on Nov 14, 2012
I know we picked on this section of the game where you assault the Cerberus base, but it’s actually got some good points. My excuse is that the dream sequence caused some sort of build-up of complaint energy that needed to be released. That’s totally how it works.
Chris was right, in that the enemy variety is pretty good. There’s a good mix of tight corridors and open areas, along with some multi-level combat to keep things fresh. There are bright areas, dark areas, cool blues, and deep reds. You’ve got snipers, turrets, shield guys, standard mooks, and mechs.
The thing where you launch the fighter to blast a hole in the wall is a pretty classic BioWare gate. (Like using the mining laser in Mass Effect 1.) It’s there to give you a combat breather and allow time for a few lines of dialog without stopping for a cutscene.
As a bonus, the whole “Am I who I think I am?” moment takes the form of a dialog wheel that you can exit if you’re apathetic or you’ve seen it before, which is better than packing it into a linear conversation.
So yeah. Ignoring the whole “Cerberus” thing, this is actually a fun section of the game.
I still like the idea that your team breaks into their base to find Cerberus is fighting rogue robots, space-zombies, holographic ninjas, haywire vehicles, carnivorous plants, biotic dogs, robot thresher maws, zombie thresher maws, astrally projected thresher maws, regular thresher maws, indoctrinated ghosts, and an army of mantis-men. It’s like this every day at Cerberus HQ. There’s a line of troopers punching in at the Cerberus timeclock, just shooting the breeze and talking about what sort of failed, escaped experiments they’ll fight today. They ignore you when you blast your way through the Cerberus break room because 1) You’re not on the schedule of stuff to fight and 2) they’re on break.