Mass Effect Arrival feedback thread
#251
Posté 29 mars 2011 - 11:15
-The ticking clock. Added tension and made it all more pulse-pounding.
-The "last stand" sequence.
-The little talk with Harbinger at the end
-Hackett telling Shepard he'll need to come to earth soon to answer for what he did, it's nice to see some build-up to ME3
Disliked:
-Reused animations. The doctor breaking out of her bindings after being tortured was the exact same as when Jack broke out of hers. And when Shepard got up from the medbay table after being sedated, it was the exact same animation as when he wakes up in the beginning of ME2
-It just wasn't as good as LotSB. LotSB had great boss fights, a great soundtrack, some of the best writing in ME, Tela Vasir was a great foil for Shepard, and it was all very cinematic and well-paced. Also had great setpieces. Maybe I set my expectations too high, but Arrival just didn't match it. My hope is that all of ME3 will be as high-quality as LotSB was.
#252
Posté 29 mars 2011 - 11:15
In addition to what is universal throughout the game, none. It added nothing. So, sure, many basics are there. But I feel like I just had cheap sex without any loving.
Oh, wait, nice soundtrack.
Hates:
No choice in killing 300,000 colonists just to put off what is coming. Now, we're short 300,000 of our resistance and fighting each other. Great. Thanks. I won't be making any save games with this included, no way.
It's not ME without squad mates. If you don't have the voice acting, then just don't. Or, at least, I won't anymore. Solo was cool for like one scene but then something was missing. It didn't make any sense in the story either why Shep had to go alone???
Writers. Sorry, but the story and script was painful. Did the B-team write this one? Reminded me of Overlord.
#253
Posté 29 mars 2011 - 11:18
#254
Posté 29 mars 2011 - 11:18
Also, it does bridge the gap, it shows how close the reapers are away, Shepard was only minutes away so at the very least ME3 starts with the reapers having already arrived in the galaxy, moving towards the nearest relay.
It also shows what Shepard is likely doing at the start of ME3, dealing with politics. Kind of like Jack Bauer at the start of Season 7. Maybe Ashleys going to go crazy and break Shep out of jail killing as many polititians as she can in the process!
#255
Posté 29 mars 2011 - 11:20
Overall- Combat suited to my soldier, sneaking suited to my infiltrator. Considered a plus. Found the incidence of shep being KO'd by the object Rho a bit of a Deus Ex Machina. The man Kills a thresher maw on foot, headbutts, Krogan, kills anything that gets in his way, comes back from the DEAD, and a stationary relic easily subdues him with an energy pulse? That pill is a bit hard to swallow, especially after the SM.
Solo- More negative than positive, IMO. It was a new angle on an old theme- you're still shooting dozens of humanoids with rifles, shotguns, and flamethrowers, but now you're doing it alone.
Story- Too short and restrictive- no real decisions to be made for better or for worse- you can't even visit the system once the DLC is complete, mainly due to destruction of the relay.. does that effectively isolate the system from the remainder of the galaxy forever now?
I would agree with those who called for this mission to remain locked until after the SM completion, even *if* doing so is a big middle finger to the very dangerous mission you JUST undertook.
The Prison graphical layout at first reeked of Tuchanka, or even at times, the Teltin Facility, but it grew on me. I came to enjoy that aspect.
The Threat of a courts martial seems at best, an empty threat. By his own admission, Shep says he isn't alliance anymore, and depending on your choices when talking to Anderson, may still be a revoked or dead Spectre. I understand not wanting to go to war with the Batarians, but FFS, does nobody remember Bring Down the Sky? They could politically deny official involvement, since as a Cerberus operative, I'm outside government control, and claim it as a karmic 'eye for an eye' incident anyway.
