Mass Effect Retrospective
2010-2012 Video Game
Produced by BioWare
Mass Effect 2 is one of my favourite video games ever. Despite that, DLC add-ons were a fairly new concept at the time, so I was pretty resistant on buying any of the content that came out. I’ve heard how great of an experience Lair of the Shadow Broker was or how vital Leviathan was to the lore, so after I got used to the new landscape of paid add-ons, I had every intention to return to these one day.
I finally played them ... 8 years later.
The good news is, the games still hold up! I had to replay the first half of ME2 because my saves were deleted and I was filled with a gleeful nostalgia. It’s also interesting jumping from Mass Effect 2 and 3, and seeing the subtle and not-so-subtle changes between the two.
The addition of 4 directional combat roll and indicators for changing cover. This is a major overhaul that made movement much improved. Camera is still quite tight around Shepard, which makes it hard to be aware of your surroundings, and easier to get stuck in level geometry.
ME3 felt like a quieter game. As such, it felt less epic and more lonely.
ME3 has what seems to be more loading doors. Either that, or the new animation for bypassing doors make it much more obvious that they were loading doors.
ME3 also made use of seamless camera transitions at the end of most of their cinematics. This wasn’t used in ME2.
As a general note, all the DLC missions exacerbated the issues with level design that to this day we’re still struggling with. That is to say, the mission flow follows the basic progression of Combat Arena > Cinematic > Repeat. The best missions got away from this by starting with a low-key search for clues in a smaller environment. This resulted in a stronger story exposition.
ME3 DLC felt larger in scope than the ME2 DLC, but with the same budget. As a result, it felt like the cinematics lacked the same impact and polish.
+ The mansion is one of the more exquisitely designed locations in the series and the objectives of the mission are a nice diversion away from standard combat interactions. There are also multiple ways to accomplish each objective, which I learned afterwards.
- The vault area devolved into combat way too soon. I was hoping to spend more time in it with more meaningful interaction (similar to the mansion).
- The majority of the mission involves a series of overlong combat arenas, ending with an exhausting fight with a helicopter.
+ The story line of the rogue VI is an interesting and ambitious premise though falls short of the expectations that come with this classic sci-fi conceit of man merging with machine.
+ The visuals of the rogue VI are very cool, especially during the boss fight. It reminds me of Rez.
- The Hammerhead controls better than the Mako did in ME1, but ultimately did not make for better gameplay. Platforming over rivers of lava, though a fun diversion at first, were quite annoying by the second or third time.
- The overworld between the missions (where you would drive the Hammerhead around to find one of the three stations) became tedious quickly. Bad checkpointing made accidental deaths a bigger hassle.
+ Great environment design in the final battle, with the looming Mass Effect Relay in the background, getting closer and closer to your location.
- This DLC was the most dubious of them all, as I mostly remember it as just being a blur of endless combat arenas. It also begins with linear corridor sequences (though it tries to mix it up with a few puzzle switch mechanics).
- After the vision from Object Rho, fighting 5 waves of enemies felt endless. However, I learned afterwards that you don’t have to survive for the mission to continue.
- It’s also surprising to see that the reason Shepard was back on Earth and being tried in court at the beginning of ME3 was the result of this optional DLC. I’m sure I wasn’t the only one confused when ME3 started.
Lair of the Shadow Broker
+ By far, the best of the ME2 DLC. Expertly paced with striking improvements in cinematic direction. Dynamic camera shots punched up the action in most of the cutscenes, most noticeable in the Tela Vasir chase.
+ The skycar chase through Illium is a scenario that I’ve always wanted to experience in a video game. Despite the subpar controls, it nails the atmosphere.
+ Ending the DLC with a hub room that you can endlessly revisit was a very smart way of ensuring the DLC had a lasting impact on the world. Research Terminals, Dossiers, and conversations with Feron and Liara were very welcome, as well as extra interactions with Liara on board the Normandy.
- Despite the great pacing, the infiltration of the Shadow Broker base was a slog. The roof of the ship felt labyrinthine to the point where it took me out of the experience. At least the designers had the foresight to keep the interior of the base very short.
+ For a package mainly consisting of combat arenas, the mission flow is tightly paced. Each combat encounter doesn’t overstay its welcome, and is greatly helped by the improved combat system in ME3. There are also periods of respite where you regroup at Aria’s base.
+ They vary up the locales quickly, more so then any other DLC package. The streets of Omega are vivid and it’s a nice touch to end the mission with a return to Afterlife.
+ Aria and Nyreen are great additions to the team. They do a good job with their relationship, with a lot of words unsaid.
- Nyreen’s death scene felt very unearned. It felt unnecessary, campy and didn’t serve any purpose.
- After playing Shadow Broker, having the game dump you out to the Normandy unceremoniously after the mission is over, is a slight letdown.
+ Of the DLCs, Leviathan had the most amount of varied gameplay. Rummaging through the lab to find clues to the Leviathan project, and then using those clues to filter for a location were very welcome.
+ They establish a decent mission flow, with highs and lows. Combat missions are followed by fact-finding non-combat missions.
+ I was very glad that the mission ended after the final revealing cinematic. I was half-expecting to fight a few more waves of Reapers.
- This is a huge omission to the regular game, and arguably should have been included in the base package with a more integrated and fleshed out storyline.
- Though it’s clear that the end times are coming in the Milky Way Galaxy, this was a DLC that felt like they could have kept combat to a minimum. They do a good job with varying up the gameplay, but each section ends with the Reapers finding you, and you miraculously escape after waves of their horde.
- The escort mission where you have to guide the drone wasn’t really made for a Vanguard build.