S2E23 - Insert Funny Title about Arrival Here (Arrival DLC)

1 year ago
Transcript
Speaker A:

Well, Commander, we saved the galaxy, but now we have to do it again. And to that end, it's time for a war crime. The game is Matchpec Two and this is the end. Evan. Sorry. The war crime foghorn is a thing from a different podcast that I'm friends with the people who make it.

Speaker B:

Oh, I see.

Speaker A:

I'm just stealing their bit about all right, status report. How are things going, Zach?

Speaker B:

Going pretty good. Just got back from her first week out at her new job, so kind of settling back into routine again after she's been gone for a week.

Speaker A:

Oh, yeah.

Speaker B:

What about you?

Speaker A:

Oh, just fine. Did I tell you I accidentally started a podcast?

Speaker B:

I mentioned something about that.

Speaker A:

Yeah, it launched last week. As of recording, it'll be like two weeks by the time this thing goes out live. But yeah, it's one of those things where I was like, I don't need any more projects. And then I was in a discord and a person I know was like, hey, by the way, I made a game like a Ttrtv ttrpg. And I looked at the format and I was like, oh, hey, this would be really easy to turn into an actual play podcast. I wonder if anybody would want to do that with me. So I posted in the same forum, I was like, hey, if anybody wants to do this, thinking I'd get like, maybe one person or more likely nobody. That's a real low commitment thing to be like, hey, does anybody else want to do this? I got like eight people.

Speaker B:

Oh, gosh.

Speaker A:

All being like, oh, yeah, I totally do that. So I think it's actually nine. It's something like that. Numbers are no easy are no no good for me. So I was like, oh, this is a real project now let me start arranging so that we can make a feed and you guys can all send me your audio and I can edit them into the thing. And took about three weeks of planning and then we launched last week.

Speaker B:

Nice.

Speaker A:

Which is really it's fun. It's really nice to have a project like that. In this particular case, I'm not playing, I'm just being the producer for this game. So I just get to like they send me their audio from their little their solo play sessions and then I just edit it very, very lightly to add the intro and outro, and I get to listen to it to make sure they didn't do anything really weird like, say, a slur or something on there on screen. And then I just upload it. So I basically am a fan who just hears everything first.

Speaker B:

Is there a name for this Ttrpg?

Speaker A:

Yeah, the game itself is called Communication Delay. It was made by someone named Audio Quinn. It's a good game. You're supposed to create voice messages to be sending to each other. And the idea is that the time between messages gets longer and longer the longer you play, because you're getting farther and farther away from each other.

Speaker B:

Interesting.

Speaker A:

And the podcast is therefore called Unspeakable distance. So if you look for unspeakable distance on any podcaster, you should find it. Otherwise, you can go to unspeakable Scott Paladin.com or unspeakable Library Horse, because our podcast network, or my podcast network now has a URL, which is Library Horse, which is one of those. The fact that they allow me to have a horse tld is ridiculous, and I had to take it. Anyway, should we talk about Mass Effect now?

Speaker B:

I suppose so. Mass effect horse.

Speaker A:

Surprisingly, Mass Effectpodcast.com wasn't taken, so I sliced snack that for I was like, first. Surely EA will have spent the $13 a year to have gotten Mass Effectpodcast.com. Oh, no, they didn't. Okay, I guess that's us now.

Speaker B:

Nice.

Speaker A:

Mission debrief. All right. Mission debrief. First of all, the most important question are we both totally over? No win situations in games?

Speaker B:

Oh, yeah, that's not fun for anyone.

Speaker A:

Yeah, anytime they're like, oh, you're supposed to lose this, I'm like, no, just make it a cut scene, man, because.

Speaker B:

There'S always that thing in the back of your mind, like, well, what if I do I just suck at the game?

