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#451
Noelemahc

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Fun stuff:
* Hackett!
* Solo mission!
* Stealth element?!
* Awesome soundtrack!
* Dead Space in my Mass Effect?! 0_o
* The escape scene = neat!
* Obvious lead-in to the beginning of ME3!

Weird stuff:
* Kenson's lipsync is borked, it looks like she's a hand puppet. Made for an adult, but used by a kid, with short stubby fat fingers. No offense to kids with short stubby fat fingers intended.
* Hackett's facial normal map makes him look... weird. He's like a space zombie. Space Zombie Pirate, Zaeed's long lost father to boot.
* The batarians are deaf dumb and blind and do not notice an assault on their holding center? No reaction, no manhunt? No raiding party to notice a suspiciously mobile asteroid on a collision course with the DOOM OF THE ENTIRE STAR SYSTEM?
* The destructability of the mass relay. Sort of inconsistent with what we were previously told about them.
* OBVIOUS lead-in to the beginning of ME3. If it stars with the trial, I'm gonna be disappointed in you, guys.

WTFOMGBBQ stuff:
* The alternate Reaper vision, the one when the time runs out. Reapers attack the Citadel, Anderson is epically immolated, the situation is dire enough that Ashley joins what's left of the (now-destroyed) Normandy's crew and Mr. Harper himself on Illium -- a stunning epic told in mere seconds of Shepard's dying throes. Totally prerendered, though, so it doesn't care if Kelly and Ashley are alive to actually BE there, but who's complaining? I could be.
This isn't as horrific as Anders and Leliana ending up in Dragon Age 2 in positions related to their best possible endings regardless of their actual imported endings (including being dead), but in the same category, yes =) The movie itself is still seventeen shades of awesome.
* No option to try sending out a warning to the batarians after the first failed attempt? Dammit!

Bottom line: it's good, but it could've been even better. Oh well.

Modifié par Noelemahc, 30 mars 2011 - 04:06 .


#452
RinpocheSchnozberry

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I was amused by the "2" on all the buildings on the asteroid. Which then plunged into the relay and blew up. Was that an intentional choice by the art team?

#453
kyrieee

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You want feedback? Okay, here's feedback:

This was supposed to bridge the gap between ME2 and ME3, but you don't commit to that concept. When you're done playing this DLC _nothing has changed_. The Reapers are in the Milky Way, but so what? They're still trapped, and they just magically appeared anyway. Why didn't you set it after the end of ME2 and actually progress the story?

ME and ME2 were very much about the characters, and this DLC was devoid of characters. There were like four conversations in total or something ridiculous like that, and they were all weak anyway. Not allowing you to bring squad mates was the worst decision you could've made BioWare. The whole combat system was designed around having a squad, it's a squad based game. The story justification for why you can't bring them was complete BS too. I stormed in with an Assault Rifle, two squad mates wouldn't have made me less stealthy.

The whole thing was poorly written. The names of things were unimaginative ("The Project", really?) and the plot makes no sense. If everyone at the asteroid is indoctrinated then why did they leave the equipment intact? There were lots of plot holes, someone already pointed them out and I cba to go over all of them.

Another thing the ME games are about is CHOICE. In this DLC we're given a choice to try to save the Batarian civilians, but as it turns out it's not actually a choice at all. Even worse is the fact that the actions Shepard takes in this DLC has huge ramifications for the character.

This DLC was a slap in the face. My Shepard got completely screwed over, I had no influence over what happened even though it affects my character a lot and it's almost irrelevant in the grand scheme of things because you wrote it so that it can be played anywhere during the main plot. When the Normady flies by it's not even Joker radioing to let me know, it's some random **** I've never heard before. When Shepard talks to Joker he doesn't respond because you couldn't be bothered to have him record some new lines.

ME2 won so many awards because it had great mission design, but this was just sub part. Even if I hadn't known that a new team made it I probably would've guessed it. I won't be buying any of their games, that's for sure. Nice way to finish off ME2 BioWare, thanks a lot and thanks for pointlessly screwing over my Shepard.

#454
tdb023

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The one thing that I really enjoyed was the Renegade option in Arrival. It was quite unexpected and my Shepard is a paragon, but I still pushed it anyway. I haven't seen too many options like this in past DLC, that I can remember.

