Showing posts with label Citadel. Show all posts
Showing posts with label Citadel. Show all posts

Friday, May 23, 2025

Mass Effect 3 - DLC.

Mass Effect: Legendary Edition cover art.

Original Release: Mar. 6, 2012 - Mar. 5, 2013. Released for PC, XBox 360. Version Reviewed: Playstation 4 Legendary Edition, 2021.


INTRODUCTION:

The first Mass Effect offered only two pieces of downloadable story content, only one of which was at all substantial. Mass Effect 2 went to the other extreme, with so many pieces of DLC that I thought some of them diluted the game's main story - though its three final "big" expansions were all impressive in their own ways.

Mass Effect 3 splits the difference. There are five DLC expansions, and they are all significant - though on original release, one amounted to putting core game content behind a paywall and another essentially was a patch.

As ever, I will look at these individually, according to release order.

The last Prothean: Javik. He is not what anyone expected - but given his life, everything about him makes sense.
The last Prothean: Javik. He is not what anyone expected -
but given his life, everything about him makes sense.

FROM ASHES:
Release Date: Mar. 6, 2012.

This entire saga began when the first Normandy received word of a Prothean beacon on Eden Prime. Now another Prothean artifact has been unearthed. Shepard and crew expect to find a second beacon. Instead, they discover Javik, a Prothean soldier who was cryogenically frozen at the end of the last Reaper cycle. Instead of the font of wisdom they expect from a Prothean, he is... well, pretty much what an individual whose entire life was a struggle for survival would be: bitter, brutally pragmatic, and scornful that the "primitives" of his cycle are now in charge of the current one.

From Ashes was Day One DLC, and it was instantly controversial. Not because it lacked value: Javik is a fantastic character, and the interactions with him are some of the most interesting in the game. The issue for many was that, save for the forgettable Eden Prime mission, all of the content was already on the disc; buying the DLC amounted to paying for an unlock code.

The Legendary Edition re-release includes this and all DLC fully integrated into the main game. But if you're playing the original version on XBox 360 or Playstation 3, then you'll still have to pay $10 for Javik. If you're in that position, I would reluctantly recommend gritting your teeth and ponying up, as the character adds too much to the story to skip. But I won't argue that making the character into DLC was bad form.

The Extended Cut doesn't make the ending good, but at least it makes it better.
The Extended Cut doesn't make the ending good,
but at least it makes it better.

EXTENDED CUT:
Release Date: June 26, 2012.

The "Extended Cut" was Bioware's attempt to appease fans who were angry about the original ending. It was released free, making it less a DLC than a patch. This add-on grants players new dialogue options during the final scenes, and it also provides context surrounding the final choice and the reasons behind it. Narrated epilogues make the endings unique, rather than just a choice between "red, green, or blue." The epilogues even include variations based on choices, Paragon/Renegade status, and total war assets, making it feel more meaningful and complete.

As I noted in my main game review, it doesn't fix everything. The ending is no longer a disaster in this form, but it remains underwhelming. A short scene with the Normandy coming down to pick up Shepard's squadmates is actually a change for the worse, because it makes no sense; if Alliance ships can drop down, why are the troops making a suicidal infantry dash?

Still, the extensions to the final conversation and the epilogues make sure that the trilogy feels like it ends rather than merely stops. Had this been in place on release, I doubt there would have been such an outcry. Gamers might have been underwhelmed... but I doubt they would have been as actively mad as they were with the original "red/green/blue" ending.

Shepard comes into contact with Leviathan. Face to giant face.
Shepard comes into contact with Leviathan. Face to giant face.

LEVIATHAN:
Release Date: Aug. 28, 2012

Dr. Bryson, an Alliance researcher investigating myths and legends surrounding the Reapers, is murdered by his assistant - who has no memory of having done so. The assistant shows every sign of having been indoctrinated, leading Shepard to retrace Dr. Bryson's steps while investigating an entity known as "Leviathan."

