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#301
Bearlegdairy

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I didn't care for it at all.

Really the only part I enjoyed was the combat, and that had nothing to do with the quality of the DLC, rather that ME2 was just a very good game with an enjoyable combat system. I could have done another playthrough of ME2 and enjoyed it just as much, if not more, than the combat in Arrival.

The locations felt uninspired. The prison was reminiscent of Jack's recruitment mission and the asteroid station felt like just another of the forgettable barren worlds that are so common in the Mass Effect universe.

Making this worse was the fact that the new mechanics introduced in the DLC all felt contrived and somewhat redundant. Having to deal with the bridges/security lasers/etc. in the first mission simply felt like a chore as the solution to the problem was usually about two feet away. And Shepard's escape from the medical facility/holding bay was a contrivance for the ages. No one, especially not trained scientists and soldiers, will EVER hold prisoners in a room DIRECTLY ADJACENT from the killer robot control panel. Especially not when said prisoner is under anesthesia which can and will (conveniently just in time to restart the asteroid launch) wear off.

And as to why the reapers would have designed the Alpha Relay when Mass Effect 1 clearly states that the citadel is the relay that they use for invasion, well.. Either I'm missing something or that's a huge plot contradiction.

Mass Effect 2 might be my favorite game of the last 10 years. Was the DLC terrible? No. But it was an unfitting end for one of the best games I've ever played. It's made clear in the ME3 trailer that the Reapers are going to hit Earth, and it's similarly made clear after the Suicide Mission that they're walking to Earth instead of taking the Relays. LotSB was great. This was lackluster and really just unnecessary.

Oh, and Charge is still half-broken.

Modifié par Bearlegdairy, 30 mars 2011 - 02:28 .


#302
knightnblu

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Arrival DLC is a winner. My likes were as follows:

1. Solo combat rocked
2. I really enjoyed the stealth part of the mission, that is how you do an infiltration.
3. The game play in vacuum was awesome! Well done!
4. Kensen had just the right amount of crazy. Kudo's to the actor!
5. The conversation with the reaper at the end was an unexpected surprise. Good job!
6. The use of the security mech to escape the med bay was way cool.
7. I really like the exposition via logs. You can really get a sense of the back story that way.
8. The use of the countdown clock was wise. It really added a sense of urgency to the mission.

What I was not so fond of:

1. Too short and no LI from ME, but that is because I love playing ME. It's relative.
2. Shep should have demanded more answers in the shuttle regarding the artifact. Thought the dialog was a little weak.
3. The reaper at the end wasn't Harbinger. That would have been way cool.
4. I really liked meeting the Admiral in person, but I thought that he should have been more angry than he was. Yes, he knows you, but the consequences from ending 300K Batarian lives is serious on an epic scale. I would think that the Admiral would have been more upset.
5. I would dearly love to see some hand to hand or some knife work in the game. I know that it would be a pain to program, but a cut scene would be welcome!

Overall, Arrival was a success. I really enjoyed it and look forward to playing it again. Great job!

#303
Meglivorn

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Just finished the first playtrough.
I think the DLC and the plot was pretty decent so I'm quite satisfied with it. As the price and the filesize suggested it was about the same size as the Kasumi DLC didn't expect longer.
And so much about the safety of playing with reaper stuff -_-.

But one note: the recording of ME3 are already on, so would it be that hard or expensive to get some lines to Joker at least? It was just not him siting in his chair silently :(
Oh and one more thing: that cerberus uniform at the lab... wasn't very nice. If you don't want to give another suit (some spandex worn under the armor :D ) than just slip a common civilian rag. Or check gameplay data how the actual player's relation was to Cerberus and than chose the clothing. It's a small thing but really come through nice.

But really, no other complains :)

#304
YooperLaw

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What should have been the most epic Mass Effect 2 DLC was probably the worst of the batch.

Lair of the Shadow Broker was great. It featured unique, breathtaking new environments, great conversations with some of the sharpest Bioware writing to date, exciting battles, and expanded continuity in a good way, with the Player finally facing off with the Shadow Broker and setting up Liara's role for Mass Effect 3.