Speaker A:

Or yeah, how many times do I start this over? Yeah. Okay, well, let's get the summary done. Admiral Hackett needs a favor. He's got an operative in Battarian space who needs rescuing. Dr. Kensen. You'll need to go in alone to recover her, and this is totally not a justification for us not bringing back any of the voice actors for any of your companions. So you fly in and break your way into Battarian prison and find Dr. Kensen, and then you help her break her way back out. Meanwhile, you'll overhear that she's planning to blow up the mass relay in the system and the system along with it. Kinson says that's true, but justifiable because the Reapers are about to arrive here oh, hey. A DLC name drop. And they need to use the Alpha relay to fly all over the galaxy. Her evidence why, look at this big Reaper artifact that we've got in the middle of our goddamn base indoctrinating. Everyone beleaguered. Sigh. Shepherd puts up a good fight but falls either to the enemies or to the Reaper artifact and gets sedated for nearly the whole remaining time left before the Reachers show up. Shepherd breaks out of the med bay and starts turning dudes inside out, eventually turning the rocket engines for this asteroid base back on, which will slam it into the relay and make a big boom. Oh, and kill a third of a million innocent Battarians. But Kensen wants to stop you, so she tries to blow up the reactor, but you stop her. And then she sets off a grenade, and you're unconscious for another minute and have to have a daring dash to the communications tower to call the Normandy to come pick you up at the last possible moment before you fly off and let this entire system blow the fuck up. Cut to the Normandy med bay. And Hackett is there, like actually here in the flesh with his beautiful, scarred face and Lance Henrikson voice. He asks, what the fuck happened? And shep says, I the fuck happened. And then it looks like the Batarians will want to put Shep on trial for all the deaths. But that can conveniently wait until after the Collector problem is done. So we save the day, but at what cost? So start, as always, with our overall opinions. What do you feel about this DLC, Zach?

Speaker B:

So given that Shepherd's actively working with Cerberus at the moment, how is shepherd not considered a flight risk?

Speaker A:

Yeah, as I was playing through this, I was like, I have a real love hate relationship with this particular DLC. It's not like love love like I have with a layer of the Shadow Broker. And it's not hate hate like I have for the one that we're not covering. It's just kind of like there are some really good aspects of this particular DLC, but for the most part, I feel pretty lackluster on it. Actually. It's one of the few times in Mass Effect where I feel like the spite, the fact they haven't actually given you a time pressure, they make it feel like there's a time pressure. They make me feel really good about like there is a big countdown clock in the wall. And I feel like we have to get this done in the time allotted.

Speaker B:

I mean, they do give you a countdown in the last part of the section where you're running for the communication tower.

Speaker A:

Yeah, but for large sections of it, they're kind of faking it, which I'm totally cool with, but I like that it builds the pressure. I kind of like the overall setup, which is that this was very obviously a meant to me. It feels like it was really, really meant to be played. After the game was finished, you've already beat Mass Effect Two for six months, and you're going to go back to your old save file and play this little interim thing. Supposed to go between two and three and, like setting up shepherd to do a big basically a great big war crime that's sort of out of necessity, which then we'll talk about a little bit about the Shadow Broker replications of that. I think all of that I'm kind of down with, but it misses a couple of really big things for me. One, I don't like Kensen all that much, and we don't get any of our other companions or fun characters back. So there's really no cool characters in here that I can latch onto. And a Mass Effect mission without fun characters is pretty lackluster.

Speaker B:

Yeah, if there's one thing and then BioWare does well, it's the character stuff and not having that definitely makes it feel a little hollow.

Speaker A:

Yeah. Kensen, I think was what they were going for was like, oh, this is your companion for this thing. She's like, technically joins your party for all of 2 seconds, but then she betrays you. But that betrayal is super telegraphed and coming ahead of time and I don't otherwise care about her at all. And you meet literally no one else with a name at all in the entire DLC. And I don't feel like the base that we go to, that asteroid base, which that could have been a cool place, like this secret alliance base inside of Batarian space that they covertly built up in order to do this daring mission to blow up the relay. That could have been a really cool location, and they just don't use it at all. And it feels super generic. So weirdly enough, despite the fact that I feel like this mission is a requirement for Mass Effect Three for reasons we'll get into, but despite that, I think this would otherwise be a skippable mission to me if they didn't bring it back up later based off memory.

Speaker B:

I know one of our things is how could we make this cool? Or what if what if you went in there with like, Admiral Hackett and he was your companion the whole time? Like, such a misconception.

