wulfsturm wrote...
Yeah, I don't think Leandra's character was developed enough to create the sort of emotional response when she dies the writers were hoping it would give.
This, but I still support the ending.
wulfsturm wrote...
Yeah, I don't think Leandra's character was developed enough to create the sort of emotional response when she dies the writers were hoping it would give.
Modifié par InvaderErl, 28 mars 2011 - 08:56 .
TheBlackBaron wrote...
Something tells me Leandra's death would be better appreciated and elicit a greater emotional response if, you know, it actually was your fault she died (by screwing up in whatever way would lead to that) and not the result of a railroading cyber-GM.
ME2's suicide mission was very good in this respect - any squadmate deaths suffered were a result of your bad decisions. Easy though it may have been to get through it with no deaths, you still get a sense of loss when not everybody comes back and a sense of pride when everbody comes through alive.
Now, that said, I still thought the quest itself was well done, and FemHawke had some just absolutely fantastic VO work there, but it's still annoying.
And the RDR comparison is pretty apples to oranges, frankly. For one, RDR is not an RPG partially advertised as having events affected by player choice. Secondly, that's at the very end of the game's story arc, and Marston's family actually makes it out alive while h's the one making the sacrifice, so it doesn't feel like the devs are stuffing them in the fridge for the sake of pathos and saving work.
Plus it's just a damned good sequence to boot.
Modifié par Andronic0s, 30 mars 2011 - 04:04 .
highcastle wrote...
I really don't understand all the grief over this. You can't save everybody. You're not invincible. You're one guy trying to do something extraordinary and sometimes you fail.
InvaderErl wrote...
I didn't mind the death but the whole Frankenstein thing just sort of struck me as silly and out of place which I know is nonsensical in a game with dragons and demons but there ya go.
silver-crescent wrote...
InvaderErl wrote...
I didn't mind the death but the whole Frankenstein thing just sort of struck me as silly and out of place which I know is nonsensical in a game with dragons and demons but there ya go.
I totally agree. And it also felt incredibly gratuitous I thought.
highcastle wrote...
I thought what they had said was that they considered having the option to save her, but opted against it. Personally, I think this was the better move story wise. Games are a medium where the player's used to being this invincible hero who always succeeds. But there's been a trend recently where devs play around with that notion. Red Dead Redemption is a recent example that comes to mind.
When the hero fails, when he loses something of value to him, it has an impact. Obviously the story can't be wholly about loss or the player will just feel cheated. But peppering tragedy amidst the success makes those moments of glory so much more powerful. And Leandra's death was one of the most moving experiences in the game for me.
I really don't understand all the grief over this. You can't save everybody. You're not invincible. You're one guy trying to do something extraordinary and sometimes you fail.
addu2urmanapool wrote...
Nothing you do in the game matters for anything.
nokori3byo wrote...
The second time around, it just felt like what it really is: a character close to the hero getting stuffed in the fridge for dramatic effect.
Slidell505 wrote...
Yes. I'm also 90% sure you were originally meant to be able to save both Bethany and Carver. There's even dialog with Leandra about how "The three of you are Ferelden to your toes." She says it to either Carve/Bethany and Hawke after completing the companion quest for them during Act 1.
sphinxess wrote...
I'm glad they removed it - wish they had done the same with the happy option in DA:O with saving Conner <or let him mass kill more people when you went to the mage tower for help> guess they learned something.
David Gaider wrote...
AlexXIV wrote...
Yes if I understood it right they had a version of the quest where Leandra could be saved, but everyone picked to save her in the tests. So actually they should have the material somewhere which should make it even easier to implement it again.
The problem wasn't that "everyone picked to save her". It was that everyone thought they had to save her, and would reload/re-do the quest until the got the outcome that was perceived as the most optimum-- even if the result when Leandra dies is more dramatic and has more of an impact on the larger story.
The quest isn't about saving her, after all, it's about putting a more personal face on the darker side of magic and the repercussions it can have on innocents.
Ryzaki wrote...
addu2urmanapool wrote...
Nothing you do in the game matters for anything.
And this is the underlining issue.
It feels like nothing you do makes a difference. This quest just made it worse.
Modifié par HallowedWarden, 31 mars 2011 - 02:52 .