Arrival was a letdown. Almost everything seems recycled from before! There's a pallete-swap every now and then (i.e. a repainted Kodiak shuttle that you use to escape with) but there is very little original here in terms of design. With the exception of the very last battle (where you can see the Mass Relay getting ever closer) the level design is pretty boring and dull. Cramped corridors of brown dominate and facing off against the same kind of enemies (again, pallete swapped) over and over adds nothing to the experience. Reminds me of Dragon Age II, and not in a good way.

The heart of Mass Effect has been stripped out, too. This is now not much than a generic third person shooter; conversations are brief, choices are virtually non-existent, and really you're just along for the ride instead of experiencing it. The writing seems very ... off. Aside from conversations being really short (even the "investigation" paths yield very short responses compared to other parts of the game) a lot of the lines seem akward and even corny: i.e. the Doctor actually yelled "Come and stop me!" when I was racing to the base's reactor. The way she said it made me think she was actually breaking free of indoctrination but nope ... just a poorly delivered line from a bad voice actor. Even her hair and clothes are recycled ... put some effort into this "major" character!

I could go on but it would just get ugly. This was your chance to make the 2010 Game of the Year go out with a bang and you pulled a rush job. I suspect you merely took a half hour from Mass Effect 3's recording sessions and plugged it into this DLC.

First Dragon Age II and now this? Why am I getting worried? Oh well, at least Hackett was awesome, as always.

#305
crazyrabbits

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Strap yourselves in, this is going to be a long post:

What I liked:

Admiral Hackett: Lance Henriksen lives up to the voice. It was the character and reputation I've been expecting since the first game, and I was not disappointed at all. Still, it felt like the parts with Hackett were from an entirely different mission altogether - he has no interaction outside two cutscenes. It would have been nice to have some sort of post-mission banter with him where he could fill you in on parts of the project he didn't explain or Benson's psychological history when you walked up to him - hell, you could have him hang on the Normandy for a bit and share a drink with him and Dr. Chakwas.

Temporary Squadmate: I really thought having Benson as a temp squadmate (with her own powers) was quite cool. I'd like to see an idea like that implemented in future games (i.e. say you're on a mission and you need to enlist help for whatever reason, you could talk to an NPC or group of NPC's who could lend their help in a battle).

Stealth: I quite enjoyed having multiple ways of approaching the situation. That would be a great mechanic for upcoming games.

Environments: Loved the dingy prison and the expansive station on the asteroid. The final area approaching the relay was aces.

Mech: Loved the little diversion - just liked I loved the playable Joker section from the main game.

Object Rho Battle: Loved finally being able to get loose and fight solo, and change up my strategies as more enemies flooded the room. While I do love squadmates, this was a good change of pace.

The "Bad" Ending: Went online and looked the video up (as I didn't want to wait around to find out what happened). Was very blown away by that cinematic. Would like to know if any of those elements (i.e. your team standing united against the Reapers, crashed Normandy) are potential bad endings for the third game.

On the fence about:

Plot: Generally good, although it didn't really carry a whole lot of dramatic weight to it. Yeah, you sacrificed 300,000 Batarians to delay the Reapers, but the player never actually glimpsed any of these people (outside of a handful of non-interactive human NPC's at the station). It would have meant a whole lot more dramatically to see some of these Batarian's reacting to a Mass Relay rapidly approaching their homes. The whole "warn Batarians/get the hell out" choice felt very one-sided as well. Basically, Arrival ends as if the Collector plot in ME2 never really mattered, and that the main game was just a diversion before getting back to the threat of an incoming invasion.

Re-Skins: I can deal with reskinned Zaeed as Admiral Hackett, but a hastily-compiled Kelly Chambers clone as Benson? And her eyes were very...off-kilter.

Music: Although I've liked the DLC soundtracks so far, Arrival's didn't feel all that memorable. Whereas Overlord and LOTSB had distinctive motifs and recurring themes (as well as several memorable tracks), this just felt like ambient background music most of the time. The music playing in the final area was quite good, though.

No Squadmates: The reasons were pretty weak for not bringing a team along, and there wasn't any squad-based reason to encourage replayability (unlike LOTSB, where the Broker made different comments depending on which squadmate you brought). Not complaining (as I did enjoy the solo aspect), but it was noticable.