This the first of Mass Effect 3's proper expansions, and it's a good one. The final revelations addmore context to the entire Reaper conflict. They even help to further improve the game's weak ending. More importantly, it's enjoyable to play.

Leviathan includes multiple missions across multiple planets. As with the main story missions, you can do Normandy "rounds" between Leviathan quests, hearing new dialogue and getting additional interactions from your squadmates.

Gameplay is varied. When in Dr. Bryson's lab, you'll be doing detective work, clicking on items and objects to find clues. The three main planetary missions each provide a different style and atmosphere. In one, you will move up ladders and platforms, fighting Reaper forces to reach a contact at the top. Another has a horror movie vibe, as you move through a facility whose entire staff has been indoctrinated. The third is combat intensive, with Shepard battling waves of enemies. The frequent shifts in tone help to keep the gameplay fresh throughout.

In short: Leviathan is good as a story, good as a game, and good as an expansion to the Mass Effect lore. I would label this DLC as indispensable.

Too bad I can't say the same about the next one...

Aria T'Lok is determined to retake Omega.
Aria T'Lok is determined to retake Omega.

OMEGA:
Release Date: Nov. 26, 2012

Aria T'Lok, crime lord and former ruler of Omega, has been displaced by Cerberus. She wants Shepard's help to regain control, and she promises resources for the war effort. They form an uneasy partnership with Aria's former lover, Turian freedom fighter Nyreen Kandros, to push the invaders out. But Cerberus has a secret lurking the corridors: Reaper-like creations known as Adjutants...

I suspect individual gamers' tolerance for Omega will depend on their opinions of the character of Aria, who is all but ever-present here. If you find anything interesting about this self-proclaimed badass, then you will likely enjoy the many, many cutscenes in which she tells us how tough and cool she is. Me? I find her incredibly tedious. There is nothing less "cool" than someone who constantly insists upon her own "coolness."

For most of its run, the story seems to be setting up a choice between Aria and Nyreen for control of Omega. This could have been interesting, a sci-fi parallel to the Bhelen/Harrowmont choice in Dragon Age: Origins, in which the better person was also by far the worse ruler. Unfortunately, this potential thread is unceremoniously dropped. The biggest moral decision is between suffering a minor inconvenience and perpetrating a terrorist act that will kill thousands of civilians. Never mind renegade. This choice asks the question: Is your Shepard a psychopath?

As is painfully clear by now, I don't have much good to say about Omega. It's wall-to-wall combat... painfully repetitive combat as you mow down hordes of Cerberus baddies through generic corridor after generic corridor. The main villain is dull. The supposedly terrifying Adjutants are visually goofy and remarkably easy to defeat. The main game's Banshees are nightmare fodder; this DLC's Adjutants are like an off-brand knockoff.

A party on the eve of the apocalypse: Shepard and crew, past and present, enjoy some down time.
A party on the eve of the apocalypse: Shepard
and crew, past and present, enjoy some down time.

CITADEL
Release Date: Mar. 5, 2013

From the worst DLC to the best...

As the Normandy undergoes a retrofit, Commander Shepard and crew enjoy some much-needed shore leave. Shepard's break is interrupted by intelligence analyst Maya Brooks, who warns that an unknown party is trying to hack into the commander's personal accounts. This sends Shepard in pursuit of an unknown conspiracy - with a very familiar face at the center of it all...

The most notable aspect of the Citadel DLC isn't its story. Don't get me wrong - It's a fun action caper with some surprisingly challenging gameplay and a few priceless character interactions (Two words: Traynor's toothbrush. A third word: Wrex). But the real meat of this expansion comes after you've finished the main campaign.

Once the story is done, a new area is unlocked: The Silversun Strip, a sort of mini-Vegas on the Citadel that includes Shepard's new apartment along with a casino, an arcade, a combat arena, and a ton of background conversations and foreground character vignettes. Highlights include: Grunt's hilariously rowdy birthday bash; Wrex's problems with Krogan mating; Zaeed's obsession with a claw machine; and Samantha Traynor's arcade confrontation with an Asari bully. It's all great fanservice in the best possible way - and it's a lot of fun to see the characters relaxing (or failing to relax) during down time.

