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Why Omega DLC so hated? It's so awesome!


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#226
capn233

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I like replaying Omega more than replaying Leviathan or Citadel.

#227
The Night Mammoth

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Redbelle wrote...
Citadel DLC could only have occured in ME. 

The Citadel DLC was a tongue in cheek parody of itself. Any series can have that. It's easy to do, mostly because people don't care about plot or character so long as there are enough witty one liners and in-jokes. 

#228
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I didn't care for Citadel that much actually. Or the jokes. The main quest is alright, but I think it brings a lot in the sense of giving other squadmates the screentime they always deserved. Much of that should have been part of the game to begin with.

The only thing I play the quest for now is that Lancer rifle.

Modifié par StreetMagic, 20 août 2013 - 07:54 .


#229
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Redbelle wrote...

I on the other hand want more like Citadel and less like Omega.

Omega is a competant DLC. But it doesn't have that labour of love element to it. It never seek's to take you as a gamer out of the 3rd shooter element and reinvent it with a Bioware Mass Effect twist.

Simply put, you could take the Omega DLC and plonk it in any other 3rd person shooter and it wouldn't look out of place.

Citadel DLC could only have occured in ME. And that's why Citadel is superior is Omega. As much as I like shooting...... I didn't like not getting to know Nyreen better. Which is a shame because I read about how she was created. And the opportunity to create this character and the possibilities having her created.... were ultimately wasted on a DLC that could have been developed to put Nyreen as a character into the squad. Her perspective on Turian's would have added to the lore on Turians and provided more unique character moment's.

Simply.... A DLC form Bioware has to offer something more than simply shooting, because in the past, that's what they offered before..... and to see them offer up Omega. As good as it is, feel's like they are sliding backwards. Not forwards.

Aria and Omega are supposed to be mover's and shaker's in the galactic hub of ME. Yet by the time you get through the DLC....... nothing's changed. Aria's still on the Citadel. And Omega is still locked off.

And that's really due to the direction of ME3 as a while I'd say. Where action's do not constitute a game play consequence that permit's new area's or dialogue to open. Just a score on a score board.

After all. ME is as much about it's character's as it is about it's combat mechanics. Both element's are game play. And balancing these two mechanics while making both engaging is vital to a good ME experience.


This i agree, It seems to me the lead writer of Omega enjoyed space pirates too much, and I'm more into military history. I wouldn't like it if the next game starred by an Aria clone or a "Pirate of the Caribbean" wannabe. I really hope this is not an example of the things to come... Drew Karpyshyn was behind the Shepard character (the canonical elements), apparently his views of the universe have suffered many changes.

But it was still one of the Biggest Missed Opportunities in the Mass Effect series in finding out whether Aria is really Aleena that Wrex spoke off.

Modifié par shadowhawk233, 20 août 2013 - 10:26 .


#230
Redbelle

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The Night Mammoth wrote...

Redbelle wrote...
Citadel DLC could only have occured in ME. 

The Citadel DLC was a tongue in cheek parody of itself. Any series can have that. It's easy to do, mostly because people don't care about plot or character so long as there are enough witty one liners and in-jokes. 


You say parody?

Okay. I'll go with that. But yuo also make my case in the next line referencing one liners and in-jokes.

An In-joke means the person writing has to be sufficently invested in the universe to know what things about the universe are funny.

As for the plot and characters? Your wrong there. The only way comedy can be brought out is if the person cares about nothing but plot and characters.

Writing comedy is hard. Yet Citadel isn't a comedy. It's a romp. It stops trying to inject a sense of drama and simply allows the character's to step forward and create drama themselves through a combinatino of great writing and excellent cinematics topped off by the understanding that when you come to the end of the mission........ something new is offered to the gamer. Like having the cargo bay open and having the citadel wizzing by serve as the back drop.

Proving another part of gamer science that still holds true. It's not that boss battle's are old hat. It's that a bodd battle has to be done properly with the right set up to achieve boss battle nirvana. Shepard's clone was an excellent adversary in that it was taking everything away from Shepard. Thing's the payer has spent three games making of themselves.

So to top off. Citadel gave a more involved experience through character interaction. As opposed to the cold fish Aria and the 'we barely go tto know her' Nyreen. (Would still have liked more time to know her. But isn't that he sign of successful writing)? And since Character#s are what BW games offer up in spades, that's what I'm feeding back to BW. As to not do so may equal them thinking 'less character is good'. And the last thing I want to see ME4 do is strip away yet more of what made ME so good.