I liked the new Normandy crew member who announces that the ship is approaching. Make him the new "Biff The Understudy", please!

What I didn't like:

One Of These Things Is Not Like The Other: Heavily-armored rogue VI attempting to transmit a virus. Ticked-off art collector in a gunship raining bullets down on you. Asari Spectre playing tag and a massive brute dual-wielding an energy shield and a rifle. YMIR mech. Who now calmly waits when you hide behind cover instead of moving around it.

Combat: It felt very "same-y". After the tenth guard/Elite combo thrown at me, I got bored. It would have been nice to mix up the enemy selection a little. Also, enough with the flashbangs already! Every 30 seconds I'd have one lobbed at me - was this a way to pad the running time?

"They've spotted us!": You got Mark Meer and Jennifer Hale to record new dialogue, right? You couldn't have them record new dialogue that doesn't reference non-existent team members? For that matter, I get why Shepard is talking to himself/herself during cutscenes (to notify the player of what must be done), but it makes them seem a bit strange.

Benson's Motivations: So...let me get this straight. Shep gets sent in to extract Benson, who (when we find her) is busy trying to warn a Batarian about the imminent Reaper threat. We save her, and then she...suddenly turns on us for a vague reason, after calmly saying that she fought off its effects and was trying to stop the invasion? And then we get knocked out for two days, and even though Benson and her team wanted the Project to not go through, why did they spend two days sitting on the hands monitoring Shepard? All they had to do was what Benson went for when Shep woke up - overload the reactor. Why wait until he was conscious?

Harbinger Conversation: Basically a retread of both character's final monologue from the main game - Harbinger says, "You're a distraction, and you need to roll over and let us destroy you." Shepard says, "We'll go down fighting if we have to." No big revelations, no interesting conversation between their idelogies, no real sense of mystery or reverance as with the Sovereign conversation in ME1. It felt very underwhelming.

Placement in Game Timeline: A personal gripe, but if you're playing this before the SM, you'll be very confused by the ending. If you play after SM and all the other DLC (like many other posters are doing), there's little to no reason to pick up the extra upgrades, as they won't mean anything at this point.

Logic Bombs: It just seems like there were several questions unanswered. Why does no one on the Normandy comment or even mention in passing that you were missing for two days, and that an entire asteroid was just destroyed (I know, voice actor availability, but still)? What was Object Rho's purpose, and why was it found in this universe? Did I miss something? Why was this "Alpha Relay" never mentioned until now? And why haven't the Reapers used it up to this point? Did Hackett notify anyone at the Alliance about an imminent Reaper invasion, or did he just figure that one man (well, it IS Shepard) was enough to handle that situation by himself? Was it too much to ask for Shepard to get back on the comm after he cut off Benson after he woke up, and tried to alert the Batarians again?

I'd give it a 7/10.

Modifié par crazyrabbits, 30 mars 2011 - 02:46 .


#306
Apollo Starflare

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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 B) 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 .


#307
Tom Jolly

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 I liked:
  • The music was fantastic.
  • The  exterior of the asteroid.  Not quite as interesting as the exterior of shadow broker's ship, but still nice
  • .EPIC events unfolding.
[/list]

I disliked
  • Lack of choice
  • Lack of greater exposition on the "proof" and the exact nature of reaper activities.[/b]
  • Lack of greater exposition on the batarian's being sacraficed
  • Short gameplay time- I would have gladly paid more for more content.  [b]
[/list]

Modifié par Tom Jolly, 30 mars 2011 - 02:55 .


#308
RyuGuitarFreak

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YooperLaw wrote...

What should have been the most epic Mass Effect 2 DLC was probably the worst of the batch.

Lair of the Shadow Broker was great. It featured unique, breathtaking new environments, great conversations with some of the sharpest Bioware writing to date, exciting battles, and expanded continuity in a good way, with the Player finally facing off with the Shadow Broker and setting up Liara's role for Mass Effect 3.

