I tend to go for a middle ground between the two. Someone with scars from injuries that no human being should be able to survive, but also let her care about eyeshadow and lipgloss because it’s just a fun thing she can do to express herself in a busy life of hunting down criminals and super predators. Give her absolutely chiseled abs and towering height, yes, but let her smile with the people and little critters she’s saved along the way. I’m not saying you can’t have your buff, grizzled veteran of many battles with the scars to prove it, but she’s still human, she still needs to live a little. But yes, give her a massive co-
People who draw Samus Aran as a 5 foot nothing girl with an hourglass figure, flawlessly smooth skin, perfectly applied makeup, absolutely no musculature, and a bubbleheaded smile are cowards. That woman has been put through the ringer and should look like it. Give her towering height. Give her absolutely chiseled abs. Give her terrifying scars snaking across her skin. Give her weird feathers and scales covering her body. Give her a scowl that could shatter glass. Give her a massive co-
Might not be what you’re looking for, but I do have some ideas for a sort of rework of Butcher based off of some theories I had back during season 4. They won’t really be doing anything besides sitting my brain otherwise, so I might as well get them down. Writing more real world military style fiction is not my cup of tea.
1) At the closing of the war, Butcher was dispatched to the Arctic to track down Nova 6 (not Nebula 5, which feels like the writers lazy attempt to one up Black Ops). This makes him in charge of the British forces aboard the trapped ship housing the Nova 6 rockets at the end of Project Nova.
2) After all is said and done, Butcher still has a fire in him that a peaceful life just can’t put out. Following this desire to stay in action at all times leads him to becoming a Mercenary.
3) The Caldera island from Warzone is not real. Perhaps there was a resort island with military facilities on it, perhaps there was not. But it makes a good story to tell at a bar table. He’ll tell a different story at every bar, add a little flavor to each retelling. Sometimes there’s a secret society on that island, sometimes there were nerve gas distilleries there, sometimes there are hidden treasure troves, sometimes there are creatures science has yet to comprehend. Sometimes he will even tell with a straight face that he encountered time travelers. It all just depends on his mood and the books he’s read in the past few months.
Waiting on someone to start posting Vanguard Headcanons like:
As an unabashed lesbian and Samus x Gandrayda shipper, I knew I had to make this. Thanks to @Hoshizoralone for allowing me to use these adorable art pieces.
Ya girl is sick and bedridden, so I’m doing some gameplay theorizing. Something I’m curious about for Metroid Prime 4: Beyond is how Sylux’s boss battle will actually function. For how cool Sylux is from his design and mystery, Metroid Prime Hunters’s gameplay loop did few favors in making an intriguing combatant. Sylux had the Shock Coil, an electrical weapon which could drain Samus’s energy to replenish his own, and a secondary form that left trip mines in its wake. This is all well and good, but how does you defeat him? You uh… you shoot him. You just shoot him. In Metroid Prime Hunters, the gameplay loop revolves around precise aiming against moving targets, a mechanic that worked well enough for a DS game with a somewhat limited control scheme. However, Metroid Prime 4 is a very different game. Lock on alone makes this approach tedious, especially with the Shock Coil allowing Sylux to regenerate health. Given his intro cutscene, it appears he will have some allies backing him up, at least in the initial encounter. I wonder if it’s possible that the Shock Coil’s siphoning function could be tied to the Metroids-ahem, Mochtroids he has, tethering the electrical arcs to the Mochtroids in order to actually make the attack replenish his own health. There could also be certain environmental hazards to use to your advantage. I could also imagine some sort of evolving state, requiring different beam types to deal damage, similar to the Metroid Prime in the first game. Alternatively, there could be specific timing windows to exploit, utilizing specific opening to rain hell during. Imagine having a narrow window during his energy siphoning attack where you could stun lock him, prevent the attack, and deal significant damage, but getting the timing wrong could punish you with even greater damage and siphoned health.