Follow TV Tropes

Following

History Awesome / MentalOmega

Go To

OR

Is there an issue? Send a MessageReason:
None


* The penultimate Soviet Act 2 Mission, "Fatal Impact," sees the Soviet general commanding a simultaneous assault of three separate task forces on a defense array protecting Moscow from orbital bombardment. While the mission is extremely difficult, it becomes significantly easier once Volkov is successfully escorted into the Psionic Converter on the south of the base, draining the Epsilon base of its power, short-circuiting the Iron Curtain protecting the Spatha installations, and ''empowering Volkov's tesla cannon with enough psychic energy to slaughter hordes of Epsilon soldiers in seconds.''

to:

* The penultimate Soviet Act 2 Mission, "Fatal Impact," sees the Soviet general commanding a simultaneous assault of three separate task forces on a defense array protecting Moscow from orbital bombardment. While the mission is extremely difficult, it becomes significantly easier once Volkov is successfully escorted into the Psionic Converter on the south of the base, draining the Epsilon base of its power, short-circuiting the Iron Curtain protecting the Spatha installations, and ''empowering Volkov's tesla cannon with enough psychic energy to slaughter hordes of Epsilon soldiers in seconds.'''' And this is set to the incredibly rockin' [[https://www.youtube.com/watch?v=3NeUjz3HKGw "Renegade Radio"]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The penultimate Soviet Act 2 Mission, "Fatal Impact," sees the Soviet general commanding a simultaneous assault of three separate task forces on a defense array protecting Moscow from orbital bombardment. While the mission is extremely difficult, it becomes significantly easier once Volkov is successfully escorted into the Psionic Converter on the south of the base, draining the Epsilon base of its power, short-circuiting the Iron Curtain protecting the Spatha installations, and ''empowering Volkov's tesla cannon with enough psychic energy to slaughter hordes of Epsilon soldiers in seconds.''
Is there an issue? Send a MessageReason:
None


* This ties beautifully to the final Soviet mission of Act 2 ''Death's Hand'', first the main forces of the [[PlayerCharacter Soviet General]] enters Moscow and establishes his base. Mere moments later, the Soviet EVA annonced that "[[SugarWiki/MostWonderfulSound Reinforcements have arrived]]" and the aforementioned forces of Stalingrad enter the battlefield, clearing the path to establish their own bases, complete with the arsenal of the three Soviet factions : Russian, Latin Confederation and Chinese. ''And then'' the taskforce from the Ural Mountains which have secured the Apocalypse Tank blueprints[[note]] From the Soviet Special Ops. Mission ''Dawnbreaker''[[/note]] (which can be used by the Soviet General to mass them), also arrives and establishes their bases. All of this with [[https://www.youtube.com/watch?v=PBBa4aEcXgQ this music]] playing in the background. Despite their victory being temporary and hollow because of the Mental Omega Device's activation, the Soviet Union ''did'' retake Moscow from the Epsilon and they ''did'' kill Yuri. Soviet Power Supreme indeed.

to:

* This ties beautifully to the final Soviet mission of Act 2 ''Death's Hand'', first the main forces of the [[PlayerCharacter Soviet General]] enters Moscow and establishes his base. Mere moments later, the Soviet EVA annonced that "[[SugarWiki/MostWonderfulSound Reinforcements have arrived]]" and the aforementioned forces of Stalingrad enter the battlefield, clearing the path to establish their own bases, complete with the arsenal of the three Soviet factions : Russian, Latin Confederation and Chinese. ''And then'' the taskforce from the Ural Mountains which have secured the Apocalypse Tank blueprints[[note]] From the Soviet Special Ops. Mission ''Dawnbreaker''[[/note]] (which can be used by the Soviet General to mass them), also arrives and establishes their bases. All of this with [[https://www.youtube.com/watch?v=PBBa4aEcXgQ this music]] playing in the background. Despite their victory being temporary and hollow because of the Mental Omega Device's activation, the Soviet Union ''did'' retake Moscow from the Epsilon and they ''did'' kill Yuri. Soviet Power Supreme indeed.indeed.
* The 30/11/2023 announcement of Act III. How? With a brand new ''FMV'' featuring Dybuks flying out of a hive in the shadow of the Mental Omega Device; the devs are hiring staff with the intention of adding cutscnes to the mod going forward, and possibly going back and making the same for the already available missions.
Is there an issue? Send a MessageReason:
None