Arrival was a letdown. Almost everything seems recycled from before! There's a pallete-swap every now and then (i.e. a repainted Kodiak shuttle that you use to escape with) but there is very little original here in terms of design. With the exception of the very last battle (where you can see the Mass Relay getting ever closer) the level design is pretty boring and dull. Cramped corridors of brown dominate and facing off against the same kind of enemies (again, pallete swapped) over and over adds nothing to the experience. Reminds me of Dragon Age II, and not in a good way.

The heart of Mass Effect has been stripped out, too. This is now not much than a generic third person shooter; conversations are brief, choices are virtually non-existent, and really you're just along for the ride instead of experiencing it. The writing seems very ... off. Aside from conversations being really short (even the "investigation" paths yield very short responses compared to other parts of the game) a lot of the lines seem akward and even corny: i.e. the Doctor actually yelled "Come and stop me!" when I was racing to the base's reactor. The way she said it made me think she was actually breaking free of indoctrination but nope ... just a poorly delivered line from a bad voice actor. Even her hair and clothes are recycled ... put some effort into this "major" character!

I could go on but it would just get ugly. This was your chance to make the 2010 Game of the Year go out with a bang and you pulled a rush job. I suspect you merely took a half hour from Mass Effect 3's recording sessions and plugged it into this DLC.

First Dragon Age II and now this? Why am I getting worried? Oh well, at least Hackett was awesome, as always.

Wow. I share your thoughts in almost every damn way.
- LofSB had a lot of character interaction (choice/consquence almost nothing but the interaction compensated), this almost none. The major P/R choice had no value, but it was actually a good design choice for a change.
- Too much recycling (Amanda Kenson is Kelly's mother :whistle:)
- Felt like a rush job
- Hackett was awesome
- (a little) Worried about ME3 after DA2 and this.

Modifié par RyuGuitarFreak, 30 mars 2011 - 02:57 .


#309
Ultralysk

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I loved the chance to hop back into my adept and beat people up with my flying blue balls, and finally getting a face to go alongside the admiral (who has an awesome voice) was a nice touch. The environments were great looking as well, and the hacking of a LOKI(?) mech was a nice touch.

Sadly though, I felt this wasn't the sendoff I'd been hoping for as the final ME2 DLC. You see the countdown to when the reapers are supposed to arrive, and yet you don't feel a real sense of urgency. I think it would've helped a bit if you spliced in movies of the reaper armada getting closer before the cutscene where Shepard is riding the shuttle to project base and again before he wakes up in the med bay. As it was it just felt more like a mission to put down a crazy lady than an actual critical mission.

It wasn't a bad DLC by any means. It was fun to run through it, it just didn't have the same cinematic flair as LotSB or the neat Hammerhead diversions segments from Overlord so it suffers in comparison. It also didn't have Garrus, but I'll let that one slide. :P

Still, I'm pumped to see how Mass Effect 3 is gonna turn out and how the 300k bataricide will pan out in it.

#310
kaimanaMM

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Pacifien pretty much summed up my reaction to this DLC quite nicely back on page 5.  

When I finished playing Overlord and LotSB, I immediately went back and ran through again.  But not so with Arrival. Having played through it once, I really have no desire to go through it again until I have to. 

I disliked that we were without our squad and I found it highly unbelieveable that we'd go solo.   While it's a different and (supposedly) somewhat interesting way to play, it made the gameplay feel sterile and empty to me. What I remember most about ME2 was the people I brought together to do the impossible and now they have to stay on my ship while I lone wolf through a Batarian prison.  I can think of any one of them giving any number of reasons why Shep going alone on such a mission is a Very Bad Idea.  

The story was predicatble.  The minute Kenson said they'd found a Reaper artifact I knew she'd been indoctrinated and we'd be having to gun her down at some point.  When the interupt came up to do so, it was more mechanical than anything emotional.  A far cry from the punch to the gut in Overlord when saw what had been done to David. (And hey, Joker even talked to us in that one!)

I thought playing as a mech was sort of neat.  I liked the combat in the silence when getting to the comm relay.  I liked the cutscenes.

Ultimately, I just feel completely underwhelmed by this DLC.

#311
Asch Lavigne

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I was like "what is the point of this? The Reapers are coming no matter what." But then when Shep talks to the Collector General I was like "Oh, ok, its like some sort of proof that we can stop them." Still meh but ok at least this has a point now I guess. Then during the debrief with Hackett I was like "Oh ****! I am in trouble!"

