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Metal Fatigue: Difference between revisions

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''Metal Fatigue'' is what happens when you take ''[[Command and Conquer]]'', replace the infantry with vehicles and the various tanks with [[Humongous Mecha]]. Developed by Zono Inc. and published in the US by [[Talon Soft]] and in Europe by [[Psygnosis]] in 2000, it stands out from similar games by boasting a three-level battlefield and customization of the game's primary units, called Combots.
 
The single-player campaign tells the story of [[Rule of Three|three brothers]]: Diego, Jonas and Stefan Angelus, as well as three [[Mega Corp|"CorpoNations"]],: Rimtech, Mil-Agro and Neuropa Limited. Each CorpoNation has its eyes set on a distant world where a cache of potent alien technology is believed to be hidden. Armed warfare ensues between the three as soon as each makes planetfall. In the opening [[Cutscene]], The three brothers, working for Rimtech, find an alien [[Energy Weapon]] while on patrol. Diego, the eldest brother, understandably plans to take the weapon back to their superiors. Jonas, the middle brother, has other plans, however, [[Only in It For Thethe Money|stating that Neuropa would pay top dollar for the technology.]] An argument ensues, and would have come to blows were it not for a sudden Mil-Agro airstrike. In the ensuing chaos, Stefan, [[Captain Obvious|the youngest brother,]] is hurled over a cliff, Jonas escapes with the alien weapon and Diego returns home empty-handed, believing Jonas a traitor and Stefan killed in action. However, Stefan turns out to have survived his fall, though he has lost his memory and is now Mil-Agro's rising champion.
 
Thus, the stage is set for brutal confrontation between the brothers and through them, [[Mega Corp|the CorpoNations]].
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* [[Beehive Barrier]]: Certain Combot parts can generate a defensive shield that either negates attacks balanced with a long refresh time, or a permanent wall of energy that improves defense.
* [[Cain and Abel]]: There are elements of this between Diego and Jonas, but Stefan is a wild card.
* [[Color Coded for Your Convenience]]: With general appearance style to boot. Rimtech units are Blue, with their Combots having a rounded, [[Tron]]-esque appearance. Mil-Agro units are Red, [[Our Weapons Will Be Boxy in Thethe Future|with boxy shapes,]] and visible bolts. Neuropa units are an odd purple/green mix, and have alien-like organic shapes and [[Cyber Cyclops|cycloptic eyes]] on their Combots.)
* [[Character Customization]]: In a sense. You can mix and match torsos, legs and arms to create a variety of different Combots. Figuring out which setups work best is a key aspect of success.
* [[Cosmetically Different Sides]] -- The Combots avert this, with each side possessing completely different Combot components with distinct abilities and functions. All other units and structures, however, play this trope entirely straight. Each side does get slightly different bonuses to defence and damage for all units, but at the end of the day, a Rimtech tank works exactly the same way as a Neuropa [[Hover Tank]], and the Mil-Agro Matter Converter is exactly the same structure that Neuropa and Rimtech have, just with a boxier model and a [[Law of Chromatic Superiority|chromatically superior]] paint job.
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* [[Mighty Glacier]]: Mil-Agro units and Combot parts are this. Also any Combot with all Armour parts, such as the Rimtech Armour Torso and Fists, and the Neuropa Armour Legs.
** All Combot arms have a certain weight while legs have a maximum limit for the amount of weight they can carry. Going over this means the Combot in question will switch to [[Ominous Walk]]. Mil-Agro has a leg part (Strength Legs) specifically to avoid this since their stuff is heavier. Of the mighty part, Mil-Agro again: their Powershield Legs give extra armor against energy attacks but make the Combot unable to do anything ''but'' [[Ominous Walk]].
* [[A Mech Byby Any Other Name]] -- Combots, a portmanteau of "Combat" and "Robots".
* [[Mega Manning]] -- The only way to get an opposing Combot's parts is to salvage it after or during combat, although the "during combat" part only works for arm parts. Bladed melee weapons and certain other parts help in this regard. Gathering parts is a necessity for success, so that you can form a more flexible battle strategy with your Combots.
** If you're fighting against Mil-Agro or Neuropa, this trope kicks into high gear. Mil-Agro has extra armor against energy attacks and have only kinetic weapons while Neuropa is the exact opposite. Since they're less resistant against the kind of damage they themselves inflict, jacking their weapons is surprisingly effective. The AI actually does this in the campaign.
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* [[Shoulders of Doom]] -- Rimtech Combots crewed by a hero unit or a crew above level 4 get these.
* [[Super Robot]] -- Any Combot that has at least one piece of alien tech can easily solo five enemy Combots. The only way to eliminate one without taking losses is by air assault - and that's if it doesn't have a ranged weapon. If it does, [[Zerg Rush|well...]]
** Also a rare aversion of [[Cutscene Power to Thethe Max]] from the intro cutscene. They really are (well, almost) that dangerous. On the other hand, the research and production times are ridiculous.
* [[The Laws and Customs of War]] -- Before full-out war broke out, the three CorpoNations settled disputes by agreeing to stage fair and balanced battles on pre-determined battle-fields.
* [[Underground Level]]: You can use elevators to transport units underground. It's a good place to hide valuable structures, as you can control all axes of approach and Combots can't go down there. Drill Trucks can be used to dig new tunnels and construct new elevators, allowing you to send vehicles behind enemy lines.
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