Final thoughts- the Music, while not earth-shattering, seemed well orchestrated, even if it at times seemed to veer away from the actual mood of the mission. It was still enjoyable to hear fresh tracks. I would give this a 6.5... maybe a 7, out of 10. I'm most disappointed by the revelation that this was the LAST bit of DLC for this game, and while I understand that Projects like TOR, DA2, and ME3 will have to take precedence, doesn't mean I gotta like it. I hope that Bioware's penchant for listening to their playerbase remains a two-way street.
This pack notwithstanding- I hope ME3 meshes 1 and 2 in such a way as to include all the aspects we've come to love, and sprinkle in just enough of those aspects that people found annoying to give it a spice of realism- I'd enjoy roving missions with both the Mako (or equivalent) AND the Hammerhead, and having to choose between them or a shuttle should have some sort of impact depending on the place you're landing in. I'd enjoy more freedom of inventory AND an upgrade... perhaps a happy medium between the two games thus far.... ah, but I'm veering into an entirely unrelated topic.
Worth the cost in points, wish there were more, gald we're all set up for the transition. Cut-scenes were still incorrect for me, at least. My soldier was pointing weapons OTHER than my Revenant at people in the cutscenes. It makes little sense tactically to choose a small pistol rather than this OMG overkill machine gun if you really want to get people to listen to you, but hey, I understand the pistol or machine pistol angle. Smaller, easier to draw and code in, most classes will have at least one.
Modifié par CajunRexShepard, 29 mars 2011 - 11:32 .
#256
Posté 29 mars 2011 - 11:22
Schattenkeil wrote...
This extension greatly changes the way I see Shepard. Yes she always was one to make sacrifices - in particular the council in my case. Yet still she had something honorable, noble about her. Something knightly. That's gone now - she's an enforcers, James Bond style at best. There is nothing noble about that.
I don't know about that... I mean, The Reapers were coming to the system anyway. What's at stake is literally every other inhabited system in the galaxy. Those Batarians are toast anyway -- there is nothing to be gained by NOT destroying the relay. Is it more ignoble to push the button that kills 300,000 people and saves trillions more, or to doom everyone in the galaxy just so you can say that you didn't push that button?
Sure, maybe they could have designed some sort of scenario where it is possible to evacuate everyone, but that woud either make the whole thing extremely implausible, rob the situation of it's intensity and gravity, or both. I'm not a "means justifies the ends" kind of guy by any stretch, but not every situation can (or should) have a perfectly happy solution.
#257
Posté 29 mars 2011 - 11:22
#258
Posté 29 mars 2011 - 11:23
I wouldn't play any other way BUT insanity. my #1 class is Vangaurd, but I used my Adept for the first play of "Arrival" It was very challenging and intense which makes it more worth playing. I kicked ass, and I'm sure my Engineer will do the same. honestly I don't see how you got away with an infiltrator on insanity, I guess you just have to know multiple strategies for each different class. you're proly more comfy with the infiltrator.Schattenkeil wrote...
The survival fight was a little too tough on insanity. I tried several times but I just didn't last long on that survival fight on insanity. The problem was that even when I was cloaking it was difficult to find cover in time because they spread in the room quite. The problem was that unlike most NPCs the kept moving when I started cloak and were pretty good at cornering you. That was a problem once you ran low on ammo. And I even had the advantage of having a cloak ability, I don't know how anyone who's not an infiltrator might have done it. The fight on the final platform could have been harder. Not more enemies, but the existing enemies should have been pushing harder. Even on insanity I had a third of the time left when I blasted the Mech...
#259
Posté 29 mars 2011 - 11:24
It was not as good as Shadowbroker or Overlord, but probably better than Kasumi. It probably would have been better priced at $5, but two more bucks is not going to make me whine.
Good job overall... can't wait for ME3!
#260
Posté 29 mars 2011 - 11:24
contown wrote...
-It just wasn't as good as LotSB. LotSB had great boss fights, a great soundtrack, some of the best writing in ME, Tela Vasir was a great foil for Shepard, and it was all very cinematic and well-paced. Also had great setpieces. Maybe I set my expectations too high, but Arrival just didn't match it. My hope is that all of ME3 will be as high-quality as LotSB was.
