What I Played Today: June 14

Kentucky Route Zero, Mass Effect 3

I finally played through the first act of Kentucky Route Zero, which was trippy and weird. The premise is the story is different because you just randomly decided on a whim what certain people will say and do? It's an odd bit of thing, very artsy, very strange. At one point you are trapped underground? I don't know! It's weird!

Also, I had downloaded the latest Mass Effect 3 DLC because I hear it is a blast, and I kind of had a blast playing it, so...yeah. Want to hear about it? Because it's going to blow your mind! But there are spoilers...so...

The DLC is set up as the Alliance just deciding that the end of the universe isn't something that couldn't wait a week and forces the crew of the Normandy to take shore leave, including given Shepard this AMAZING apartment. It's pretty huge, and has a ton of audiologs about Anderson just lying around so you can find out more of his history. Fun I guess.

Then you are taken to a sushi restaurant by Joker and of course you are attacked, because why wouldn't you be? You get away after Wrex does something awesome, and because you are Shepard. You find out that the mercenaries were funded by this casino owner, so you break into the casino with some dumb stealth action and find out that the casino owner is dead, because of course he is.

BUT, it turns out the people you are tracking are at that very moment breaking into the Archives, which have all galactic knowledge in them, so you take the ENTIRE TEAM into the Archives with you to take them out. (Okay, only two people are actually in your squad, but there are also two other squads running around, similar to the ending of Mass Effect 2) After shooting dudes, you finally find out who the mysterious benefactor of the mercenaries and it's...Commander Shepard!

Specifically, a clone of Commander Shepard that Cerberus made and has kept on ice until about six months ago. He has all the skills, but none of the memories, and he wants to take over Shepard's life, because of course he does. So he flees deep into the Archives and you chase after him, seeing some cool stuff like First Contact and the Genophage booting up and whatever. Eventually you get deep enough and it turns out it was a TRAP! The girl who first brought the mercenaries to Shepard's attention was in fact a double agent, and they trap the squad and change Shepard's handprint and this seems like a big deal! Except, it isn't, because of course they get out immediately because they brought a flying AI butler.

So now Clone Shepard is trying to steal your ship, so you have to rush over there and stop him, and this is when the game gets funstrating. (That's a new word, by the way, a portmanteau between fun and frustrating, in which you might take a break for like thirty minutes because screw this, but you come back shortly afterwards. Funstrating. Use it around your friends!) So, the part about Clone Shepard having all your skills? YEP! And he will use them. In my case, being the Infiltrator class, this involved Clone Shepard going invisible, sneaking up on you constantly, and trying to stab you in the gut! What a jerk!

After several tries, I managed to take out all six of Clone Shepard's lives (Yeah, he had five medigels that he popped the second he would die) and then we both tumble and are hanging off a ledge and there's this whole "What have you got that I ain't got?" speech and they REALLY hammer home the point by having my squadmates rescue me immediately while double agent lady just kind of stands there and doesn't help. We get it, friendship is important. Thank you, PBS-sponsored game, apparently.

I try to save Clone Shep, but he's like, "NOPE!" and tosses himself off the ledge, falling to the city below, which will surely be an interesting story in the papers, and everything clears itself up and then we are going to have a party! I've heard a lot of great things about the party, so I'm saving that for later.

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