I think Arrival was a let down, especially following up the great Shadow Broker DLC, but that ending, man it's making me nervous. Just how much of a pain is rallying everyone going to be after what Shep did? And just hos much **** is that Turian Councilor going to give me now?? I just hope that after saving the galaxy from the Reapers (assuming Shep survives) I would hate to go through all that (plus game 1 & 2) just to wind up in prison or being executed in the end, that would make me really freakin' mad. I hope the Batarians don't join the Reapers just because they hate the humans, that seems like a lame excuse. "We have a common enemy so we'll take your side even though we know that in the end you'll kill us too." 

Also, what's with the Alpha Relay, I thought they used the Citadel to get here. It makes sense that they would have a backup plan or something but there should still be some sort of clarification.

I also agree witht he lack of choice complaints.

Modifié par Asch Lavigne, 30 mars 2011 - 03:09 .


#312
mattylee10

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Okay then, Pros:
Interesting level design,
Good music (and I usually don't even notice the in game music first time round)
Variations in combat
Lots of nice foreshadowing
Hackett
Reapers front and centre as the big bad - as it should be.
Shepard committing mass murder (pun not intended)
Explanation as to why earth is getting hit at the start of ME3 due to distances from Reaper arrival point to Sol.

Cons:
Bit short
dialogue seems a bit off at times (during the initial briefing when Hackett says that the operative has info on the reaper invasion and Shepard goes "so why'd you call me" eh?)
Mute Joker - could have recycled some dialogue - we wouldn't have minded
lack of conversation options, paragon/renegade choices
Not enough time to talk with harbinger
The section under the prison with the gas valves could have been expanded into a much bigger puzzle section.
Timer bars/health indicators interfere with radar screen
Some sound effect issues after arrival (mainly no noise when travelling through relays)

Overall good - but not Lair good

#313
PurePareidolia

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It was all right I guess, not amazing and certainly the weakest of the DLC so far, but I can't help shake the feeling that despite being a bridging mission it was totally pointless and the same could have been accomplished through a 5 second cutscene.
So we discover the Alpha relay which was the reaper's plan C, then destroy it. Nothing is gained plotwise other than the knowledge that the reapers are now here. This is the same situation we were in at the end of ME2, only they've magically arrived in the galaxy despite being hidden very far away in Dark Space in the ending cinematic.

If you play this pre-SM, does it change the shot of the reapers in the ending cinematic to be already here, drifting past the Alpha relay's remains?

Storywise it's not worth the plot holes it generates (and this is a game that is nothing if full of plot holes, it didn't need more) and gameplay wise it's not worth the $12 I spent on it due to the exchange rate here. I didn't hate it, and some of it was really pretty but it was still a bit of a let down for how much it cost.

#314
axl99

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Overall it was pretty cut and dry.

From an artistic standpoint there were some nice set pieces with the mass relay and the reaper artifact. Also dug having such huge ass windows looking out into space. Some scripted lighting where the station grew dark then blaring red might have done wonders to raise the tension.

As a gameplay experiment, it worked out much later on. I stealthed my way past the guards the first time around. It wasn't hard. Just had to wander around a little. I like the idea of having more ways to get from point A to point B. Wonder if Deus Ex: Human Revolution was an inspiration.

I think I just really wanted it to scare the bejesus out of me. That thing with the Batarians should've come as a plot twist, and to really raise the tension we should've at least had a couple intercepted transmissions from some angry ambassadors about our actions in the system. To remind ourselves that this is what we'll have to deal with in ME3.

The idea of Shepard going on trial or being in a courtroom is such a precarious position to be in.

Kenson should've gone all glowy and harbinger on our asses instead of blowing her brains out. The gameplay totally needed some husks. Like lots of them. And maybe some automated turrets!

And maybe some more robot hacking would be nice. That section was hilarious.

Eh. It wasn't the greatest piece of DLC considering Bioware Montreal worked on it with a little handholding from Bioware Edmonton. But hopefully they'll learn a few lessons to implement in the third game.

