![]() Yet I think I actually like not being able to judge how Citadel integrates with the main game. I can see the Citadel conversations being even better if you space them out instead of playing them all at once, but I could also see aspects of the add-on fitting in poorly with the rest of the grim, propulsive Mass Effect 3 storyline. But on that replay for me, and for many people playing the first time, Citadel will be integrated with the rest of the game. I simply loaded one of my late saved games, played Citadel, and was done with it and the single-player mode of the game until my next replay. But it actually occupies a strange space where it's only a goodbye for some. The party is a massive success in terms of acknowledging that the characters of Mass Effect are its most important component for a large number of fans that it's tempting to call it a perfect send-off for the trilogy. The shooting section of 'Citadel' can be trifling, but it doesn't overstay its welcome. In terms of gameplay, Citadel adds new weapons and a compelling boss encounter. Indeed, it feels more like one of Mass Effect 2's character quests: In a way, Citadel is Commander Shepard's loyalty mission. The story is notably lighter than anything in Mass Effect 3's primary narrative, and it's somewhat detached from the overarching Reaper war. Something goes wrong, there's a conspiracy against her (or his) life, and Shepard is forced to save the day again. In it, Shepard is ordered to the Citadel for repairs to the Normandy as well as a bit of relaxation. This component of Mass Effect exists in 'Citadel' as the first half of the new content. Of course, the game believing its own mythology to be its most important aspect led to the controversial ending that embodied the game world's internal logic of Shepard-versus-the-Reapers. But it also felt more generally like there was just too much grim warfare. This often worked to create propulsive stories, particularly the fantastic sequence on Tuchanka. The final story-based expansion for the series, the recently-released 'Citadel' add-on, demonstrates how big that divide can be and then it bridges the gap.%Gallery-179472%That "self-seriousness" is, in my opinion, one of the most effective criticisms of Mass Effect 3, a game that effectively worked to tie up many of the storylines from the first two games of the series, but did so via an increasingly dramatic series of violent confrontations. The core divide is between the self-serious saga of Shepard versus the Reapers that the franchise attempts to convey, and the entertaining – if slightly goofy – glorious mess that some perceive it to be. They're tough battles against overwhelming odds. They're slowly wandering through cities in space, engaging in long conversations. One of the reasons that the Mass Effect series has been one of the most-discussed franchises of the generation is because the games are many different things to many different people.
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