#455
Guest_Brodyaha_*

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I appreciate how it seemed to draw back into ME1. I liked the references and homage to Hackett, Sovereign, Bring Down the Sky, and Shepard's visions. As I feel ME1 is treated like the rejected step child of the series so far, it was nice to see that.

The music was great, the cinematics were phenomenal.  One thing that stood out for me was a lack of choices. BioWare has promoted the ME franchise as saying, "choices matter." The fans have asked for more choices. But where have they been lately?

The focus was definitely on shooting people, and it showed.  Not what I was expecting.  I was expecting more discussion on the imploding asteroid, more from Hackett, more from...everything, I guess.  :/

There are several spaces for options on the dialogue wheel, and yet only two are available most of the time. Three if we're lucky. And most of those choices are just what I would call, "badass," responses. Not all of us want our Shepards to be that way.   On that note, more story elements would be awesome.  Second of all, there's a seeming lack of influencial decisions. I'm interrupted if I try to warn the batarians? So....I can't warn them, then? Why give me the option to even do so? I'm railroaded into destroying a system to stop the Reapers.

There's also some odd things from a story standpoint. Indoctrination is an uncomfortable struggle between the indoctrinated and the Reapers. Yet Kenson seemed wiling, and happy, to help the Reapers, and was mad at Shepard that she wouldnt' be able to see their arrival and hear their old song.

Why take Shepard to the base, if only to betray him/her? Why keep him/her alive? Yes, I know Shepard can't die (at least if only at the end of the SM), but there was really no good reason to. Why did Kenson need rescue, if the whole facility she was working at was indoctrinated anyway? They could keep the Reapers arrival.

Thank you for bringing in Hackett. I understand there are costs associated with making the DLC, but I would've gladly paid more had I got some other input from my shipmates, such as Joker. He doesn't talk at all, not even when he's racing to get to a Mass Relay before it implodes with an asteroid? Surely even he'd have some smart-ass comment.

At the end of this DLC, it felt empty. For all the hype that is put out on influencial decisions and choosing dialogue, Arrival certainly fell short.

Modifié par Brodyaha, 30 mars 2011 - 04:18 .


#456
RolandX9

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Arrival has done what I thought was impossible: I'm reconsidering my previously-guaranteed preorder of ME3. (I will confess that a sufficiently sweet preorder package will probably bring me back around; i.e. yes, I'm weak.) Corridor shooter with no real choices and at the end, I'm a mass murderer? Thank you no. This is not why I play video games. Doubly so in ME.

#457
mikethor007

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kyrieee wrote...
This DLC was a slap in the face. My Shepard got completely screwed over, I had no influence over what happened even though it affects my character a lot and it's almost irrelevant in the grand scheme of things because you wrote it so that it can be played anywhere during the main plot. When the Normady flies by it's not even Joker radioing to let me know, it's some random **** I've never heard before. When Shepard talks to Joker he doesn't respond because you couldn't be bothered to have him record some new lines.


This, on so many levels.

Let us see:

Pros:

Level design was good. Music too.
The scenery at the end gets a thumbs up.

Cons:
Pretty much everything else.

Lack of squadmates and their spoken lines. Like it was mentioned, the reason for a solo mission was total BS.

Lack of choice. It doesn't matter how you played ME2. It doesn't matter how you played this DLC or any other. You get screwed over, Period. This DLC pretty much makes ME2 pointless if the end result is always getting forced into a trial and/or thrown in the clink.

Not to mention that Shepard being thrown in the clink and
spending...let's say a year or two in there gives way too much space for the Squad and the ship to be scrapped and redone, or completely replaced.

I'm sorry Bioware, but I DO NOT appreciate playing the part of a scapegoat hero. And I certainly will not appreciate if the current squad gets scrapped in favor of new characters.

Modifié par mikethor007, 30 mars 2011 - 04:27 .


#458
RinpocheSchnozberry

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Likes from a post-suicide mission playthrough:

Tighter action to story component. This is win. I =love= cut scenes in the middle of missions, but the use of it can be clunky some times. In Arrival, they all felt well placed.

Stealth! As a Thief game devotee, it was fun to get a touch of that old thrill in a Mass Effect game. I liked scooting around enemies on my adept and hearing them chatting with each other. That was more story/action combo and it was win. Plus, it built tension.

