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But as a downloadable content, Citadel is more about giving you space to see how they lived. Those sombre goodbyes felt like they were saying 'remember how these characters died'. But those farewells always felt wrong to me: too public, too self-aware, wrapped up in the galactic context of defeating the Reapers. In the final hours of Mass Effect 3, in the forward base in London, you get an opportunity to say goodbye to the series’ characters. "We wanted to embrace all of it, right down to the jokes about how bad Shepard’s dancing was, or even the fans that wanted to slap Jacob." Though Citadel sees you share a variety of its amusements with those characters, one of its most important moments is the infamous party scene. It’s the perfect face-off for a DLC which calls attention to the relationships that have shaped who your Shepard has become. Shepard vs Shepard is not only a reflection on your legacy as the character, but also upon how your Shepard is nothing without their supporting cast-friends, comrades, and lovers, who fight alongside you, share your ideals, and, if push comes to shove, will even die for you. The clone thinks they have everything, but didn’t count on Shepard’s lived experience." Shepard literally says in the final fight 'I got my scars on Feros, Noveria, Virmire, and Ilos. Because it’ll be the emotional payoff of all the connections and effort they made along the way. "We asked ourselves 'why is the player going to have a good time triumphing?'. "When designing any villain or climactic battle, you ask yourself: what’s a great final fight that we haven’t seen before? The idea of Shepard battling a foe with powers based upon your choices naturally fed into the conflict of Shepard vs Shepard-a villain that was as much a dark reflection of the hero as you could get," says Hepler. Most significant of all, DLC offers us a chance to say goodbye: one last adventure or mission to grant catharsis, to both rationalise and commemorate the impact a game has on our lives. In Fallout: New Vegas’ Lonesome Road, I think Ulysses’ reflection on player choice and that "If war doesn’t change, men must change" elevates it beyond even the base game in terms of its meta significance to the Fallout series.ĭLC is a unique opportunity to both compliment and separate, for developers to shine light where there was no opportunity in the main game, but also create another layer of meaning which improves that base experience. In Witcher 3’s Blood and Wine, I found Geralt’s well-earned retirement to Toussaint far more satisfying and reflective than defeating the Wild Hunt. It’s no wonder that, almost paradoxically, epilogues in the form of DLC are often more impactful than their main game’s ending. When you have to tie up every loose end, answer every question, and offer a climactic payoff so players feel their actions were significant, it starts to stretch the boundaries of what a single game can accomplish.
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