Like a lot of people, I think that act 3 really suffered because of not being able to avoid fighting both of the figureheads. Hawke's presence serves to tip things in one group's favour, but their both so nuts in the finale
that both feel as bad as each other. While I don't think boss fights are altogether unnecessary, I do think they are being used unnecessarily often. I really enjoy Bioware's recent way of storytelling and the presentation, but it seems to be at odds with this obsession of having a 'big bad' to make a thrilling finale. It's arguably the worst part of ME2, it weakened the impact of the Shadow Broker DLC – for me, anyway – and made this finale feel contrived.
Orsino's flipping out and going all harvester on your party was so arbitrary and just made everything in the final quest seem weak. Then you got to Meredith, and get another boss fight. I don't think I'm the only one who thinks that this game would have actually benefited from one less boss fight. From a replayability standpoint I think it would have been so much better: choose one faction, fight the other commander. Choose differently, play differently. Even if they both have to die, have one of them snuff it in the general chaos of things.
The whole aesthetic of the boss fights was ridiculous as well. Orsino's was actually fine from a design standpoint – if it had made sense to happen -, but Meredith was just silly. As a story that was in my opinion doing grey morality really well, and following a different but quite consistent new visual style, suddenly having her go balls to the wall nuts and jump around like a medieval Dark-Jedi Sephiroth with a red cocaine sword was just bad.
For a game telling this sort of story, instead of flying into the air between bouts to summon statue minions – which admittedly looked quite spiffy – having her confront you with her viewpoint and giving you the chance to throw it back in her face based on past experiences, thereby weakening her resolve (i.e. battle skillz), I think would have been so much more in keeping with the game's overall theme. As it was, it was just more fight; shiny fight, but still just more fight.
As I said before, I really enjoyed this game. I don't even think this ruined act 3 entirely, like a lot of people have said. I still really enjoyed the side stories and the buddy talk that happened during that time, including the last fight. I just think that the old design philosophy of punctuating every climax with unavoidable boss fights is a relic of the past that often weakens the quality of storytelling games like this.
Modifié par Tirranek, 18 mars 2011 - 03:48 .





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