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Bad ends are intriguing, hope ME3 does it right


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#1
sackyhack

sackyhack
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The first time I went through ME2, it was really interesting how it was possible for nobody to make it through the suicide mission.  But in subsequent playthroughs, its execution seemed a bit absurd.  For example, why should Shepard's survival and the fate of the galaxy rely on Jacob being allowed to yell at his dad?  After that 1st run through the game, the suicide mission went from gripping drama to making sure certain arbitrary checkpoints are met.

I'm sure the plot's probably already set in stone, but it'd be cool if Shepard's fate was somehow more skill-based.  For example, various team-mates have vital roles and separate to perform them.  Shepard must take care of something very important but if your health goes below a certain amount, or you run out of time, or maybe you let too many enemies through an area you were defending, the team-mates will have to rush back to help, jeapordizing the success of the mission and their own survival.  This is just a half-baked idea and I can see it being very frustrating, but now that I'm in my 4th and probably final playthrough, Shepard's survival depending on loyalty missions just seem a bit goofy.

I really liked the bit with the tech expert in the vents, I'd like to see more of that.  I'm a sucker for a happy, everybody made it kinda ending, but the nature of the Reapers should make that a monumental task plot-wise, and I hope the gameplay reflects that.

What do you all think?

#2
jacksmedula1

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cool story?