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Don't Redcliffe Me, Man


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#301
Zulu_DFA

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ADLegend21 wrote...
so you're saying when TIM said Horizon just went dark and is under attack you'd go "Oh sorry to hear that, I'm gonna go pick up Tali and Samara first though, I'll get to Horizon when I feel like it" even though your entire purpose is to stop the human colonies form being attacked. Same thing witht eh collector ship "oh thanks for telling me their ship got disabled, I'm gonna go get see if I can get grunt to stop freaking out, save Miranda's sister, go find Jacobs father, kill samara's daughter, get tali througha treason trial, and go rob a guy for Kasumi's dead boyfriends greybox but I'm sure their ship will be disabled when I'm gdone with that, see ya TIM. and of course since you didn't want to be forced to go to the collector base you got your crew killed didn't you? looks like someone didn't get that "no one left behind" achievement.


[Raizes hand]

I didn't. The objective of the mission was to investigate, and later take out the Collectors, not to keep everyone alive.

And yes, since they could not make those triggers work properly, they should have left it the old way - like Virmire. It was urgent too, but could be postponed. And the player could always think of it like: "Oh, Virmire? Yeah, I've just received that urgent message, I need to go there now!"

In short: there should not have been any triggers at all, or they should have been done smart, or the whole plot should have been railroaded to make ME2 a pure shooter.

But these half-measures to bring in the sense of urgency "where necessary" created more paradoxes and "plotholes" than they solved.

Modifié par Zulu_DFA, 06 juillet 2010 - 10:16 .


#302
darkwonders

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Funny thing about the Redcliffe mission. I didn't leave once I got there. I heard that they were going be attacked again that night and I was like "OK cool. Let's do this!"

At no point did I feel that I should leave the town. They were in danger and they needed help. I did not know that leaving would leave them to their doom, but I felt like I should stay and help them anyways because it felt urgent to me even though I had no idea it was actually urgent.



Not sure what I'm trying to say here tho XD I just find it funny that I did the right choice without knowing that there was an actual consequence in not doing that choice.

#303
maegi46

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Well there's 2 tabs in the game, one for the main story plot missions, the other for "side quests", seems pretty straight forward to me. In my first playthrough, I did lose a few people because wow, I didn't look ahead and read all the spoilers to "be prepared" and after I saw that, yeah I went back and played it again and a little differently in order to save everyone. The whole premise was this is a suicide mission. So I wasn't too shocked that we lost some people....the first time.



Basically what does this mean? It meant for me re-playability, thats a goal all games want to achieve if they are smart. The fact that I even wanted to go back to save those people says a lot for Bioware and the writers. If I wasn't invested in both the story and the characters I would have played it that first time and said , "damn that sucked, oh well" and that would have been the end of it.



So I have to say I think they made a great game , one we all felt invested enough in to play again and even whine in a few posts it seems...Kudos Bioware