Speaker A:

I really would. One of the possibly the best part of this entire mission is when he shows up and you just get to talk to him for a little while because I like him. I really like the fact they got Lance and Rickson for it. That's where obviously all of their voice actor budget went this time, is just to pay him. Do you notice their clever little thing where they used the chopped up audio of a different voice line from Seth Green for Joker that he already recorded? And then when you actually get picked up, it's a different voice. It's not Joker talking to you over the radio, it's like, yeah, you guys obviously didn't want to pull anybody that you didn't have to back in for this, which I feel is a real I get it. You're already paying for Jennifer Hale, you're already paying for Male Chef's voice actor whose name yeah, and you're already paying for Lancendrickson. I get it. You're also paying whoever Kenson was, although I didn't recognize her, that's not anybody. I think it's a bullshit. She also had a generic face.

Speaker B:

She looked like she was built with.

Speaker A:

The character builder, which yeah, she absolutely was. She's just a generic NPC.

Speaker B:

So there was just there's no connection there. And like, the betrayal is like, okay, fine, yeah, I didn't care.

Speaker A:

That being said, we already touched on this before, but putting me in a no win scenario where I'm still playing the game, but no matter what happens, I will still end up knocked out and end of Med Bay fucking sucks. Video game designers, I personally think, need to give that up. You are just wasting my time and energy.

Speaker B:

I'm fine. If there is a no one situation, as long as there's, like, a point where you can succeed too, and then they cut the cutscene and.

Speaker A:

Give us something actually a reward for doing it.

Speaker B:

Don'T have me die through gameplay and make me feel like I'm a bad shepherd.

Speaker A:

Well, you can get all the way to the end of you can kill all the waves, and then you get to the point where the Reaper artifact overcomes you, right? And I've done that several times because let's admit it, Mass Effect is not that not super hard, especially if you're playing online casual or whatever. It's totally doable. But you don't get anything for that. You don't get a special cutscene. You don't get a or a very vague one, but you don't get an extra ability. You don't even get an achievement, if I if I recall correctly. Like, there's literally no reason to do it. And, like, at that point, just just make it a goddamn cutscene. Like, just like, just skip it. Like, I don't need to I don't need to feel because, like, it just feels cheap at that point. It doesn't feel like an earned story feat. But yeah, now I do like that this whole thing is a payoff for something that was in a Codex entry, essentially. Or actually, I think it was in a planetary description for one point in Mass Effect One, they're like, oh, yeah, the Leviathan of Diss, which you pointed out. You're like, hey, this is a cool thing. And then that's like, oh, yeah, that's all of the battarians getting ticked over by the Reapers in this thing. I don't think there were any special enemies in this. I think it's all just generic guys and battarians and stuff. The level design is not anything to write home about. Like I said, that asteroid base could have been cool, right? It has the potential in theory, to have been a really cool system, but I don't remember anything about it.

Speaker B:

Yeah, they had a little more quote unquote problem solving than they usually do, which is like, turn a gas valve, shoot a breaker.

Speaker A:

Yeah, that whole segment where you're preventing the meltdown there was, like, going from here, from here, but I don't remember anything cool about it. It didn't compel me. There's an interesting renegade interrupt where you're, like, talking to Kensen and she pulls out her little grenade button thing, and if you're a renegade, you just shoot her. She's like, talking, and you're just like, Bam. Which I like. I don't normally see those because I typically play paragon, which is my modus operandi, but that was fun. That was kind of it.

Speaker B:

Yeah, I think probably, like, the most egregious thing to me, and this is kind of going to a gameplay thing is like you introduced a TLC, but you didn't introduce any new monster types or anything.

Speaker A:

No monster types. They didn't even give us a cool gun. It would have been so easy to have like when you're getting into the base, they're like, here's a silenced pistol, or something like that. Or here is one of your specialty weapons, the ones that you have to use the energy course for. Here's a cool thing and then you get to use it later on. I don't feel like that takes too much development time. That's a very common reward for a DLC or some armor or something or any kind of reason to go here and do this. Yeah, I guess that maybe is really what it comes down to is that I feel like the ambition for what they were doing didn't match the budget that they put into it. They needed more time and effort put into they needed to bring some more artists to make some assets. A new gun, new armor, a new enemy type. Something to make Dr. Kensen look cool would have been nice. Or like a new quest hub or something like I don't know. There isn't much here, especially for how big the story implications of this whole thing are supposed to be and not.