It culminates in a grand party at Shepard's apartment, in which characters who have often rarely interacted converse, argue, or conspire. Everyone gets at least one good moment. Zaeed - whom I strongly disliked in Mass Effect 2 - is actually funny and likable, and this is accomplished without changing his characterization; he's just a lot better-written! This is a relief, given that this DLC was actor Robin Sachs's last performance.

It's a delight from start to finish, and the Mass Effect trilogy and its characters are so much richer for its inclusion.

Shepard stares out at the Normandy before returning to the war.
Shepard stares out at the Normandy before returning to the war.

OVERALL:

From Ashes is an unfortunate case of paywalling core game content, and I found Omega to be pretty bad. However, the rest of Mass Effect 3's downloadable expansions are worthwile additions. The free Extended Cut DLC makes the ending a bit more palatable; Leviathan offers players a good story and some varied gameplay; and Citadel is a joyous love letter to the trilogy and its characters.

Overall, a fine package of expansions, all of which are included, fully integrated, in The Legendary Edition of Mass Effect 3. If for whatever reason you're playing on Playstation 3 or XBox 360, though, you might want to just skip Omega.

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Mass Effect.


Original Release: Nov. 20, 2007 for XBox 360. Version Reviewed: PS4 Legendary Edition, 2021.


THE PLOT:

In the late 22nd century, humanity has become part of an inter-species galactic civilization. All these species are joined together by a series of mass relays, left behind by the long-dead Prothean civilization, which enable faster-than-light travel between star systems. Order is maintained by the Council, a ruling body that operates out of the Citadel, a vast space station that acts as the galactic capital. Thus far, the Council has refused to allow the humans a voice in the larger government, and resentment is starting to brew.

The council has decided that it is time to recruit a human as a SPECTRE - the Council's elite enforcement agents, answerable only to them. The selected candidate is Commander Shepard, First Officer of the Normandy, an advanced vessel that combines elements of human and Turian design. Shepard's evaluation coincides with a mission to recover a beacon, a Prothean artifact, that has been found on the human colony of Eden Prime. No trouble is expected.

But the Normandy arrives to find Eden Prime under attack by the geth, a race of intelligent synthetic beings. The geth are led by Saren - the Council's top SPECTRE. Shepard manages to stop them from taking the beacon, but is exposed to it in the process, granted an apocalyptic vision.

Now Shepard must convince the Council of Saren's guilt and track the rogue SPECTRE across the Mass Relay network. The clock is ticking. If Saren isn't stopped, it will mean the end of galactic civilization...

The crew of the <i>Normandy </i>encounter some local resistance.
The crew of the Normandy encounter some local resistance.

CHARACTERS:

Commander Shepard: The game gives the player a lot of freedom regarding Shepard. It's a Bioware standard that the character can be either male or female. Beyond that, Shepard has three potential origin stories and three different career backgrounds, both of which will affect dialogue choices and a couple of side missions. There are a mix of dialogue options that can shape Shepard's personality, from compassionate to ruthless, from idealistic to cynical, from diplomatic to combative. I opted for a balanced mix of responses; there are more than enough opportunities to earn "Paragon" (Light Side) or "Renegade" (Dark Side) points, so players should feel free to just decide who their Shepard is and respond accordingly. Even the most "Paragon" of players should hang up on the Council at least once during the playthrough, because: (a) It's funny; and (b) They really have it coming.

Saren: The game's primary antagonist, a rogue SPECTRE who despises humans, whom he feels have been given too much power too quickly. Saren is far from alone in that feeling, and in this first game there is a sense that humans are very much an underdog among the various races (something that, if memory serves, would be lost in later games). Saren initially appears to be a mustache-twirling "Evil for the Sake of Evil" baddie. He gains some depth in the late game, however, as more information about his motives and his state of mind become clear. Voice actor Frederick Tatasciore is terrific in the role, threatening and formidable without being one-note.

