Say Goodbye to the crew of the Normandy SR-2 in the final Mass Effect 3 DLC – Citadel!

 

DLC Title: Citadel (Parts 1 & 2)
Developer: Bioware
Cost: 1200 Microsoft Credits
Size: 4GB
Length: approximately 4 hours and 30 minutes

Pros:
-incredibly entertaining
-hilarious banter and one liners
-terrific boss encounter
-challenging opponents
-many great twists and turns
-the return of all fabulous Mass Effect characters
-Wrex is back! YAY!

Cons:
-stealth scenarios give you the heeby jeeby’s
-little health and ammunition during fight scenes

Rating: (out of ten) 9

Blogger’s Note – Over the course of this review, I will often refer to Commander Shepard as a ‘she’ because I more often than not play through the Mass Effect campaigns as a female protagonist.

What are the best Mass Effect DLC’s you can think of off the top of your head? Lair of the Shadow Broker? Stolen Memory? Well, almost certainly, Citadel will soon join those ranks as well.

If Citadel is anything, it is a reminder to all the fans of the franchise of what made Mass Effect so amazing. Perfectly orchestrated and well designed, Citadel is a story of team work and love, but most importantly, it is about the strength of friendship, and what separates Shepard from the many opponents that she faces.

‘Few people know what Shepard’s been through – I’d like to think I’ve come pretty close’
-Admiral David Anderson

Mass Effect often focuses on the battles that Shepard and her team members are forced to face and the strength of the loyalty that combines them and makes their team so efficient. Often this is shown through some rather morose and dire scenes of battle, so it is a welcome relief to see the honorable members of the crew being who they are in a more playful, enjoyable environment.

Citadel begins with a message from Admiral Hackett to your e-mail, requesting you to bring the Normandy into port on the Citadel so the old girl can be looked after by some mechanics as to ensure she is operating at proficient levels. The second and more prominent reason for this invitation though is for some active shore leave, so that all the crew can officially recharge their batteries before the final showdown.

Upon arrival, Anderson welcomes Shepard to his humble abode on the giant space station via extranet link, notifying her that his place is now hers for the taking. Immediately you have the option to explore your new residence, and can delve into the history that is Anderson’s past by listening to the many recordings scattered around his now former residence.

gorgeously atmospheric

gorgeously atmospheric

 

in-door gardens, fire-places, water features and plenty of places to explore make Shepard's new residence one helluva place to visit!

in-door gardens, fire-places, water features and plenty of places to explore make Shepard’s new residence one helluva place to visit!

 

...and yes, I play as Fem Shepard...

…and yes, I play as Fem Shepard…

You could very easy look over the three bedrooms, many bathrooms and other amazing features that the apartment comes equipped with over and over again, but eventually you will need to reply to your new message from Joker, who invites Shepard down to a revered Sushi restaurant to discuss some important news with her.

As soon as you arrive at the Silver Sun Strip, you'll never want to leave

As soon as you arrive at the Silver Sun Strip, you’ll never want to leave

Making your way through some of the Citadel’s more attractive locations is incredibly fun, with the graphically stunning environments, realistic sounds and fun conversations to listen in on easily bringing this beautiful location to life.

'the best restaurant on the Citadel' is what they call this place - and everybody blames you when it gets attacked

‘the best restaurant on the Citadel’ is what they call this place – and everybody blames you when it gets attacked

‘Only had to save the universe twice to get a table’ announces Joker upon your arrival to such a luxurious restaurant. This line however is only one of several that are quite humorous, for unlike much of the Mass Effect titles, the writers of Citadel were apparently not without a sense of humour. ‘What do we know about these mercs?’ asks Liara over the comm. when the shit hits the fan, and Shepard’s reply is ‘they have guns and they don’t like me’, and after incidentally setting off a security system, Garus questions ‘was that an alarm?’, to which Shepard replies ‘thought I’d make things a little more interesting’, and again when antagonising the leader of the mercenary band, Shepard threatens ‘the last guy who trash talked me was a few kilometers taller than you.’

After Joker’s one liner, it is then that he asks ‘what did you want to talk to me about?’ Apparently, he was NOT the one who sent you the e-mail, and one it seems was sent from you to him. Someone has hacked your account, and has forced you to this location for a reason, which Mira Brooks, an Alliance employee who spends her days sitting behind a desk quickly rushes over to tell you.

Mira Brooks is not the stereotypical heroine, and so it is quite humorous to watch someone who obviously does not belong in an action oriented environment attempt to not only fraternise with arse kicking legends, but attempt to navigate through such hostile environments. She is an incredibly awkward young woman, and often says something totally un-heroic, the likes of ‘might throw up a little bit now if that’s okay with everyone?’

