Should i get arrival dlc




















She says that she and her people were investigating rumors of Reaper artifacts on the fringes of the system. Her team calls it the Alpha Relay and from there the Reapers can invade anywhere in the galaxy. Shepard then deduces that, given the story, Kenson chose to destroy it. She confirms that. It would stop the Reapers' invasion as it would take months or even years at standard FTL speeds to reach another relay.

Kenson continues by describing what she and her team call "the Project. She finishes by saying that the resulting explosion could destroy the system. As the two take a seat, you can get some questions answered. After the questions, Shepard will say that they are still curious how Kenson learned about the invasion.

She will reply by saying it was from a device called Object Rho, which is a Reaper artifact they discovered among the asteroids around the relay itself. When they get back to Arcturus Station , she will explain everything and give Shepard all the notes they have on the artifact. You can then ask some more questions.

Regardless, Shepard says that if she was willing to destroy a whole system over this, then the Commander must see the proof. The base replies by saying that it is good to hear her voice and asks if she is coming home. She says yes and continues by saying that she has Commander Shepard with her. The base seems shocked by that and Kenson says to tidy up the lab and that Shepard needs to see the proof.

The base replies by saying that they will work on it, and signs out. Kenson tells Shepard to relax and they will be there in no time. The shuttle approaches a very large asteroid and then enters a hangar inside of a large complex on the surface of it. Shepard then asks about the clock over the door, and Kenson says that is their countdown to the Arrival.

When it reaches zero, the Reapers will arrive. You can ask if that is certain, and Kenson will explain that there have been pulses coming from the artifact since they found it, and that their intervals have been decreasing at a steady rate.

The artifact is reacting to the Reapers' proximity and when the clock reaches zero in just over 48 hours, the pulses will become constant as the Reapers will have arrived.

Finishing the conversation has Shepard saying that they could be at Earth in a little over two days, then there is no time to waste. Kenson then takes the Commander to the proof.

She points to the door and says that it exits the hangar and that the artifact is in the central lab area. Then follow Kenson through the complex, and save your game at some point.

While walking through the complex, Shepard asks what it will take to get the project back up and running. If Shepard wants to slow down the Reapers, then the relay must be destroyed. When you have proceeded down the elevator, before opening the door save your game. Upon accessing the door a cutscene will play where Shepard proclaims that restarting the project is a priority and that it maybe their only chance. Kenson opens the door and inside is Object Rho, which looks like several other Reaper artifacts.

Shepard is shocked that they have it just sitting out in the open, but Kenson claims it showed her a vision of the Reapers' arrival when they found it. Shepard is apprehensive, but Kenson tells the Commander to give it a moment to show all the proof the they need. A short vision emerges of the Reaper Fleet approaching the relay, and then Shepard collapsed onto the floor.

Despite her assertions, Kenson and her team are clearly indoctrinated. As Shepard tries to stand up, some Project Guards come around, weapons drawn, but then Shepard springs up, disarms Kenson by breaking her wrist, and takes cover while Kenson orders the men to take the Commander down while she limps out.

Prepare to fight for your life. This is technically optional and you don't have to "survive" this battle to continue so don't rage quit if you lose all your health, as there will be no Critical Mission Failure screen and you will eventually regain consciousness. If you do survive to the end, Object Rho will unleash a pulse that knocks you out. The first wave will already be in the room when you gain control of Shepard. Each consecutive wave begins when there are only two or fewer enemies from the previous wave in the room.

Each new wave will bring the total in the room to five, so if you leave two from a previous wave barely alive for a short time after the new wave enters, you will only have to face three new enemies. During the battle both Object Rho which sounds a lot like Harbinger , and Kenson will try to dissuade you from fighting.

There are thermal clips around, but no med-kits or power cells, so keep an eye on your medi-gel and your ammo and replenish your ammo when necessary. One strategy is to keep on the move to avoid being cornered and use powers, weapons, heavy weapons, and just about anything you can to stay alive. Save your heavy weapons for when you are being overwhelmed, although if you're toting the Arc Projector take opportunities to weaken and stun the guards when they are clumped.

Pop out only as necessary to return fire and stave off enemies. This will cut down on the amount of damage you take and the amount enemies that come into the room. Conserve your ammo as you may be pinned down for long periods of time. Take down the other enemies first, then focus on it. A good strategy here is to get something between it and yourself, then move from side to side, as it will adjust to that and give you some free moments to fire on it. This works best in the wings or in the middle.