Liara T'Soni: One of the most purely innocent members of your party, she is also the daughter of the Asari matriarch who acts as Saren's right hand. She is estranged from her mother, insisting that she knows nothing of her actions. She is also an expert on the extinct Prothean civilization. The character is a bit too naive and earnest in this first installment, though she still gets some good moments, particularly if you bring her along to confront her mother.

Garrus Vakarian: A former member of C-Sec, which is basically the police force on the Citadel. Garrus grew impatient with the layers of bureaucracy that he had to deal with, which he felt interfered with him actually stopping criminals. He is one of the game's better characters, and players get the opportunity to nudge his outlook in one direction or another depending on dialogue choices. The scene in which he (likely) joins the crew also is the single best character introduction in the game.

Wrex: Most of the rest of the characters in Mass Effect improve in later entries (even Garrus); Wrex arrives fully formed. He is a Krogan, a warrior-like race that rose up against the Council generations ago - an uprising that ended when the Council afflicted them with the genophage, a genetically designed plague that caused near sterility. Wrex is understandably bitter, but he is also angry at his own people for refusing to adapt to their circumstances. In one of the first conversations you have with Wrex, he reveals that he "gave up on (the Krogan) a long time ago."

Tali: A Quarian, a race that lost its home to the Geth hundreds of years ago - and that has found little sympathy among Council races, because the Quarians are the ones who created the Geth. They now live among a vast fleet of aging ships. Young Quarians are sent out on pilgrimages when they come of age, returning with something of value to prove their worth to the fleet. Tali, the daughter of a fleet admiral, is determined to prove herself by returning with something of genuine worth - and it's that quest which leads her into Saren's sights.

Kaidan/Ashley: The final two members of the crew are humans - and following a long sci-fi tradition, the humans are by far the dullest characters. Kaidan has an interesting backstory, as his biotic abilities led to a life of harsh training that made him a test subject in all but name. This should make him interesting... but all conversations just amount to him narrating his past, none of which has much impact on the present.

Ashley is even worse. She is from a career military family, though one that has been discriminated against in the ranks ever since her grandfather surrendered to an enemy rather than allow civilians to die. She harbors resentment against aliens as a result, leading many in fandom to dismiss her a "space racist." Oh, and she quotes Tennyson. A lot. Too much. Both voice actors (Raphael Sbarge, Kimberly Brooks) do a fine job, but I couldn't make myself care even a little bit about either of them.

Combat is satisfying and intuitive - and greatly improved in the Legendary Edition.
Combat is satisfying and intuitive -
and greatly improved in the Legendary Edition.

COMBAT:

Mass Effect may be the earliest Bioware game to have reasonably satisfying combat. Even in its original version, it was an engaging cover shooter. It's easy to enter in and out of cover, and aiming and firing are entirely intuitive. There are several types of weapons available, from assault rifles to shotguns to sniper rifles, and it's easy to switch between guns by bringing up the weapons wheel with a click of the left bumper.

The right bumper also brings up squad members' biotic abilities, allowing you to lift, throw, or otherwise afflict enemies even as you're shooting them. Attacks can be combined to devastating effect; Liara's Singularity ability, once fully upgraded, is a gamechanger, with her able to send giant Geth Colossi floating around helplessly for you to use as target practice.

The Legendary Edition improves on the original combat. Aiming is noticeably more stable. The sniper rifles - which were so juddery as to be practically useless in the original version - are now arguably too effective; using sniper rifles basically amounts to playing on Easy Mode, even with the difficulty on maximum.

A battlefield conversation with Saren: Dialogue options can 
shape characters and, occasionally, mission results.
A battlefield conversation with Saren: Dialogue options can 
shape characters and, occasionally, mission results.

ADDITIONAL GAMEPLAY:

This is a Bioware RPG, which means that combat is less than half of the total gameplay. Players will spend a lot of time shooting and zapping various enemies, but they will spend even more simply exploring and learning about this fictional universe, discovering various NPCs and side quests along the way.