Modifié par Redbelle, 21 août 2013 - 06:29 .


#231
Legion of 1337

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I'm sorry, I regret getting it.

I understand it was Bioware Montreal's first foray, but we have higher standards for Bioware.

The dialogue was terrible. It sounded like something written by an amateur sci-fi action writer who feels the need to try to cram some kind of moral quandry into an otherwise purely shoot-em-up romp. And clearly they are relying too much on the base game for inspiration - much of the dialogue styles and common phrases the characters use are ripped from ME2 and ME3 and shoehorned in to make it seem like they know their personalities. I swear to god, by the 5th time Nyreen said "My people" I was ready to blow her head off.

Also whoever was directing the voice acting clearly didn't give a **** because it was the worst I've seen in ME.

The badguy wasn't threatening - constant references as to how he's some sort of tactical genius and a worthy opponent, yet he loses every battle he fights and does so many unethical things you have no quandries executing him, only to have the game paradoxically slap you on the wrist by calling you a hypocrite for killing a war criminal.

The attempt at moralizing Aria was a total fail. And the level design sucked.

By Bioware standards, it was bad. Very bad.

#232
KaiserShep

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Redbelle wrote...

The Night Mammoth wrote...
The Citadel DLC was a tongue in cheek parody of itself. Any series can have that. It's easy to do, mostly because people don't care about plot or character so long as there are enough witty one liners and in-jokes. 


You say parody?

Okay. I'll go with that. But yuo also make my case in the next line referencing one liners and in-jokes.

An In-joke means the person writing has to be sufficently invested in the universe to know what things about the universe are funny.

As for the plot and characters? Your wrong there. The only way comedy can be brought out is if the person cares about nothing but plot and characters.

Writing comedy is hard. Yet Citadel isn't a comedy. It's a romp. It stops trying to inject a sense of drama and simply allows the character's to step forward and create drama themselves through a combinatino of great writing and excellent cinematics topped off by the understanding that when you come to the end of the mission........ something new is offered to the gamer. Like having the cargo bay open and having the citadel wizzing by serve as the back drop.

Proving another part of gamer science that still holds true. It's not that boss battle's are old hat. It's that a bodd battle has to be done properly with the right set up to achieve boss battle nirvana. Shepard's clone was an excellent adversary in that it was taking everything away from Shepard. Thing's the payer has spent three games making of themselves.

So to top off. Citadel gave a more involved experience through character interaction. As opposed to the cold fish Aria and the 'we barely go tto know her' Nyreen. (Would still have liked more time to know her. But isn't that he sign of successful writing)? And since Character#s are what BW games offer up in spades, that's what I'm feeding back to BW. As to not do so may equal them thinking 'less character is good'. And the last thing I want to see ME4 do is strip away yet more of what made ME so good.


I agree with this. Citadel was like a breath of fresh air compared to a lot of the main game, and I hope that the next ME title leans more toward its kind of tone and character involvement than Omega's. ME3 took itself seriously enough as it is. The next title really should have a fair balance between serious peril and lightheartedness, which Mass Effect 2, as "dark" as it was supposed to be, delivered pretty well. Aside from that, Citadel also had the best variety of combat sequences. The solo gunfight with the CAT6 mercs, as well as the clone boss battle ended up being some of the best fight scenes in the entire game.

Omega does have some merits worth mentioning, like the great maps, fair roleplaying options and the sort, but overall, it's simply combat. That's fine and good, but it neglected to offer a whole lot of the other things that made the previous games, particularly ME2, so entertaining.

Modifié par KaiserShep, 21 août 2013 - 06:49 .


#233
Redbelle

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KaiserShep wrote...

Redbelle wrote...

The Night Mammoth wrote...
The Citadel DLC was a tongue in cheek parody of itself. Any series can have that. It's easy to do, mostly because people don't care about plot or character so long as there are enough witty one liners and in-jokes. 


You say parody?

Okay. I'll go with that. But yuo also make my case in the next line referencing one liners and in-jokes.

An In-joke means the person writing has to be sufficently invested in the universe to know what things about the universe are funny.

As for the plot and characters? Your wrong there. The only way comedy can be brought out is if the person cares about nothing but plot and characters.

Writing comedy is hard. Yet Citadel isn't a comedy. It's a romp. It stops trying to inject a sense of drama and simply allows the character's to step forward and create drama themselves through a combinatino of great writing and excellent cinematics topped off by the understanding that when you come to the end of the mission........ something new is offered to the gamer. Like having the cargo bay open and having the citadel wizzing by serve as the back drop.