LotSB was the best gaming experience I've ever had, hands down. It was as if the writers took all the best elements, shaved off the filler stuff, and just made what we've all wanted to play.
Please, BioWare, consider making games like ME as a series and not full titles, like episodes instead of full length movies. I would prefer a new episode every month instead of the usual big release every year or two.
#261
Posté 29 mars 2011 - 11:25
- Combat was intense and required a more strategic approach to fighting. Playing solo added tension and the importance of survival was rather welcoming.
- The level and mission design felt more reminiscent of the first Mass Effect. The infiltration mission was open and had more alternative paths to an objective. The gas valves and switches were a nice addition. Would like to see more of this open-ended gameplay in the third game.
- Enjoyed the fact that the Reapers were the primary threat in this DLC pack and placed a subtle hint to the dangers and implications of indoctrination for the next game. The plot was done rather well considering the limited scope of this pack.
- The music was electronic heaven mixed with some orchestral ambience to it. It was moody and sometimes a bit too quiet, but overall a good musical component to the DLC. It really starts to pick up in the ending which I liked a lot.
- It was a bit too short for comfort. Adding another element of gameplay or an additional objective would have added more depth to this pack.
- The batarians had a role, but a very minor role. They felt more like enemy fodder instead of a recognizable enemy faction. Pretty disappointed that we do not see any cutscene where the batarians cry for blood for the destruction of a batarian system. Any acknowledgement would have nice. But I guess that is what Mass Effect 3 is for...
- The lack of a particular endgame choice made this DLC more redundant compared to Overlord and Kasumi Stolen Memory. While the story is linear, I would have liked some decisive choice to make to have an impact on Mass Effect 3.
Arrival is a well paced DLC pack that delivers the same old message we have been hearing since the first game; the Reapers are a threat. However, this time it decides to deliver that message in a more "in your face" kind of way and I loved that. The sense of urgency and desperation was a refreshing facet to the overall scheme of things and the inevitability of the Reaper's return is more real. However, this DLC felt a bit reduntant due to the lack of choice and consequence and one should see it under those lenses; Do you want a DLC that has inherent value based on your choices or would you rather be taken along for the ride and experience the possible arrival of your destruction?
Modifié par Herr Sovereign, 29 mars 2011 - 11:27 .
#262
Posté 29 mars 2011 - 11:28
You guys almost don't deserve points for good writing anymore, because everything you write is stellar. I just went through Arrival the first time with one of my Paragon Sheps, and you got me so flustered with a certain character that I immediately did a certain enegade action, and damned the consequences. Now I have to go through with my renegade and NOT do that. Which will be difficult. Seriously, stellar writing, stellar voice acting.
Shepard and Harbinger get some face time finally here, which is fantastic. And I'm no fan of Batarians (They enslaved my colony, you see), but you (almost) got me to feel -something- for them.
The visuals were stellar as well (ba dum psh!), the cutscenes were smooth and sexy. I was sad that there didn't seem to be any amazingly colored vistas like the shadow brokers ship, though the view of the Relay in the distance was quite intimidating.
Bravo, Bioware! Announce the darn ME3 deluxe edition already....
#263
Posté 29 mars 2011 - 11:28
Pauravi wrote...
Schattenkeil wrote...
This extension greatly changes the way I see Shepard. Yes she always was one to make sacrifices - in particular the council in my case. Yet still she had something honorable, noble about her. Something knightly. That's gone now - she's an enforcers, James Bond style at best. There is nothing noble about that.
I don't know about that... I mean, The Reapers were coming to the system anyway. What's at stake is literally every other inhabited system in the galaxy. Those Batarians are toast anyway -- there is nothing to be gained by NOT destroying the relay. Is it more ignoble to push the button that kills 300,000 people and saves trillions more, or to doom everyone in the galaxy just so you can say that you didn't push that button?