Brrooks contemplates on whether everyone's opinion of her will suddenly drop if she runs for her life

Brooks contemplates on whether everyone’s opinion of her will suddenly drop if she runs for her life

Long story short, Brooks rushes over to explain ‘someone is trying to kill you’, and funnily enough, this time it ain’t Cerberus, nor is it the Reapers. This is a brand new enemy who has an unbelievably large, and well armed mercenary band who are well prepared to inflict maximum casualties to ensure the successful promulgation of their endeavors.

As soon as Brooks enters the Sushi restaurant however, everything goes horribly wrong when that same enemy mentioned in the above paragraph? Well, they happen to stroll in as well, and after shooting up the place, Shepard finds herself blasting out through the glass floor, through an aquarium filled with fish and onto a docking level below.

The graphics during this scene, with the pieces of broken glass and the droplets of water coating the commander’s hair is terrifically effective, and immediately helps to pave the way for the other scenes that will, as always, capture your attention with the vivid imagery.

‘That pain you feel – that’s me kicking your ass!’
-Commander Shepard

It is now that the fighting officially begins, however, the initial battle sequences are not quite as enjoyable as what players would have participated in during previous downloadable games. Armed with only a silenced pistol (which is considerably effective actually), no health packs and very little ammunition, you are forced to covertly make your way through a docking structure teeming with opponents in the hopes of eventually locating your team members who are contacting you over the comms and notifying you of their willingness to help eradicate the new found threat.

These few areas where stealth is a necessary component to the fighting (else you will alert a mass of bad guys to your location (they don’t call it MASS Effect for nothing!)) are very much unlike what you would have previously experienced in other Mass Effect missions, where they are predominantly action oriented. In my opinion, the stealth sequences temporarily reduce the sheer amount of fun that the player could have enjoyed from the mission, and is a very peculiar addition to the storyline. It would be like going to a strip club, only to watch the women put their clothes on – very peculiar indeed.

Eventually though you are lucky enough to meet up with the stunningly gorgeous Liara and the always entertaining Wrex (who is bored of general Council business for which he was brought onto the station to consult upon), whose opening scene is so mesmerizing you will want to play the mission all over again just to witness this moment once more!

Liara proves how effective her communication skills are - and later, Wrex gives you a weapon that you will never want to part with!

Liara proves how effective her communication skills are – and later, Wrex gives you a weapon that you will never want to part with!

From now on the experience is more often  than not filled with explosions, gun battles and tactical supremacy, and in-between the action you find yourself talking with your team at your apartment in regards to what must be done next.

Shepard and her partner in crime Garus at the 'cool secret hideout' discuss how they hope 'the bad guys don't look through a window' and discover them.

Shepard and her partner in crime Garus at the ‘cool secret hideout’ discuss how they hope ‘the bad guys don’t look through a window’ and discover them.

One great aspect of this particular mission is the challenging opponents. Much like in Omega, which introduced a number of powerful new villains, Citadel packs a whopping punch with the artillery that they dare to throw at you. Known only as CAT 6, who are former members of the Alliance militarian division who have been dishonorably discharged for one reason or another, each member of the team is well protected by shields. The Heavy is especially well armored with a shield that makes that which some of the Cerberus units carry around with them appear like nothing more than flimsy pieces of tissue paper. These particular shields are immune even to Disrupter ammo, and so attempting to take these guys out becomes quite a hefty challenge, especially when they come at you in packs.

If that is not enough, these guys don’t just throw grenades when from afar – no, they throw several at once, which makes avoiding them all the more difficult for they are able to spread their explosive ordinance out.

On top of this, another new opponent is the Disruption Drone, which is a little holographic guy who flies around anonymously, before chasing after you, its goal being to get close enough before it discharges a massive EMP bomb which neutralises your shields.

new and old friends unite to bring an alternate flavor to the fight!

new and old friends unite to bring an alternate flavor to the fight!

 

Forget about following the yellow brick road - follow the little blue cord. During the second stage of the mission, you crash a party in order to discover who your opponent is. To do this, you must covertly infiltrate through the massive building whilst avoiding the many security parameters. Fun times!

Forget about following the yellow brick road – follow the little blue cord. During the second stage of the mission, you crash a party in order to discover who your opponent is. To do this, you must covertly infiltrate through a massive building whilst avoiding the many security parameters. Fun times!

