"D'oh!" Moments: Whats yours?
#126
Posté 17 septembre 2010 - 04:18
#127
Posté 17 septembre 2010 - 04:21
Ashley says something along the lines of "looks like a bomb went off."
It's a nice little scene that I just... well, missed.
Modifié par Upsettingshorts, 17 septembre 2010 - 04:21 .
#128
Posté 17 septembre 2010 - 04:38
#129
Posté 17 septembre 2010 - 05:13
Doing the LUNA mission .. i just stared at it for 5 minutes (It's was the best mission imo just because of the blue planet)
Going inside the lady bathroom was epic. .. EDI know more about human than human knoq about them
Modifié par Suprez30, 17 septembre 2010 - 05:21 .
#130
Posté 17 septembre 2010 - 05:40
Third playthrough before I realized I could use Urz to fight in the varren pit after I fed him
#131
Posté 17 septembre 2010 - 05:43
Just about every time I died in Insanity playthrough.
#132
Posté 17 septembre 2010 - 05:55
"No Tali, the entry code!"
#133
Posté 17 septembre 2010 - 06:04
#134
Posté 17 septembre 2010 - 06:21
Ohm, and I have been looking every time I get in the shuttle and there are enough seats for everyone. Cut scens often just focus on 3 seats because there is only 3 of you normally in the shuttle at a time.l
#135
Posté 17 septembre 2010 - 06:35
And what reason is that?Skyblade012 wrote...
Mine is slightly shameful. It wasn't until my last playthrough, just a couple days ago, when I was experimenting with dialogue I usually don't choose, that I realized there was a reason your crew gets in the stupid shuttle before the Collectors steal your crew.
#136
Posté 17 septembre 2010 - 06:38
Honestly I'm confident even the writers know how ham-fisted that was. But they wrote and designed themselves into a corner with that one.
Modifié par Upsettingshorts, 17 septembre 2010 - 06:40 .
#137
Posté 17 septembre 2010 - 06:52
Upsettingshorts wrote...
Their stated reason is .
Honestly I'm confident even the writers know how ham-fisted that was. But they wrote and designed themselves into a corner with that one.
To me, it seems like they had the beginning and ending of the game fleshed out in advance, and then ended up with a bit of a mess happening where the two plot lines meet in the middle.
#138
Posté 17 septembre 2010 - 06:55
Suprez30 wrote...
Doing another ME1 playthrough and i just realized how easy Mass effect 2's actually.(Got killed like 20 time already on veteran difficulty and i barely ever die on ME2 .. hardcore)
Doing the LUNA mission .. i just stared at it for 5 minutes (It's was the best mission imo just because of the blue planet)
Going inside the lady bathroom was epic. .. EDI know more about human than human knoq about them
You must be playing ME1 wrong. You literally activate one skill and then run around with your mouse on the trigger.
#139
Posté 17 septembre 2010 - 06:56
NanQuan wrote...
-The bathroom, of course. Just suddenly fell through the door one time and was like "wtf? This was here the whole time?"
-Only recently discovered that if you talk to EDI after the suicide mission she no longer has blocks on questions about Cerberus. I just assumed her dialogue would never change.
I am so proud to have known the bathroom was there the whole time - mostly because in the video where one of the BioWare developers is touring the ship, he passes over with his targeting reticule the "toilet - flush" button. Yeahhhh.
As to EDI - same, I assumed it would never change based on how "RPG's work," but it seems I was wrong, it was interesting to see what she said. I am glad however that I did not apply that "how RPG's work" mentality to taking forever to get the crew back.
Also: can you lose Thane's loyalty by losing track of the dude? I didn't realize. I thought it would reload or something.
#140
Posté 17 septembre 2010 - 06:56
--Master of All-- wrote...
To me, it seems like they had the beginning and ending of the game fleshed out in advance, and then ended up with a bit of a mess happening where the two plot lines meet in the middle.
Well the problem is a convergence of three ideas that I imagine came up separately:
1) Shepard takes 2 of his squad with him when he goes on missions, and just 2.
2) The Omega 4 relay needs a special device to use it properly.
3) To add urgency and drama to the story, the Normandy will be boarded and the crew captured.
I would not want to have been the writer who had to figure out a way to get that to work. My first instinct would be to add another mission that is destined to be aborted because the ship gets boarded during the middle of it, and you then switch perspective from Shepard to Joker.