Sure, maybe they could have designed some sort of scenario where it is possible to evacuate everyone, but that woud either make the whole thing extremely implausible, rob the situation of it's intensity and gravity, or both. I'm not a "means justifies the ends" kind of guy by any stretch, but not every situation can (or should) have a perfectly happy solution.
I agree, imagine closing a bulkhead on a sinking ship or something, on one side it is relatively safe, there are 300 people there, on the other side a massive amount of water and one person running for the door. You see them and you see they will not make it. What do you do, do you hope they make it anyway, while clearly they won't, in the process killing yourself and all other passengers, or do you close the door, knowing you have doomed that person, but also knowing you have bought th rest of the passengers time to get off the ship alive.
And I think the ratio of people being saved or not is a lot bigger than 300 to 1 in the galaxy.
I actually found this so great about the DLC, because I immediately knew I had no choice, that it was a horrible fate for those 300,000 Batarians, but that it was the right thing to do, not even from a cold mathematical basis, and even if the colony had been a million humans.
Modifié par RenatusP, 29 mars 2011 - 11:31 .
#264
Posté 29 mars 2011 - 11:31
#265
Posté 29 mars 2011 - 11:43
#266
Posté 29 mars 2011 - 11:44
These were almost awesome overall, unfortunately Bioware made numerous mistakes their QA should have caught, like Fem-Shep flashing Hackett. Additionally the mooks were full of failure, Batarians with 2 eye helmets, the numerous generic NPC enemies with hairstyles recognizable as belonging to other characters or Shepard options to the point of being jarring. The good stuff was the scenery and some of the level design.
Voice Acting-2/10
This was terrible, not only did we not get squadmates, or even joker, and the reasons for it felt contrived, but Hackett and the doctor both seemed to be a little on the flat side, even Shepard (or at least FemShep) seemed to have a rather flat performance.
Gameplay-6/10
While it had some clever, and relatively well implemented new tricks, such as different style to the way combat areas and cover are set up, along with enemy spawn-points and such, the Shepard only stuff, and controlling the mech, far too much of it was too contrived. There is no good excuse for your lack of squad-mates after you rescue the doctor. What did your pals on the Normandy do while you were missing for 2 days, espcially since they apparantly knew you were on the asteroid? Also, it didn't explain the stealth mechanics very well, as in what I have to do to get the stealth award. There was also a severe limit in options, especially in dialogue trees and interrupts, and what options you do have in dialogue trees don't seem to affect the plot at all. One of the issues that bugged me quite a bit was the poor scaling to casual difficulty, I was playing on casual difficulty, and died more often on this mission than I normally do at Hardcore.
Story/Plot/Narritive/Writing-1/10
I know this is a really bad score, but I actually considered giving it zero out of 10, the single point was because the narritive was at least coherent. Numerous plot-holes were apparant, Batarian stupidity, 2 days unconcious while Normandy and Hackett do what? Why are you alone for the rest of the mission still after rescuing the doctor? Why is the alliance stupid enough to send a team in not prepared for dealing with indoctrination? How did they build up the asteroid that far while being indoctrinated, and why didn't they completely disable it while you were knocked out? The excuse of stupidity caused by indoctrination fails because the doctor was possessed by Harbinger when you got knocked out from the looks of it.
Worse than all of that however, was your lack of options and ability to affect what happens. There were plenty of opportunities Bioware could have taken. You could have gotten some paragon dialogue after the renegade interrupt with the doctor, (possibly regengade as well) in order to talk her down and get through to her despite the indoctrination like you did with Saren. You also should have been able to get an interrupt before she opens the switch of the bomb thing. There was no good reason they didn't allow you to save, or at least properly warn the Batarian colony.
