Here's the personal account/part review of the R&R part I posted in my
one-year-after-replay thread:
Citadel: Shore leave (R&R part):[visuals o, sound o, combat gameplay n/a, gameplay/story integration n/a, story o, dialogue ++, roleplaying +]
As opposed to the other parts, this is a more personal account. I can't review the whole thing in detail since that would entail playing it once with each of the different LIs. Instead, I'll mostly restrict myself to describing how it affects this playthrough. I am impressed with the atmosphere of the Silversun Strip but I find the visuals old-fashioned, especially for the apartment. Didn't interior design change since the 1980s? Also, I dislike having no music option I like in the apartment. Not that all this is particularly important. Important, for this Shepard's story, is that this final meetings with his friends - as Shepard can say to Javik, his crew and team have become his family - and the goodbye scene bolsters his resolve. It will carry him through to the end as no other scenes in the game have managed to do.
He will stand at the Crucible platform, alone and with no knowledge of whether he'll survive, but he knows that at least, he's had this.
Once common criticism of the party is that it is out of place. I do not agree. As I see it, things like this are how soldiers cope with the permanent confrontation with death and destruction. You cannot be on duty all the time without losing your mind. I don't know soldiers with war experience in RL, but it seems very plausible to me that for a few hours, you need to tune out the knowledge that while you're partying, people are dying at some other place.
This Shepard loves Miranda and I was looking forward to her scenes. Unfortunately, they don't fix what was done to her in the main game - two important aspects of her are again ignored. At least she gets to comment on Brooks. Also, yet again I get the impression that her writer has a particular obsession with destroying the image of the "driven woman" (Liara says that) who likes challenges and achieves impossible things like Project Lazarus, the woman this Shepard has come to love. Fortunately, the apartment scene quietly acknowledges their crazy life without Miranda being particularly regretful about it and its romance extension works fine, the wake-up scenes are sweet, and I have a path through the casino scene that works for me (omit the left option and take the lower options). Sadly, this Shepard doesn't have a romantic option in this scene, because that "regular guy" routine is as out of character as it comes, so I have to take the friendship option which works ok. What I would've wished for is an analogue to the femShep "troubleshooting space divas" scene. That would've made me happy. So in the end, I am content, but not quite happy with this part.
After the party is over, and the poignant photo shoot and the goodbye scene has moved me almost to tears, it feels odd to go back to the Reaper War. I recognize why all this cannot be an epilogue in-world so I won't criticize this. However, as an epilogue out-of-world, as my, the player's goodbye to the story and its characters, it works perfectly. The whole DLC - with a story part that doesn't take itself quite seriously and this homage to the characters - would've worked not nearly as well at any other time in the publishing history, and that it was possible to create such a goodbye - for the first time in a fictional universe rooted in a video game sequence - is an indication that video game storytelling is coming into its own. Whatever flaws the story may otherwise have, Bioware has broken new ground with the ME trilogy. I wish for more of that. Next time, hopefully with better advance planning.
Modifié par Ieldra2, 11 mars 2013 - 04:45 .