Here's the review of the mission part of the Citadel DLC I just posted in my
one-year-after review thread:
Citadel: Shore Leave (mission part)
[visuals ++, sound +, combat gameplay +, gameplay/story integration +, story +, dialogue +, roleplaying +]
Let me first say how much I like the locations (everything but the archive). The "cities" in the ME trilogy always felt too empty to me, including the Citadel. Not big enough, not enough people. ME3's Citadel is drastically improved from the earlier games, but only now I feel the "city bustle" while I play. Also, it's nice to have a place of my own though the apartment is sadly old-fashioned. Didn't interior design change at all since the 1980s?
The first parts of the mission sequence are refreshingly different. Also, you notice that the style is different in the very first scene, with Brooks coming up and telling you that.....what a surprise....people are trying to kill you. Later, the humor gets a bit over-the-top but at this point the storytelling style is a perfect mix. It is obviously not perfectly in tone with the rest of the story, but for the player, it's a much-needed distraction from the encroaching darkness while staying true enough to the universe that you can believe in the story. I think the ME3 team hit the right balance here for a DLC that's as much a light-hearted goodbye as part of the universe.
So after I get out of the sushi place, I make my way along the Citadel's skylanes - did I say I like the locations - armed only with a suppressor pistol and low on health. This sequence is interesting, but I have no idea how a non-power-oriented Shepard can get through this with just the pistol. Also, Liara's voice sounds off when I meet her.
The casino infiltration sequence is refreshingly different and suits my Engineer Shepard perfectly. Brooks even comments on it. Also, the casino looks nicely alive with all those people and even has an old acquaintance we can meet (Sha'ira).
The next mission starts with a short fight and the reveal of your enemy: a clone of yourself. The "evil clone" trope is stereotypical, but in this case it's actually believable, and it fits the tone of this mission sequence, so i don't mind. What I like a lot less is the fight in the archive entrance. It's incredibly frustrating since you can't separate the Cat6 heavies from their shields, and the slits in those shields are harder to target than those of Cerberus Guardians. Consequently, in the right environment - and this place fits - they beat even a banshee in resilience, though thankfully they do less damage.
The Citadel archives look impressive but the walkways are all too obviously a gameplay contrivance. They're intentionally confusing and that's not at all believable. Also, the squad banter in this sequence is too over-the-top for my taste, though there are some gems like Garrus' "That's the time when the universe ran out of ammo." I'm fighting my way through the archives and watch the archive excerpts on the way. Too bad, no world-shattering revelations, but some interesting historical info nonetheless. Then we get face-to-face with our clone...
I must admit I had no idea how Shepard would get out of the vault. That was a nice touch. And while I suspected Brooks about halfway through the mission sequence, I wasn't convinced she was a traitor with her "inexperienced desk job officer" act. That was also well done. However, the scene with the clone and Brooks was too over-the-top for me, with the drawn-out gloating and Brooks slithering about him like the villain's female companion in hundreds of B-movies. Really, there should be a limit for such things.
Back to the Normandy, there's another fighting sequence waiting for me - and the boss fight of the century. I like the idea of confronting someone with the same powers the real Shepard has. It gives you an idea of what run-of-the-mill enemies face when they encounter Shepard, and that powers are used on you on a regular basis gives an additional sense of "realism". But since I actually agree that super-hard boss fights are "too video-gamey", I'll make this easier on myself by lowering the difficulty. It's nice that this boss fight exists, but the harder versions are not for me.
After the fight, there are some roleplaying options about how to deal with the clone and Brooks. I'm feeling somewhat sad for the clone, and I actually like Brooks in spite of what she's done, so I use the Paragon options here.
So, what's the resumé? The clone plot works surprisingly well, the mission sequence is convincing, and the first two missions play great. The archive mission I don't like so much - too drawn-out - though there were some good scenes. The humor, too, is good in the first half but got out of control in the second. Maybe that was the point, but I still could've done without things like the toothbrush scene. The end sequence on board the Normandy works well for me again, with the message in the last scene if you let Brooks live summarizing the theme of this mission sequence nicely: "You can't clone everything".
The R&R part of the CItadel DLC I'll deal with after Sanctuary.
I might mention that I love this DLC for what it is, but I wouldn't want there to be more of the same in the trilogy, nor would I want content in the same style to take up more space than Citadel compared to the main game in any other storytelling game or game sequence.
Modifié par Ieldra2, 09 mars 2013 - 12:12 .