Also, the indoctrinated 'plot twist' was too obvious, poorly implemented, is already overused, etc. The whole thing felt forced, like Shepard wasn't really doing anything, and being stupider than normal. The guys standing around blocking paths when you arrive at the asteroid was also really bad, as well as why Shepard isn't trying to escape the room with object Rho when it is realized the object is trying to disable you. The whole mission felt to linear and forced, to the point it broke suspension of disbelief heavily with all the evidence that tacked on 'game mechanics' like soloing Shepard were really to avoid VA costs (for something we do have to pay for) or otherwise clever gimicks, and the lack of options took away the things that actually make Mass Effect good.
What I liked:
-Finally met Hackett in person
-Control the mech
What I think bioware should have done/should fix:
-Have the scientists not indoctrinated... mostly, a few might be, and in the conflict between those who are and aren't, Shepard has to help out, and Batarians invade due to the mess this causes.
-Shepard doesn't just 'wake up' resisting the anisthetics suddenly, instead, you get to control some squad-mates, or perhaps the doctor (who either isn't indoctrinated or temporarily resists it), going to rescue Shepard.
-You can properly warn the Batarians if you do well enough.
-You can potentially escape being knocked out by object Rho.
-Those who cause Shepard to awake can't actually reach him/her, instead, Shepard has to fight their way out to meet them.
-You can potentially keep the doctor alive, earning more thankfulness from Hackett and her instead of Shepard taking the potential fall as an Alliance scape-goat that it seems the writers want to pin on Shepard
-Better difficulty scaling
-VAs (and squad-mates) used at some point, even if they have to increase the cost of the DLC
-Potentially catch a few reapers in the destruction of the system
-Better transition into communicating with Harbinger, and a better conversation there
-Have it all be after the Suicide Mission, so it is a proper transitional piece into ME3
-Possibly be able to get evidence to prove the Reapers' existence to the Council/Alliance, and have some resulting after-mission convos
#267
Posté 29 mars 2011 - 11:45
#268
Posté 29 mars 2011 - 11:46
Agreed. They should make Patrick Weekes head writer. He did an amazing job on LotSB.The Sapien wrote...
Writers. Sorry, but the story and script was painful. Did the B-team write this one? Reminded me of Overlord.
#269
Posté 29 mars 2011 - 11:50
That being said, Hackett and Harbinger were a nice touch and it set up ME3 pretty well.
#270
Posté 30 mars 2011 - 12:00
I heard that a lot of our feedback was taken into consideration while making this DLC and thats great and I can see it in things I liked, such as:
Elevators - if there are gonna be more of them in ME 3, be sure to include party banter, because thats the main reason when someone likes elevators. Better than loading screens for sure.
Level design - unlike most of the places in main game of ME 2, this place felt real and not just like some game level. Some great horizonts and stuff to look at. Please, more places that feels like this in ME 3. And there were sometimes more paths to go and some interesting things in it. Good job to level designers.
Assuming control - of that mech. I see what you did there
Then there are things which I would like if they were more and better developed:
Conversations with Hackett and Harbinger - both were too short. I dont know if it was problem of budget or something, but one of the reasons I liked ME 1 better than ME2 is that there were long and interesting conversations...unfortunately, they were reduced. Just compare conversation with Sovereign and this one with Harbinger and you´ll see my point.
And now things I didnt like:
Automatic dialogue - it was too much. For most of the time, I really wasnt connected with my Shepard. Even with my canon Shepard, Jade. ME is supposed to be an RPG, so let me please be able to control what my Shep is gonna say, dont do it for me. I swear, Arrival felt like pure TPS.
Solo mission - another reason of why I thought I am playing pure TPS. Just shooting, shooting and shooting. I was bored, tbh.