#315
ratzerman

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After LotSB, this was a big disappointment. The writing was lifeless, and the plot was full of holes. Combat was very one dimensional without the squad to mix things up. The inability to make a meaningful choice sucked the emotional impact out of turning on the "project."

One thing at the very end made me smile, though. Hackett's line about the Normandy not being a Cerberus ship anymore made me smile. It gave me hope that Shepard will finally be able to rejoin the Alliance in ME3.

#316
Apollo Starflare

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Went back to read Pacifien's post on page 5 (thanks KaimanaMM for pointing it out) and agree with a lot of it (although I didn't find the combat as boring, but then I went back to a Shepard I hadn't played in a year).

One thing struck me though in regards to the companion VA problem: It seems to me that if the issue of returning big name VA companions cannot be solved, then temporary companions is the next viable alternative; and one that could work without a huge hike in resources for a DLC if managed correctly.

Thesedays it seems to be becoming more and more about the celeb VA's in games like ME. They are no doubt part of the reason having a large voice cast for a DLC is unviable. However way back when (and still with some games/characters) we were much happier seeing lesser known VA's or even developers voicing characters so long as they had the right voice! Celebs still cropped up, but it wasn't as vital.

Obviously the question of whether the dev team would be happy having a potentially less qualified VA do work on a DLC would be better than finding another way around it, but going by the general opinion I see on the boards most people would prefer to see some temporary companions (even if voiced by relative unknowns) than nothing. For all I know even the cheapest qualified VA would still cost too much for a role of this sort as well, but I felt it was worth suggesting.

Obviously having main companions return is top of the I Want list, but realistically if temp companions were possible in such a way would we not take it over what we saw in Arrival?

#317
Locutus_of_BORG

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Honestly, I'd expected much much more from this DLC.

Design wise, I think you guys did a good job making a unique-looking environment: tight, cover-rich spaces are great for CQC fighting; the level design pays homage to ME1. You guys also experimented a bit with the "Deus Ex approach" to things, which was nice, and is something I hope you guys can expand upon. Enemies also seemed a tad more deliberate in behavior, which I liked, but I don't know whether you made any actual changes or not to the AI.

On the other hand, I think you guys should've polished a bit more, as the all the extra clutter made the levels hard to navigate in some parts (which can be REALLY bad when Shep's fighting on his own). Worst of all, the DLC mission was terribly bugged in some parts (can't play aggressively in the defence sequence for fear of buggin the sequence), while other parts seemed artifically hard (the survival sequence could've been made challenging w/o the cheesy Pyro spam).

Story/Dialogue/Cinematography could've been better... You guys clearly couldn't get all the VAs together for this DLC, but I'm sure there were some parts where you guys could've grafted in some generic sound bites from elsewhere in the game (ie: Joker). Also, the story's pacing was a bit rushed, which was good for building a sense of urgency, but I found left me feeling almost tired... The plot serves as a 'bridge' to ME3, albeit a somewhat jilted one.

Overall, this DLC just isn't quite up to par with the other premium DLC (well, maybe not Firewalker... this is better than Firewalker). I hope you guys are 110% in making ME3, 'cos in the past you've shown us what you guys can do when you are.

Modifié par Locutus_of_BORG, 30 mars 2011 - 03:29 .


#318
axl99

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Speaking of bugs. I found an audio bug in the last area near the comm tower when all the enemies have died off, the ammo pickup sound is severely muted.

#319
sympathy4saren

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I viewed this as a prologue to Mass Effect 3 in this skin of Mass Effect 2.

I've been very critical recently and a hint worried about Mass Effect 3. My main question coming into this dlc...how would the characterization of Harbinger be? Characterization of the Reapers is vital.

I thought BioWare did an excellent job. More exposure always helps for characterization, but its clear BioWare listened to the input of me and others and made Harbinger a tad more "Sovereign-esk", and the result was profound.

The conversation on Virmire with Sovereign gave me goosebumps due to how awesome it was, and this did the same. Harbinger was very confident and direct. It was also really great to talk directly to it, standing up for humanity, claiming who WE are and telling them that we aren't going to quit...that they can expect a fight. It was an emotional exchange, and was exactly what I was looking for. Great work. I hope it is like this in ME3.
I thought the story of the dlc was ok. Curious how it will play into the storyline of the upcoming game. I do however question why the Reapers couldn't use this method of entry if they were stuck in darkspace in Mass Effect. I hope a close-ended explanation is offered.