Speaker B:

Having those things makes it feel and this is probably even the case it feels like it was something that was cut from the original game rather than oh sure, added on and that's always a bad feeling.

Speaker A:

It does feel like that. Or even like, yeah, maybe I feel like it even could have been something that they decided to put in. They're already working on three. They're contractually obligated to put in another DLC for Two, but they've already started to work on Three because this almost feels like a Three prequel. Like it should have been a DLC that you played before. The events of Three start really in a lot of ways because it doesn't feel like it temporarily matches up to for two. Right? Like, yeah, you are delaying the Reaper invasion, but like, it feels really eminent right in this section in a way that like the rest of Two kind of doesn't.

Speaker B:

Yeah, I get the why they didn't have it be like the intro to Three was because they needed that time gap where you needed to feel like you actually stopped the Reaper invasion.

Speaker A:

And that's why it really fits best as a sort of like almost. Maybe it had been a standalone. Weirdly enough, maybe this should have been a mobile game or something that came out between the two and was just a short little or like a comic book or something. Like a choose Your Own Adventure comic book or something because it doesn't really fit with Two very well. You definitely couldn't have made it part of Three, but the whole concept just doesn't kind of fit in the middle. It doesn't quite work. Yeah. Now, okay, let's get into the Shadow Broker stuff because I think at some point we have to start talking about sort of spoilery stuff. Shadow broker files audience. I'm sure you will correct me when I'm wrong. You guys always do. My memory is that this plays a big role in Shepherd's trial in three. That like, this is one of the big things that like, one of the reasons why shepherd is on trial. And that whole trial thing makes more sense if you think of it as being repercussions from a rival. More so than the events of Mass Effect Two. Right. Yeah.

Speaker B:

Because I'm pretty certain even if you didn't do this, I feel like they kind of hand wave it and be like, yes, shepherd did this thing.

Speaker A:

Yeah. It's one of those things where the start of Three makes less sense if Arrival didn't happen. I think I've played save files where I didn't do arrival. And it feels a bit weird because as shitty a thing to do as going and working with Cerberus is, shep kind of didn't do a big treasonous war crime. For the most part. They were brought back to life by an organization sort of against their like, they didn't plan that shit with Cerberus, you know, that would that happened against their will. They didn't immediately come back to the to the alliance, but like, what they did was go off and kill the collectors. Like a thing that needed to have to happen to protect the alliance. They didn't set off a bomb on Earth or anything like that. They didn't commit acts of terrorism until you start thinking about, oh, no, what do they do in Arrival? Yeah, they blew up the entire battarian system, and that almost causes a war, and the alliance needs a scapegoat for it. Oh, in that case, this whole trial that is at the beginning of three, which I understand why they wanted that. It's a big dramatic moment, but it doesn't make as much sense if you drop a rival. Which is why I was thinking, like, maybe this was a thing they put into two kind of retroactively, so they can make three open the way they wanted to, but it also makes anybody who didn't play a rival and they start playing Mass Effect Three. It makes their gameplay kind of shitty because it doesn't really make quite as much sense. Okay, so how could we salvage this thing other than bringing Hackett along? Because Hackett would have been cool, but.

Speaker B:

Like, I mean, honestly, like a give you a cool toy to play with that's, you know, unique to yeah, like whether it's a weapon or something, you know, a reaper killing gun, I don't know.

Speaker A:

Yeah, I think a little bit they should have. I mean, they needed to put more effort into Kensen. But I think that if you'd come out of that with either a gun, some armor, or even what would be really cool is another Companion. That would be really cool, like, if this had been a Kasumi's memory style thing where you get a Companion. They're a battalion or they're an alliance operative or something like that. Who needs you? To go do this mission.

Speaker B:

Really cool. Ally would have been really cool.