-->'''Command:''' WARNING - SOVIET FORCES INCOMING!\\

to:

-->'''Command:''' WARNING - SOVIET FORCES INCOMING!\\[[{{Incoming}} INCOMING!]]\\

Removed: 2484

Is there an issue? Send a MessageReason:
No meta moment, see this query.


* This ties beautifully to the final Soviet mission of Act 2 ''Death's Hand'', first the main forces of the [[PlayerCharacter Soviet General]] enters Moscow and establishes his base. Mere moments later, the Soviet EVA annonced that "[[SugarWiki/MostWonderfulSound Reinforcements have arrived]]" and the aforementioned forces of Stalingrad enter the battlefield, clearing the path to establish their own bases, complete with the arsenal of the three Soviet factions : Russian, Latin Confederation and Chinese. ''And then'' the taskforce from the Ural Mountains which have secured the Apocalypse Tank blueprints[[note]] From the Soviet Special Ops. Mission ''Dawnbreaker''[[/note]] (which can be used by the Soviet General to mass them), also arrives and establishes their bases. All of this with [[https://www.youtube.com/watch?v=PBBa4aEcXgQ this music]] playing in the background. Despite their victory being temporary and hollow because of the Mental Omega Device's activation, the Soviet Union ''did'' retake Moscow from the Epsilon and they ''did'' kill Yuri. Soviet Power Supreme indeed.
* At a meta-level the work done by the modder team is absolutely impressive, they not only re-balanced the original game to make it simultaneously more tactically and strategically deep, but updated a great deal of the original graphics, reworked the code to allow new powers and units, added subfactions and even a completely new faction with their own respective soundtracks and campaigns as well as tens of additional missions and hundreds of maps.
** The lore of the mod deserves special mention, the original ''Red Alert 2''/''Yuri's Revenge'' setting was wacky and tongue-in-cheek and wasn't attempting to go in any deep, with every character being a bit self-paroding; in ''Mental Omega'', things are far more serious and there is a major focus on the overall background of each faction as well as the consequences of every mission, the overall storyline is more tense and it builds up to the final resolution, with every faction going on edge to achieve a final victory.
*** What's even more impressive is that each faction's campaign isn't in their own separate story, but simply one group of events within a much larger narrative, furthering their faction's cause in a myriad of engagements across the world. What happens in one level in one campaign might adversely or positively affect something a couple levels later down the road in a completely different campaign. Which really makes you feel as if the Allies truly are on the back foot and desperate for anything that might give them an edge. As if the Soviets are actually accomplishing, through hard work and sacrifice, their goals of world conquest. And as if Epsilon is slowly maneuvering towards some great master stroke in Act 1 as they weave their way in their campaign through the Allied and Soviet campaigns to tip the scales one way or another.
** Yuri's characterization in the mod cranks him up, he goes from an EvilGenius who just wants to conquer the world for his own sake to a WellIntentionedExtremist who nevertheless cares for his followers and is willing to put his own life in the line in order to achieve what he believes is the only way to ensure a better future for mankind.
** Yuri's {{Foil}}, Yunru also deserves a special mention, while her in-game lines put in evidence [[CowardlyLion she is barely holding her valour]] she still manages to go toe to toe with the Great Psyker, gathering supporters and secretly creating her own army in an attempt to stop Yuri despite being a TechnicalPacifist.

to:

* This ties beautifully to the final Soviet mission of Act 2 ''Death's Hand'', first the main forces of the [[PlayerCharacter Soviet General]] enters Moscow and establishes his base. Mere moments later, the Soviet EVA annonced that "[[SugarWiki/MostWonderfulSound Reinforcements have arrived]]" and the aforementioned forces of Stalingrad enter the battlefield, clearing the path to establish their own bases, complete with the arsenal of the three Soviet factions : Russian, Latin Confederation and Chinese. ''And then'' the taskforce from the Ural Mountains which have secured the Apocalypse Tank blueprints[[note]] From the Soviet Special Ops. Mission ''Dawnbreaker''[[/note]] (which can be used by the Soviet General to mass them), also arrives and establishes their bases. All of this with [[https://www.youtube.com/watch?v=PBBa4aEcXgQ this music]] playing in the background. Despite their victory being temporary and hollow because of the Mental Omega Device's activation, the Soviet Union ''did'' retake Moscow from the Epsilon and they ''did'' kill Yuri. Soviet Power Supreme indeed.
* At a meta-level the work done by the modder team is absolutely impressive, they not only re-balanced the original game to make it simultaneously more tactically and strategically deep, but updated a great deal of the original graphics, reworked the code to allow new powers and units, added subfactions and even a completely new faction with their own respective soundtracks and campaigns as well as tens of additional missions and hundreds of maps.
** The lore of the mod deserves special mention, the original ''Red Alert 2''/''Yuri's Revenge'' setting was wacky and tongue-in-cheek and wasn't attempting to go in any deep, with every character being a bit self-paroding; in ''Mental Omega'', things are far more serious and there is a major focus on the overall background of each faction as well as the consequences of every mission, the overall storyline is more tense and it builds up to the final resolution, with every faction going on edge to achieve a final victory.
*** What's even more impressive is that each faction's campaign isn't in their own separate story, but simply one group of events within a much larger narrative, furthering their faction's cause in a myriad of engagements across the world. What happens in one level in one campaign might adversely or positively affect something a couple levels later down the road in a completely different campaign. Which really makes you feel as if the Allies truly are on the back foot and desperate for anything that might give them an edge. As if the Soviets are actually accomplishing, through hard work and sacrifice, their goals of world conquest. And as if Epsilon is slowly maneuvering towards some great master stroke in Act 1 as they weave their way in their campaign through the Allied and Soviet campaigns to tip the scales one way or another.
** Yuri's characterization in the mod cranks him up, he goes from an EvilGenius who just wants to conquer the world for his own sake to a WellIntentionedExtremist who nevertheless cares for his followers and is willing to put his own life in the line in order to achieve what he believes is the only way to ensure a better future for mankind.
** Yuri's {{Foil}}, Yunru also deserves a special mention, while her in-game lines put in evidence [[CowardlyLion she is barely holding her valour]] she still manages to go toe to toe with the Great Psyker, gathering supporters and secretly creating her own army in an attempt to stop Yuri despite being a TechnicalPacifist.
indeed.
Is there an issue? Send a MessageReason:
None


** The lore of the mod deserves special mention, the original Red Alert 2/Yuri's Revenge setting was wacky and tongue-in-check and wasn't attempting to go in any deep, with every character being a bit self-paroding, in Mental Omega things are far more serious and there is a major focus on the overall background of each faction as well as the consequences of every mission, the overall storyline is more tense and it builds up to the final resolution, with every faction going on edge to achieve a final victory.

to:

** The lore of the mod deserves special mention, the original Red ''Red Alert 2/Yuri's Revenge 2''/''Yuri's Revenge'' setting was wacky and tongue-in-check tongue-in-cheek and wasn't attempting to go in any deep, with every character being a bit self-paroding, self-paroding; in Mental Omega ''Mental Omega'', things are far more serious and there is a major focus on the overall background of each faction as well as the consequences of every mission, the overall storyline is more tense and it builds up to the final resolution, with every faction going on edge to achieve a final victory.
Is there an issue? Send a MessageReason:
Adding Soviet 24 - Death's Hand

Added DiffLines:

* This ties beautifully to the final Soviet mission of Act 2 ''Death's Hand'', first the main forces of the [[PlayerCharacter Soviet General]] enters Moscow and establishes his base. Mere moments later, the Soviet EVA annonced that "[[SugarWiki/MostWonderfulSound Reinforcements have arrived]]" and the aforementioned forces of Stalingrad enter the battlefield, clearing the path to establish their own bases, complete with the arsenal of the three Soviet factions : Russian, Latin Confederation and Chinese. ''And then'' the taskforce from the Ural Mountains which have secured the Apocalypse Tank blueprints[[note]] From the Soviet Special Ops. Mission ''Dawnbreaker''[[/note]] (which can be used by the Soviet General to mass them), also arrives and establishes their bases. All of this with [[https://www.youtube.com/watch?v=PBBa4aEcXgQ this music]] playing in the background. Despite their victory being temporary and hollow because of the Mental Omega Device's activation, the Soviet Union ''did'' retake Moscow from the Epsilon and they ''did'' kill Yuri. Soviet Power Supreme indeed.

Added: 659

Changed: 60

Is there an issue? Send a MessageReason:
None


''VideoGame/MentalOmega'' has a lot of awesome moments in it's storyline.

to:

''VideoGame/MentalOmega'' has a lot of awesome moments in it's storyline.
storyline. Reminder, spoilers are left unmarked, you have been warned.


Added DiffLines:

** While the Allies failed to take down the Mental Omega device in Hamartia, their last stand against Epsilon is worth mentioning, with the Allied Commander smashing the Paradox Engine into the tower, lowering its efficiency and spread. Siegfried also teleports Tanya away to Point Hope so she could deliver his information to the Foehn Revolt.
** As for the Foehn Revolt, they manage to activate the Time Freeze to prevent being mind controlled by the Mental Omega device. With Siegfried's notes, the Foehn Revolt manages to save themselves, and prepare for war, with the last shot being their new MCV, ending with:
--->'''VOLKNET:''' New construction options.
Is there an issue? Send a MessageReason:
None


*** What's even more impressive is that each faction's campaign isn't in their own separate story, but simply one group of events within a much larger narrative, furthering their faction's cause in a myriad of engagements across the world. What happens in one level in one campaign might adversely or positively affect something a couple levels later down the road in a completely different campaign. Which really makes you feel as if the Allies truly are on the back foot and desperate for anything that might give them an edge, as if the Soviets are truly accomplishing their goals of world conquest, and as if Epsilon is slowly maneuvering towards some great master stroke in Act 1 as they weave their way in their campaign through the Allied and Soviet campaigns to tip the scales one way or another.

to:

*** What's even more impressive is that each faction's campaign isn't in their own separate story, but simply one group of events within a much larger narrative, furthering their faction's cause in a myriad of engagements across the world. What happens in one level in one campaign might adversely or positively affect something a couple levels later down the road in a completely different campaign. Which really makes you feel as if the Allies truly are on the back foot and desperate for anything that might give them an edge, as edge. As if the Soviets are truly accomplishing actually accomplishing, through hard work and sacrifice, their goals of world conquest, and conquest. And as if Epsilon is slowly maneuvering towards some great master stroke in Act 1 as they weave their way in their campaign through the Allied and Soviet campaigns to tip the scales one way or another.
Is there an issue? Send a MessageReason:
None


*** What's even more impressive is that each faction's campaign isn't in their own separate story, but simply one group of events within a much larger narrative, furthering their faction's cause in a myriad of engagements across the world. What happens in one level in one campaign might adversely or positively affect something a couple levels later down the road in a completely different campaign. Which really makes you feel as if the Allies truly are on the back foot and desperate for anything that might give them an edge, as if the Soviets are truly accomplishing their goals of world conquest, and as if Epsilon is accomplishing some greater goal in Act 1 as they weave their way in their campaign through the Allied and Soviet campaigns to tip the scales one way or another.

to:

*** What's even more impressive is that each faction's campaign isn't in their own separate story, but simply one group of events within a much larger narrative, furthering their faction's cause in a myriad of engagements across the world. What happens in one level in one campaign might adversely or positively affect something a couple levels later down the road in a completely different campaign. Which really makes you feel as if the Allies truly are on the back foot and desperate for anything that might give them an edge, as if the Soviets are truly accomplishing their goals of world conquest, and as if Epsilon is accomplishing slowly maneuvering towards some greater goal great master stroke in Act 1 as they weave their way in their campaign through the Allied and Soviet campaigns to tip the scales one way or another.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** What's even more impressive is that each faction's campaign isn't in their own separate story, but simply one group of events within a much larger narrative, furthering their faction's cause in a myriad of engagements across the world. What happens in one level in one campaign might adversely or positively affect something a couple levels later down the road in a completely different campaign. Which really makes you feel as if the Allies truly are on the back foot and desperate for anything that might give them an edge, as if the Soviets are truly accomplishing their goals of world conquest, and as if Epsilon is accomplishing some greater goal in Act 1 as they weave their way in their campaign through the Allied and Soviet campaigns to tip the scales one way or another.
Is there an issue? Send a MessageReason:
None


* At a meta-level the work done by the modder team is absolutely impresive, they not only re-balanced the original game to make it simultaneously more tactically and strategically deep, but updated a great deal of the original graphics, reworked the code to allow new powers and units, added subfactions and even a completely new faction with their own respective soundtracks and campaigns as well as tens of additional missions and hundreds of maps.

to:

* At a meta-level the work done by the modder team is absolutely impresive, impressive, they not only re-balanced the original game to make it simultaneously more tactically and strategically deep, but updated a great deal of the original graphics, reworked the code to allow new powers and units, added subfactions and even a completely new faction with their own respective soundtracks and campaigns as well as tens of additional missions and hundreds of maps.
Is there an issue? Send a MessageReason:
None


* The Soviet Special Ops. Mission "Brothers in Arms" is this trope and, surprisingly, a Heartwarming moment too. As the Russians Counter-Offensive gears up late in Act Two, a detachment of Russian and Latin Confederation[[note]] At least, what's left of them[[/note]] forces move in to recapture Stalingrad. There they find a group of Chinese had been sent north to do the same thing, but had been captured by Epsilon. Despite everything that went down during the Chinese Campaign the Commanders decide to free the Chinese Forces from Epsilon control, and in turn the Chinese join up with the rest of the Soviet forces. Then, for the first time in the entire story, the 3 commanders put aside their differences and work together to retake the city. Maybe there's some hope for the faction after all.

to:

* The Soviet Special Ops. Mission "Brothers in Arms" is this trope and, surprisingly, a Heartwarming moment too. As the Russians Counter-Offensive gears up late in Act Two, a detachment of Russian and Latin Confederation[[note]] At least, what's left of them[[/note]] forces move in to recapture Stalingrad. There they find a group of Chinese had been sent north to do the same thing, but had been captured by Epsilon. Despite everything that went down during the Chinese Campaign Campaign, the Commanders decide to free the Chinese Forces from Epsilon control, and in turn the Chinese join up with the rest of the Soviet forces. Then, for the first time in the entire story, a long while, the 3 commanders put aside their differences and groups ''[[FireForgedFriends work together together]]'' as a unified force to retake the city. Maybe there's some hope for the faction after all.
Is there an issue? Send a MessageReason:
None


* The Soviet Special Ops. Mission "Brothers in Arms" is this trope and, surprisingly, a Heartwarming moment too. As the Russians Counter-Offensive gears up late in Act Two, a detachment of Russian and Latin Confederation[[note]] At least, what's left of them[[/note]] forces move in to recapture Stalingrad. There they find a group of Chinese had been sent north to do the same thing, but had been captured by Epsilon. Despite everything that went down during the Chinese Campaign the Commanders decide to free the Chinese Forces from Epsilon control, and in turn the Chinese join up with the rest of the Soviet forces. Then, for the first time in the entire story, the 3 commanders put aside their differences and work together ''as equals'' to retake the city. Maybe there's some hope for the faction after all.

to:

* The Soviet Special Ops. Mission "Brothers in Arms" is this trope and, surprisingly, a Heartwarming moment too. As the Russians Counter-Offensive gears up late in Act Two, a detachment of Russian and Latin Confederation[[note]] At least, what's left of them[[/note]] forces move in to recapture Stalingrad. There they find a group of Chinese had been sent north to do the same thing, but had been captured by Epsilon. Despite everything that went down during the Chinese Campaign the Commanders decide to free the Chinese Forces from Epsilon control, and in turn the Chinese join up with the rest of the Soviet forces. Then, for the first time in the entire story, the 3 commanders put aside their differences and work together ''as equals'' to retake the city. Maybe there's some hope for the faction after all.
Is there an issue? Send a MessageReason:
None


* The Soviet Special Ops. Mission ''Brothers in Arms" is this trope and, surprisingly, a Heartwarming moment too. As the Russians Counter-Offensive gears up late in Act Two, a detachment of Russian and Latin Confederation[[note]] At least, what's left of them[[/note]] forces move in to recapture Stalingrad. There they find a group of Chinese had been sent north to do the same thing, but had been captured by Epsilon. Despite everything that went down during the Chinese Campaign the Commanders decide to free the Chinese Forces from Epsilon control, and in turn the Chinese join up with the rest of the Soviet forces. Then, for the first time in the entire story, the 3 commanders put aside their differences and work together ''as equals'' to retake the city. Maybe there's some hope for the faction after all.

to:

* The Soviet Special Ops. Mission ''Brothers "Brothers in Arms" is this trope and, surprisingly, a Heartwarming moment too. As the Russians Counter-Offensive gears up late in Act Two, a detachment of Russian and Latin Confederation[[note]] At least, what's left of them[[/note]] forces move in to recapture Stalingrad. There they find a group of Chinese had been sent north to do the same thing, but had been captured by Epsilon. Despite everything that went down during the Chinese Campaign the Commanders decide to free the Chinese Forces from Epsilon control, and in turn the Chinese join up with the rest of the Soviet forces. Then, for the first time in the entire story, the 3 commanders put aside their differences and work together ''as equals'' to retake the city. Maybe there's some hope for the faction after all.

Added: 818

Changed: 2

Is there an issue? Send a MessageReason:
None


* The Allied offensive against Epsilon, after the Paradox Engine is deployed, where they deliver one CurbStompBattle after another (with the ocassional [[CurbStompCushion cushion]]), is a far cry to what happened during Act One where they were constantly on the run. "Insomnia"[[note]]Allied Mission 22[[/note]] and "Unthinkable"[[note]]Epsilon Mission 22[[/note]] show it greatly with the ridiculous amount of forces the Allies are deploying in Antartica - so many, the otherwise well-protected Epsilon bases drop like flies. And all of this when this assault doubles as the Allies' LastStand!

to:

* The Allied offensive against Epsilon, after the Paradox Engine is deployed, where they deliver one CurbStompBattle after another (with the ocassional occasional [[CurbStompCushion cushion]]), is a far cry to what happened during Act One where they were constantly on the run. "Insomnia"[[note]]Allied Mission 22[[/note]] and "Unthinkable"[[note]]Epsilon Mission 22[[/note]] show it greatly with the ridiculous amount of forces the Allies are deploying in Antartica - so many, the otherwise well-protected Epsilon bases drop like flies. And all of this when this assault doubles as the Allies' LastStand!LastStand!
* The Soviet Special Ops. Mission ''Brothers in Arms" is this trope and, surprisingly, a Heartwarming moment too. As the Russians Counter-Offensive gears up late in Act Two, a detachment of Russian and Latin Confederation[[note]] At least, what's left of them[[/note]] forces move in to recapture Stalingrad. There they find a group of Chinese had been sent north to do the same thing, but had been captured by Epsilon. Despite everything that went down during the Chinese Campaign the Commanders decide to free the Chinese Forces from Epsilon control, and in turn the Chinese join up with the rest of the Soviet forces. Then, for the first time in the entire story, the 3 commanders put aside their differences and work together ''as equals'' to retake the city. Maybe there's some hope for the faction after all.
Is there an issue? Send a MessageReason:
Awesome moment : Soviet mission 6 for Volkov and Chitzkoi

Added DiffLines:

* Soviet Mission 6 sees the return of Volkov and Chitzkoi into battle since their demise in the last war and they are in great form. Initially, the plan is to transform the Eiffel Tower into a giant Tesla Coil with Volkov and use it to destroy any European Allied forces present in Paris. [[MonumentalDamage Said Tower is destroyed by the Allies]] with a Mercury strike when Volkov overcharges it. Not a problem for the duo, they continue their mission and lay waste on any remaining Allied soldier in Paris. The result : the entire force in Paris is destroyed, the European's morale was crippled, all of this because of one Super Soldier and his Cybernetic dog.
Is there an issue? Send a MessageReason:
None


* The Allied offensive against Epsilon, after the Paradox Engine is deployed, where they deliver one CurbStompBattle after another (with the ocassional [[CurbStompCushion cushion]]), is a far cry to what happened during Act One where they were constantly on the run. "Insomnia"[[note]]Allied Mission 22[[/note]] and "Unthinkable"[[note]]Epsilon Mission 22[[/note]] show it greatly with the ridiculous amount of forces the Allies are deploying in Antartica - so many, the otherwise well-protected Epsilon bases drop like flies. And all of this when this assault doubles as the Allies' LastStand!

to:

* The Allied offensive against Epsilon, after the Paradox Engine is deployed, where they deliver one CurbStompBattle after another (with the ocassional [[CurbStompCushion cushion]]), is a far cry to what happened during Act One where they were constantly on the run. "Insomnia"[[note]]Allied Mission 22[[/note]] and "Unthinkable"[[note]]Epsilon Mission 22[[/note]] show it greatly with the ridiculous amount of forces the Allies are deploying in Antartica - so many, the otherwise well-protected Epsilon bases drop like flies. And all of this when this assault doubles as the Allies' LastStand!LastStand!
* At a meta-level the work done by the modder team is absolutely impresive, they not only re-balanced the original game to make it simultaneously more tactically and strategically deep, but updated a great deal of the original graphics, reworked the code to allow new powers and units, added subfactions and even a completely new faction with their own respective soundtracks and campaigns as well as tens of additional missions and hundreds of maps.
** The lore of the mod deserves special mention, the original Red Alert 2/Yuri's Revenge setting was wacky and tongue-in-check and wasn't attempting to go in any deep, with every character being a bit self-paroding, in Mental Omega things are far more serious and there is a major focus on the overall background of each faction as well as the consequences of every mission, the overall storyline is more tense and it builds up to the final resolution, with every faction going on edge to achieve a final victory.
** Yuri's characterization in the mod cranks him up, he goes from an EvilGenius who just wants to conquer the world for his own sake to a WellIntentionedExtremist who nevertheless cares for his followers and is willing to put his own life in the line in order to achieve what he believes is the only way to ensure a better future for mankind.
** Yuri's {{Foil}}, Yunru also deserves a special mention, while her in-game lines put in evidence [[CowardlyLion she is barely holding her valour]] she still manages to go toe to toe with the Great Psyker, gathering supporters and secretly creating her own army in an attempt to stop Yuri despite being a TechnicalPacifist.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


* If there is one thing the Epsilon campaign demonstrates much better than the vanilla game is just how powerful mind control and psychic powers are. As over the course of the first four Epsilon mission, a single squad of Epsilon adepts is enough to destroy the US Peacekeeper ICBM network, secure a heavily fortified pass, steal $10,000 worth of oil from underneath the Allies' noses and even destroy an entire fleet of warships through subterfuge.

to:

* If there is one thing the Epsilon campaign demonstrates much better than the vanilla game is just how powerful mind control and psychic powers are. As over the course of the first four Epsilon mission, a single squad of Epsilon adepts is enough to destroy the US Peacekeeper ICBM network, secure a heavily fortified pass, steal $10,000 worth of oil from underneath the Allies' noses and even destroy an entire fleet of warships through subterfuge.subterfuge.
* The Allied offensive against Epsilon, after the Paradox Engine is deployed, where they deliver one CurbStompBattle after another (with the ocassional [[CurbStompCushion cushion]]), is a far cry to what happened during Act One where they were constantly on the run. "Insomnia"[[note]]Allied Mission 22[[/note]] and "Unthinkable"[[note]]Epsilon Mission 22[[/note]] show it greatly with the ridiculous amount of forces the Allies are deploying in Antartica - so many, the otherwise well-protected Epsilon bases drop like flies. And all of this when this assault doubles as the Allies' LastStand!
Is there an issue? Send a MessageReason:
None


