Your Top 5 Best/Worst Missions in Mass Effect
#51
Guest_Imperium Alpha_*
Posté 28 janvier 2012 - 02:35
Guest_Imperium Alpha_*
1. Suicide Mission
2. Virmire
3. Ilos/Battle of the Citadel
4. Lair of the Shadow Broker
5. Noveria
Worst:
1. Firewalker DLC (Hammerhead use like in Overlord would have been better)
2. All the Mako mission (It just get repetitive as hell)
3. Pinnacle Station (at least you get a house)
4. UNC: Geth Incursions (long, boring, mako and mountains)
5. Old, Unhappy, Far-Off Things (Going back and forth in multiple elevator, plus loading screen is no fun)
#52
Posté 28 janvier 2012 - 02:42
1. Haestrom
2. LoTSB
3. Virmire
4. Archangel Recruitment
5. Morinth
Basically all the ones that add something different, or try something out beyond run and gun.
I also love the Collector Base Approach cinematics. First time out I was on the edge of my seat, even though I had every upgrade.
Bottom 5
1. Freedom's Progress (no atmos)
2. Grunt Recruitment (repetitive)
3. Horizon (lacks impact for what happens in it)
4. Feros (disappointing considering the amazing setting)
5. Legion LM (the geth hub felt tiny and unexpansive)
#53
Posté 28 janvier 2012 - 02:45
===
Top Five
===
5. Lair of the Shadow Broker
In some respects, a purpose-built DLC is unfair to compare to the standard par for course. The Liara Story certainly had the time to incorporate feedback from main game, removing chaff and inserting new design principals and strategies. With an exciting and fast paced story, enjoyable ambiant chatter, superb combat and music, and arguably the most memorable boss fight of the series with Tela Vasir, Shadow Broker rises above its weaknesses in its story such as the issue of forced frienships.
4. ME1 Finale: Illos and the Citadel Ascent
The ME1 finale was an excellent cap stone to the first game, and sets the bar for pacing and tone. The urgent chase only grows more desperate with the evidence of the Reapers power, while the simaltaneous invasion of the Citadel keeps the pressure building. It's that pressure that makes the contrast with the forced time-out with Vigil all the more enlightening and surreal, before returning with an actual hope of preventing our doom. The epitome of our struggle is our literal ascent up the Citadel Tower, a unique experience that would be nothing without the ominous sound of Sovereign's taps and our gradual fight into the Shadow of a Reaper
3. Mordin's Loyalty Mission
Though the combat was merely passable, the best part being the number of pyros you could explode from afar, dialogue and character development made this one of the best missions of ME2. The genophage has long been a plot point of interest, but Mordin brought us the perspective of someone else effected by it: the implementor. Mordin's moral doubt and discussion illustrates a deep introspection that's rare in these games, and presents us with a case of a good person who believes it right to do what, in many respects, is a horrible thing. Mordin doesn't rely on bravado, or on being infallible: Mordin shines through in his fallible intellect, someone who may be wrong but has indisputably not taken a big decision lightly.
2. Noveria
There are few missions which can combine combat pacing with story pressure, and Noveria had both in spades. Almost a story in its own right as much as a mission, Noveria took a cursory investigation and turned it into a daring raid. Not only was the scenery some of the best in the game, but the narrative as well: the Wrex confrontation was character defining for a great character, Saren's confrontation was a notable development in its own right, but nothing matches the ominous aura of our discussion with Sovereign and the realization of the Reapers. The coup to all of these, however, was the Virmire Survivor decision: a wrenching decision for many, an indisputably real cost in our adventure, and filled with more tension and better played aftermath than any part of the Suicide Mission.
1. Kasumi: Stolen Memory
Polished visually. Excellent music. A non-conventional non-combat phase with multiple paths to reach the goals, and a greatly improved battle scripting better than nearly everything else: the fight through the tunnels was one of the more varied and interesting corridor segments in the game, such as when you could fire a tank turret, and the final fight where enemy reinforcement waves come in across the battlefield still gives me trouble. A good companion and better dialogue, and topped with a good Big Decision with potential.
#54
Guest_Spuudle_*
Posté 28 janvier 2012 - 02:47
Guest_Spuudle_*
1. Kasumi LM
2. LOtSB
3. Tali LM
4. Virmire
5. Reaper IFF
Worst:
1. Firewalker!
2. Thane LM
3. Samara LM
4. Jacob LM
5. Therum (Played too much)
Dont really dislike much outside 1+2.