Mass Effect's main plot is quite linear, but a lot of flexibility has been built into the individual quests. You can save individuals, or you can choose to sacrifice them. In the case of one side quest, involving a woman tangled up in organized crime, you can talk her into severing those ties, fight her, or demand your own piece of the action. A main quest that involves gaining access to a research laboratory has at least three different paths to follow; all of them will get you to the same destination, but the journey will be just a little different depending on what you do.

Your first in-person look at a Reaper -
not that Shepard even knows what that is yet...
Your first in-person look at a Reaper -
not that Shepard even knows what that is yet...

AN ADMISSION OF BIAS:

The original Mass Effect holds a special place for me. I first played it in 2012. Before then, I regarded video games as a lesser art form. Even when I enjoyed a specific game (such as the first two Fallouts way back in the 1990s), no title had ever drawn me into its world in the same way that good books, movies, or television programs had done.

Then I played Mass Effect, and I was stunned by the quality voice acting, the solid plot and characters, and the detailed and internally consistent universe. I was gripped and even emotionally engaged. By modern standards, it's not a long game - about 40 hours, including DLC, and that's if you complete all the side quests along the way. But at the time, to a relative non-gamer, it felt as enormous as it was immersive.

The Mass Effect games led me to Dragon Age... and then to Knights of the Old Republic... and then to the Fire Emblem and Persona franchises... and somewhere along the way, I had to acknowledge: (a) that I had become a gamer, rather than someone who occasionally noodled at a video game; and (b) that my previous dismissal of an entire medium had been, to put it mildly, a bit premature.

Driving the Mako through an alien warzone.
Driving the Mako through an alien warzone.

OTHER MUSINGS:

Even accounting for the special place this game holds for me, I'd still say that it holds up well overall. The main plot is well-paced. If you play the story missions in the order that the story pushes you toward, there is a distinct sense of rising stakes as you move from combating Saren's drones and hired muscle, to battling a trusted lieutenant, to finally coming face-to-face with the villain himself.

To the game's credit, it has alternate scenes and dialogue options for those who choose a different sequence (the alternate "finding Liara" scene is quite entertaining), but the default mission order is also the most dramatically satisfying one.

There are a wealth of side quests, and some of these mini-stories help to flesh out the universe. The actual gameplay structure gets a bit repetitive, though. You land on either a planet or a spaceship. If you're on a planet, you drive to three points to scan objects before going to the main destination - a prefabricated station that always has the same layout, and whose enemies usually follow the same attack pattern. If on a spaceship, then you go through the same entry hall before fighting enemies in the main corridor, and then you find the plot point in the cockpit. Even when the side quest's story is interesting, the structure is uninspired - particularly compared to the varied and richly detailed main story missions.

The Legendary Edition is a substantial improvement over the 2007 original - I didn't realize just how much of one until I fired up my old XBox 360 version to replay the "Pinnacle Station" DLC (which is not included in the remaster). In addition to combat improvements, the visuals have received a significant overhaul. Characters and environments are much more detailed, and cutscenes look more cinematic.

The additional detail is particularly evident during planetary explorations. You can now tell which surfaces can and can't be driven on, which makes driving the Mako less aggravating than it used to be. I suspect enhancements will be less noticeable in later games, given that Mass Effect 2 and 3 still look pretty good by modern standards, but the difference in the original is practically night-and-day.

Shepard and the Normandy crew discuss their options.
Shepard and the Normandy crew discuss their options.

OVERALL:

Mass Effect was the last of the three original IPs that Bioware released when it decided to move away from established franchises, following Jade Empire and Dragon Age: Origins. Along with Dragon Age, the Mass Effect series has become the property the company's most associated with.

It's also a rather good game. Even in the Legendary Edition, there are aspects of the 2007 original that show its age - notably the repetitive side quests. The main story remains solid, however, and the main story missions are varied and engaging. More than fifteen years after its original release, this fictional universe remains a place well worth spending some time in.


Overall Rating: 8/10.

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