Story - its filled with plot holes, makes whole ME 2 story be a filler (no surprise though), it feels empty, its short, it lacks something... I am not sure exactly what, but it didnt let me satisfied, Ultimate sacrifice being wipe out some batarians and my biggest problem... we destroyed mass relay with asteroid. One would think, especially after supernova thing mentioned by Benezia, that relays would really be almost indestructible. Because lets face it, universe is filled with asteroids and if some rock can cause a supernova... relays would be heavily guarded all the time. This is retcon that destroys big part of established universe...at least for me.
No VS :/
So to summarized it... whole DLC feels rushed. I would expected that you would came up with something bigger after 6 months, when LotSB was released, but I managed to beat this up in an hour and few minutes. So for ME 3 keep good level design, elevators, make longer conversations with less automatic dialogue and all in all...put more RPG in this TPS.
6/10 :/
Modifié par Babli, 30 mars 2011 - 12:10 .
#271
Posté 30 mars 2011 - 12:05
- Liked
- the music. great music, as always with mass effect. was this the Mansell's score? thumbs up
- hearing Harbinger's voice again, basically saying '**** you sheppard' was pretty cool
- hackett is a badass, hope to see him again in me3
- how it seemed to set up me3. guessing we will be going to earth for a trial. hmmm interesting
- the environment for the last battle was cool, with the relay in the background
- Disliked
- length, too short yadda yadda yadda
- story kinda sucked. omg the reapers are coming and we're all idiots playing with their artifacts, now we're indoctrinated im gonna kill you, blow up the secret relay that is now important, end
- joker's voice....who the **** was that? what happened to seth green, cause that sure as hell wasn't him
- idk, i had a slight disappointed feeling. not quite sure why, i guess i wasn't expecting the story to be that way, i was kind of expecting the reapers to begin arriving and then set up me3 that way
#272
Posté 30 mars 2011 - 12:08
Liked:
class Combat-- By that I mean that this DLC's combat encounters were basically a love letter to Infiltrators. Thank you very much for that.
Hackett-- Thank you for putting him in finally.
Disliked:
The time-- I know that this is kind of an obvious thing to expect from DLC these days, but it would've been awesome to go a few more places after the main mission was over. Maybe in ME3's DLC, add some side missions in addition to the main quest (N7 missions, or whatever you're going to call them)
Bugs: Clipping, but they were few and far between
No VS-- I like Liara. I do. But I also like Ashley. Kaidan is an awesome dude too. Please, PLEASE give them the roles they deserve in ME3. Liara isn't the only ME1 love interest; they don't deserve to be swept aside because of a popularity contest.
Not much decision making-- I know DLCs in general don't give much freedom in terms of what happens, but you guys could try and give it a shot in future ones. Couldn't hurt, right? And can we have a chance to follow up on some things? What I mean by this is that surely there could have been another chance for Shepard to warn the colony before the poo hit the fan.
Allegiance Resolution: I really wanted a chance to tell Hackett that I wanted to come back to the Alliance under his command. I really wanted to tell him that I'd do anything to prove that I was done with Cerberus. But I didn't get that chance. Really bummed on that one. I know his line of "I'm not sure this is a Cerberus vessel" implies that he knows where my allegiance truly lies, but it felt sort of cheap.
Despite the disproportinate Like to Dislike ratio in the above post, I loved this DLC. It was worth forking over 6 dollars, and I truly mean that.
If I had to give it a numeric score: 8/10
Looking forward to the future.
Modifié par Cossack72, 30 mars 2011 - 12:21 .
#273
Guest_Spuudle_*
Posté 30 mars 2011 - 12:20
Guest_Spuudle_*
The Sapien wrote...
contown wrote...
-It just wasn't as good as LotSB. LotSB had great boss fights, a great soundtrack, some of the best writing in ME, Tela Vasir was a great foil for Shepard, and it was all very cinematic and well-paced. Also had great setpieces. Maybe I set my expectations too high, but Arrival just didn't match it. My hope is that all of ME3 will be as high-quality as LotSB was.
LotSB was the best gaming experience I've ever had, hands down. It was as if the writers took all the best elements, shaved off the filler stuff, and just made what we've all wanted to play.