Speaker A:

Yeah. Somebody who's like, hey, I need you to come in because we captured an alliance person and your former alliance. Help us help us unfuck the situation that would have been kind of cool or somebody that you pick up along the way. Maybe this is just one big recruitment mission for your Britain companion. Now, obviously, introducing an entire new companion is like, I don't know probably going to double the budget of whatever this thing was. But even if they had chosen instead to do somebody who doesn't follow you along outside of the mission but only is during this one DLC sort of liara during layer of the Shadow Broker does that would be fine. I'd be down for that.

Speaker B:

And Batarians are the one main not main race, but one of the major races that aren't really represented in any of the Mass Spec game squads.

Speaker A:

And also really underrepresented under NPCs, too. Almost all of the battarians, almost all of the, of any of the species that you see you're blowing their heads off when you do it. But, like, especially the battarians, there are vanishingly few peaceful NPC batarians. They're almost always enemies and, like, being able to get a perspective on those on on them and, and learn more about, you know, their planet and their culture and, like, you know, how things work and stuff like that would have been really interesting. And we're never going to see that. We never got to we see nothing.

Speaker B:

I honestly think one of the biggest crimes that the legendary edition committed was not bringing back the Mass Effect three multiplayer. Yeah that was actually a ton of fun for what it was for just like a tack on thing.

Speaker A:

It was really shocking how good that multiplayer was for a game which I would not have predicted ever to have good multiplayer. The Mass Effect games just aren't designed that way but they sat down. I don't know if it was sort of a side thing that the main team did or if they brought in other people who were more used to making sort of Pve team stuff. Whatever they did though, they did a fantastic job. It was really really good. I had a ton of fun with.

Speaker B:

The Master just a zero story just tangentially tied into the main plot and it was a lot of fun. You got to play all these different alien races like you're not playing shepherd anymore, you're playing Asari and Drill and.

Speaker A:

Quarry and.

Speaker B:

Even Death yeah.

Speaker A:

Couldn'T you also be cerberus operative operatives too or are they just the enemies? They're one of the enemies yeah, I didn't spend nearly as much time into that as I think you did, and some other people did, but I I definitely got my money's worth out of it. I played a ton of that. Not as much as some other people because I know I didn't have everything maxed or whatever, but all of the time I had with that multiplayer was super fun.

Speaker B:

It's really good way development cycle. They started going for kind of like more like the meme type characters. So you're able to play like, a Krogan, you're able to play a Volus Biotic.

Speaker A:

And it was an interesting way to get some additional perspective from those other things that you might not have otherwise seen. It's interesting. One thing that I always kind of was slightly impressed by is how much storytelling you can get by with just throwing random voice lines on, like, multiplayer characters. Not to praise overwatch too much because it doesn't deserve that much praise, but that had a really strong feeling of all of those characters, and it was kind of just from, like, little voice lines that they throw in. I'm actually impressed by how efficient the storytelling can be in a situation like that.

Speaker B:

Yeah, we're just throwing out little barks where the character is like, oh, hey, I remember you from X. Yeah.

Speaker A:

Okay. I have a really wild idea for how you could fix this particular mission.

Speaker B:

Okay.

Speaker A:

Yeah. So I forget which one of the series this was, but I'm almost certain that you and I played through all of the cooperative multiplayer of one of the splinter cell games.

Speaker B:

Okay. Yeah.

Speaker A:

And if I remember correctly, the two characters in it, like, there's one American and one Russian, and they actually had characters for them and stuff. This would be a cool like, they had an actual thing. Maybe this mission would have been better to just drop shepherd, like, give us a DLC that is just two other guys or girls or whatever. Or maybe you have a collection of like four or five of them, and you pick which two you're going to have as you're going to play in, or three or something like that. And you do a PvE multiplayer experience, and then it's mostly about doing the gameplay, making your game, the actual gameplay fun, and it's a little bit less about the plot making a whole lot of sense, and there's a little bit more like, here is our thing. And you could tell the same part of the story or some of that part of the story by, like, cutscene at the beginning. Shepherd has set this thing on, and then it's your job to defend the asteroid from the people who are from the indoctrinated people are trying to prevent it, and you're on a countdown and that's your mission or something like that. Or maybe it's about breaking each other out of prison or something that could be really cool. And then just to step away from shepherd.