Environments were great. I loved seeing the engines come on and looking out the window to see dust and debris streaking by. The bits of rock floating into the sky near the very end will be a take away image for me. No idea why, but I also loved those glass tubes. The interior designs were "busy." Lots of couches and tables and pillars and such. All those places felt like offices and living quarters. That was well done. We adept fans need to be able to throw objects around in ME4, please. :)

Reapers! More conversation with the Reapers really got me psyched for ME3. Anything to do with the visions was excellent as well. I wish there had been more info given about the artifact... I mean.. what was it? It appeared to be the Reaper version of those things you put on your keys that make noise to help you find them.


Dislike (nitpicks really)

Reused enemies. It makes sense why they're homogenous, though, so really really really a nitpick.

Not long enough. :-) Could it ever be long enough? (That's what she said.)

Would have enjoyed more stealth.

#459
Aarkaan

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It was kind of short and there weren't chooses to make, side from that it was good, would like to see more personal stuff. 8/10

#460
ashwind

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SalsaDMA wrote...


And I wait...

and I wait...

and I wait...

And my healthbar doesn't move at all...

:pinched:

In the end after I had watched the goons fire salvo after salvo into the cover while I was doing nothing but sitting there, healthbar not moving at all, I lost patience and tried popping up for a single incinerate. *BOOM* dead...

Frak it...


You could simply press a medigel there... .. . that will reset your shield and health and probably got rid of the bug too

#461
Almostfaceman

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I dug it. I got to kill batarians. I got to finally see Hackett. I got to see more of what's on the Alliance's mind regarding Shepard. There were already news casts saying I was hanging out with assassins and criminals - I figured at some point I was going to have to make my case. Making it on Earth sounds verrry cool. I got to finally see the "are Mass Effect relays indestructible" debate finally set to rest. I got to see more hints at what maybe the Reapers see in Shepard - he's unique. He fought off indoctrination and/or is resistant to sedatives. I got to give the Reapers the finger again. Weeee! I was able to get across to Hackett I'm not working for Cerberus anymore - bonus. I dug it - except I missed Joker's voice. But I understand if they didn't want to use pre-recorded stuff or bring back Seth Green for about one line of dialogue. No big deal, there are other people on the ship it's totally plausible that someone else can talk to me on the comm.

#462
Fixers0

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 The Imperial guard super heavy tank: the Baneblade.

Image IPB

#463
NalimX

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Like:
  • solid level design
  • something is exploding
Dislike:
  • Lack of choice and consequence: There is not a single situation in the game where your choices make a difference. If you rescue Dr. Kenson stealthyly, the rest of the mission plays exactly the same. All you get is an achievement, but it doesn't matter in the game. If you choose the renegade interrupt in the dialogue with Dr. Kenson, it doesn't change a thing. This is quite disappointing as it is the dialogue interrupt with the smallest time frame in the whole game. Nothing changes whether you try to warn the batarians or save yourself (except for a small side-note in the final dialogue).
  • Lack of paragon/renegade options: Apart from the already mentioned interrupt action, there are no coloured options in the whole game.
  • Linearity: See above points. In Mass Effect 2, you always had the feeling that all you did would influence the final ending. Here, nothing matters.
  • No companions: Shephard is going in there guns blazing anyway.
  • Animations: ME 2 is a beautiful game, mostly because it limits your freedom (mosty small spaces, movement limited). In the stealth part of the arrival, you will sometimes jump down, which doesn't happen too often in the normal game. Now I know why: Shephard is just staying straight and falling down. This looks so weird, it felt like playing a beta version of a game to me.
  • Wasted potential/logical mistakes: So Dr. Kenson and her whole team are under the reapers' influence? Why would they invite shephard to their base? To capture him? Ok, why would they leave the destruction mechanism intact? No one can be that dumb, especially not the reapers. So we know exactly when the reapers will appear. Why did nobody think of crashing the mass relay at that exact moment, destroyig the reaper fleet? Now this would have been an epic ending. There could always be other fleets on the way to make ME 3 possible. And why would the reapers send a vision of their arrival via the artifact? There were motivations for the prothean transmitter, but not for this one.
On a side-note: I loved ME 2, I liked Lair of the Shadow Broker, I even loved DA 2, but this DLC was just plain disappointing to me.

 

Modifié par NalimX, 30 mars 2011 - 04:57 .