Moreover, unlike the other missions that you have previously experienced, in this particular DLC, everyone is involved, and by everyone, I mean EVERYONE! True, you still run about with two team members to carry you all the way through the mission, however, the rest of your team split up into two – Hammerhead and Mako, and make their way through the facility along with you, providing advantageous fire support.

‘That’s why I love hanging out with you guys. Why shoot something once, when you can shoot it forty six more times?’
-Urdnot Wrex

whilst fighting through the Citadel, you can discover video logs on the history of the universe and battles long forgotten...

whilst fighting through the Citadel, you can discover video logs on the history of the universe and battles long forgotten…

 

...and learn about more coverups at the hands of the Council in regards to the Reapers

…and learn about more coverups at the hands of the Council in regards to the Reapers

After the mission is complete, and the final boss, who is an unfathomably challenging and very entertaining opponent has been eliminated (and you will never guess where this final, breathtaking scene takes place!), the DLC is not yet over, for celebrations are to be enjoyed. Joker has already begun sending out invitations to members of the crew, and you are able to continue doing this – you can invite some, or, like me, invite every single team member who is able to attend.

With shore leave having been interrupted, now is the time for you and your team to officially have some time off from the strenuous fighting that continuously occurs. Before the party happens, you are able to run around the Silver Sun Strip, which is a beautifully elegant and fun loving location on the Citadel. You can play games at the arcade, gamble at the casino and fight in the areans at the Armax Arcade, and can even do so alongside fellow team members who later become unlocked as you continue through the scenarios that may remind notorious gamers of the Firefight mode in the Halo games.

In the Armax arenas you can choose what opponents you fight against, the enemy classes that will spawn in the map, the possible bonus points, and much more!

In the Armax arenas you can choose what opponents you fight against, the enemy classes that will spawn in the map, the possible bonus points, and much more!

Additionally, you will receive messages from the crew, each of whom wishes to spend some time with you. These segments are unfathomably pleasurable, and include meeting Blasto the Jellyfish whilst on the set for the eighth feature film in the franchise with a morose Javik; helping Garus flirt with a foxy Turain woman at the local bar; meeting Jack’s new pet; and hearing about the adventures that Grunt and his Krogan pals have been up to on the Citadel – all of which has left C-Sec in a very bad mood.

Rarely does Miranda venture out in Mass Effect 3. But she finds the time during the mission to tell you how disappointed she is that you destroyed her favorite Sushi restaurant.

Rarely does Miranda venture out in Mass Effect 3. But she finds the time during the mission to tell you how disappointed she is that you destroyed her favorite Sushi restaurant.

 

Garus discovers he ain't quite the ladies man he once thought he was

Garus discovers he ain’t quite the ladies man he once thought he was

All of this is both hilariously funny and very moving as you experience time off with each of your friends on board the Normandy, before proceeding to buy the necessities for your soiree. Again, this is especially entertaining, for during the event you are able to move from one group to another as they discuss what has happened and their general thoughts, opinions and feelings. The conversations are very fun to take part in, and so too are much of the other occurrences that later transpire, with the adorably cute kleptomaniac Kasumi appearing every so often to either say or do something incredibly fun to watch. Furthermore, you are able to consult Glyph, the resident host, and either tone down the festivities, or, if you are anything like me, tone them up, until many of your crew become highly intoxicated on booze and begin to go about doing some pretty outlandishly hilarious things. Moreover, with two Krogan running about your apartment, you have to wonder if your residence will even be in one piece after the night’s festivities have ended.

The party has only just started. But, just you wait. In a few scenes time, many will have armed themselves with guns in a drunken stupor to see who is superior, biotics will be levitating their friends, and EDI will question what Operative Traynor meant when she said she found her voice so attractive and wanted to, what? She wanted to do what to her? Wow! Hot Stuff!

The party has only just started. But, just you wait. In a few scenes time, many will have armed themselves with guns in a drunken stupor to see who is superior, biotics will be levitating their friends, and EDI will question what Operative Traynor meant when she said she found her voice so attractive and wanted to, what? She wanted to do what to her? Wow! Hot Stuff!

 

Don't look now, but everyone is about to side with Estevez...and ask Joker to participate in a shooting competition - whilst drunk out of his mind!

Don’t look now, but everyone is about to side with Estevez…and ask Joker to participate in a shooting competition!

However, much like the franchise itself, the fun eventually comes to an end, even if you do not wish it to. Whatever the case, it has been a fabulous 7 years of Mass Effect, and if this particular DLC does anything, it proves that there is still a lot of life left in the series, and although it is doubtful we will ever see these amazing characters again in future Mass Effect games, Citadel allows us to say goodbye to some of the most memorable characters ever conceived in video game history.