Proving another part of gamer science that still holds true. It's not that boss battle's are old hat. It's that a bodd battle has to be done properly with the right set up to achieve boss battle nirvana. Shepard's clone was an excellent adversary in that it was taking everything away from Shepard. Thing's the payer has spent three games making of themselves.

So to top off. Citadel gave a more involved experience through character interaction. As opposed to the cold fish Aria and the 'we barely go tto know her' Nyreen. (Would still have liked more time to know her. But isn't that he sign of successful writing)? And since Character#s are what BW games offer up in spades, that's what I'm feeding back to BW. As to not do so may equal them thinking 'less character is good'. And the last thing I want to see ME4 do is strip away yet more of what made ME so good.


I agree with this. Citadel was like a breath of fresh air compared to a lot of the main game, and I hope that the next ME title leans more toward its kind of tone and character involvement than Omega's. ME3 took itself seriously enough as it is. The next title really should have a fair balance between serious peril and lightheartedness, which Mass Effect 2, as "dark" as it was supposed to be, delivered pretty well. Aside from that, Citadel also had the best variety of combat sequences. The solo gunfight with the CAT6 mercs, as well as the clone boss battle ended up being some of the best fight scenes in the entire game.

Omega does have some merits worth mentioning, like the great maps, fair roleplaying options and the sort, but overall, it's simply combat. That's fine and good, but it neglected to offer a whole lot of the other things that made the previous games, particularly ME2, so entertaining.


It's worth saying though. Even though I love Citadel DLC........ I wouldn't want all of ME4 to be like it.

One of the reasons I think CitDLC went down so well is that it balanced out the doom and gloom tone of the main game. Citadel DLC was like the doors opening on a lift after you've nearly suffocated from a particularly nasty fart someone else dropped on the innocently unsuspecting passengers. CitDLC balances the game by going in the opposite direction of the main campaign.

And while I think they should slate ME4 more in line with CitDLC...... I also think they should balance out the tone's of the game.

One of the reasons why seeing Shep down and out works is that he's had alot of success and then he's thrown back on his heels. In ME1 it was when Normandy got locked down and he was crawling around by the lockers....... looking for Liara's contacts? I don't know.

In ME2 it was when the collectors hit and Shep lost his entire crew...... with the possibility that he might never get them back.

It's when the hero is taken down to their lowest that they can emerge as their most heroic by getting back up. Cit's romp style of story telling would make this difficult. So I'd lean towards romping. But mix it up with moment's of drama, tenderness, anger.... etc. These make for compelling gaming in a stroy driven RPG. Not the one note despair that kept getting racheted up in ME3 where you learn at the games end that you cannot win in a meaningful, soldier fights and kills enemy way, which is Shepard's prevogative since he is a soldier and fights military style.

Modifié par Redbelle, 21 août 2013 - 07:10 .


#234
Reorte

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I don't want a whole game like Citadel. I loved it but that for an entire game would be far, far too much. Mostly serious is what's needed in Mass Effect.

#235
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Legion of 1337 wrote...

I'm sorry, I regret getting it.

I understand it was Bioware Montreal's first foray, but we have higher standards for Bioware.

The dialogue was terrible. It sounded like something written by an amateur sci-fi action writer who feels the need to try to cram some kind of moral quandry into an otherwise purely shoot-em-up romp. And clearly they are relying too much on the base game for inspiration - much of the dialogue styles and common phrases the characters use are ripped from ME2 and ME3 and shoehorned in to make it seem like they know their personalities. I swear to god, by the 5th time Nyreen said "My people" I was ready to blow her head off.

Also whoever was directing the voice acting clearly didn't give a Sh!t because it was the worst I've seen in ME.

The badguy wasn't threatening - constant references as to how he's some sort of tactical genius and a worthy opponent, yet he loses every battle he fights and does so many unethical things you have no quandries executing him, only to have the game paradoxically slap you on the wrist by calling you a hypocrite for killing a war criminal.

The attempt at moralizing Aria was a total fail. And the level design sucked.

By Bioware standards, it was bad. Very bad.


Hear here!! That's exactly what i've been saying that they just rushed that DLC like they weren't done with it yet and were forced to release it anyways. As for amateur sci-fi action writer, that would be Mac Walters. Walters writes horribly, despite the efforts of producers and directors in making his work even worse. 

Modifié par shadowhawk233, 21 août 2013 - 01:04 .