#464
Keyatzin

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I loved this DLC, it was tremendously epic.
Hackett is a being of awesomeness. 
I liked all the enemy banter, really filled the silence of going it alone.
I really liked going solo (as a soldier), finally a chance to show how awesome Shep is, and it allowed you to put him into scenarios I never expected in this game.
Awesome atmosphere.
Cool confrontations, Kenson, and Harbinger.
The option to warn the colonists was a powerful moment, largely because you fail.
The Last Stand, was awesome, Shep is a bad****.
This really effectively served as a punch in face (for me and Shep), to see just how far you'd have to go. 
I loved the weight of it all. I loved that there was no choice about it (that was the point), you just had to deal with the awful situation you were in, and that scene was perfect, because Shep knew it was the only way.  In a game where the outcome is decided by the player, I didn't expect something as ballsy as that, Showing that you can't always have a choice.

It being short is offset by how many times I'm going to play it. 


Overall I thought it was great. It left me stunned, and pondering for a while. My favorite DLC yet.

Modifié par Keyatzin, 30 mars 2011 - 05:18 .


#465
Keiran Solaris

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I'd give Arrival an 8.5/10

Liked
- Hackett - He's the man and he's got your back. I also like that he mentions that the Normandy is your ship and not Cerberus'. That was something distinctly lacking in LotSB when you are confronting the renegade spectre as she dies. There was never an option to say "Screw Cerberus".
- Solo Mission - Good way to remove the additional companions when you didn't have time to properly implement them (like in Overlord where they never speak even when they should have). Would have preferred to have Garrus at my side but then again it may have spoiled the epic feel to have backup.
- Music - nice throwback to ME1
- Level design - nice throwback to ME1
- Sense of Urgency - This mission felt epic. Yeah it was short but it needed to be. The clock was running and you needed to move. If the DLC had taken 5 hrs to play it wouldn't have fit with the story that was being told.
- Plot - Nice wink at Bring Down the Sky and it was epic. The opening salvo of the reaper invasion is us being forced to destroy one of our own systems just to buy some time.
- Critical Failure - I liked that there was a vid clip when the clock ran down.
- Voice - Jennifer Hale nailed her role once again, especially at the end when she realizes she might die and she has just that hint of panic in her voice. Perfectly done.
- Stealth - That my infiltrator could actually infiltrate something was much appreciated.

Dislike
- Upgrades - this mission seems like it's intended to be post SM yet we still get upgrades which almost seem wasted. Might have been more interesting to get a new gun or an upgrade that didn't require me going back to my ship after the mission to use it.
- Lack of Virmire Survivor - I really would have liked to see Ash again. I felt that the meeting with her on Horizon was just lacking as she storms off all angry and never gives you a chance to explain. We never got the same chance to talk and make things right that we did with Liara.
- Enemies - The batarians helmets just looked wrong. They looked like humans to me.
- Choice - This didn't feel like you had any choice in what was going to happen. Come to think of it this isn't all that much of a negative in this particular case as it helped to give that sense of urgency that you just had to roll with the punches.
- Interrupts - Could have had more then 1 interrupt. I love those things.

#466
TwistedComplex

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CronoEdge wrote...

Does this mean ME:3 is cancelled....threat over.....Shepherd wins by killing a bunch of batarians.


Nice to see you were paying attention to the dialog...

That said. I thought arrival was great

#467
Spike81

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A bit disappointed. It was not as dramatic as the end of Overlord, and not as epic as LotSB. For the final DLC and a prologue to ME3 I expected both of those element. On top of that it was really short. Fun for a single playthrough but the least of all the DLC.

And what’s the stealth part that everyone is talking about? I didn’t notice any stealth part..

#468
CroGamer002

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Spike81 wrote...

A bit disappointed. It was not as dramatic as the end of Overlord, and not as epic as LotSB. For the final DLC and a prologue to ME3 I expected both of those element. On top of that it was really short. Fun for a single playthrough but the least of all the DLC.

And what’s the stealth part that everyone is talking about? I didn’t notice any stealth part..


The one in which you don't shoot Batarians until you free that doctor.

That stealth.

#469
HaiknEdge

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Like:
- Stealth option. Needs more of that.
- Player taking control of a robot. Could have used more of that.
- Level designs.

Dislike:
- Just about everything else; the following are just my main complaints
- Plot. Riddled with holes, Shepard being treated like a fool, being sold out by Hackett, obvious railroading to a trial that no Renegade Shepard would ever attend.
- Linear gameplay. Mass Effect is a series based on choice and consequence.
- Repetitive combat: Too much of the same.
- Length. Just too short.

