PhantomSpectre wrote...
Nashiktal wrote...
Guys for all the in depth analysis of why Tali WILL be a full squaddie, we have to remember that the dev team has been going out of their way to hint that "permanent" doesnt mean the same thing in ME3.
Until we get more info on this, we can't count on the usual definition of permanent squads.
True, but what would be the point with "deeper relationships" if one of these characters, you're supposed to have deeper relationship, is not available or near your Shep most of the time?
No, I think that this "no one is permenent" means just something like all characters are going to live from Normandy to do something. It's like LM, except this time Shep is not going to help them or that he/she can't help them right away. However I tthink that these missions differ from ME2 in that characters could actually die during this their own missions, if some prerequisite are not filled and if Shep won't come in time to help them out. So, basically characters every "permanent" characters are not permanent like in ME1 and 2, because they will leave to do something their own and that it's possible that they could die.
Regarding this issue of whether a character is a 'permanent squadmade', in my view, it sounds like BioWare are not going to do the same as in ME1 and ME2 where, no character dies until near the end of the game. This made the game (in one sense) slightly less engaging because you knew that everyone was generally going to survive. After reading the quotes from the dev team, it sounds like there is much more potential for characters to die anywhere, right from the start to the end of the game. This will be a lot more dynamic and interesting, because you know that if you make a bad choice, someone at any time, could be killed. It really cranks up the danger level, as you know that no-one is safe (a bit like watching the TV series '24'). After all, you don't want to lose your favourite characters, so making the right choices is imperative!
Modifié par T.Attwood, 04 juillet 2011 - 09:24 .





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