A terrific end to a terrific franchise? Certainly, that is what Citadel is, and on that note, I officially change my ‘9’ in my overall rating of the DLC, to a ‘10’, for Citadel is much like the entirety of the Mass Effect series; undoubtedly fabulous.

Shepard and Aria team up to slap Omega out from the Illusive Man’s greedy little hands: Analysing the Mass Effect 3 DLC “Omega”

Team up with Aria and Nyreen to take back Omega

Size: 1.99 Gigabytes

Price: 1,200 Microsoft Points

It was not long into the Mass Effect 3 campaign that Aria, the so called ‘Pirate Queen’ of the ominous Terminus station Omega sent a message to Shepard’s private terminal, requesting the player to meet her in Purgatory on the Citadel and to not keep her waiting. After running around the centre of Galactic government, Shepard successfully unified the three primary mercenary bands in the universe under her command, whilst at the same time she specified why she was on the Citadel; how the Illusive Man, the ring leader of the circus that is Cerberus, a pro-human splinter group comprised of terrorists and other antagonists, was now ‘at the top of her shit list’, and was thus going to pay ‘for every minute (she had) spent in this bureaucratic hell hole’ for stealing Omega away from her.

After helping Aria twice during the second game, once, by unveiling to her how the Blue Suns, the Eclipse and the Blood Pack were planning to unanimously destroy her after the death of Archangel; and again by helping to save her former adviser, Patriarch, it was rather obvious that once more Shepard would be required to perform another duty for the powerful Assari this time around.

The campaign, which consists of four levels of game play with additional cinematics, begins with an e-mail from the illustrious Aria, asking Sheppard to return to the Citadel and meet her in Dock 42 so they might discuss her ‘pet project’. After several weeks of preparing the counter offensive assault to take Omega back from Cerberus, Aria is officially ready to take back her station, and although Aria relinquishes control and allows herself to be bossed around by Shepard during the game play, she still does have a few addendums; the least of which being that none of your crew are to accompany you during the game.

Having little trust with regards to your affiliates, you will instead find yourself braving the fight against Cerberus with a team consisting of none other than Aria herself, and a Turian Huntress named Nyreen, who is additionally the leader of a rebellious group on Omega titled the ‘Talons’, who have being attempting to fight Cerberus for the right to control the station.

Primarily the game will be played with Aria, who you are able to personally level up in the Squad menu, with new abilities the likes of Lash, Flare and Biotic Protector being readily available for use. To say that Aria’s powers are extraordinary would be a terrific understatement, with whole garrisons of enemy troops often being literally wiped out by but a blast of her biotic capabilities.

Nyreen on the other hand randomly assists you as often as she goes off on her own, and so half the campaign will be spent without her personal assistance as she wages the battle in other areas across the station.

Over the course of the game you are able to find out about the background of both unique squad members and their in-depth history together, however, if you are interested in discovering bucket loads of information on Aria you are going to be terribly disappointed, the information being slim at best.

Additionally, over the course of the campaign, Aria will come off as a cold, manipulative and unemotional monster who is willing to sacrifice innocent lives for the sake of her vengeful mission against the Cerberus forces. Nyreen on the other hand is the polar opposite, and instead worries frantically about the lives of civilians, and during conversations when you are forced to make paragon and renegade choices, will be the voice of reason, whilst Aria maintains her freezing cold demeanor and criticises many of your paragon choices.

However, if you successfully keep up a paragon reputation throughout the campaign, you may be able to slightly tweak Aria’s lack of consciousness so that she becomes a little more, well, civilised, but again, this comers at the price of her criticism.

Moreover, unlike the Extended Cut, this particular DLC is not an emotionally powerful experience, so players will only have to bring themselves to the fight, rather than additionally bringing a box of tissues (or in my case ten). In fact, emotions of any kind (with the exception of hate and loathing) are not focused upon in the slightest. The entire campaign is basically a grudge match between Aria and the Cerberus forces. Even on the occasions when saddening occurrences transpire, the amount of in-depth concentration which is applied is barely significant, and even though during the rest of the game these emotional scenarios were focused upon quite strongly, these instances are severely overlooked during this DLC package.

Moving on, your primary enemy throughout the campaign comes in the form of General Oleg Protrovski, who unlike other Cerberus Commanders does have a seemingly militarised code of honor, although, at the same time he is still very willing to make horrific sacrifices to achieve victory, and thus the goal of the campaign is to seize control of the station from him.