#470
XFemShepX

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Liked:

Admiral Hackett  --nice to hear his voice again, even better to meet.  Love that he's so grizzly and no nonsense compared to the smooth and cultured feel of the Illusive Man. 

The Music:  Thank you, thank you, thank you!  More of an ME1 style, the music really fit.

Object Rho Fight:  Something a little different instead of just straight shooting.  Nice toss up.

Level Layouts:  Particularly elevators that actually work and hide loading, as opposed to boring loading screens from ME2.  Also, I liked how you had the multiple route layout in the first scene when rescuing Dr. Kenson.

Working for the Alliance...kind of.:  Even if this is a super secret and favor to Hackett, it felt great to be working for Alliance personnel again.  I know some people dig Cerberus, but I personally never wanted to work with them in the first place.

Disliked

Something about this DLC put me off, and it took me a minute to figure it out, but it eventually came to me.  But first--

The Virmire Survivor:  C'mon, Bioware.  Give it up.  I'm a huge VS fan, and while I'm not going to specifically whine that they weren't in this DLC, their role in ME3 better be EPIC.  You have ignored them for way too long, we have no idea what they're up to, and you've kind of left their fans in the dust.  I mean, not even a MENTION in any of the DLCs?  Not even a bio at the Shadow Broker's base?  Seriously, it just seems kind of lazy.

But most importantly--

The Story:  Don't get me wrong, the story for the Arrival DLC is great.  But....it kind of just makes ME2 obsolete.  The only point of ME2 was to introduce Cerberus in a bigger way--perhaps to foreshadow their obvious involvement in ME3, and to introduce the Collectors--which make new Reapers for the Reapers, and by the way....they're the old Protheans.  That could've all been summed up in an expansion, or longer DLC.  The story has become too muddied.  I'm glad to see that this DLC really just kind of bridges ME1 to ME3...don't bother with ME2, it's just kinda floatin' there as an aside to the REAL story.

ALSO--Let's go examine this Reaper artifact and not let anyone on the Normandy know that I'm most likely going into a base full of indoctrinated people....alone.  Um....WHAT?  Didn't see that one coming a mile away.  /sarcasm

#471
CrAzZy KiLLa

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I agree with alot of the other feedback here:


I Liked:-
  • The sneaking part of the mission
  • the solo play was intense
  • like the battle for your life around the reaper artifact
  • liked the story
  • liked seeing admiral hackett
Did NOT Like:-
  • DLC was to short compared with LOTSB and Overlord (Arrival seemed abit rushed to me)
  • persistant gliches (cover animation was not very good, sound/music kept cutting out, mainly at the end)
  • found the voice acting abit lacking?
  • admiral hackett just jumped strait to the point no hello how are you? all he ever does is asks for stuff doing :P



#472
manwiththemachinegun

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Liked:

ASSSUMING DIRECT CONTROL (of a battle mech, for ME3 I want to pilot a YMIR)
Shooting Batarians
Punching Batarians
Destroying an entire Batarian star system
Directly combating the Reaper's plans instead of fighting random mercs

Disliked:

No Joker VA, come on guys, you got Lance but no Seth Green?
Kensen was a stupid villian, indoctrinated or not
Having no real choice whether or not to destroy the Mass Relay

#473
Anacronian Stryx

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You DO have the choice to try and warn the Batarians, It didn't pan out but hell I'm not going to expect that every choice i make as Shep will always have the optimum result.

#474
Symbolz

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After playing through Arrival a couple of times I can say that it is a good DLC.  Not great or epic, but good.  There was so much potiential to this DLC that was not explored or exploited.  The amount of time in between the release of LotSB to the Arrival should have resulted in a better story and a significate lure to purchase ME3 to fend off the Reapers invasion.   But I digress.  Let us look at everything from the beginning.

The reintroduction of Admiral Hackett was, in my opinion, long overdue.  To see the reemergence of a character that had played numberous small roles for quest introductions and leading the calvery with the Arcturus Fleet to save the Citadel was a welcoming sight.  It was a bonus to see Admiral Hackett for the first time.  I hope this is a sigm a more active role to play in ME3.