Speaker B:

Yeah, I actually think that'd be a really cool idea because I think that allows you to actually explore some of the more interesting things about the Reapers, which is the Indoctrination. If you were playing two characters who are over the course of the game, are slowly being Indoctrinated and you get that paranoia, it starts pitting you against each other. So you go from working cooperatively to working at counter purposes.

Speaker A:

Yeah, obviously this whole thing would be incredibly expensive. I understand why they do it. But also you wouldn't have to pay for all that much of Jennifer Hale and Mark Meir's times. You could give like a couple of voice lines from them and get some different voice actors in for your other main characters, which is presumably going to be cheaper. But then I say keep Lance Henriksen because he's like the mission commander for this particular thing. And that gives you your tie in. And then it makes the world feel really big because you've got these people who don't know shepherd and aren't part of Shepherd's team, but have their own little thing going on. That could be really cool. Yeah, other than that, I'm super not into. Like I said, there's a couple of things about this mission that I really like, but overall, it's not one that I ever honestly, if I wasn't going to do it for the show, I think I might have skipped this one. It's also weirdly in the hardest place to find on the fucking galaxy map.

Speaker B:

Yeah, I knew what I was looking for on the bottom side of the screen. Where the fuck is it?

Speaker A:

Yeah, I knew what I was looking for and I still had a hard time finding it. Where the hell is this mission? Don't do that to me, guys. Or at least put like a yeah.

Speaker B:

Honestly, I forget what I was going to say.

Speaker A:

Never mind. At least put it like if you have one of those little mission things, you could have it sit at the edge of the screen off the side of which you just need to scroll. You can help me find that shit.

Speaker B:

Yeah.

Speaker A:

Well, but unfortunately, here's the thing. I kind of feel bad because like I said, I think although it's not my favorite mission, in fact, I think I'd skip it under normal circumstances, it does feel sort of necessary to the plot, and there's something about that I especially don't like that you have a it's a DLC. It's not really optional, though. You really do have to play it for three to make sense the way that it should. But then it's also not a good DLC. If you had to play Layer of the Shadow Broker, which actually you do, you have to play Layer of the Shadow Broker for three to make sense. But that's okay because Layer of the Shadow Broker fucking slaps it's great. If you don't play Overlord, then. You go into three, you miss, like, one little thing. It's not a big deal. And that's not a particularly good DLC, and hence we're not covering at this time, but that's fine. It's just like making me play something that is also not great. I'm not super happy with the way that works out.

Speaker B:

I will say from the art side of things, this is actually one of their better story. It's kind of a bummer. You don't really get any cool new enemies or anything, but the environment art is actually pretty good. It's kind of that bridge between mass spec two and mass spec three.

Speaker A:

Yeah, it's just weird where they spent the time because their sky boxes are good. Every time you look out a window and you see the surface of this asteroid with the giant engines and stuff, that looks cool. I'm down for that. And even the various environments and stuff. But then they have their major NPC, Dr. Kensen, who just looks like they made in a character generator. It's just like a little bit about where they put their resources. Funny.

Speaker B:

I don't know, maybe they're all their characters were working on Mass Victory at that point and they couldn't spare them.

Speaker A:

I'm sure that everything we're complaining about is the natural result of where they were having to allocate resources while EA is breathing down their throat saying, hey, you have to put out another DLC for Mass Effect Two. Also, by the way, you need to put Mass Effect Three out two years before it's ready. All of these complaints that we have, I'm sure, are down to things beyond the control of the people who are making these creative decisions, but we can only judge it based on what we actually have in front of us to a certain extent.

Speaker B:

Yeah.

Speaker A:

Okay. All right. You want to talk about our character bracket here?

Speaker B:

Sure.

Speaker A:

Character bracket. Where's my tab? Like a billion tabs open. Okay, fine. This time. Speaking of Volus Biotics, we are talking about Nifty Cal, the Biotic god, versus Morinth, the Arctic Yakshi who we just talked about in, like, last episode. So what do we think? What's your initial thought process? We've talked about both these people before. We're familiar with both of them.