Keep to cover, prioritize targets, and you will make it. Another safer but lengthy strategy is to turn to your left and find some cover behind the L-shaped couches on the lower level which will protect you against the enemies from the various angles they will come from. If you stay behind the couches, all Project personnel, except for pyros and a couple of guards from the first wave, will usually not rush or attempt to flank you, and can be easily picked off one at a time.

Make sure to take out pyros quickly as they can knock you out of cover. Aiming for their tanks as you hose them down or sniping their tanks will increase the likelihood they will conveniently explode. Resort to your handy Arc Projector whenever too many are getting too close. Before activating the final wave, duck behind the glass on the upper level that stretches between two pillars right next to the far left wall.

Once the YMIR mech approaches your position, move side to side as needed so the mech will follow your movement on the other side of the glass instead of coming around the pillars. When you move behind the glass, which is centered along the wall, enemies usually begin to attempt to flank from either side and will have a direct line of fire if they come around the pillar.

Be sure to wear down the fresh guards in the fifth wave before they can get to you is a priority. The final wave normally includes three guards, an engineer, and the mech. If an almost dead engineer from a previous wave is carried over into the final wave, a new engineer will not enter with the final wave, making it much easier. Caution: If you are an Engineer , be aware that just like in many other fights, using Combat Drone here can trigger enemies to flank your position unexpectedly when normally they would not do so.

Some players have reported that it can interfere with the spawning and composition of some of the enemy waves in this battle, which is also a fairly well-documented interaction of the power in other encounters see the Combat Drone page notes for more information. Either way, when you fall, from either dying or from an energy wave from the artifact, Kenson and some personnel will come over to your downed body with glowing eyes.

Kenson tells the guards to take you to the med lab and patch you up as they need Shepard alive. When Shepard comes to, it resembles what happened the first time Shepard woke up aboard the Lazarus Research Station.

A Scientist is saying that it looked like the Commander was waking up a minute ago, but it might have been a glitch in the system. Apparently they drugged Shepard and the sedatives are no longer working. The Scientist runs out while calling for security. Shepard jumps off the table, and proceeds to knock out the two guards before being trapped by a barrier. From here there is a research log you can listen to, but the bigger interest is the console.

When you are clear, head over to the barrier's power source and blow it up. When it goes up, you lose control of the mech, and regain control of Shepard as alarms activate and apparently now the entire complex knows you are awake. Head out of the med bay, there is a datapad with another research log on the floor, this one covers the moments when Shepard woke up and just before.

If you head back into the Med Bay you can now salvage the medical station for credits. Head back out into the corridor to the Weapons Locker, grab your stuff, note how much time is left, less than two hours, and get moving. Warning: At this point, the countdown clock is a very real concern. If you allow the countdown clock to reach zero, however, the Reapers will arrive. A cutscene will be triggered which shows flashes of the Reapers' destruction of the galaxy, followed by the Critical Mission Failure screen.

When you are done in there, head back out and bypass the door ahead to continue. Take them out and one of the other guards comes over the radio asking for them. Kenson however says that you are already past them and for all personnel to get in there now. Well it had to get challenging sometime. Proceed down the hall and Kenson tells the personnel to secure the project control room and to not let you in there.

Four, actually, so move into cover and take them down. As you proceed down the next hallway, the guards come over the radio saying you are tearing them apart. Into the mess hall and take cover. There will be two guards entering, one regular guard, and a Pyro so focus on the one with the flamethrower first. When they are both down, head up the stairs to the right and again take cover as two more guards will ambush you.

Head through the doors to the next area. Upon opening the second door, there is a brief moment where you can take down a guard before he retreats. Otherwise he will join the Engineer in the next room. Keep in the cover by the door, and you should be able to handle this no problem. Again stick to cover, and you should be just fine for this fight, just watch out for flanking attacks. Head through the door and keep up the pressure.

In the next room is the Project Control room, so Kenson will send in a lot of guards to stop you. Specifically five Guards, three Engineers, two Pyros, and two Elites.

Not all of them will be in the room to begin with, so keep an eye on your ammo, those Pyros, and where everyone is. The Pyros are the most dangerous, so remember your Pyro hunting techniques: shooting their tanks or hitting them with Incinerate or Overload when their shields are down will make them explode messily.

The M Cain will allow you to clear the entire room quickly with a well-placed shot. Inside there is a medical station and the engine controls. Note the time remaining--yes, that clock continues. Activate the engines and you will get a warning about the casualties.

You are now presented with a choice, either call the Normandy for a pickup, or warn the colonists. Either course of action is futile as you'll get cut off by Kenson anyway, the only difference is in the morality points you'll receive. Kenson will say that eezo core meltdown will do the trick, and because of Shepard, everyone on the rock will be obliterated.

