Which ending is more epic
#76
Posté 04 juillet 2010 - 07:42
#77
Posté 04 juillet 2010 - 08:02
The ending of ME 2 though had my jaw literally dropping to the floor at the end cut scene. I also enjoyed the floating platform and biotic shield sequence. The human reaper gave me a slight eye roll but it I went with and it works for me. Both are great endings but in terms of which one is more epic you can't beat the entire galaxy at stake in ME 1 ending. ME 2 is an epic cliff hanger though.
#78
Posté 04 juillet 2010 - 08:53
ME2 = empire(kinda depends if you lost crewmembers)
ME3 = jedi(maybe)
overall i like 2 cause you're immersed in the universe and the ability for squaddies and even shep to die at the end gave every choice more weight so watching the last cutscene and everyone surviving or viewing the coffins combined with the approaching reaper fleet gave it more epic feel
#79
Posté 04 juillet 2010 - 09:47
ME2 was also great, but the only real part where I thought bad things would happen was when the floor dropped.
ME1 wins this one
#80
Posté 04 juillet 2010 - 11:04
ME1 is more "epic" I guess, because it's on a much grander scale, all of the council races uniting together in one big "final battle" against an impossible enemy.
ME2 is just as good in it's own way though, it's alot more personal & character based because it's all about getting your team out alive.
#81
Posté 04 juillet 2010 - 11:25
JeffLHansen wrote...
The entire ending of ME 1 had me crying like a baby. The saving of the Acension and the partial redemption of Saren are highlights for me.
The ending of ME 2 though had my jaw literally dropping to the floor at the end cut scene. I also enjoyed the floating platform and biotic shield sequence. The human reaper gave me a slight eye roll but it I went with and it works for me. Both are great endings but in terms of which one is more epic you can't beat the entire galaxy at stake in ME 1 ending. ME 2 is an epic cliff hanger though.
Partial redemption of Saren?!!! he willingly joined Soverign's war on the galaxy, although later soverign did assume complete control when he realised he was dead.
I have feelings of remores from him, he only allied with Soverign and the Geth to destroy humanity for killing his brother. I had more sympathy for the Vorcha being used as dogs by everyone poor vorcha....
#82
Posté 04 juillet 2010 - 12:18
If I had to choose I'd say ME because no matter how many times I see that final cutscene I always get teary-eyed seeing Shepard get crushed by that chunk of Reaper. ME2 makes me want to fight, but ME's ending is just raw emotion, and it's really hard to top that, even with better graphics and controls.
#83
Posté 04 juillet 2010 - 12:49
megatron999 wrote...
JeffLHansen wrote...
The entire ending of ME 1 had me crying like a baby. The saving of the Acension and the partial redemption of Saren are highlights for me.
The ending of ME 2 though had my jaw literally dropping to the floor at the end cut scene. I also enjoyed the floating platform and biotic shield sequence. The human reaper gave me a slight eye roll but it I went with and it works for me. Both are great endings but in terms of which one is more epic you can't beat the entire galaxy at stake in ME 1 ending. ME 2 is an epic cliff hanger though.
Partial redemption of Saren?!!! he willingly joined Soverign's war on the galaxy, although later soverign did assume complete control when he realised he was dead.
I have feelings of remores from him, he only allied with Soverign and the Geth to destroy humanity for killing his brother. I had more sympathy for the Vorcha being used as dogs by everyone poor vorcha....
I think by redemption of Saren he means making him shoot himself.
#84
Posté 04 juillet 2010 - 01:28
#85
Posté 04 juillet 2010 - 01:40
Can i say owned?Ecael wrote...
No, you don't. In fact, you can get the No One Left Behind achievement using only three loyals.homestyle wrote...
obviously, i didn't tell hackett to shove it. I mean I didn't do any side missions that were necessary for saving the galaxy. recovering some side caches didn't get my attention. calling him for help on saren was necessary for saving the galaxy.
actually, you have to send a krogan through puberty, reunite a father and son, help someone get revenge in order to save the galaxy.
Also, you're ignoring the potential ramifications from loyalty missions like Mordin's (the genophage cure), Legion's (the heretic geth), Tali's (the geth vs. Quarian war), and Kasumi's (the Alliance classified information greybox).On Feros, you have to clear out an entire tower in order for Lizbeth to tell you that the thing you're looking for is right at the beginning.In ME2, in order to complete the game the right way, you have to complete crazy side missions that shouldn't have anything to do with saving the galaxy.