The mission would have to be complex enough to demand the contributions of the entire squad - like the suicide mission - but it would end up not working out and after Joker does his thing you get a cutscene of Shepard and his crew fighting an organized retreat and hopping back on the shuttle as Grunt lays down cover fire or something.
But then the new problem becomes, "Okay, what's that mission that ends up failing, then?" Mass Effect 2 avoids this entirely by removing the details and stakes of the "next" mission. It happens so quickly that we're not quite sure what just happened, and that's probably intentional.
They dug themselves a hole, basically.
Modifié par Upsettingshorts, 17 septembre 2010 - 06:58 .
#141
Posté 17 septembre 2010 - 06:59
For example, you do the reaper IFF mission and then you do Legion's mission. Instead of the Normandy docking with the station, you take the shuttle. Another example would be if your next mission was on Illium, instead of the Normandy going down to dock, you land with the shuttle.
#142
Posté 17 septembre 2010 - 07:01
Modifié par Upsettingshorts, 17 septembre 2010 - 07:03 .
#143
Posté 17 septembre 2010 - 07:10
Upsettingshorts wrote...
--Master of All-- wrote...
To me, it seems like they had the beginning and ending of the game fleshed out in advance, and then ended up with a bit of a mess happening where the two plot lines meet in the middle.
Well the problem is a convergence of three ideas that I imagine came up separately:
1) Shepard takes 2 of his squad with him when he goes on missions, and just 2.
2) The Omega 4 relay needs a special device to use it properly.
3) To add urgency and drama to the story, the Normandy will be boarded and the crew captured.
I would not want to have been the writer who had to figure out a way to get that to work. My first instinct would be to add another mission that is destined to be aborted because the ship gets boarded during the middle of it, and you then switch perspective from Shepard to Joker.
The mission would have to be complex enough to demand the contributions of the entire squad - like the suicide mission - but it would end up not working out and after Joker does his thing you get a cutscene of Shepard and his crew fighting an organized retreat and hopping back on the shuttle as Grunt lays down cover fire or something.
But then the new problem becomes, "Okay, what's that mission that ends up failing, then?" Mass Effect 2 avoids this entirely by removing the details and stakes of the "next" mission. It happens so quickly that we're not quite sure what just happened, and that's probably intentional.
They dug themselves a hole, basically.
I agree entirely, trying to satisfy all of the conditions you listed, it's almost impossible to construct a believable scenario. But these problems all started when they were first laying out the basic structure of the plot, and could have been resolved much more cleanly by applying some foresight, instead of a gigantic band-aid. Personally, I would have favored foregoing the kidnapping gimmick altogether, and using an external event (such as the imminent invasion of Earth) to create urgency for the player. The only remaining challenge that I can think of would be coming up with an alternate scenario in which EDI is given control of the ship.
Modifié par --Master of All--, 17 septembre 2010 - 07:18 .
#144
Posté 17 septembre 2010 - 07:14
Still, it's a problematic scenario for all the reasons above.
#145
Posté 17 septembre 2010 - 07:21
Upsettingshorts wrote...
Yeah, but seeing Kelly get melted alive was guaranteed to elicit an emotional response from the player. As would the relief of saving characters he was personally familiar with. I think the kidnapping gimmick is worth keeping.
Still, it's a problematic scenario for all the reasons above.
There were other options. If the story had been constructed a little differently, it could have been the Virmire survivor in that pod, or someone else personally connected to the player. Of course, I'm beginning to reach a bit here, but I do believe there were better ways to handle it.
#146
Posté 17 septembre 2010 - 07:23
But we're getting off topic, so I'll drop it.
#147
Posté 17 septembre 2010 - 07:37
bobobo878 wrote...
And what reason is that?Skyblade012 wrote...
Mine is slightly shameful. It wasn't until my last playthrough, just a couple days ago, when I was experimenting with dialogue I usually don't choose, that I realized there was a reason your crew gets in the stupid shuttle before the Collectors steal your crew.
The Reaper IFF is causing instability in the Normandy's systems. You choose to take the shuttle instead of flying to your next location in the Normandy so that EDI, Joker, and the crew can run systems diagnostics and make sure everything is functioning correctly. That's why Gabby and Ken are going over engine data, and why EDI and Joker are analyzing emissions.
So the Normandy is sitting dead in space, having its systems get the once-over, and the team is using the shuttle as the transport to reach their next mission, rather than wait around doing nothing while waiting for everything to come back up. They are using the shuttle as a spaceship, rather than just a Normandy-to-ground vehicle.