#236
jtav

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Even Citadel was too much. About half the meetups were good and would have been great to have in the main game, but the story grinds to a halt and the serious/realistic tone is thrown away so we can have some fanservice. I don't think ME3 is that grim to begin with, but even so, the lighter moments should fit in with the rest of the story and work just as well if someone was never privy to all the fandom in-jokes.

#237
Xilizhra

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jtav wrote...

Even Citadel was too much. About half the meetups were good and would have been great to have in the main game, but the story grinds to a halt and the serious/realistic tone is thrown away so we can have some fanservice. I don't think ME3 is that grim to begin with, but even so, the lighter moments should fit in with the rest of the story and work just as well if someone was never privy to all the fandom in-jokes.

Eh. This, I believe, was a counterbalance to a lot of ME3's pandering to players who inexplicably decided to start the series at the end (blasted James).

#238
Nitrocuban

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Well, one of the (many) problems of Omega DLC was its poor story without any surprises. The stroy always was the most important thing about ME and not only a excuse for the action. In Omega it was the other way.
How cheap was that plan for retaking Omega?
Cmon, just fly there, get shot, survive the crash in the evacuation pot? Free everyone just like that. That is borderline retarded and Aria should do better than that. Seriously.
There was no OMG moment in the whole DLC, just shooting that old Cerberus and in the end you get some stuff you don't need nor see anywhere.
Bioware is more than that and _has_ to be more than that. Otherwise I can play Halo or Gears of War or COD.

#239
KaiserShep

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Redbelle wrote...

It's worth saying though. Even though I love Citadel DLC........ I wouldn't want all of ME4 to be like it.

One of the reasons I think CitDLC went down so well is that it balanced out the doom and gloom tone of the main game. Citadel DLC was like the doors opening on a lift after you've nearly suffocated from a particularly nasty fart someone else dropped on the innocently unsuspecting passengers. CitDLC balances the game by going in the opposite direction of the main campaign.

And while I think they should slate ME4 more in line with CitDLC...... I also think they should balance out the tone's of the game.

One of the reasons why seeing Shep down and out works is that he's had alot of success and then he's thrown back on his heels. In ME1 it was when Normandy got locked down and he was crawling around by the lockers....... looking for Liara's contacts? I don't know.

In ME2 it was when the collectors hit and Shep lost his entire crew...... with the possibility that he might never get them back.

It's when the hero is taken down to their lowest that they can emerge as their most heroic by getting back up. Cit's romp style of story telling would make this difficult. So I'd lean towards romping. But mix it up with moment's of drama, tenderness, anger.... etc. These make for compelling gaming in a stroy driven RPG. Not the one note despair that kept getting racheted up in ME3 where you learn at the games end that you cannot win in a meaningful, soldier fights and kills enemy way, which is Shepard's prevogative since he is a soldier and fights military style.


Oh, I wouldn't want ME4 to be just like Citadel, but I being closer to Citadel, in my opinion, is better than being closer to Omega. If you tone down the comedic aspects, and you're basically getting closer to ME2 territory, which I think is optimal for whatever the next game will be. In any case, I agree with you. ME2 has the best balance overall, and I hope ME4 reminds me of it in a lot of respects.

#240
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Nitrocuban wrote...

Well, one of the (many) problems of Omega DLC was its poor story without any surprises. The stroy always was the most important thing about ME and not only a excuse for the action. In Omega it was the other way.
How cheap was that plan for retaking Omega? 
Cmon, just fly there, get shot, survive the crash in the evacuation pot? Free everyone just like that. That is borderline retarded and Aria should do better than that. Seriously.
There was no OMG moment in the whole DLC, just shooting that old Cerberus and in the end you get some stuff you don't need nor see anywhere.
Bioware is more than that and _has_ to be more than that. Otherwise I can play Halo or Gears of War or COD.


The bottom-line is that The Omega DLC is a very cynical and lazy DLC. It was rather irrelevant to be honest and was basically just an Aria T'Loak fangasm and the plot leaves a lot to be desired. The Adjutants were a horrific enemy in the Invasion comic but were hilariously easy to fight in game. Nyreen only seemed to be there for the sake of having a female turian. Other than the colour palette, Omega itself was barely recognizable as the place we spent so much time at in Mass Effect 2.

It seems like Bioware really didn't have all of their hearts into it. They just wanted to create something that could easily be marketable rather than creating a solid story first and fore most.