On Noveria, you have to obtain a garage pass from one of three people (each of which want something from you, but none will give you one for free) and fight your way to the transit station just to get to Peak 15.
Before Ilos, you're given an unlimited number of chances to do what you want even though Saren's already on Ilos.
Ilos was just one long driving maze with Vigil in the way to the Conduit. Of course, Vigil seems to stop time so he can talk to you for the next 5 minutes.
You're running out of missions to recall.You have 2 conversations with them, do what they want, and BAM, they're a love interest.You have 1 conversation with them, do what they want, and BAM, they are now loyal to death. In ME1, in order to complete the game the right way, you have meaningful conversations and relationships with your squad mates that implicitly tells you they are loyal (there's no bar chart that magically appears telling you they are loyal). There's only 1.. wrex. Throughout the game though he's the weak link that you don't really trust and it really hits home when you find out about the krogan cure. And you don't really know that he will be loyal even after finding his armor.
That applies to both Mass Effect 1 and Mass Effect 2, yet no one seems to be remotely bothered by this as long as their favorite character gets more screen-time in the next game.Yeah, well, I think the antidisestablishmentarianess of the second game was more in-depth.The epicness of the game flows better in 1.
Some people don't understand that ME2 isn't your typical "here i come to save the day!!" story, it was a more personal character story giving insight to each persons culture and lives.
#86
Posté 04 juillet 2010 - 01:48
For one, both ME games have terrible romance, kaiden hit on my femshep when i simply spoke to him, i don't have the option of telling him to get lost and end the romance, at least in the second game, i get to choose who to screw around with and who to break it off with.homestyle wrote...
Well, that's another thing I don't like about ME2 romance. In ME2, I talk to Miranda about her daughter and then in next conversation, I'm telling her that I know she wants it too. huh? The ME1 romance with Ash was waaay more intricate. And the dialogue was way more witty and real-life like. You work for it more in ME1.
And getting someones loyalty from a story point of view is to ensure they don't endanger the mission, you obviously don't realize that ME2's story is alot more personal and the real story was more leaned towards character development.homestyle wrote...
The side missions that stemmed from the main mission was fine in ME1 as long as it was along the main mission and progressed the story. I had to do these "petty tasks" after selecting the main mission from the galaxy map. Getting a garage pass (in ME1) to get to the peak 15 was fine. It flowed. I had to get to peak 15.
Theres a reason they did this you know because for a bioware game, ME1 had the worst and most underdeveloped characters i had ever seen, hell the only characters i actually liked were garrus and wrex, the rest felt like walking codex's.
#87
Posté 04 juillet 2010 - 01:51
Modifié par lovgreno, 04 juillet 2010 - 01:54 .
#88
Posté 04 juillet 2010 - 02:04
MarshalMeLee wrote...
You got the feeling that you were part of a major event, given the massive buildup ME1 featured for its ending:
- seeing how big the Citadel was firsthand beforehand
- exposure to the endgame Council chamber well in advance
- seeing the Destiny Ascension and the Citadel fleet in combat
- fighting an established antagonist
- talking with Sovereign previously and then seeing his power firsthand
ME2 develops drama by the potential deaths of the crew you have developed bonds with/talked to and potentially your own death. These are all the more effectual because it is based on your own decisions before and during the mission. As a result, more depends on the player.
ME1 lacked this in its ending, since you only have 3 player decisions...whether to save the Council, whether to convince Saren to commit suicide or not, and whether to pick Udina or Anderson afterwards. This is small compared to the significant number of permutations for the ME2 suicide mission. Therefore ME2 is more personally reflective and customizable, but lacks that same build-up of ME1. You knew little about the Collector base before the Suicide Mission, and in fact believe its their "Homeworld" before actually heading there. Compare this to ending ME1 and the friendly confines of battling on a besieged Citadel against an antagonist you see a lot of.
They both have their own merits, from the sweepingly grand/epic to the more involved personal approach of your strike team trying and dying to stop the Collectors. Both had my emotions going the first time I played it...I remember staying up into the wee hours of the morning to finish both games. Here's to ME3
This, a thousand times this. They were both two incredibly awesome endings designed to focus on two very different aspects of the universe.
I've always thought of Mass Effect 1 and 2 as foils to each other in practically every way. ME1 focuses on plot, it's more light-hearted, Shepard is your typical hero (even as renegade). In Mass Effect 2, you're thrown off the edge, forced to work on the fringes of society where everything isn't quite so happy-go-lucky. Where before you were a well-loved Spectre, now you're viewed with disdain, etc.