The Illusive Man rather unfortunately does not make an appearance of any kind, and some may feel the levels are incomplete without his unfathomably egotistical personality and antagonistic wit.

Every Cerberus opponent you have faced before, from the basic foot soldier to the dangerous Nemesis; from the agile Phantom to the incredibly powerful Atlas will make a number of appearances though throughout your efforts to retake Omega. At times, the number of enemies who stand against you are considerable, and potentially outnumber the strength of the army protecting the Illusive Man’s base which you assault at the game’s conclusion. The number of Atlas’s you will face is greater than that of any other fight and dwarves previous encounters.

Although the campaign, yes, can be challenging, this is also contradicted by the notion that you will frequently find yourself drowning in medical packs, and so you will rarely find yourself without a full collection of medi-gel in your power wheel (on a side note, the amount of medi-gel is almost drowned out by the sheer number of credits that number in the tens of thousands which can be found over the course of the campaign). Additionally, your team is incredibly competent to the extent that during my play through, not one of them fell at the hands of the Cerberus soldiers.

On another note, a new addition to the Cerberus army, the Rampant Mechs, are very fun to go up against, and are more capable than the basic mech artillery you were forced to frequently endure during the second game. These Mechs are well armored and carry powerful shotguns that do considerably damage at close range, and if that is not enough, they come equipped with powerful Omni-tool based weaponry which can shred your shields if they come within an inch of your body. Even in death these Mechs are a nuisance, and it is frequently best to keep a good distance between both your character and them whether they are running around on both legs or have them pointing up in the air.

Another opponent that makes a debut in the campaign is the Reaper creature known only as the ‘Adjutant’. These (often) failed Cerberus experiments look a lot like a cross between both the Cannibal and the Brute, and can literally tear into you with their sharp claws and leap considerable distances to close in on your location. From afar they are able to shoot moderately potent biotic powers from their right arms which can temporarily disarm you, their attacks continuing to affect you for  a few seconds after you have being hit (much like the biotic attacks by the Banshees). However, these creatures only make a couple of appearances, and it is disappointing that they appear infrequently throughout the campaign due to the challenging nature of such an opponent who deserved a much larger role.

The Omega DLC will provide you with somewhere between three and five hours worth of additional game play, and by the end your character will be granted some powerful war assets that could potentially tip the scales in your battle against the Reaper menace.

If there is one thing that the campaign does well it is build your interest and keep you entertained, and judging by the hype and excitement that has being attributed by the online media that is no surprise. However, this is also the campaign’s weakness.

Although you will recognise a couple of the surrounds that you fight through from your original trip to the station back in the second game, you will be barred from exploring most of it. On top of this, the amount of the station that you do fight through feels considerably small when in contrast with the sheer enormous scale and size of Omega. Due to this, you, the gamer, will often continuously ask for more; more action; more places to explore; more in-depth character driven narratives; more of the exciting Mass Effect experience; the issue is that the Omega DLC whets your appetite, and nothing else. By the campaign’s conclusion you will be left with an insatiable hunger for more, and thus will be unable to satisfy your appetite.

Omega is an entertaining addition to the Mass Effect universe in its own right, with a couple side missions to complete for some of the folks in Omega, and additional objectives which include fighting through a mine dripping with Ezo deposits (which may remind gamers of Dead Space 2 and Doom 3), destroying shields and defenses, deactivating land mines and neutralising garrisons of Cerberus combatants.

However, when in comparison to Mass Effect 3 as a whole, the Leviathan DLC, or even the Extended Cut, you will find your lust for the Mass Effect universe remains, and your wish for an incredibly potent experience goes unfulfilled.

On a final note, since the Bioware team who developed the Mass Effect franchise are primarily beginning to focus on new ventures, and Bioware Monteal has now announced they will be working on the new Mass Effect game, fans of Mass Effect 3 may wish to smoke this DLC while they have it – for there may not be another DLC for this game again. Judging by the fact that in four months time the game will be celebrating its one year anniversary since its release, and DLC’s for previous titles were discontinued half way into the following year respectively, this assumption is made even more likely.