The mission into the prison wasn't anything special.  You have the choice to shoot some of the guards while trying to make your way in, or sneak your way in.  Personally I would have like to seen some consequences for either way you choose to get in.  Shoot the guards while you're making your way in could mean less guards you have to fight on your way out, and endanger Dr. Kenson unless certain actions are taken.  Sneak your way into could mean more guards to fight your way out.  The way you get to Dr. Kenson has no meaning impact one way or another - I personally like to see the results of my choices.  Another thing: why is Shepard always punching people out?  I mostly play an adapt and I just don't see me punching someone out all the time.  I would be more inclined to use my biotic abilities to slam the poor bugger into the wall or something.  Would it really kill productivity and game space by introducing class specific cutscenes?  I think it would be awesome to see different cut scenes played out by the different classes.  Infiltrators enters the room cloaked where Dr. Kenson is held, snaps the neck of the torturer and gently lowers him to the ground.  Engineer enters the room where Dr. Kenson is held and has his combat drone slowly enter the view of the torturer, who gets startled by it, and zaps him in the face (Go for the optics, Chikita!).  These are just some things that could give a player a further attachment to their character classes.

The escape wasn't special in any way, and neither was the conversation with Dr. Kenson while on the shuttle.  No significate new information was given to me as a player that I did not already know.  The only new thing that I learned was which direction they were coming from.  When entering Project Base it become a little more interesting when Object Rho was introduced.  Again creativity was stiffled on what the outcome was going to be.  I was thinking that one of two possibilities were going to happen as the cutscene was unfurling: Dr. Kenson was indeed indoctrinated or the batarians somehow managed to follow the shuttle and were attacking Project Base.  Turned out to be the indoctrination.  Couldn't Object Rho turned into a spider or something and try to eat Shepard?  Couldn't a scout Reaper vessel show up and now put the plan in jeopardy?  Couldn't the Citadel Council show up and tried to intervene?  It was all too prodictable - there wasn't a surprise waiting for me to throw me off and make me wonder 'what is going on?'.

The escape from the med bay was only interesting because I was controlling a robot for about 2 minutes.  Here am I again punching out more guards... /facepalm.  The race to start the Project wasn't interesting at all.  A bunch of fighting through goons, who had names ironically, and then stop Dr. Kenson.  There wasn't a boss fight of any kind.  There wasn't a significate challenge to make my efforts to stop Dr. Kenson worth while.  If there was some kind of timer, a feeling of a race against time through stiff opposition, it would have at least satisfy some sense of accomplishment.  The escape off the asteriod outside was cool though.  The visual of the Mass Relay growing larger as you fight your way to the comm station was a nice touch.  That motivated me to push forward push forward as fast as possible.

Now we're at the hologram of Harbinger.  Spooky Reaper who wants to have a little chat with our hero.  I have to say that if I was on a asteriod heading at high speeds to collide with an object that could release as much energy as a star going super nova - I wouldn't be sticking around.  I'd give Harbinger my cell number and tell him to call me.  So a little odd to have a conversation at that very moment.  Furthermore the conversation with Harbinger was compeletely useless.  It provided no further relevent information to us.  It was nothing more than a evil bad guy speech of, "You have only delayed us!"  No kidding - that was the entire point of destroying the Mass Relay: to slow the Reapers down.  If Harbinger had been removed nothing would have changed.

One final note, as a suggestion BW: Do your feedback requests before the final product is released.  I know this helps you for your next little project but it does nothing for the product that was released.  Get together a small close beta group or something.  The input you could get can the players make small meaningful changes that would make a difference.

Modifié par Symbol117, 31 mars 2011 - 02:00 .


#475
Ileanos07

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Liked:
Admiral Hackett - that say pretty much everything :D
Harbringer - GREAT. Finally he got scary. Great show-up.
Ending - Awesome. I think it really is great. It really pumped me into ME3. Plus I have to add that during harb conversation I was even more pumped up.
Fights - very hard, very funny, very exciting (fight for your life :) )
Plot overall - What can I add?

Disliked:
No new enemies - yes...
Batarians - it really bothered me that they got helmet with two eyes :) Those minor overlooks are looking strange.
No new weapons/anything - what to add?
Few dialogue choices
Few dialogues
- but I kinda understand it. It was all race with the time.

Overall: I loved this DLC for the ending - it will forever change my view of harbringer and events of the ME2... But lets be honest - it could have been longer and it could contain some more content. I would be more glad if it wen out on the end of april/juny/july with more content and longer gameplay (even for 1000 bw points :). Still - it was great. Just last nitpick - please dont make ME3 like DA2 :D /I am not saying that DA2 is bad game... but it is the worst game from Bioware.