#55
Guest_makalathbonagin_*
Posté 28 janvier 2012 - 03:06
Guest_makalathbonagin_*
1.where you have to disable rogue VI ship in me2
2. Overlord
3. Estevanico
4. Suicide mission
5. practically all ME planetary side missions .. geth incursions being fav of them
... **** **** forgot about Illos and the end with Saren
worst:
1. lliara recruitment in ME
2. Zaeed mission
3. Miranda m
4.f Feros
5. tuchanka
Modifié par makalathbonagin, 28 janvier 2012 - 03:08 .
#56
Posté 28 janvier 2012 - 03:11
Suicide mission
Lair of the shadow broker
Arrival
Recruit garrus
Feros
Overlord
LM for Thane
Recruit Jack
Horizon
#57
Posté 28 janvier 2012 - 03:20
Suicide mission
Lair of the shadow broker
Arrival
Recruit garrus
Feros
Overlord
LM for Thane
Recruit Jack
Horizon
#58
Posté 28 janvier 2012 - 03:21
Bottom Five
===
5. Pinnacle Station
DLC's can be hit or miss as far as quality goes, and Pinnacle Station was certainly pointless. Lacking any compelling story or reason to care, the only benefit was option to have a fight whenever you wanted... or to role play justifying a few of the companions by 'training' them.
4. Arrival/Overlord
A tie, and an unconventional one to reflect my feeling of mixed impressions. Both DLC had excellent combat and intriguing premises, and both succeed in an effective tone of haunting horror and urgency, but both have critical flaws in their stories that break immersion for myself. In Overlord, besides the badly handled 'autism is a superpower' trope, it was the pointless-cruelty of David's situation: it was visual shock appeal at its most blatant, and so pointless as to break sympathy. Crucified alive, eyes pried open... why? If David had been respectfully dressed, sedated on a table, and trapped in his own mind without control of his body, that might have been far less laughable. With Arrival, it was nearly everything after the Object Rho fight: Arrival simply missed too great an opportunity to fight Batarians, and resorted to a well-choreographed but far less inspiring fight with indoctrinates. Had Shepard been fighting to keep the Project active from Batarian counter-terrorist commandoes, even as a Batarian character tried to talk Shepard down from the looming massacre, it would have been both a far greater emotional toll (having to actually see our victims as people), and given a far better tie in to the Batarians who were otherwise an afterthought in their own massacre.
3. Grunt's Loyalty Mission
Missions that rely on battle to the expense of story need to at least have good battles. Arena fighting in a pattern isn't part of it. Grunt's Loyalty Mission had little point, little development, and little consequence on the face of it. That might be forgiven for good combat, but that wasn't particularly good either.
2. Samara's Loyalty Mission
In a contrast to Grunt's loyalty mission, story missions need to make up for a lack of combat with exceptional story. Samara's didn't: not only was it about Morinth more than Samara, but Morinth herself was an utterly wasted character. Making the common mistake of confusing amorality with sociopathy, the writers took what could have been an interesting serial-killing socialite who is, by her nature, constantly alone and made a bland, reprehensible and essentially boring character to hate. I raised above that visual shock attempts for their own sake do little to impress me, and the emotional appeal equivalent was the character of Nef. On Omega, where shooting a random stranger likely drops the crime rate and in which everyone comes out dirtier and jaded, our first victim of Morinth was the one young, attractive, nice, innocent, white female virgin on Omega. It's such an emotional appeal as to have the subtlety of an anvil: if Morinth had seduced Excel 10 guy, we'd be laughing at how he deserved it for being an idiot hormonal guy. If she had seduced a sophisticated crime lord, you'd see people calling her a vigilante. But because it's the epitome of the white female virgin, we're being pushed already. Now, if Morinth died regardless, this might get passed over: she isn't the only throw away evil. But the Big Decision of the mission was the option to recruit Morinth, who then simply called herself Samara. The only change of dialogue or story was on the Normandy... and that was shallow, revealed nothing of particular interest, and had no character arc, only a fail-romance. Ignoring the hand-wave proposal of 'neural shock capacitors', the Morinth character was so absent that the only time anyone else acknowledges it was in a bug on Tuchanka.
