Mass Effect Bring Down the Sky DLC Revisited
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(With the final base we consciously wanted to create a big indoor space to fight in. Up to this point,) Norman says, (there weren't really any huge indoor spaces, though there were some huge outdoor spaces. We also wanted to leverage multi-level combat, which we'd done a little of, but never to this scale.)
(In general we put a lot of time into trying to create novel combats. The first torch was consciously familiar, but torch two, torch three, and the final base all had combats that weren't like anything else in Mass Effect. Of course, there's limits to what you can do in DLC, but given what we had to work with, I think we created some pretty cool and challenging experiences.)
One other thing that's nice about DLC is you can assume that people who buy it are probably a little more hardcore than the average consumer, so you can up the difficulty of combat challenge.)
Before the death, Balak presents me with options: allow him to go free and unpunished for his actions, or choose to fight him at the price of the woman and her crew. Like a Bond villain, Balak has chosen to use his time crafting an elaborate trap instead of escaping. He is imprisoning the woman and her crew next to explosives. If we fight, he detonates the devices.
I choose to kill, whatever the cost. The crew dies and so does Balak.