In Summary:

Good:
-New entertaining and powerful enemies
-Challenging atmosphere
-Never before seen environments
-Plenty of credits are left lying around
-Aria’s powers are beyond amazing
-Potential war assets can be acquired by campaign’s end

Bad:
-Entire campaign is an unemotional experience
-Relatively short
-The four levels can feel small in comparison with the significant size of the station
-Exploration of both the station and characters is limited
-Adjutant Reaper enemies deserve greater role
-Sheer amount of medi-gel dissolves many of the challenges
-You, the gamer, will be left wanting more

Image References:
-Mass Effect Wiki 2012, Mass Effect 3: Omega, viewed 26th November 2012
< http://masseffect.wikia.com/wiki/Mass_Effect_3:_Omega>

In the world of video games, the end doesn’t always justify the means

 

Although some may refuse to believe this statement to be true, games have indeed matured since the days of their orchestration. Initially beginning as nothing more than experiences which required the gamer to run and gun their way from the start of a level to its conclusion, additional storylines, character development and in-depth background of locations, scenarios and occurrences have modified gaming into an experience which can easily rival the enjoyment ascertained from reading and watching films.

As the title of this piece suggests, my belief, and a factor of gaming that I especially enjoy, is as follows; although a game may more often than not require a gamer to potentially blast their way from one side of the game to the next, the ending does not necessarily have to end with such violence; nor does the game as a whole.

Nowadays, a majority of games have cinematics and other such occurrences which separate one action sequence from the next which adds depth to the fictitious piece as a whole. In an RPG, this happens more often than not when in comparison with a shooter, a great comparative example being that of the Halo franchise and the Mass Effect series; both are entrenched with an amazing character driven narrative which immerses the player in futuristic alien environments against vile, antagonistic opponents who seek the destruction of humanity. Shrouded with other themes, the likes of friendship, family, love, betrayal, redemption and revenge, these games offer the player a gratifying experience that is worth experiencing again and again.

On that note, if a game has being leading the player through a substantially powerful storyline amidst the many action sequences, the conclusion could no doubt carry the same weight. The days when an ending to a game was simply a mix of explosions, mixed with the demise of the end boss is indeed still apparent, but more is conveyed during the moments that follow on from this particular occurrence, and it is that which I am aiming to discuss.

When I am playing a game and find myself at its conclusion, more often than not I would like to experience an ending which is incredibly emotional; a simpler way would be to say a real tear jerker.

The first time I finished a game which ended in much the same way I have described above the year was 2003, and the title of the game was Unreal II The Awakening. Since that time, it has again happened in regards to titles the likes of Bioshock and its sequel Bioshock 2, Halo Reach, Halo 4 and Mass Effect 3 (especially when played with the Extended Cut DLC).

Adjunctively Gears of War 2 and 3 moved me emotionally, but these moments occurred during the games rather than at their conclusions.

If a game has already proved itself capable of delivering unto the player an experience that is consistent with the kind of powerful storyline you would expect from a genuine blockbuster at the cinema, then an emotionally charged ending is no doubt an inevitability by the game’s end.

Of course, the stereotypical feature only runs for a period no less than two hours, where as the shortest stereotypical game one is likely to experience today will go for approximately three times that amount. So, if I am going to immerse myself into a fictitious world for that amount of time, then I would very much like for the ending to be as passionately powerful as the overall experience from start to finish was for me.

I can only speak for myself, but I very much enjoy being fully immersed into the world of a video game to such an extent that I will genuinely feel something; I will become sad if a protagonist who I had befriended and fought beside dies; I will smile if the vile antagonist who caused such pain and suffering is defeated by game’s end; I will feel contempt at the evocative nature of any relationship that I manage to instigate between my character and a possible paramour.

With that said, certain readers may find it interesting that I would rather be brought to tears by the ending of a specific title, rather than find an epic amount of explosions dazzling across the screen before the credits gradually start rolling. True, I don’t believe that people in general enjoy crying, but that rule does not apply in my opinion when you are viewing fictitious content. To be moved in any which way; to tears; to fits of hysterical laughter; to glances of awe, is not always possible with every title, no matter the content, and to become emotionally distraught by a tragic ending is not something to be horrified at, but something to be ecstatic with.

If a feature has moved the viewer in the way that the writers, director and developers originally intended, then they have successfully achieved that which they had set out to do. If I had not being moved to tears by the game’s ending then that would have being an issue for I would not be acquiring the experience that I had paid for. Game’s in general often cost three times the amount of a film, and to be moved by the conclusion is well worth the one hundred odd dollars that the campaign was valued at.

In conclusion, I would very much like for more game’s to have an emotionally charged ending after playing through the campaign, or, like the Mass Effect series, build up on that possible ending through a franchise. After all, if I am going to be fully immersed into the world of a video game, I would genuinely appreciate the ability to be moved by an ending that has being developed by people as passionate for the game as I am, rather than end on the stereotypical explosive scenario that many game’s to this day conclude upon.