1. The Suicide Mission
The Suicide Mission is an excellent example of how NOT to run a finale. While the intent of a daring, lethal mission is inherent in the name, what actually occurred was nothing like that. Choices that resulted in the deaths were both painfully easy, but poorly described: the Tech Specialist could be considered a infiltration specialist, the team leaders had no consistency behind their reasons for being good, and the Hold the Line score had to be deciphered by the fans to understand why an all-loyal team with the right decisions would sometimes lose Mordin. While the Human Reaper's appeal will vary by the player, the rationals for keeping the base were terrible: a difference of pragmaticism versus incredibly hypocritical and meaningless moralism when far more reasonable 'I don't trust you' would have sufficed, and a bizarr reversal where the same companions who would support keeping the base would immediately criticize the choice to keep it back on the ship. Foreshadowing is one thing: role reversal is another. While the Suicide Mission was structurally a mess in many ways, the worst aspect was the entirely predictable prospect of character deaths. While 'the team may die' makes an interesting tag line for advertising, the ability for any character to die meant that every character had their plot relevance to ME3 weakened. Consequences could follow, but most of the team can't be brought back as new squadmates because of the difficulties... and those that are being brought back as squad mates (if alive) are on the basis of fan pandering, not their relevance to the plot. The Suicide Mission would have functioned better if deaths weren't such a joke: either by making the mission harder, with inevitable deaths, or no deaths at all. Deaths you have to work at to get are the worst sort, as they not only lessen that game but also weaken the following game as well.
#59
Posté 28 janvier 2012 - 03:22
Worst mission...
1 Horizon
2. Horizon
3. Feros
4.Zeead
5. Virmire
My Top 5.
1. Mordon's Loyalty mission - It had one of best development storylines of the all the loyalty missions. The voice acting was some of the if not the best of in the game. You can see that Mordin was very conflicted about what he as tasked to do - you even get the sense that he really did not believe it was right and was truly trying to make the best of FUBAR situation.
2. Samara - Love vs Duty. It was very subtly done - almost too much so because a lot people may have missed just how broken Samara is after the whole ordeal. One of the most emotional complex missions. Does she regret that it came to what it did... absolutely what parent would not? To make it worst she was her mother .. every memory for birth to nursing till the end it most likely burnt into her psyche and not the questions is now what, where does she go from here?
3. Legions - How does a young race that is a collective deal with a schism within said collective. For us it easy to understand but for the Geth it has never happened there is no kind of frame of reference for them use to understand. The Heretics to the Geth are still just Geth... You are introducing the concept of murder to a race that has never know intra-species violence. Very Cain and Abel - ish.
4. Tali - ... Rael intentions may have been good but not only did the man use his daughter whom which he ignored in his grief. She herself is responsible for not confronting him about it why he need Geth Parts inactive or not back the fleet. Really shows a flaw in the relationship and Characters can fault them not really what husband does not see his wife in his children especially a daughter.. the man was grieving. Still does not change the outcome. Tragedy was that not only was she hung out to dry in front of the Board. Further more it shows just how much of mess the Quarians as a people and really makes raise a some questions just about how much sense the Council truly have. Also now that relationship is never going to resolved.
5. Solid tie between everything else.
#60
Posté 28 janvier 2012 - 03:24
1. Lair of the Shadow Broker (This has to be the single most well designed/scripted/acted mission in the series to date - AND LIARA!!!!! <3)
2. Noveria (Liara/Rachni Queen/Benezia/Corporate greed/snow, what is there not to like)
3. Suicide Mission (self explanatory)
4. Taking down Sovereign (to this day, Sovereign and Saren are the most badass enemies this game has seen)
5. Therum/Thane Recruitment mission (Liara and then Thane taking out Nassana)
Bottom:
1. A handful of Loyalty missions - particularly Zaeed/Jacob and a few others (Some of these were a little stale imo)
2. Feros (BORING! but there were some parts I liked)
3. Freedoms progress (I dont know why I dont like this mission, but it just.... doesn't do it for me)
4. Horizon (They really messed up here with the VS, should have been a better reunion, other than that, I would have liked it much more)
Other than that, I loved most of the missions.
Modifié par Deltaboy37-1, 28 janvier 2012 - 03:29 .
#61
Guest_makalathbonagin_*
Posté 28 janvier 2012 - 03:25
Guest_makalathbonagin_*
#62
Posté 28 janvier 2012 - 03:32
Top 5:
1. Lair of the Shadow Broker
2. Virmire
3. Therum
4. Grunt's loyalty Mission
5. Collector Base
Bottom 5
1: Escape from Lazerus station..