BioWare did a tremendous job on the characterization of the Reapers. Thank you. Excellent work.

#320
Locutus_of_BORG

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^Oh yes, the sound can cut off at a number of different places. Mine cut off at the start of the MGS mini-sequence.

#321
spirosz

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ratzerman wrote...

After LotSB, this was a big disappointment. The writing was lifeless, and the plot was full of holes. Combat was very one dimensional without the squad to mix things up. The inability to make a meaningful choice sucked the emotional impact out of turning on the "project."

One thing at the very end made me smile, though. Hackett's line about the Normandy not being a Cerberus ship anymore made me smile. It gave me hope that Shepard will finally be able to rejoin the Alliance in ME3.


That's basically how I felt after finishing it up.   Especially since LotSB was such a step in the right direction concerning DLC, this one in particular lacked in a lot of key places.  The fact that the whole DLC was meant to prepare us for ME3, I personally feel let down. 

I did enjoy the conversation with Harbinger and that last fighting scene near the Mass Relay, but that's about it.   

#322
grayjedi00

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Liked:
Solo fighting (to a degree)
Music
More dialogue with Harbinger
Overall story of DLC
Actually meeting Admiral Hackett in Person!

Disliked:
Lack of involvment with Ashley/Kaidan (majorly disappointed) :-(
Lack of squad usage/involvment
Inevitable death of Batarian colony (don't we have enough issues with other races?)

I was hoping for something more like LOTSB, where you get to team up with an old squad mate.

#323
Guest_rynluna_*

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ratzerman wrote...
One thing at the very end made me smile, though. Hackett's line about the Normandy not being a Cerberus ship anymore made me smile. It gave me hope that Shepard will finally be able to rejoin the Alliance in ME3.


This was the only "good" part of this crappy dlc. I wasn't expecting much considering ME has been heading the wrong way ever since Mac took the helm and TIM made Shepard his b*tch. This dlc would have had some reply value if the VS got some screen time.

#324
Locutus_of_BORG

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axl99 wrote...

Speaking of bugs. I found an audio bug in the last area near the comm tower when all the enemies have died off, the ammo pickup sound is severely muted.

Yeah, mine cut off at the start of the MGS sequence. I heard someone else lost their sound elsewhere. The sound can go at a number of places.

#325
RyuGuitarFreak

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Asch Lavigne wrote...

I was like "what is the point of this? The Reapers are coming no matter what." But then when Shep talks to the Collector General I was like "Oh, ok, its like some sort of proof that we can stop them." Still meh but ok at least this has a point now I guess. Then during the debrief with Hackett I was like "Oh ****! I am in trouble!"

I think Arrival was a let down, especially following up the great Shadow Broker DLC, but that ending, man it's making me nervous. Just how much of a pain is rallying everyone going to be after what Shep did? And just hos much **** is that Turian Councilor going to give me now?? I just hope that after saving the galaxy from the Reapers (assuming Shep survives) I would hate to go through all that (plus game 1 & 2) just to wind up in prison or being executed in the end, that would make me really freakin' mad. I hope the Batarians don't join the Reapers just because they hate the humans, that seems like a lame excuse. "We have a common enemy so we'll take your side even though we know that in the end you'll kill us too." 

Also, what's with the Alpha Relay, I thought they used the Citadel to get here. It makes sense that they would have a backup plan or something but there should still be some sort of clarification.

I also agree witht he lack of choice complaints.

Oh yeah, thinking about it, Arrival was really interesting bridging for ME3 and makes even more sense that it should be in the main game. The person that should rally the galaxy together although the hero of the Citadel not only worked for a terrorist organization but is responsible for the death of 300.000 innocent individuals. You could add that to releasing the rachni queen, among others that could show like giving the cure to the krogan genophage, strengthened the geth with the heretics, etc. How's that sound?
I should say an interesting quest.
I hope Bioware handles LotSB and Arrival and the rest of the choices well in ME3.

Modifié par RyuGuitarFreak, 30 mars 2011 - 03:38 .