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Review: Mass Effect 2: Arrival DLC (PS3)

Written by Paul Stuart | Tuesday, 05 April 2011 22:45

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Let the record state that it’s quite the daunting task to write a review of an add-on mission sans spoilers. Thus, kindly excuse plot ambiguity in lieu of a proper write-up. Disclaimers aside, here we go.

Mass Effect 2: Arrival is the unofficial bridge between Mass Effect 2 and its pending sequel, a final gasp in explaining the future of Shepherd, humanity, and grand master plans of those pesky Collectors.

Admiral Hackett is back, this time sending Shepherd on a mission to rescue a kidnapped scientist imprisoned on the literal edge of the known galaxy. The scientist – who bears a striking resemblance to Martha Stewart – ends up the mad persuasion of sad profession (thanks to Collector indoctrination), ultimately turning on Shepherd post-rescue. Shepherd needs to make the ultimate choice, to sacrifice hundreds of thousands of Batarians in lieu of the entire populous. Fight his way out, save the day. Write a report. All in a day’s work for a Spectre turned reluctant Cerebrus operative.

Arrival clocks in at just under 2 hours, and is certainly combat-filled, to say the least. I discovered the hard way that the mission won’t appear until the original title is near-completion, a good thing since Shepherd can use all the weapons, armor and skillset power-ups he could get his reincarnated hands on.

Problem is, Arrival feels like nothing more than a series of overmatched, solo battles against hordes of enemies, counting bullets and surviving skirmishes one shield regeneration at a time. Both the prison and research base are uninspired in design, with payoff limited to select technology upgrades and a trio of trophies. It's also surprisingly disheartening at how much is lost when Shepherd doesn’t bring his buddies along for the ride. Third, why any enemy in their right mind would send a slew of flame throwing baddies through narrow corridors and/or residential quarters. Somehow, the sofa and loveseat never caught fire.

Finally and perhaps most importantly – and in exception to a single renegade option – the mission’s most essential moments are on autopilot. Wipe out an entire galaxy? Sure, why not. I can effectively engage a pickpocket in the Citadel…but the fate of the Universe?…automated cutscreen. Sadly, Arrival stands as one of the less engaging missions of the Mass Effect 2 experience.

Still, any true fan of Mass Effect 2 will no doubt consider this a must purchase, a tangible way of taking our mate Shepherd along for one last go. Also set the framework for where Mass Effect 3 will no doubt launch from...albeit one embedded in a mission with some glaring wants.

EDITOR'S NOTE: Two reviews of Mass Effect 2 are available on the site: 360 and PS3.