2. Acquire Reaper IFF
3.Feros
4 Thane: Sins of the Father (Annoying as hell)
5. Freedoms Progess
#63
Posté 28 janvier 2012 - 03:42
1. Suicide Mission (Arguably the most diverse and well-executed mission currently in the series)
2. Ilos (Because blowing stuff up with a MAC cannon for half of a story mission is awesomesauce)
3. Collector Ship (Creepy, Revanant HMG, Good layout, Revanant HMG, did I mention Revanant HMG?)
4. LoTSB (Good settings, Liara's back, Car-Chase etc. Also, Vanguard-Charge-Chase FTW)
5. Haestrom (Novel idea, encourages strategy, Colossus, Nuke+Colossus...)
Worst:
1. Noveria (Something about that level has always caused me to hate it, can't explain why though)
2. Feros (Just...boring and repetitive)
3. Freedom's Progress (Low-tier weaponry, witless mooks, just Jacob n' Miranda)
4. Arrival (While the infiltration/Artifact arena was good, it had a ninja-timer and felt too rushed)
5. Firewalker: Geth Incursion (Timed missions are always bad, this timer was far too fast)
#64
Posté 28 janvier 2012 - 03:43
1. Noveria: Just a lot to this mission and i liked the exploring and learning a bit about how the place works and playing politics and after that you get a vehicle section that is fairly enjoyable and not too long that it gets boring then exploring the labs and dealing with the rachni and Bernezia was cool. The boss fight at the end is fun.
2. Kasumi loyalty misson: Again just lots to do in this one and the story is good, Kasumi is likeable and i enjoy the fact there are options in how to play the mission and what route you want to play. The climatic battle is pretty great too and through the mission and the ending i honestly felt like i should give a damn about helping her.
3.Virmire: Lots of stuff going on in this mission, Two major decisions that effect the game plus a great cutscene with my favorite piece of dialogue in the game. Several bits you need to do during the mission. Also enjoyed the boss fight with Saren and the dialogue there.
4. Overlord: Yes the vehicle sections were annoying due to the Hammerhead being killed in seconds but the rest of the mission was fun and the story was interesting in the way it unfolds. The closer you get the more you learn about what happened, Great ending too that i found really touching.
5. Samara loyalty: I found this a nice break for all the missions that were just kill everything that moves. I also liked that there are a few ways to do the final part. The investigating and luring Morinth out were fun plus you get a decision to make at the end that effects the rest of the game.
Bottom
1. I forget the name of the mission but it's in ME1 where a V.I went out of control and you must kill waves of drones that swarm you making it hard to go anywhere without being murdered. Very irritating on harder levels.
2. Jacob Loyalty: Just a very boring mission with a really stupid story. I guess whoever wrote this mission has some very odd sexual fantasies. That coupled with the fact Jacob is one of the most boring and cliche characters Bioware has ever created makes this mission a snorefest.
3. Horizon: Another snorefest really. It drags on for a long time and it doesn't feel like much significant ever happens apart from the V.S returning to be a total hypocrite. The final firefight drags on way too long. I guess if you really enjoy doing lots of shooting it's good.
4. Citadel: Jahleed's Fears: Ughhhhhh. I want to play Mass Effect not kindergarten teacher.
5. N7: Eclipse Smuggling Depot: Big pain in the ass though mainly on harder levels it's just impossible for me to ever do this in time.
#65
Posté 28 janvier 2012 - 03:46
1. Ilos/Citadel
2. LotSB
3. Virmire
4. Noveria
5. Suicide Mission
Ilos/Citadel made me sitt on the edge of my seat the entire time and it's just perfect. I get excited everytime i'm doing that part. The talk with Vigil, the last confrontation with Saren and the fight with Sovereign outside the Citadel while Shepard fight Saren inside.
LotSB is for me how ME2 should've been. Some awesome banter. Exciting story and some mindblowing VO and enviroments and one hell of a ending. Good job there Bioware.
I just absolutely love Virmire and finding out about the Reapers and confronting Saren. The loss of a squadmate both suck and makes me love the mission even more.
Noveria got an interesting story and some really good soundtracks. I like seeing the Rachnii and the dirty side of the galaxy with bribery and other criminal stuff.
Suicide Mission sounds like the perfect ending right up until i did it. It was so easy to walk out of it unharmed. Except that it's exciting and epic all the time and the multi-squad action is something really cool. The boss fight is retarded but getting the chance to kill the bugs makes me happy all the time and in general the mission is a success.
Worst:
5. Zaeed's LM
4. Jacob's LM
3. Freedoms progress
2. Pinnacle Station
1. Firewalker
Zaeeds mission just makes me bored from the start and the only good thing in it is the paragon punch to the face.