When the conversation concludes, take cover as two Guards will rush into the room. You will get a load screen, and after it's over Shepard walks through the reactor control room, where the Commander encounters Kenson. She tells you not to stop her as she has to do this, and you can respond in any way you like to that. She then walks away, leaving Shepard taking cover from two guards who seal the door leading to Kenson.

Deal with the guards, they may try to get out of their little alcove, and then shoot the tank. The Geth Plasma Shotgun won't damage the tank, so use something else or just melee it. This will allow you to override the door, despite the fact Kenson says she has you trapped in there. Although her guards can try to keep you there, they will ultimately fail in the end.

Keep near the door and use it for cover until you manage to take them out. When this group is down, head over to the windows and activate the Cooling Controls. Shepard will then ask the VI how to stabilize the core, and it will reply that all automatic safety protocols have been overridden and to stabilize the core, you need to insert Cooling Rod A from this station and Cooling Rod B from its control station.

That will stabilize the core. Shepard pushes the rod in, and when you regain control, head over to the previously locked door and take cover. Two Guards will come down the hallway, so stay in cover and take them out. When they fall, head down the hallway, and take the elevator.

When you reach the bottom, the door in front of you is locked. Enter the room to the right and abort the plasma venting to unlock it. Head across the room, be quick about it, and when you are clear, take cover as enemies, three Guards and a Pyro, are coming from the left. After some fall, another Pyro and an Elite enter the hallway from the other end, so make sure to shift your focus as necessary.

Since the door ahead of you is locked, shoot the explosive crate to your right and jump up. When he is down, override the lockdown and continue on. They'll shout the name of their fallen comrade you just capped. It should be at the bottom of your map. You just go there and land on the planet. IIRC, it can be started after Horizon, but it should be open after you finish the main quests. They said that you should ideally play it after the main game, as it links ME2 to ME3.

However asari gender is defined, they are innately different from humans, for asari can mate and successfully reproduce with any other gender or species through a form of parthenogenesis.

It sort of sets up the events leading up to Mass Effect 3 which is pretty cool. Do you still enjoy the combat? If so then yeah, because that's close to all there is. The story is lacking, Shepard's on his own this time around with no party members, you have very little bearing on how the story will pan out, it's only around an hour long and there's quite literally nothing new introduced - minus Admiral Hacket's aged-Zaeed-face.

But that was because, alongside everything else, I was completely exhausted with the combat by that point, so hence I'd say why it all strongly depends on whether or not you still enjoy fighting against the same enemies with the weapons and powers in more of the same environments.

If you're mostly in it for the story, I'd recommend you just watch it all on youtube since again it's not like there's anything noteworthy you can import from Arrival into ME3; the story stuff that occurs in ME3 related to Arrival will happen whether you've played through it or not. I thought it was good. But it was on par with the quality of mass effect 2 I'd say.

Not really. It's 2 hours of solo combat mixed in with an unnecessary appearance by Admiral Hackett who suddenly has a face for no damn reason and a decision that sets up Shepard's arrival on Earth at the beginning of Mass Effect 3. I'd say you get it anyway, but look for a sale or something.

If you want to know why you're on trial on Mass Effect 3 and have a choice for your counterargument then yes. Arrival is probably the worst DLC and one of the worst parts of the game. Just play Shadow Broker again. Only if you really like NE2, or money is no object for you. It's a decent bit of story in the Mass Effect universe, but it's not as good as the rest of ME2. If I read a short story about Arrival, I'd be about as excited.

Arrival is far better then any of the books, so if you liked those then just get arrival dude, you won't regret it. The motivations of the characters made no sense to me, but apparently like shadow broker it's supposed to connect to the third game. If you want all your save games to connect to the third, then yes you should pick it up. If your looking for high quality DLC then you should probably pass. It's short and combat heavy. I was just going to write "only if you are a huge fan" I too have read all the books, comics, etc and loved the other DLC.

The plot rundown works like this: "Don't forget the reapers are coming! I'd say do it just for completionists sake, but don't expect anything nearly as good as LOTSB or overlord. It's nowhere near the quality of LotSB or Overlord although I found Overlord rather tedious, especially on multiple playthroughs. Also removes a major decision from your hands, which for a Mass Effect game is like taking a big dump on my chest; and I'm just not into that sort of thing.

As others have stated above, steer clear. Few do. If it's still going for full price, you're basically paying seven or eight bucks to have Bioware tell you "Hey guy, Mass Effect 3 is coming! It does a really good job of tying Mass Effect 2 to Mass Effect 3 but in terms of actual game-play, it's pretty sub-par.



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