Okay I'm going to do this in reverse because my biggest complaint is wordy and the main reason I am writing this comment. I'll state now that I enjoyed Arrival, but was left somewhat underwhelmed given it's potential. On the whole I still consider it worth the cost, but would have paid more for a DLC that met the aforementioned potential.
Cons:-My biggest complaint is that the DLC lacked vision and ambition. ME2 and it's DLC has been regarded insanely highly almost across the board (even the armor DLC has been overlooked due to it's quality) and Arrival held the promise of hammering that high quality home with a final bridging story that for dedicated fans offered a unique way of connecting this game and the next.
In my opinion the choice to make it an 'assignment' as opposed to a mission (LotSB style) damaged this potential right out of the gate. I've had problems with the way DLC is incorporated into most games since it became prevelant, and the ME franchise is no exception, even LotSB (a fantastic DLC) was prone to this; I always felt that the e-mail regarding the shadow broker data should only be sent after meeting Liara the first time and with some delay, it would be far more immersive.
I understand the reason behind this often clumsy approach is a) to quickly tell players where to find the new content, and

to make it more attractive to players who have yet to progress far in the game. I feel this could be solved in other ways, with A being dealt with by a clear description on the main menu or in the codex/other, and B being dealt with on a case by case basis (or in other words, should it apply to every DLC? Perhaps from a money making perspective, but I have seen other games achieve success with DLC without it being available from close to the start).
The issue of how far into a game DLC should be available from highlights another key thing I disliked from the outset, connected to what I have written above:
That Arrival is available before the suicide mission weakens it's storytelling potential. Even given that only so much time and resources could be spent on this DLC I feel that if it were set post-game as a true Epilogue then it would have resonated more because of it. As mentioned above I gather that this is to make the DLC more accessible (particularly to new players yet to complete the game) but I really think that in this case such a decision was unneccesary. ME2 is insanely popular across all formats, there would have been a huge percentage of paying customers regardless of where it was set, and I imagine new players would have happily puchased it post game or even before they had completed it in anticipation.
Almost all the issues I have with the content stems from these two problems (as I see them) really.
-The lack of choice. BioWare games are well known for their hard hitting choices, thesedays more than ever. Even offering one meaningful choice would have helped this DLC in terms of both replayability and storytelling. The dialogue choices themselves were excellent as always, but anything bigger than that was noticably absent in a few places. Incidentally I'm not saying we should have the decision to -not- blow up the relay (it needs to happen regardless of how Shepard might justify it with more dialogue) but there are other moments, and even for that big choice there could have been other ways to have it made.
One dramatic example of a possible choice available if post-game, have Shepard in a position to die for the cause yet again. She/he can die in the SM anyway, everyone playing should be aware that such a save would not import into ME3.
-The lone wolf. Not for the reason I expect most post this (see pros below) but rather that having the new lone wolf gameplay mixed with more interesting temp companion sections would have made the whole thing more interesting, fun and diverse. Kenson's section was short and her lack of originality meant it passed almost without notice. I hate to say it (as I'm not a big proponant of this) but a cameo by the fabled Virmire Survivor would really have improved the dynamic of combat on the whole, even if it was a cameo for one section of the game. In fact it could be tied to the next point...
-What happened to Joker's voice? Well we all know what happened to his voice, it got lost somewhere in the bill for Lance 'Bishop' Henricksen. Now, I have no problem with this really, VA's are expensive afterall. However knowing this must have been considered beforehand (and I felt the reason for Shepard going solo was fine, a little transparant but it worked perfectly well) I was surprised at those few moments where it was left painfully obvious about the lack of new dialogue.
The sheer fact the Normandy was suddenly there at all (and that Shepard was certain it would be) surprised me and broke my immersion. It just didn't seem to fit with the secrecy of the mission or the circumstances surrounding Shepard's current dilemma. Instead, going back to my previous point, I would have thought it would be an excellent point to have a VS cameo that pleased a huge portion of the fanbase and worked well as a plot dynamic: Have them turn up near the end as part of a follow up by Hackett after Shepard went out of contact. This would have meant the Normandy wasn't needed with a shuttle or Alliance frigate taking it's place in that final escape.
Now obviously this would require extra money spent on the two Alliance VA's, as well as some other costs. For whatever reason that wasn't an option and I find that a real shame.
-I liked the last stand but at the end of the day it's just a standard 'survive against waves of enemies' scenario. Something a bit unexpected to make it feel like a proper boss fight or something would have fit with the solo play really well I feel. The dark matter and artifact would have seemed to provide the perfect reason for it as well.
-Twas too short. Not by much (for the price) but still.
-Nitpicking now so last one but I did feel like the betrayal was almost too abrupt. I liked it in principle, and was suspecting something was up, but maybe some more actual dialogue or something leading up to the reveal would have given it more impact. Another character with some personality at the base might have been the solution, but again that would require extra resources.
PROS! -All the usual things were spot on and as high a standard as always. The music, sound in general, lighting, level design. All went down a treat. Level design gets a special mention as on the whole it transitioned well into the new combat style and the addition of stealth elements. Plus there was a lot that felt new to look at! The base in particular was handled well and the attention to detail was as ever great to see.
-Hackett. He was, of course, brilliant and a welcome appearance after all this time. I very much hope to see more of him in ME3.
-Batarians. It was a nice twist having Shepard involved in an almost replica event of the Bring Down the Sky but this time at the cost of Batarian lives. The dynamic between the Batarians and the Humans is a pretty simple one seen many times before but it works very well and has become a vital part of the universe despite the larger crisis looming. The prospect of a war between Humanity and the Batarians at the outset of ME3 has me excited that the next game won't be a Reaper duck shoot, but will further evolve the shifting landscape of governments and politics in the Milky Way.
I just wish (again) that the resources had been there for a Batarian character to have a role, a temp companion that has more than a little to say during The Choice would have been beyond brilliant. Especially if it turned into a cameo from a future ME3 character...
-The med bay sequence. I really liked this. I wasn't really expected Shepard to get taken (although it makes sense seeing as a couple of days had to go past somehow) but it broke things up nicely and added that lovely diversion with the mech. Plus watching my Shepard take out those two guards was very satisfying.
-The stealth. Any promise of more varied gameplay elements for ME3 is a pro, and I felt that despite the game not really being designed for it the stealth worked well here. Hope to see it further expanded in the sequel. It is worth noting however that at times the inclusion of stealth elements had me noticing certain failings with the ME2 gameplay that you otherwise ignore. Such as not being able to crouch on command and whatnot. Nothing major, but again I'll be interested to see how it gets tackled if stealth is to play a role in ME3.
-The way indoctrination was handled. I'm sure you guys could have found a way to have Reaper Spikes involved if you had wanted, that you didn't and instead served up some great crazy Kenson dialogue and other insight into the process was very welcome.
-The lone wolf: Despite mentioning several times that I felt temp companions could have added to the DLC I liked the change of focus with Shepard going it alone. I felt the reason was justified enough as the Alliance had been funny about things previously in the game/s and it did have things feeling fresh at times. Plus sometimes a plot is just better told with a solo dynamic to it, it's an area where the party gameplay of BioWare games have occasionally held them back or broken the immersion a little in my opinion - although I hasten to add that the focus of the game should always remain on party combat on the whole.
-The change in sound effects in a vacuum. Always welcome to see this recognised and it did add to that final fight.
I think that'll do for my overly wordy review.
Modifié par Apollo Starflare, 30 mars 2011 - 02:52 .