Jacobs mission is even worse and i never enjoy doing it. It sucks because i find Jacob a good character, just wish his mission was better.
Freedoms progress is just ugh. No comment needed except that
Pinnacle is the low point of ME1. No story and some bad combat, i rarely enjoy it except when i'm drunk
Firewalker introduce the worst thing in ME universe. The flying papercraft that will get destroyed if you crush with a small bug.
#66
Posté 28 janvier 2012 - 03:56
1.) Virmire: awesome atmosphere, genuine gravity (where BW tends to resort to overhype), and a tough decision.
2.) Purgatory: fighting in a prison-spaceship... awesome? Bonus, recruiting the game's best character! =D
3.) Arrival: Virmire, to a lesser extent. Enjoyed putting Shep to the test without the help of his/her squad for once.
4.) Mordin LM: a base of big nasty battle-hardened krogan thugs? Challenge accepted! Bonus, awesome development of genophage sub-plot.
5.) Haestrom: lots of geth, environmental hazard, well-designed overall mission.
Worst:
1.) Samara LM: I think Shepard talking to Morinth makes me stupider.
2.) Thane LM: why does the assassin need me to follow the target.
3.) ME1 Sidequests: one word, Mako. Lots of boring driving -- spurt of short-lived action - rinse/repeat.
4.) Lazarus Station: unkippable intro, the plot's all-time-low point (Shepard dead/ressurected), thoroughly uninteresting.
5.) Freedom's Progress: fighting mechs in a deserted colony, major yawnfest.
#67
Posté 28 janvier 2012 - 04:05
1- suicide mission (name says everything)
2- me1 last mission (taking sovereign downnnnnn)
3- lair of the shadown broker (awesome story and lovely rewards)
4- me2 first mission (i love to see ships crashing^^)
5- arrival (i loved to destroy the mass relay and killing all those ****ing batarians)
5 worst
5- all mako missions (boring)
4- all firewalker missions (super boring)
3- virmire (hate to see friends dying)
2- overlord (hate that firewalker and the story was super boring)
1- horizon (fighting harbinger is boring and friends dont turn their back on me (ash or kaiden))
#68
Posté 28 janvier 2012 - 04:06
Hah. Okay, I'll bite. (Though I think you said "Noveria" a few times when you meant "Virmire".)Dean_the_Young wrote...
Since lists are meaningless without some sort of explanation...
Best
5. Kasumi: Stolen Memory - In general, fights against the Eclipse are the most varied of any type of opponent in ME2: they make use of mechs, possess biotic elites, and of course bring heavies to the fight. In addition, they pop up rarely enough, compared to the Blue Suns, that they don't get annoying. So Stolen Memory has that going for it. The dialogue, as anything involving Kasumi tends to be, is more amusing than the standard, which is one of my weak points (see also: LotSB, Mordin). The heist itself provided a fun change of pace and did the alternative paths thing without making it too tedious. The music was good, kind of an ear worm, and, compared to some of the other music in the trilogy, pretty unique. The final boss battle was one of either game's more inspired moments, marred only by Donovan Hock's semi-ridiculous VO, but hey, when you can play as James Bond in the future, you probably shouldn't be complaining too much.
4. Dossier: Tali - The geth are, in sharp contrast to the Eclipse, not varied at all. Their protections and their health are weak against the same things (with the sole exceptions of the Primes and the Colossus), unfortunately. Geth are probably the easiest group of enemies to kill in ME2. But that's pretty much my only problem with this level. The Tempest, which you pick up here, transforms most squadmates from semi-pointless casters to legit all-round debuffers. I enjoyed the conceit of the sunlight hazard, although it probably could've been better implemented (most locations in cover weren't in direct sunlight). The music was fantastic, probably my favorite outside of the Suicide Mission. Adam Baldwin was one of the highlights of the entire game, and the fight against the Colossus was excellent.
3. Suicide Mission - Okay, first thing? Loved. The. Music. I'm a sucker for epic stuff, and that's no exception. Made the mission at least 200% better. The combat, while it was not against varied protections (lotta barriers, some armor), was generally against opponents of varied capabilities, especially on the Long Walk. That One Scion fight while trapped in the biotic bubble and devoid of maneuverability is one of the more frantic moments in the game. As Kronner said earlier, the infiltration sequence never gets old: it's one of the few timed segments of the game, with enough difficulty to make the timing meaningful. And the ending sequence, of course, just looked awesome; it was everything the Battle of the Citadel should've been, but wasn't. Downside: the final boss (I don't think it was that bad, but it wasn't very good, either), and the way they handled the squad deaths (good in theory, but not all that well implemented in practice), and the Big Decision (framed poorly as in ME1, but fortunately - or unfortunately, depending on your PoV - it doesn't look like it'll actually be all that big).