-->''Command:''' WARNING - SOVIET FORCES INCOMING!\\

to:

-->''Command:''' -->'''Command:''' WARNING - SOVIET FORCES INCOMING!\\
Is there an issue? Send a MessageReason:
None


-->'''Mission Control:''' WARNING - SOVIET FORCES INCOMING!\\

to:

-->'''Mission Control:''' -->''Command:''' WARNING - SOVIET FORCES INCOMING!\\
Is there an issue? Send a MessageReason:
None


* Allied Mission 1 has you defending Washington D.C, with low amount of resources and a relentless Soviet invasion force. The more awesome (and possibly OhCrap) is when you hear something different while defending D.C:

to:

* Allied Mission 1 has you defending Washington D.C, with low amount of resources and a relentless Soviet invasion force. The more awesome (and possibly OhCrap) part is when you hear something different while defending D.C:see this:
Is there an issue? Send a MessageReason:
None


'''Sirens and a remix of [[https://www.youtube.com/watch?v=DRp3vPX9PUU Hell March]] starts to play'''[[note: It requires the sound mix download and at least version 3.3]]

to:

'''Sirens and a remix of [[https://www.youtube.com/watch?v=DRp3vPX9PUU Hell March]] starts to play'''[[note: It play'''[[note]]It requires the sound mix download and at least version 3.3]]3[[/note]]
Is there an issue? Send a MessageReason:
None


'''Sirens and a remix of [[https://www.youtube.com/watch?v=DRp3vPX9PUU Hell March]] starts to play'''

to:

'''Sirens and a remix of [[https://www.youtube.com/watch?v=DRp3vPX9PUU Hell March]] starts to play'''play'''[[note: It requires the sound mix download and at least version 3.3]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Allied Mission 1 has you defending Washington D.C, with low amount of resources and a relentless Soviet invasion force. The more awesome (and possibly OhCrap) is when you hear something different while defending D.C:
-->'''Mission Control:''' WARNING - SOVIET FORCES INCOMING!\\
'''Sirens and a remix of [[https://www.youtube.com/watch?v=DRp3vPX9PUU Hell March]] starts to play'''
Is there an issue? Send a MessageReason:
None


* Allied Mission 3 "Road Trippin'" is one long moment of awesome for the US Air Force, as without tank support the US forces at the border are forced to rely upon it's air superiority to drive back the Latin Confederation forces, seeing Stormchilds (Stormchildren?) wasting one tank column after another and then lasering Kriovs out of the sky is very satisfying.

to:

* Allied Mission 3 "Road Trippin'" is one long moment of awesome for the US Air Force, as without tank support the US forces at the border are forced to rely upon it's air superiority to drive back the Latin Confederation forces, seeing Stormchilds (Stormchildren?) wasting one tank column after another and then lasering Kriovs Kirovs out of the sky is very satisfying.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

''VideoGame/MentalOmega'' has a lot of awesome moments in it's storyline.

----
* Allied Mission 3 "Road Trippin'" is one long moment of awesome for the US Air Force, as without tank support the US forces at the border are forced to rely upon it's air superiority to drive back the Latin Confederation forces, seeing Stormchilds (Stormchildren?) wasting one tank column after another and then lasering Kriovs out of the sky is very satisfying.
* If there is one thing the Epsilon campaign demonstrates much better than the vanilla game is just how powerful mind control and psychic powers are. As over the course of the first four Epsilon mission, a single squad of Epsilon adepts is enough to destroy the US Peacekeeper ICBM network, secure a heavily fortified pass, steal $10,000 worth of oil from underneath the Allies' noses and even destroy an entire fleet of warships through subterfuge.

Top