AwesomeName wrote...
Total Biscuit wrote...
If they're taking feedback I'm hoping they'll not force no win situations on us, where you have to choose who dies like with Virmire, as is just reeks of forced melodrama and appeals to people who get off on things being edgy and different just to feel they're special little free thinkers.
I also want the option of a flat out happy ending, not "Here's a bunch of options with various different massive drawbacks, pick the ending you hate least".
Not that I mind endings like that, when it's a based on your actions, but I'd rather just feel good after my 90 hours of playing for a nice bit of escapism thank you very much.
I agree that Virmire felt like forced melodrama, but I don't think it's because a squaddie died, but rather how the whole thing was storyboarded and scored. For me, the whole thing felt very flat, especially because the person staying behind is very much disconnected from us because they're off somewhere else in the background while you play your part of the mission - and even if you get a cutscene of that person at the end of the mission, it's a very short one with very little emotion to it.
Now, with ME3 being an apocalyptic war story, I think it's vital for the story if people I care about do die; but I expect the writers, director, cutscene animators, composer, actors, etc. to do those deaths justice. I need to feel something when I lose people. Given the situation and what we're up against, I'm probably going to take the story a hell of a lot less seriously if I don't lose anyone I care about. I want to see my Shepard beaten down so I can see her pick herself back up again, I want Shepard to lose people she cares about so I actually feel like this really is an apocalyptic war situation, I want there to be catch-22 situations and lose some battles before I win the war... I know people are constantly worried about a Virmire 2.0 but it's not as if Bioware aren't going to take inspiration from the world of film, where there are plenty of good examples.
I can believe my whole squad making it out of the CB alive, but an all-out Reaper invasion? Nope.
See I couldn't care in the slightest about believability.
I'm not playing a game where I'm controlling a character that returned from the dead and is running around shooting mooks with futuristic weapons between bouts of drinking, dancing and hitting on improbably human aliens while fighting giant cuttlefish that shoot lasers out of their tenticles for it's gritty realism.
I'm in no way averse to characters dying mind you, especially if they're written well and it doesn't feel like a cheap attempt at 'grim dark maturity' just for the sake of it. I just want the option to be able to avoid it, even if it's difficult and dependent on makign the right choices at the right times, and having a high degree of skill at the gameplay. I'll admit, the Suicide Mission was too easy, but that doesn't mean I didn't feel awesome getting everyone through it, and far more willing to play the game again immediately after to get hat feeling of being an unstopppable super being again.
Hell, the first time I did the suiceide mission I got Mordin killed. I loved mordin, I felt bloody terrible at his death, and it was incredibly sad seeing his coffin on the Normandy after. And that made the next playthrough, where
everyone lived so much more satisfying.
If you want a bittersweet ending, with all your favourite characters dying, then I would be delighted if that were possible for you. But I want to feel happy at the end of the game, to walk away from my fantasy sci fi epic with no lingering regrets or grief at the unfair nature of forced arbitary deaths, and without being pissed off at Bioware for deciding a happy ending is somehow that one step too far in their completely unbelievable space fantasy story.
I'm fine with them making it hard, making me work for it, to make me pay for every failure with the loss of someone they've made me care about, but I also want to be able get to the end and be able to look back on a game that had a brilliant crescendo of a climax, where the bad guys loose and the good guys win and I feel great, before I go back to the real world, where I don't have a choice about ****ty things happening for no bloody reason and no real control over just how bad the world will be that day.
I have real life for believable experiences, I play games for the opposite.