Speaker B:

I mean, for me, it's Nifty Cal.

Speaker A:

Automatically just like, yeah, let's give Morinth her day. She's got the badass evil Asari look down. That's not something we get a ton of. We get a lot of good asari, but the kind of bondaged out femme fatal, but also not fatal because she'll get you killed, but because she will fucking kill you and kill you by fucking but she's got the biotic commando outfit on and she's got like a has a good character design and her voice actress does a perfectly good job. I don't like the R Yakshi idea, but I like the sort of evil Asari thing. Although, to be fair, she's sitting on the same space station that has Arya who blows her out of the water in terms of, like, badass, evil asari, baby.

Speaker B:

Yeah.

Speaker A:

Nifty Cal, on the other hand, like, huge meme potential. Nifty cal the biotic. I am a biotic god. And then you just like, knock him over. That guy's great. And he's a fan favorite. The audience really reacted to Nifty Cal, so that's good.

Speaker B:

I think I'm with my sleep.

Speaker A:

Yeah. Did you actually get to play any of the multiplayer biotic bolus?

Speaker B:

A little bit, yeah.

Speaker A:

I think I played maybe one session with that where you're like the only thing I remember was rolling around, am I making that up? No, with, like, biotic stuff.

Speaker B:

If I remember, he was kind of like a little pinball.

Speaker A:

I love it when they were given the freedom to be a little bit neatly. Like, they were just like, not they're kind of silly, you know, they went so far as to just take a character who is a bit of a joke that the audience all reacted to, and they're like, let's make a multiplayer character out of it. And they didn't try to take that seriously. They're just like, no, make him a pinball.

Speaker B:

There was one meme opportunity that I do feel was missed, and that was making an El core tank.

Speaker A:

Yeah, I think I understand that one. That would have been a pretty big animation job.

Speaker B:

Yeah.

Speaker A:

Because they have such an interesting movement mechanic. But yeah, I'm with you on that one. Okay, so we're going with Nifty Calibiotic god making it to round three all the way, buddy.

Speaker B:

You can do it.

Speaker A:

No, you can't. I'm going to warn our audience right now. No, he can't. I am looking at this bracket. He might make it to round four, but I am pretty sure he's not making it around five.

Speaker B:

Just going to have to leave it up to the fans to get him to the top then, I guess.

Speaker A:

Yeah. And just because I want to check in now because things can be different, we've gotten to the point now where our audience can differ from us. They also did Nifty versus Morinth. So you all have the same character bracket this week that we do, right? So go to our Twitter account today. As of release, you do have to be quick on these things. I only let them run for about 12 hours because I can't be bothered other way. You have to jump in there. So if you want to be more active and get a chance to have your vote count for the fan bracket, go follow us on Twitter. All right, well, that's it for us this week.

Speaker B:

All right, until next time. Which we are doing. What, again?

Speaker A:

You and I are both going to go recruit and then make legion loyal.

Speaker B:

Got you.

Speaker A:

I think there wasn't anything else you wanted to cover, was there?

Speaker B:

No, I don't think I think that's pretty much it like we're kind of reaching the end here.

Speaker A:

Yeah, that's home stretch, because at that point, after that, we're doing the end game, which I think will probably be two episodes or so, but we'll go from there. All right, catch you all next week.

Speaker B:

See you later.

Speaker A:

Thank you for listening to the N Seven project. We can be found on Twitter as at N Seven project on our website, Mass Effectpodcast.com or via our Discord Scott Paladin.com slash discord. If you'd like to support our podcast, we'd love if you'd leave a review on Apple podcasts, Pod Chaser or your podcaster of choice. We read every single one of them. If you'd prefer to support us with money, you can visit Patreon.com Cursedknowledge. The N Seven Project is produced and edited by me, Scott Paladin, and hosted by myself and my best friend, Zach Jquez. This podcast is part of the Library of Cursed Knowledge podcast network.

A Mass Effect Replay Podcast. Hosts Scott Paladin and Zach Jaquays play all of the Mass Effect games and kvetch, complain, and analyze them in a way that is almost certainly unhealthy.