To be moved to tears by a game’s ending is not something that people should look down upon; it simply means that the player is human. As a species, humans are more often than not affected emotionally when something tragic happens. All I ask is that this in-depth feeling of humanity is written into the game’s that I play.

Thank you for reading.

If you have any comments on what I have written, or opinions of your own in regards to the subject matter, please, feel free to discuss them in the comments section below.

You know you have been playing video games too long when…

 

-you think by walking over things you will automatically pick them up.

-the last time you had a girlfriend, Cleopatra was Queen of Egypt.

-during a fight, you frantically look for the ‘b’ button as to perform a successful melee attack.

-you duck and roll into office cubicles rather than walk into them.

-at work, when a person throws a file at you, you quickly toss it right back from fear it might explode.

-you think your LAN connection is faulty when things go wrong in life.

-you would rather toss a hand gun than use it, preferring a minigun because if you want to kill something, the last thing you wanna do is miss.

-you think ‘Facebook’ is a Reaper indoctrination device.

-you and your friends walk around, bumping into any and all areas of the environment like a bunch of brainless bots.

-your fingers are permanently fixed into a claw from continued use of console triggers.

-you become annoyed when weapons do not load quite as easily in reality as they would in a video game.

-‘Tali, do you want to go out for dinner tonight?’ you ask your girlfriend who is in fact named Rachel, Stephanie or True.

-your boss fires you for failing to come to work for the past two weeks, and the last thing you ever say to the man is ‘but boss, the Krogan need me!’

-you feel more at home in sewers and ventilation shafts than in your own bedroom.

-you’ve sat on your ass, played video games and eaten food so often that the last time you saw the numbers 1,096 was on the bathroom scales.

-when purchasing clothing, you check the label to see how much damage resilience it will offer you.

-you are unable to perform a jump because your body is not equipped with a space bar.

-you remove all the doors in your house from their hinges and have everyone you love wear bells attached to their necks for their protection, along with your own, to ensure you know where everyone you care about is at any given time in your house as to not have them sneak up on you and force you to inevitably slay them.

-you look for the little blue ‘x’ button when entering and exiting vehicles.

-you can’t find your flashlight, so use a flame thrower or chain gun to light your way instead.

-when your wife throws items at your head even she is amazed when you duck and roll with record reaction time from the amount of practice you have received from battling killer mutants from outer space.

-at funerals, you wonder why the dead bodies do not fade away, and question the priests about whether there is a fault with their software when this fails to happen.

-you attempt to install cheat codes into your body as to allow yourself to walk through walls and have infinite ammo.

-you look for an invulnerability sphere at your local pharmacist.

-the sun hurts your eyes after you emerge from what feels like an eternity of gaming, whilst your beard seems a few meters longer than what it was when you began.

-to begin a conversation with a person, you wait until they are highlighted, or look over their bodies in the hopes of discovering a ‘use’ key.

-the growl of the dog and the meow of the cat cause you to leap over the couch for a better vantage point whilst reaching for your semi-automatic.

-you take a vowel of celibacy as to lose your virginity to an Assari Huntress.

-you take an RPG (Rocket Propelled Grenade Launcher, not Role Playing Game!) to your high school reunion cuz you know when the shit hits the fan an area effect weapon is better than a pistol.

-during game play, when an enemy attacks your character, you slide off your chair as to tactically avoid them.

-your television and monitor are riddled with bullet holes.

-your XBOX 360, PS3, keyboard and mouse require cleaning every couple days rather than every couple months.

-after playing a video game you need a long hot shower as to wipe away all the excess blood from your face, whilst your friends wonder why you are covered in so many scars and bruises.

-your girlfriend’s snoring reminds you of the Hell Knight from Doom…and makes you consider leaving the chainsaw beneath your bed from fear she might actually be the Hell Knight from Doom.

-you dress up as your favorite video game character for conventions, Halloween and all manner of other occasions, but your friends always recognise you.

-you move all of your first aid kits closer towards your game console.

-you mistake your wife’s best friend’s boob job for a couple rocket launchers.

-you randomly speak your mind, knowing if you do something wrong, you can always load from the last check point.

-your trigger finger twitches whenever someone enters the room.

-you ask for the Quad Damage weapon multiplier at the local gun store.

-all of your consoles automatically boot directly into your favorite games unless you press a specific key.

-you find yourself looking for Kevlar and anti-radiation suits at your local K-Mart.

-when buying a helmet, you ask the shop keeper for the one with the A.I port at the rear.

-you don’t bother turning on the lights because you know your eyes come with a night sensitivity mode.