Please, BioWare, consider making games like ME as a series and not full titles, like episodes instead of full length movies. I would prefer a new episode every month instead of the usual big release every year or two.
Ah yes, but there is nothing like unwrapping that brand new collectors edition on release day! wouldnt you miss that??
#274
Posté 30 mars 2011 - 12:20
Likes:
-Reappearance of Admiral Hackett. I'm still putting the face to the voice, but that's just because Lance Henriksen has done a lot of film work.
-Liked the mini stealth mission. Nice change of pace.
-Enviroment art was done well. Both bases looked fitting and nothing looked obiviously reused.
-Object Rho fight. Hairy but fun.
-Killing 300,000 batarians with no way around it. It echos the tough choices and sacrifices that will have to be made to stop the Reapers. To borrow from Okeer. "I like that part. It has weight."
Dislikes:
-Length. It was just short. Breaking into and out of the prison felt way too easy. If there had been some added aspect of it, that might have helped.
-Other than the Elites, the models for the human trooper and the batarians was the same. The armor art design was barely different. Maybe if they'd had drastically different armor colors (red vs blue? lol)
-No sarcastic retort from Joker at the end? Was Seth Green too busy? Sadness.
Other:
I'm not bothered by the lack of squadmates since you'd have to do voice work for 13 people and it might have caused AI pathing issues during the stealth portion. An interesting idea I thought of if you want to reuse the solo/stealth idea is to have 2 squaddies fly in on a shuttle to pick you up or clear the LZ or something. A mission where you go in solo and then call in for back up.
Bug:
After the fight on the landing platform, where the sound was muted as if it was in partial vacuum, the rest of my cutscenes had that same effect. I played through once on a save that was post suicide mission and one that was pre-suicide. For the pre-suicide mission, after I did the Arrival mission and then did the suicide run, all my cutscenes had that dampened noise effect. Voices were clear but gunfire and other effects were muffled.
Good job. Bring on ME3.
#275
Posté 30 mars 2011 - 12:25
Very little hacking and bypassing required.
Dr. Kenson's voice - it's good to hear an accurate English accent.
The promise of a trial in ME3. I love a good trial, in games anyway.
Getting the mission from an interactive message rather than an email.
Having a dedicated stealth mission, or at least the option of stealth in a mission.
Cutscene of the relay blowing up was well done, good music with that scene too.
The fight out of the medical bay felt new, proved a welcome change of pace and was well designed.
The high stakes and consequences of the mission, which seemed far greater than most other missions.
What I didn't like
Lack of effort put into Dr. Kenson's facial features. She looks like a random NPC, not a major character.
Joker's lack of a voice was highly conspicuous as Shepard directly addresses him at least twice.
No boss fight - YMIR mechs don't cut it after Vasir, the Shadow Broker and Donovan Hock.
Holding off waves of enemies in two related missions one after the other was samey.
Very linear, made very noticeable due to the abundance of corridors.
The Batarian shuttle was just a repainted Cerberus shuttle.
Enemies weren't anything special, just reskinned mercs.
Suggestions
- The 'waves of enemies' fights would have been a lot more fun with environmental interaction - setting traps, luring groups of enemies into ambushes and such. As it stands they're just arena fights.
- Interviews suggested this DLC would be focused mostly on combat, but the combat in Arrival isn't ambitious and it's come at the expense of the choices and dialogue. I would rather see the focus on the story, then dialogue/decisions, then combat.
- Kenson's switch from helper to betrayer was too abrupt. It was a surprise, but not much of one considering I was expecting the fight (walking past an army of thugs was a clue) and her previous dialogue didn't cast any suspicion on her at all. When she turns she becomes so unshakably evil it seems out of character - I'd have either kept her sane while the rest of the station crew turn on Shepard, or have her struggling to fight the indoctrination in some way.





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