Edit because it needs a score:
game: 95/100 right up until the
gainax ending. Can't rate that until I'm sure it is what I think it is. If it, then BioWare pulled off something incredible and the game gets 110/100.
Cons:
* hard to build up dramatic tension when the Reaper attack on Earth is used as a background for a
tutorial. Would have been better to do it like ME2, a short intro story which sets up the events of ME3, maybe a sinister build up, then the invasion. Moreover, for the drama of the attack to hit home, you need to see a lot of people. A child and two officers is all the people you see, until you get a few more during the evacuation scene. Now staying put when there's a giant Reaper looking around for the next target to shoot is not safe, but neither is taking off in bright blue shuttles right in front of it and flying directly into his line of fire. This was what I was thinking instead of feeling horrified at the destruction of the shuttles.
* wildly varying animation quality: some animations were fantastic, others like basic running had me move the camera up so I wouldn't have to see it.
* wildly varying texture quality: lots of
scenery porn and fantastic architecture contrasted with low res clothing, zombie hands and even pixelation (one of the scenes of Shepard visiting an unconscious Kaidan in the hospital shows his highly textured face and then a blur that passes for a neck)
* bit more "secondary" missions would have been nice: DA2 system had primary, secondary and sidequests, ME3 has the side missions reduced to scanning in favor of fleshing out the secondary missions where Shepard actually lands with a team, with Hackett providing dialog before and after which makes. Good system, makes the missions feel more tangible, that's why a few more would have been perfect. (would have loved to see the Elcor warriors).
* No map: I admit I can't navigate to save my life, the majority of gamers may not need an in-game map to get around, but the option to display one with optional plot markers should be possible. It was frustrating for me finding my way through new terrain with only a little blue arrow giving confusing directions.
* not being able to holster your weapon: I'm already trying my hardest not to treat this as a third person shooter, the fact that I can't see anything unless it's down the barrel of a weapon is not helping.
Peeves:
* too many actions mapped to the spacebar: loved how you could pick up ammo with the spacebar in ME2, but now I've lost count of the number of the times I rolled around left and right like a circus clown instead of entering cover and thus died. Simplifying controls to streamline combat is fine, but this was a little too much.
* Chaotic journal: lumping everything in one page was confusing, worst part was that the quest didn't update once you found something.
* Ashley joining the space babe squad
* EDI becoming Joker's Weird Science project: I think the concept of an AI engaging in a relationship with an organic lifeform is great, but this is how it came across to me.
* Liara the
Possession Sue.
* Not showing (even part of) Tali's face. Teasing at it once was fun, twice, no. The picture on the desk is lovely though.
* the Prothean accent switch: nothing wrong with Javik's accent in itself, but found it odd to connect it to the Protheans after hearing the completely different accent of the Prothean giving the warning and of Vigil in ME1.
* ME2 companions relegated to the sidelines: creating a smaller squad was a great idea, there were way too many squadmates, but it would have been nice to make the ME2 companions at least temporary squadmates in segments similar to Lair of the Shadow Broker.
* Traynor and Cortez all but falling silent halfway through the game.
* I couldn't buy into Udina's
deal with Cerberus, too out of character for him. The motivation I don't doubt, he's been frustrated with the Council for years for not giving humanity its due, and he probably was growing desperate with the situation on Earth. It's the scale that's problematic. If he'd let a Cerberus assassin in to kill the Councilors, helped set them up even, that would fit into his character, but allowing Cereberus troopers in who slaughter most of C-Sec and gun down civilians? That's ruthless evil, and he never struck me as that.
* Not enough info on Grayson (like, who he is), Kai Leng getting a bit more screen time would have been nice too
* Shep's helmet, dog tags and more importantly, the Prothean relic were gone from the cabin! I like that orb. Can you not patch those back in for pple who did those missions?
* the Normandy not getting cleaned up throughout the game. I liked it in the beginning that there were wires lying around and wall panels not fixed yet, gave it a "new" Alliance ship feel, but as you get used to the Alliance Normandy throughout the game, the ship should've been cleaned up.
* being slowed down at the scanner every time after coming from the war room
Pros:
* opponent AI: fantastic to see enemies dodging, flanking, throwing grenades
* great plot right up until the end, which may turn out to be crazy awesome.
* heck, the entire game was made of crazy awesome, Shep's a bad ass hero and then some
* well thought out varied missions (loved going into the Consensus)
* combat variety: fighting in the Atlas, manning a machine gun turret, target painting a
Reaper* the crew moving around on the Normandy and the Citadel, made it so much more like a story was coming to life in fro
nt of me
* ambient interaction with/among the crew (great banter), I'd just run around the ship listening to people.
* the music, has been so since ME1, it has consistently set the right mood
* fabulous voice acting: the squadmates, the npc's, the one-liners from enemies, everything
* the new squadmates: liked all three, as well as Traynor and Cortez
*
epic landscapes and architecture: holy crap, permanent jaw drop since Palaven
* solid villains like
Kai Leng (did I want to beat the snot out of him) and the
Illusive Man* ambient npc behaviour and attention to detail make the environments come alive
* good looking armor and weapons for Shep and crewmates, having so many customization options was great
* quality of Shep's romance scenes: very well done, a lot of work was put into making those and they did not disappoint
* heavy implications of Shep's decisions (races can be wiped out, squadmates can die), but also the satisfying possibility of getting races to work together rather than exterminate each other
* the way Shep re-establishes a relationship/friendship with the VS
* tidbits of dialog that show how much Shep means to the squaddies and vice versa
Icing on the cake:
* design of the Protheans
* jellyfish and eels in the fish tank
* fish tank VI: first thing I bought
* EDI's Metropolis look
* Javik's voice has a deep timbre like a beat on a war drum, great for a Prothean
* better casual wardrobe for Shep (the hoodie is awesome)
* the Reaper attack on Thessia
* bigger roles for Anderson and Hackett
* the chance to get the engineers and dr Chakwas back
Just the fact that so many things both big and little cater to a devoted ME player's every whim makes this game fantastic.
Modifié par LukaCrosszeria, 14 mars 2012 - 08:34 .