(Warning, this post includes some spoilers about a few final fantasies, Legacy of Kain, and Chrono Trigger)
First, to respectfully respond to the mod's original question, I'm not sure of my favorite moment of the game but I definitely loved getting a glimpse of the Krogan ruins on Tuchanka. It was the first moment in the series where I felt like Bioware was bringing a fantasy element into their sci fi, and it gave the universe a level of distinction that I don't think it previously had for me.
Second, to respond to the flow chart ending that's floating around currently. While I appreciate how it shows how simply one could create a new set of endings, I can't say I particularly approve of the choices laid out there either. I played full paragon, but it seemed to me like the way that chart worked is that only paragon choices would lead to positive results at the end, which isn't a good way to go...
Now about that ending... There's a million things I could say, (check out the gamefront argument on why fans are right for the best summary of gripes/problems I've seen) so I'll try to avoid repetition.
I doubt I'm alone in feeling like the ending to Mass Effect wasn't just out of character, but that it was rather Final Fantasy-esque. The God/Child/AI/Creator comes out of the blue like Zeromus at the end of FFIV or Orphan in the recent FFXIII. Your characters have no relationship or understanding of them as villains, they make little to no sense, and they sort of smash whatever previous conceptions you had about the universe/story in a way that is detrimental to the game. In a Final Fantasy, at least, you were just playing through someone else's story (not helping to craft your own), but even in those cases these endings were huge pock marks on games with a lot to offer.
Final Fantasy X, Legacy of Kain Defiance, and Chrono Trigger (don't even get me started on them coming up with 16 distinct, intricate endings nearly 20 years ago) are all games that solved the conundrum that Mass Effect seems to have failed to. In all of them, immortal, unknowable, elder god-like beings perpetuate terrible cycles of destruction by harvesting entire worlds/realities. The protagonists spend most of the games trapped within the paradigm of said cycle, trying to figure out a way to make things best, with little to no hope of defeating the enemy. In all of these games, in the last segment of the game it becomes clear that the enemy isn't who they seem to be (Lavos turns out to be a god-like alien who grows life and harvests it for power, an actual elder god who feeds on the souls of the dead turns out to be controlling everything in Legacy of Kain, and in FFX the forces trying to help you "defeat" Sin turn out to be benefitting from the cycle of destruction it creates). In all of these games, the protagnists decide to fight back against the invincible beings perpetuating these cycles. Some of them end in a bittersweet way, with a great deal of death and sacrifice, but ultimately the characters defy fate and defeat the entities. And, in my humble opinion, they all managed to do so in a way that managed to have a twist without sacrificing continuity or closure.
So, maybe you guys should spend a little time with these games for a while. And while you're at it, put down the 5th season of Battlestar and pick up some Gurren Lagann. =D
Modifié par DJAwkwardSilence, 20 mars 2012 - 07:04 .