Still it goes to show that no matter how talented you are, if you aren't passionate about a work of art and are ordered essentially to create it, it won't come out too well. Lesson here is that there was no point in making The Omega DLC if you don't care about it or treat the source material as a joke.

Modifié par shadowhawk233, 23 août 2013 - 02:32 .


#241
FrayedThread

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I liked Omega enough, its environment was interesting and Nyreen + Aria had my favourite and most used abilities (Lift Grenades, Overload and Incinerate) so no complaints there.
Adjutants were ridiculously easy even on Insanity - think I got hit by them twice, and even then they only manged to take down my shields - and there were several animation blips during cutscenes.

Not my favourite and it's certainly not the most plot essential, but it's enjoyable.

#242
KaiserShep

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The adjutants really should have had more biotic powers. The banshees were worse on higher difficulty because they'll zap right behind you, then do a grapple stab move. Heck they'll even do that on normal. These things just did some kind of reave blast and then charge like brutes. They should've been horrible vanguard monsters.

Modifié par KaiserShep, 23 août 2013 - 02:22 .


#243
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Still Omega failed to live up to its full potential. I really wanted to fight some Dragoons and go through the Omega-4 relay.

Not much of an endorsement. More of a point against the main game really.

Omega follows the proud ME3 tradition of wasted opportunities and not being worth its price tag.

Lack of hub, lack of lasting consequences. But oh wait! Female turian that serves absolutely no purpose in being a female turian other than... just being a female turian. Even with all the mileage that model gets in MP (which isn't that much since I don't see many Cabals) the resources spent on it are not justified. Nyreen the character gets nothing for being a female turian that she wouldn't get as a human, asari or even a quarian.

The General has the makings of a decent villain but before any potential can be realized, the story's over. The Adjutants that a lot of people were looking forward to number exactly 5. The Adjutant plot was sorely underdeveloped and uninteresting. They were sort of built up pretty well, only to go absolutely no where with them.

It's just underwhelming, across the board. One thing I will say is that it did feel like I was playing a different Mass Effect game and not just an add on (even more than Citadel). Though again, that's not really a good thing until you consider the bad parts of ME3.

oh 1 last thing, i think this was the petition that said, "Take back Omega!" which would explain why Bioware was against it from the get go.

http://social.biowar...ndex/10249929/1

Modifié par shadowhawk233, 23 août 2013 - 09:02 .


#244
Shepard108278

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sH0tgUn jUliA wrote...

The problems with the Omega DLC are:

* They should have fixed the technical graphics glitches in it during Aria's first speech. Those were amateur hour.
* Aria should have left Purgatory after you completed it.
* Omega should have become a hub after you completed it.

Those last two things didn't happen. Other than these I finished it last night for the first time. It's as good any of the main missions in the game. I enjoyed watching Aria choke that bastard. Petrovsky actually expected to be rescued by an Earthborn/Ruthless Shepard? Ha!

I know this is an old post but I agree only on the tech glitch with aria that should have been fixed but I believe they said it would have been a big undertaking to fix same with the glyph/liara thing and it is imo minor both of them.
Aria's explanation as to why she returned makes sense and fits her character. There is a lot of rebuilding to do and she leaves that to her minions to do. She is to high and mighty to do that.
As to the last part I've never understood that complaint especially in ME3. How many times did anyone truly return to any  of the other hubs in ME or ME2? Most only when plot required. IN ME3 the galaxy is at war and the citadel is big enough to serve as main hub. No point in making temporary hubs IMO. The Citadel lasts till Cronos the other areas not very long.

#245
Linkenski

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silentstep79 wrote...

I liked it too.
just wish it had been longer.

Longer!? ROFL. It's several hours long and it's just mindless running and gunning most of the time. If anything it should've had more variety than shooting-based objectives. The scenery was awesome but as always with ME3 you just don't really interact with it. And controlling the outside spacebattle with strategy and tactics could've been awesome at least with dialogue options or something.

It's 6/10 or maybe slightly higher in my opinion, and I did enjoy it, but it left me with blue you-know-what.

#246
elrofrost

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IMHO Citadel is Bioware giving screen time to ME2 chars. Which should've been in the game from the beginning. Especially if one of the ME2 chars is your LI (like Jack or Miranda). That's the single thing that pisses me off about ME3 (not even the ending pissed me off) was that most of the ME2 crew were given bit parts (Except for Garrus) or killed off.

Back to the OP: I like Omega. Aria coming back to the Citadel I thought was stupid. But other than that, it's ok. Not my favorite DLC... but I do run though it every time.