2. Lair of the Shadow Broker - I don't honestly think I have to blow this DLC in ways that other people haven't already done.
1. Dossier: The Assassin - To start with, Illium is probably the best of the ME2 hub worlds: it has that futuristic city vibe that the Citadel did, minus the annoyance and familiarity I've developed with the ME1 Citadel due to fetch quests and assorted garbage from the first game. So missions on Illium are generally a Good Thing. The pacing in this mission, especially in terms of synergy with the music, is top-notch. As noted before, you're fighting the Eclipse, which is one of the more enjoyable groups in terms of combat. And then you have Nassana, a minor character from the previous game (albeit one that was still pretty cool) who gets a bigger role in the sequel as a semi-antagonist. (She also has a wonderful voice actress.) Great fun for the whole family. Even something as awesome as the ability to pick up the Viper is practically a footnote in this mission.
Worst
5. Thane: Sins of the Father - While Dossier: The Assassin did a good job of mixing combat and non-combat gameplay, Thane's loyalty mission did pretty much the exact opposite. It's pretty much the equivalent of any one of the Citadel fetch quests from ME1 in terms of length. No combat whatsoever. Some bugs in the VO. There were some bright spots, like the dancing turian, the stockroom boy, and the heavy pistol upgrade, but when a 10% pistol damage increase is in the top three, you know the mission's in trouble.
4. Race Against Time: Final Battle - Clarification: this is everything between your arrival on the Citadel via the Conduit and your defeat of the Saren-husk. Anyway, I feel like this is almost unfair. Some parts of this sequence, like the battle in the exhaust fields, are fairly exciting. (But even that has its problems: any party armed with Lift can trivialize the level due to the low gravity.) But the final boss was just as bad, if not worse, than the final boss of ME2. The Big Decision, while it had and has immense potential, was so poorly framed that it fuels repetitive and idiotic arguments on this board to this very day. And what bugged me the most about the Battle of the Citadel was the VO. In games that rely on voice acting more than virtually any other, you have to expect it to be high quality, and here, well...the only time I've seen voice acting this bad in a game that's otherwise good is probably Ace Combat 5. I feel like Fred Tatasciore and Lance Henriksen are the only people who came out of that mess with anything approaching their dignity, and Hackett wasn't exactly a tough role to fill. Sometimes it was bad writing ("Hard on my flank!"), but most of the time it was modulation and tone. Cringe-inducing. At least they turned it into a joke for one of the ME2 Citadel ads.
3. Dossier: The Convict - Much like the Battle of the Citadel, my concerns about this mission really ought to be trivial. I never much liked Jack, not for her character (which is actually pretty well-written) but for her complete uselessness in gameplay. So picking her up is something I like to do as late as I possibly can: it's tradition at this point for me to play this mission after I've done everything I possibly can before Horizon. There are other concerns, like the music (I like it, but I don't think it went very well with the level), the enemies (****ing Blue Suns again), and the fight against the second YMIR mech (the cover is very badly placed). In retrospect, I probably put this too high. Moving on.
2. Feros: The Thorian - After you destroy the geth ship anchored to ExoGeni HQ, you get to play this lovely level. It consists almost entirely of fighting Thorian creepers in confined spaces, probably the least-fun enemy in the entire first game to engage (except possibly for "large swarms of husks in confined spaces"). In addition, if you want to save the human colony, you're forced to choose between one of two badly implemented, buggy game mechanics: melee combat and grenades. (I've heard that Neural Shock is a viable choice, but bringing your squad anywhere near the colonists will almost certainly result in them shooting the colonists, so I've never tried it.) Hooray! And when you finish the whole thing, it turns out that the whole level was basically pointless and won't mean much for ME3.
1. Noveria: Geth Interest - I can understand why people like this mission, I really can. You have multiple paths to the initial objective (getting out of Port Hanshan) and multiple paths to Benezia (hot labs or Dr. Cohen). I, too, like having the ability to accomplish the same goal with different means.
#69
Posté 28 janvier 2012 - 04:09
Dean_the_Young wrote...