#148
Posté 17 septembre 2010 - 07:54
Skyblade012 wrote...
bobobo878 wrote...
And what reason is that?Skyblade012 wrote...
Mine is slightly shameful. It wasn't until my last playthrough, just a couple days ago, when I was experimenting with dialogue I usually don't choose, that I realized there was a reason your crew gets in the stupid shuttle before the Collectors steal your crew.
The Reaper IFF is causing instability in the Normandy's systems. You choose to take the shuttle instead of flying to your next location in the Normandy so that EDI, Joker, and the crew can run systems diagnostics and make sure everything is functioning correctly. That's why Gabby and Ken are going over engine data, and why EDI and Joker are analyzing emissions.
So the Normandy is sitting dead in space, having its systems get the once-over, and the team is using the shuttle as the transport to reach their next mission, rather than wait around doing nothing while waiting for everything to come back up. They are using the shuttle as a spaceship, rather than just a Normandy-to-ground vehicle.
Another key portion of dialogue pertaining to this is -
Miranda says the team has been notified & will meet you on the shuttle, 'once we're closer to the destination, you can decide who to take with you'.
Which helps to further explain why the entire squad went along.
#149
Posté 17 septembre 2010 - 07:59
AriesXX7 wrote...
Skyblade012 wrote...
bobobo878 wrote...
And what reason is that?Skyblade012 wrote...
Mine is slightly shameful. It wasn't until my last playthrough, just a couple days ago, when I was experimenting with dialogue I usually don't choose, that I realized there was a reason your crew gets in the stupid shuttle before the Collectors steal your crew.
The Reaper IFF is causing instability in the Normandy's systems. You choose to take the shuttle instead of flying to your next location in the Normandy so that EDI, Joker, and the crew can run systems diagnostics and make sure everything is functioning correctly. That's why Gabby and Ken are going over engine data, and why EDI and Joker are analyzing emissions.
So the Normandy is sitting dead in space, having its systems get the once-over, and the team is using the shuttle as the transport to reach their next mission, rather than wait around doing nothing while waiting for everything to come back up. They are using the shuttle as a spaceship, rather than just a Normandy-to-ground vehicle.
Another key portion of dialogue pertaining to this is -
Miranda says the team has been notified & will meet you on the shuttle, 'once we're closer to the destination, you can decide who to take with you'.
Which helps to further explain why the entire squad went along.
There is a problem with that line of thinking. If everyone's already on the shuttle, why would Shepard need to sit certain people out? Is an even smaller shuttle going to pop out of that one once they're in orbit? Anyways, way OT, so I too will drop it.
#150
Posté 17 septembre 2010 - 01:21
--Master of All-- wrote...
AriesXX7 wrote...
Skyblade012 wrote...
bobobo878 wrote...
And what reason is that?Skyblade012 wrote...
Mine is slightly shameful. It wasn't until my last playthrough, just a couple days ago, when I was experimenting with dialogue I usually don't choose, that I realized there was a reason your crew gets in the stupid shuttle before the Collectors steal your crew.
The Reaper IFF is causing instability in the Normandy's systems. You choose to take the shuttle instead of flying to your next location in the Normandy so that EDI, Joker, and the crew can run systems diagnostics and make sure everything is functioning correctly. That's why Gabby and Ken are going over engine data, and why EDI and Joker are analyzing emissions.
So the Normandy is sitting dead in space, having its systems get the once-over, and the team is using the shuttle as the transport to reach their next mission, rather than wait around doing nothing while waiting for everything to come back up. They are using the shuttle as a spaceship, rather than just a Normandy-to-ground vehicle.
Another key portion of dialogue pertaining to this is -
Miranda says the team has been notified & will meet you on the shuttle, 'once we're closer to the destination, you can decide who to take with you'.
Which helps to further explain why the entire squad went along.
There is a problem with that line of thinking. If everyone's already on the shuttle, why would Shepard need to sit certain people out? Is an even smaller shuttle going to pop out of that one once they're in orbit? Anyways, way OT, so I too will drop it.
It's a simple error in the writing. They only ever explain on the last mission that the rest of the team are doing anything and not twiddling their thumbs. With a bit of extra dialogue through radio chatter during missions they could have made it feel more like the whole teams getting involved. Various people can give you periodic mission updates and tell you about things you need to do. This would have made the whole shuttle situation less confusing.





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