The scenario setup mentions that boarding individual Reapers was a tactic used before the decisive strike. It would, of course, also be used in the wrap-up after the strike, but I wouldn't expect a shooter game to feature these events as actual gameplay. The game proper would end with the destruction of the hub and the escape of the team. Everything else would be an exended cinematic sequence and perhaps a narrative. The extended wrap-up was put in because we didn't find it realistic that the war would would end so suddenly. The needs of the drama makes compromise necessary, but we didn't want a cheesy end of the kind "Protagonist strikes at X and the war is ended. Everyone is happy"aimlessgun wrote...
Ieldra2 wrote...
Actually, the destruction of the home base is almost an afterthought, for the really important part is how the Reapers themselves are defeated. You could destroy the home base and the Reaper invasion would by stymied for some time, but the Reapers would still exist and could reorganize. Protected by their insurmountable shields, time isn't really a factor for them.It is a little odd in terms of normal story structure since the destruction of the home base would be a climax of its own, so to top it you'd need the final fleet battle to be pretty goddamn epic, moreso than the smaller actions scattered around the galaxy. Feels like to properly do the Infiltration and then The War properly you'd have to make the game with a Part1 and a Part2.
I was referring to the completion of the entire mission through the Citadel relay, including the signal. The scale and flow of that story, where Shepard is assembling this elite team and going in personally to accomplish this epic task, would feel very different than Shepard taking part in a general war. As far as shooter gameplay goes, boarding individual reapers and overloading their cores would pale in comparison to what you've already accomplished.
Modifié par Ieldra2, 06 avril 2011 - 07:39 .





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