Part 112: Episode LXXXVI: This is a Story About Competitive Partnership Negotiations
Episode LXXXVI: This is a Story About Competitive Partnership Negotiations.jpg)
Only two months later? And not even a training montage to show for it? Pfft... Get back to me when you exceed 1,312 years if you want me to be impressed by some text time skip garbage.
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Verse 4: The Final Test
Music: Voidscape
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For the final leg of Michael's trials and Zero's Prologue, we'll be returning to the Shrine of Sands for undoubtedly a boss fight throwdown. Or a wave based gauntlet of imps. I... think I'd be okay with the former option and never seeing imps again. That previous mission was the final instance of imps in the LP and I'd like to keep it that way.
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No, Zero. You shut up. Everyone knows the word "dank" has been corrupted beyond repair by internet chucklefucks. You cannot use it anymore. It's off bounds unless you're making a shitty meme joke.
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There's a few chests full of weapon material and gold scattered about the dire waste of space that is the non-boss arena portion of the shrine. But we're far beyond such material possessions at this point. So let's soldier on to the final test of this mission down below.
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Music: Prevolt Battleground
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Well, this is happening now... The final boss of Zero's DLC is Michael the Dragon. Which is to say they just kind of tweaked Mikhail's AI to make Zero a hostile target and sort of hacked it into a boss battle.
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On the ground, Michael behaves exactly as AI Mikhail would the few times he stomped around on the field in-game. Mike has a forward lunge attack that he'll be kind enough to give Zero ample warning beforehand by standing up and roaring for a bit prior to the strike.
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If Michael can close the distance between himself and Zero, he'll perform a patented dragon tailspin. To avoid this it is best to just stay the hell away from Michael until he finishes an attack as all his animations have long recovery times and the attacks themselves have weird off hitboxes. Like the tailspin actual extends several feet beyond even the wind swirl effect past his tail.
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They didn't just put the stomping and tail spinning ground version of dragon AI to the task for this fight. Michael can also take flight and hover for a bit to lob fireballs for a good long, gravity defying length. Mikey's accuracy has definitely improved since his initial meeting with Zero. But nothing that staying mobile wouldn't fix. However, our future dragon sidekick takes his sweet time coming out of this phase of attack and there is something we can do about it.
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Like parrying! Michael's fireballs have an unusually lackadaisical speed to them and are extremely easy to parry and smack back in his direction to swat him out of the sky and away from this phase of attack. Just tapping block with the shot even a few feet away from Zero seems enough to do the trick. Sadly, we cannot Zandatsu the dragon. That would create a time paradox and we are already crossing the time travel and alternate dimension streams. No need to add further complications in the prequel business.
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Parrying Michael's fireballs will not outright stun him after he hits the mat. But it will bring him close enough to being stunned that a good follow up pummeling will daze him almost immediately after he recovers from the initial drop. That strongest of all dragons business is ringing a bit hollow here, Mike.
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A bit of attacking Michael with all of Zero's might later...
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Bringing Michael down to 50% health...
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Bringing Michael down to 25% health...
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Once Michael falls under 50% health, he'll periodically take to the skies to bombard Zero's position. His previous incarnation clearly has less issues with rooms full of pillars than the Mikhail version. There's little to be done here but haul ass and hope that the camera cooperates enough to evade Michael's fire. No parrying to stall out this phase of attack this time, I'm afraid.
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In any case, despite his best efforts Michael eventually falls to Zero's prologue wrath. Sheesh. Dragons are only worth 1 XP per year they're alive, huh? Kind of a raw deal.
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And that ends our adventures with Michael. And now for a completely different framing scenario because... fuck it! Why not? This DLC is already kind of a hacked together and held with duct tape and glue mess.
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Music: Aethernox
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So now we're telling Accord, the inter-dimensional time lord that has been watching and narrating our entire adventure, the story of how Michael and Zero met. Sure... that makes sense. Was she also telling Accord about the time she told Dito and Decadus about the time she told of her dragon partnership origins? How many levels deep does this flashback within a flashback go?
In any case, we can talk to Accord a few times for some mysterious chatter and possible Foreshadology.
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Alright, I think we've heard enough. Let's blow this popsicle stand and moonwalk our way out of this lackluster final piece of DLC.
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Music: A Better End
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Err... Alright. Don't ask me what the hell that ending was all about as I have no answers for you because Drakengard! 3! Regardless, that brings Zero's Prologue and the last of the Intoner Sisters' DLC to a close.
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Before we depart, if you're wondering about the reward for completing Zero's Prologue: There is no special weapon. Zero is still using her default sword so that's obviously out. Instead, Last Year's Garb is awarded as a costume option. It just makes Zero have her two armed and sans-flower eyepatch prologue look while in-game. It also doubles Intoner mode time, which isn't a bad deal. At least you'll be able to hear the vocal versions of musical tracks for a whole half minute now! That's something!
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We're actually going to be holding off on Zero's Memories of the Intoners as it is set some time after Ending D. And I may need some outside help with its art project side. We've got one more short story to tackle and then it's on to Drakengard 3's Branch D endgame. Buckle up! We're almost done!
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Video: Zero's Prologue Verse 4 Highlight Reel