Freelance Henchman
Arcane
Now, if BioWare made a Zaeed Emotional Engagement Dip, like 5 gigabyte of just conversations and badass cutscenes of Zaeed, I'd understand completely.
Unfortunately such DLC is no longer possible.
RIP
Now, if BioWare made a Zaeed Emotional Engagement Dip, like 5 gigabyte of just conversations and badass cutscenes of Zaeed, I'd understand completely.
Unfortunately such DLC is no longer possible.
RIP
I like the idea of chilling on the Citadel while people are being slaughtered back on Earth.
Yes, because every WW2 soldier from an occupied country was a complete monster when he went to catch a break. He should've been fighting 24/7. Fuck your logic.
Too bad the suicide mission is so piss easy its more hard to actually fail the missionThe good thing about ME2 was the suicide mission concept. I thought Bio did a decent job of incorporating various decisions with regards to team-building into the final mission as one big pay-off. Problem was, it mostly amounted to companions either dying or not.
Well I do remember them, but they weren't very challenging.i'm sure you don't.
You have to get to the first door quickly, while opening some valves along the way or Tali (or whoever) dies in the ventilation shaft.Well you said they introduced limited time but its implicit so how should i know how it works(its about saving your crew?)? And the limited area with the bees its just pure bullshit with little to no challange. No different from a COD like setpiece.
The thing is that there is no reason not to have said loyalty - the missions are additional conent that you have to be stupid not to play, because without them the game is short as hell.The goodness of the suicide mission concept isn't really relevant to the difficulty. If you don't have the loyalty of companions, they'll likely die, nothing to do with gameplay difficulty. I'd have liked more variation there, but the concept is nice and has potential.
Yup. the mech one died. but how does it matter if the base game is so easy?so, you let the npc die in the vent?
There's that but there were couple of conflicts that needed resolving with potential to lose loyalty of companions. But Bio copped out with paragon/renegade options which let to keep both loyalties.The thing is that there is no reason not to have said loyalty - the missions are additional conent that you have to be stupid not to play, because without them the game is short as hell.The goodness of the suicide mission concept isn't really relevant to the difficulty. If you don't have the loyalty of companions, they'll likely die, nothing to do with gameplay difficulty. I'd have liked more variation there, but the concept is nice and has potential.