Thread: Omega DLC
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November 30th, 2012, 19:19
Originally Posted by Crilloan View Post
Why do you never ever experience scarcity of ammo in ME3?
1. I have never ever been out of ammo, using the smaller widow and a pistol. it takes away tension from gunplay. I even never ever get down to half ammo.
Thats ME3 as a whole.
What difficulty you´re on? I think that on higher difficulties ammo should be somewhat scarcer (enemies should drop it less often).
Personally I see this just as a minor mechanic that encourages mobility, better aiming and a bit more of environmental awareness.
It is a minor thing even on insanity, but it is something I have to (sorta unconsciously) keep an eye on, especially when using shotguns and snipers.
Originally Posted by Crilloan View Post
Forget about tactical combat, I stopped and started running with my pistol in front of me constantly pushing the trigger. It works! (infinite ammo helps, but my indexfinger is sore from pushing left mouse button)
Again, what difficulty setting?
You should try the game on insanity - ME3 is still quite a bit easier than ME2, unfortunately, but it isn´t as straightforward as your post suggests.
Also, I´d say the average difficulty of encounters in Omega is higher than in the base game.


As for the Omega DLC, I´ve finished it twice and thought it was ok. Some stuff was disappointing and some stuff was good.

Among the major negatives I´d count the antagonist and general background for Cerberus not being fleshed out enough (even one meaty dialogue wheel with the antagonist might´ve solved both issues), lack of polish in places (animation glitches in one of Aria´s speeches or ambient sounds going off till reload) and, probably the biggest minus, no cool-off period after the campaign ends (basically, not being able to return to Omega later; one of the best things about Lair of the Shadowbroker were the little additions available after the campaign´s end).
Among more minor stuff I´d count the amount of experience points the DLC provides (way too much) and occasionally off Aria´s VA.

Insufficient backstory and underdeveloped antagonist aside, the plot and characterizations were simple, but effective and I appreciated the more to-the-point approach. There´s a secondary batarian character who manages to be memorable and "3D" via only few lines of dialogue.
Level design provided a good sense of scale and some visual/design pieces were great (only a very small portion takes place in environments recycled from ME2, btw).
Combat encounter design was really good overall, I think. Even though there are only two new enemy types and the rest are the usual Cerberus units, the enemy composition, the combat environments/layouts and some additional objectives here and there made this probably the most consistently fun combat experience in the whole series for me.
Pacing was quite good - the campaign is a bit more combat-heavy than usual, but, besides the usual (though brief) hub downtimes and dialogue scenes, the levels did provide some "running around" breathing room here and there.

Finally, I´ve been positively surprised by the implementation of dialogue choices in this.
The DLC tracks Shepard´s choices throughout the campaign and it results in a unusually (for the series) nuanced ending. No ground shaking consequences here, but whether player was of predominantly paragon, renegade and even mixed(!) attitude is acknowledged and player can influence in what way Aria wants to deal with the antagonist, as well as with the Omega. Player is also given a choice how to deal with the antagonist and going against character profile established throughout the campaign will get acknowledged as well.
Also, as a minor, but cool addition, engineer class gets an exclusive interrupt in this .
All in all, mechanically this is easily the most reactive Mass Effect DLC to date and in this regard the devs actually did attempt to do few things which have not been done in the series yet, AFAIR.

It´s overpriced, it´s flawed, but it definitely isn´t terrible in my book and I consider it a welcome addition to the game, as well as the series as a whole.
I´d add that I came to appreciate it quite a bit more only after replay - the combat held up really well with a different class and the reactivity aspect was not obvious after one playthrough.

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