maybe the hippo wrangler is one… but that’s a small comfort. I really want to see P-Power head in by himself, or something to do with the hippie.
I would be happy with something smaller as well. For instance, when I saw Franco call to check if the hippie had arrived, for a while I thought I could be on the other end of the line and tell him yes (think the walkie talkie in A House Built on Sand). But nothing.
Any ways, I wanted to rant a bit about this, as it’s one of the big things that keeps Three Headed Serpent from climbing to the top of my list of missions at the moment.
You guys have opinions on this? Maybe you’ve found a way to make stuff like this happenin Colombia? (I would love to know)
Added by Edit:
I think this might be more noticable in Three Headed Serpent than in, say, Finishline because you’re presented with situations that feel like the should have fallbacks. P-Power is just nervous for instance, and you can talk to him as the bartender. Feels like you should be able to talk him into it.
The hippie just needs glue. You have glue. Well… you get the idea.