#89
Posté 04 juillet 2010 - 02:58
#90
Posté 04 juillet 2010 - 03:28
homestyle wrote...
wow. so you were surprised after recruiting the 4th or 5th team member that they wanted to talk to you and that after completing that mission they were going to be loyal to you?
the side missions is just my point. I didn't do side mission in ME1 on my first playthrough because it was my first Bioware game (I didn't know how to game the system) because I played the game the way I wanted to. I was busy saving the galaxy, so I told hackett to shove it.
In ME2, your running around reuniting a father and son before any "true" missions unfold.
BTW, I know this topic is about the epicness of the ending of the game, but this thread is already past 50 posts. It makes sense for this to have evolved to what we are talking about now.
So what you would like is for the loyalty missions to be more subtle, and not as cut and dry like they are now? Yeah I can understand that. I brought it up somewhere on these forums a long time ago that I would like just that for ME3. I like the whole loyalty mission stuff in ME2, but I would prefer it if they weren't so black and white. For example, Wrex's "loyalty mission" in ME1. He doesn't ask Shepard to talk, you have to talk to him a few times, then he'll tell you about his family's armor, and then you can tell him that you'll help him find it or not. Not just, "Hey Shepard I want to talk to you. Help me retrieve my armor then I'll be loyal to you alright?" Of course the mission itself was equally as boring as every other ME1 side mission, but that's a different subject.
homestyle wrote...
In ME1, in order to complete the game the right way, you have meaningful conversations and relationships with your squad mates that implicitly tells you they are loyal (there's no bar chart that magically appears telling you they are loyal).
Yeah, and I support not having something that flat out tells you they're loyal. One thing that I dislike most about DA:O is how each persons likeness of you is measured by a number. The only way you should be able to tell if they like you or not is by how the respond to you. Not some number that says, "I like you 73 much." It makes the characters feel less real and it breaks some of the immersion with the characters.
Modifié par Jackal904, 04 juillet 2010 - 03:36 .
#91
Posté 04 juillet 2010 - 03:34
adneate wrote...
Look ME1 takes it as soon as you hear the Asari commander say "It's the Alliance!". After that it's either epic to super freaking epic.
THIS.
Had there been more decisions to make, rather than having a bunch of squad mates that you don't even need.... It might have beaten ME1's ending b/c I love the concept of ME2's ending, but there just wasn't enough tough decisions to be made. Hell, my whole team survived on my first playthrough after I bought the game... ON INSANITY.
I however, replay ME2's ending more b/c of the different outcomes you can have with different teammates not surviving. Like I said... LOVE the concept of ME2's ending, but ME1's is better.
#92
Posté 04 juillet 2010 - 03:55
#93
Posté 04 juillet 2010 - 04:55
Jackal904 wrote...
homestyle wrote...
wow. so you were surprised after recruiting the 4th or 5th team member that they wanted to talk to you and that after completing that mission they were going to be loyal to you?
the side missions is just my point. I didn't do side mission in ME1 on my first playthrough because it was my first Bioware game (I didn't know how to game the system) because I played the game the way I wanted to. I was busy saving the galaxy, so I told hackett to shove it.
In ME2, your running around reuniting a father and son before any "true" missions unfold.
BTW, I know this topic is about the epicness of the ending of the game, but this thread is already past 50 posts. It makes sense for this to have evolved to what we are talking about now.
So what you would like is for the loyalty missions to be more subtle, and not as cut and dry like they are now? Yeah I can understand that. I brought it up somewhere on these forums a long time ago that I would like just that for ME3. I like the whole loyalty mission stuff in ME2, but I would prefer it if they weren't so black and white. For example, Wrex's "loyalty mission" in ME1. He doesn't ask Shepard to talk, you have to talk to him a few times, then he'll tell you about his family's armor, and then you can tell him that you'll help him find it or not. Not just, "Hey Shepard I want to talk to you. Help me retrieve my armor then I'll be loyal to you alright?" Of course the mission itself was equally as boring as every other ME1 side mission, but that's a different subject.homestyle wrote...
In ME1, in order to complete the game the right way, you have meaningful conversations and relationships with your squad mates that implicitly tells you they are loyal (there's no bar chart that magically appears telling you they are loyal).