2. Samara's Loyalty Mission
In a contrast to Grunt's loyalty mission, story missions need to make up for a lack of combat with exceptional story. Samara's didn't: not only was it about Morinth more than Samara, but Morinth herself was an utterly wasted character. Making the common mistake of confusing amorality with sociopathy, the writers took what could have been an interesting serial-killing socialite who is, by her nature, constantly alone and made a bland, reprehensible and essentially boring character to hate. I raised above that visual shock attempts for their own sake do little to impress me, and the emotional appeal equivalent was the character of Nef. On Omega, where shooting a random stranger likely drops the crime rate and in which everyone comes out dirtier and jaded, our first victim of Morinth was the one young, attractive, nice, innocent, white female virgin on Omega. It's such an emotional appeal as to have the subtlety of an anvil: if Morinth had seduced Excel 10 guy, we'd be laughing at how he deserved it for being an idiot hormonal guy. If she had seduced a sophisticated crime lord, you'd see people calling her a vigilante. But because it's the epitome of the white female virgin, we're being pushed already. Now, if Morinth died regardless, this might get passed over: she isn't the only throw away evil. But the Big Decision of the mission was the option to recruit Morinth, who then simply called herself Samara. The only change of dialogue or story was on the Normandy... and that was shallow, revealed nothing of particular interest, and had no character arc, only a fail-romance. Ignoring the hand-wave proposal of 'neural shock capacitors', the Morinth character was so absent that the only time anyone else acknowledges it was in a bug on Tuchanka.
And this is everything ... I did not like about it and where Bioware subtly was a complete fail.
#70
Posté 28 janvier 2012 - 04:16
5. The suicide mission. For all of its flaws, annoying hidden math, and story twists I didn't like, I did have fun with the idea and the actual gameplay environment, plus seeing all the squadmates actually DO SOMETHING other than sit on the ship while shep and his two squaddie's fight for their lives was a great treat.
4. Tali's recruitment mission. Out of all the mission's in vanilla ME2, this mission provides so much tactical opportunities it was like a breath of fresh air in what felt like a series of corridors throughout the rest of the game, and that is even BEFORE you get to the kalreegar battlefield.
3. Virmire. This is one of two times in all of ME1 that I actually felt like I was taking part in a battlefield. (not a bad thing, ME1 wasn't a war game.) The great part about it for me, was that I could take direct action to help the battle at large while waging my own little war. Hacking targeting computers, or destroying reinforcements and hearing the audible feedback that resulted from it really added to the immersion.
2. UNC: Listening Post Alpha. My absolute favorite sidequest in ME1. An alliance outpost sends a distress signal so shep has to go investigate... What s/he finds are three alliance soldiers hunkered down behind scant cover while holding off wave after wave of rachni. Shep disembarks and gives aid, and can either use the mako for defense, or hook it up to a generator to power some turrets to help in the defense, and eventually having to head to the nest of the beasts to stop the threat once and for all...
It felt like starship troopers, gave a face to the alliance general, and best of all made shep feel military again.
1. Ilos. The culmination of the chase scene with saren, the revelation about the protheans and the reapers, the haunting horror of that last prothean distress call... The countless sleeper pods turned coffins. It had quite the effect on me.
I don't really have a top five worse missions list, but in general I was unhappy with most of ME2's sidequests. A few stood out that were fun (like that husk cavern, or the infected VI questline) but most lacked voices (especially from squaddies), were very linear, and most locals felt like something you would have seen on earth (and in my optinion, while the varied environs were better than ME1, they were also usually boring as it looked like something you would see on earth.), and finally most story exposition in said side quests usually came from happened upon text bombs similar to the emails.
ME1 sidequests weren't all great of course, and I don't want to go back to them per se, I just miss the ambiance, the immersion. I felt like I was exploring new worlds, conquering strange dangers, and the sidequests facilitated that. In ME2 I am doing exactly as I just said, exploring, conquering, but it doesn't feel like I am. Everything from the way shep moves (like a tank, but that looks great in ME3 now) to how the sidequests are set up and presented.
... Ok I am going on a rant here, I think i'll stop, as this isn't the point of the thread. One last thought though, not bashing ME2, and I don't think ME1 was the be all of the series.
#71
Posté 28 janvier 2012 - 04:20
-Lair of the Shadowbroker
-Final Battle of the Citadel
-Suicide Mission
-Ilos
-Bring Down the Sky
Least Favorite
-All the Firewalker missions
-N7: Mining the Canyon
-N7: Endangered Research Station
-Overlord
-Arrival
#72
Posté 28 janvier 2012 - 04:28
- Citadel/Sovereign
- Collector Ship
- LotSB
- ME2 final boss (I thought the final reveal was amazing, and the implications too)
- Joker's 5 minutes of fame
Worst 5
- Haestrom, and my team-mates repeatedly shouting "Shields Down!"