-when a man insults you, instead of saying ‘I challenge you to a duel’ you say ‘I challenge you to a deathmatch!’

-you don’t worship God – no, you worship the Covenant forerunners.

-you walk up and down the super market complex looking for ‘Citadel Souvenirs.’

-when sick, you ask the doctor for a stim-pack.

-you look for sniper towers in toilet cubicles and elevators.

-you‘re annoyed when your parents buy you the new car they have been promising you – only to find it was not a Warthog.

-you find it odd when your environment does not stall or become pixilated.

-during physical altercations you ask your opponents to pause so you might heal.

-you think the mole on your left wrist is in fact the Omni-tool activation switch.

-you quickly run in and out of rooms, watching your back to see what creature follows you out.

-you choose to play a video game rather than spend the night with a woman. Funny fact; in 2009, a survey in Australia looked at male gamers – the question? Would you rather spend the night playing a video game, or spend the night with a woman. 78% of those surveyed – said they would rather spend the night playing a video game.

-your girlfriend leaves you, slamming the front door as it comes back to knock her in the ass. She cries at the top of her lungs ‘you love your friggin’ game box more than you love me you selfish bastard!’ You don’t twitch nor flinch as you persist in trying to eliminate the final boss at the end of the game. Besides, saving the universe from total destruction is more important than she was, right?

-during conversations, you pause as to allow time for the next conversation option to appear before your eyes.

-you believe certain mushrooms will bestow onto you a temporary boost of magika.

-you walk into Best and Less and ask where they keep their Spartan Armor.

-you barter for random goods and services, and try to sell goods you don’t need back to perspective shop keepers.

-you squint your eyes, rub at them and close them completely, wondering why it is that the crosshairs are not appearing.

-you volunteer to carry your all of your friend’s goods, along with your own, from the belief that you can carry several hundred kilograms worth of equipment before becoming over encumbered.

-you think it’s odd that the bodies of all the women you know look different rather than similar and that their breasts are not huge and cumbersome.

-you think during the two minutes it takes you to walk from one side of the house to the next you can experience morning, noon and night.

-your friends are worried that you are not getting enough sun, explaining to you this is the first time you have been out of the house in the past six months.

-you go pressing up against walls in the hopes that one might open to reveal a secret area.

-you randomly look around your environment, hoping to find spare ammo clips.

-you search your girlfriend’s body for the following pieces of equipment; power cables, the ‘on’ switch, volume control and the mute button.

-you are so used to been called ‘marine’, ‘Shepherd’ or ‘Master Chief’ that when someone actually says your name you simply ignore them.

-when at the local car dealership you notice the vehicle you are after is not present and so ask if they have run out of Ghosts’.

-at the local shooting range, you ask the clerk behind the desk for the BFG.

-when you look at your reflection in the mirror you expect to find the ‘change appearance’ button.

-you pick fights with people, knowing that if you lose you can always respawn at full strength.

-when you enter a friend’s house you always look for where their flag is located so you might steal it and take it back home with you when they’re not looking as to score yourself a point.

-you believe every locked door can be opened with a red, blue or gold keycard.

-you are constantly being arrested for the minigun emplacement attached to the rear of your vehicle.

-you frequently wonder why you feel pain when injured.

-your best and most truest friend is a five inch tall, seven year old woman named ‘Cortana’.

-during family altercations, you reach for your assault rifle, believing a team deathmatch is on the verge of beginning.

-you side step down hallways as to avoid your work colleagues from fear they might assault you.

-you haven’t been able to open your fridge in the past two weeks because you are having difficulty locating the ‘use’ key.

-when your girlfriend blows you a kiss, you leap out of the way to avoid it whilst reaching for your shotgun.

-you don’t care so much when you are gravely ill or dying because you’ll probably be able to find one of those mega-health’s lying around.

-your favorite Backstreet Boys, Lady Ga Ga and Daughtry albums are left in the corner of your bedroom gathering dust, whilst the illegally downloaded music files from Halo, Doom and Mass Effect reach the rank of ‘most played’ in Windows Media Player.

-you expect to receive ‘paragon’ every time you say something nice.

-you wonder why you have five fingers on your hand rather than three.

-you constantly find yourself wondering why everything is not in third person mode.

-you think you are ill when your HUD does not appear before your eyes.

-‘I’ll be there in a minute honey, just let me finish this level’ is your most frequently used expression.

-when you open a door, instead of turning on the lights, you toss a grenade into the room.

-where everyone else puts on trunks or a bikini (if you swing that way), you equip anti-radiation suits before entering swimming pools.