Yeah, and I support not having something that flat out tells you they're loyal. One thing that I dislike most about DA:O is how each persons likeness of you is measured by a number. The only way you should be able to tell if they like you or not is by how the respond to you. Not some number that says, "I like you 73 much." It makes the characters feel less real and it breaks some of the immersion with the characters.
You win.
#94
Posté 04 juillet 2010 - 05:01
SithLordExarKun wrote...
Can i say owned?
Some people don't understand that ME2 isn't your typical "here i come to save the day!!" story, it was a more personal character story giving insight to each persons culture and lives.
lol.
thank you for agreeing with me.
I'm talking about the epicness of ME1 vs ME2. And the total wrong way they made character development and loyalty in ME2.
ME2 was all about recruiting people and letting them hug their kid. With a little sprinkling of saving the galaxy in the end.
#95
Posté 04 juillet 2010 - 05:13
Romance is another topic. If you want to start one, I'll be happy to join you (no pun intended).SithLordExarKun wrote...
For one, both ME games have terrible romance, kaiden hit on my femshep when i simply spoke to him, i don't have the option of telling him to get lost and end the romance, at least in the second game, i get to choose who to screw around with and who to break it off with.
I didn't do the Kaiden love story. I'm a dude. But most would agree that the Ash and Shep romance was more intricate and involved than it is with Shep and Miri.
SithLordExarKun wrote...
And getting someones loyalty from a story point of view is to ensure they don't endanger the mission, you obviously don't realize that ME2's story is alot more personal and the real story was more leaned towards character development.
Theres a reason they did this you know because for a bioware game, ME1 had the worst and most underdeveloped characters i had ever seen, hell the only characters i actually liked were garrus and wrex, the rest felt like walking codex's.
I'm all for character development, but don't make it so predicatable to be sick. Don't make loyalty a swtich that turns on. Don't make each character's loyalty switch the same. And don't tell me explicitly that a character is now loyal. Humans have been fighting geth for the past 3 years. My own crewmate from ME1, Tali, has been battling geth for a long time. I help a geth destroy a base and BAM he is now loyal... barf.
#96
Posté 04 juillet 2010 - 05:16
homestyle wrote...
I didn't do the Kaiden love story. I'm a dude. But most would agree that the Ash and Shep romance was more intricate and involved than it is with Shep and Miri.
And in many ways, that was the point. By making the Ashley/Miranda comparison, you yourself have said it. The two characters were designed as foils to each other, up to the point where they are both the female lead. Certainly Miranda has some depth to her as her loyalty mission shows, but in Latin the name Miranda literally means "one to be admired". That was her purpose. Her romance was not meant to be intricate and involved in the way Ashley's was.
#97
Posté 04 juillet 2010 - 05:21
homestyle wrote...
I'm all for character development, but don't make it so predicatable to be sick. Don't make loyalty a swtich that turns on. Don't make each character's loyalty switch the same. And don't tell me explicitly that a character is now loyal. Humans have been fighting geth for the past 3 years. My own crewmate from ME1, Tali, has been battling geth for a long time. I help a geth destroy a base and BAM he is now loyal... barf.
So how precisely does Mass Effect 1 handle these situations better than 2? You have at most 3 character missions, 2 of which have absolutely no relevance to the plot, while the third (Wrex's) really breaks down into a loyalty switch.
The idea of the suicide mission was that every single person went in to this expecting they would probably not make it out, such as Thane. The loyalty mission represents their 'last rites', letting them make peace with whatever unfinished business they have stil. I try not to think of the loyalty missions as a measure of loyalty, but of focus; when their business is handled, they are more focused on their final goal. However, I do agree that the tiny labels on the character screen "loyal" and "normal" should be removed.
#98
Posté 04 juillet 2010 - 05:21
I'm out.
Shepard pwns.
#99
Posté 04 juillet 2010 - 07:08
Me1 had more of an epic feeling running around the side of the tower, the battle, the alliance coming in when the relay was open and of course thinking that the council was finally seeing things your way...
Me 2 , while had an epic feeling, was not as epic but had a more personal feeling. Also on my first play through I was nervous that I chose the wrong people for the different tasks. The feeling I got when I realized that we all were gonna make it, blow up the base and cut TIM off was just awesome. the cherry on top was the scene of the Reapers heading into the galaxy.
#100
Posté 04 juillet 2010 - 07:12
Slidell505 wrote...
RDR. Nothing top's RDR.
This statement wins the thread.
And everything Homestyle had said was nonsense.
That is all.





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