- Abandoned Mine (ME2) Infinite Husks
- Horizon (I enjoy this level a lot, but the praetorian scares me)
- Garrus's recruitment (Again, Garrus is amazing and so is the level, but those damn shutters...)
- Therum
#73
Posté 28 janvier 2012 - 04:28
So, the WORST is...
1) The Suicide Mission. Yeah, I know, it was full of action and there WERE some good parts, but I nearly face-palmed myself to death.
An enemy probe that can cut through the Normandy's armor like butter, come aboard, and get into a shoot out with Shepard and two psychos. Shepard and Co. don't stand a chance (!) except they can hide behind a bunch of indestructible shipping crates (?).
The biotic fourth member holding off the Seeker Swarm, that GD Seeker Swarm. You know, the AWESOME Collector weapon that is completely effective against victims who DON'T WEAR FULL ARMOR! NOTHING shows the absurdity of the new "iconic look" philosophy than the Seeker Swarms. In ME the entire cast could laugh them off by wearing their armor, but not now that half the class is in spandex and the biotics run around half naked...
And finally, Shepard/Cerberus didn't bring any explosives strong enough to open the Collector stations doors. Up until going through the Omega IV relay the squad thought they may have had o wipe out an entire PLANET of Collectors. You know, commit necessary genocide. NO HIGH EXPLOSIVES? What were they supposed to do, land on the planet and hope for a never ending supply of heat clips so they can machine gun everyone to death!?
2) Zaeed's LM. I actually liked it, but the ending ruined it for me. Renegade Shepard is not only required to be uncaring, but downright EVIL, and Paragon Shepard's solution was completely unrealistic.
3) Pinnacle Station. NO enjoyment AT ALL. Why is it not the worst? I had little belief it was going to be more than filler to begin with. I just didn't know it was going to be this bad.
4) Overlord. Dean the Young's impression (see above) mirrors my own and he summed it up better than I would have.
5) Grunt's LM. Outside of Shepard head-butting, nothing much there. Repetitive. Instead of giving any meaningful insight in the Krogan race it pretty much cements them a one-joke species and ME's Klingon clones. And, DAMN, it made me miss Wrex.
#74
Posté 28 janvier 2012 - 04:32
-Feros- Thorian still scares the crap out of me, but over all the one mission from ME1 that sticks with me as fun.
-Stolen Memory-i just really like it.
-Arrival- liked having a solo mission and liked that there was a situation where Shepard can't win.
-Collector Ship- finishing that on insanity was so satisfactory, it was the first time I started actually thinking about where to place my squad to get through it and it's made insanity so much fun ever since.
Bottom 5:
-Therum-The only real challenge is the boss at the end. You can just run past most of enemies because of mako portion of it. Overall boring
.
-Virmire- again, mako portion, fly by the enemies and go straight to the hard part, that really isn't that hard. I also have beef with how VS choice is set up. Back then I was expecting something like what we have in the suicide mission now. You don't know if you made the right choice till it's too late to change things. It was obvious to me that someone was going to die by the way those two were split up. Then it was horribly spoiled for me because you could chose to save one over the other. I think it would have had more impact if one of them died because you sent them to do something that no matter what they died there. I guess people would have ****ed about losing their LI, but hell every time you replayed just send the one you don't want to die to the right thing. The initial shock that first time playing if you picked wrong and lost the LI, would have been epic story telling right there.
-Geth Outposts- just blah.
-Firewalker- just wtf, glad it was free.
-Noveria- the mako portion with flying by the enemies like the others, but also I just get the overwhelming feeling to say, omfg can we just get to the point here. Lots of running in circles just to make temporary characters happy to get what you friggen want. Last time I played it, had a Shepard I wanted to renegade to fly the way through it and it felt way too easy after that.
Modifié par Lucky Thirteen, 28 janvier 2012 - 04:34 .
#75
Posté 28 janvier 2012 - 04:46
1) Virmire
2) Lair of the Shadow Broker
3) Ilos/Citadel
4) The Suicide Mission
5) Recruit Thane
Worst 5:
1) Jacob's Loyalty Mission
2) Arrival
3) Feros
4) Freedom's Progress
5) Thane's Loyalty Mission
Modifié par TheOtherTheoG, 28 janvier 2012 - 04:47 .





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