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ME3 Suggested Changes Feedback Thread - Spoilers Allowed


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#2551
Nardy86

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Loved the game, from the start...up until running towards the beam. A game based on choice should have exactly that, choice. Everyone experiences Mass Effect differently, take different paths, choices etc. So having that taken away is shocking. I expected to have a number of different options ie: defeating the reapers and a general happy ending/reapers winning and everyone dying sad ending etc. i expected it to be more like ME2, as in, everything you do contributes to your (and squadmates) odds of survival but no...one ending. (different but ultimately the same outcome).

Mass Effect as a whole is an experience, one which if you have 1, 2 & 3 like myself you can start from the beginning, make new choices, experience a different side of the game. But knowing how it ends i cant bring myself to go through all that epic gaming, awesome characters and touching romances to see it all undermined by the disappointing lack of choice.

Please, fix the ending, that's all i ask.

Note: And perhaps an epilogue of some sort...you know, i wanna see my blue babies!

#2552
DrDark101

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It’s great to see a sticky thread about for this. I was about to start a topic myself but this is better.

Anyway rather than get into what needs to be changed (theres plenty of other peope posting good stuff to cover that) I’m simply going to lay out a combination of what I had expected prior to release with what I now know post release. In doing this I am not only providing feedback for what I expected but at the same time providing info on potential solutions to what actually happens that hopefully could act as a guideline to fix whats wrong. I in no way expect the ending below to ever happen, but as I said it does reflect what I expected which is as good as telling them what they did wrong. If elements of it inspire Bioware in some way that end up in any sort of end game revamp and Bioware takes us seriously it’s possible that we may very well help create something that was unplanned but ultimately makes the game better for everyone. That would make the 2 days I spent brainstorimg and typing it out worth it. (shakes out hands)

Warning this is gigantanormous

What I expected was at a basic level endings and options that reflected the way I'd played. As is that doesn't happen and I can't help but feel nothing I did mattered. Granted past choices and character threads could have only been concluded in the lead up to the end, (which they are and beautifully done) but the Mass 3 specific decisions that impact this particular games conclusion have little effect. Factors like war assets, moral compass and readiness played a much larger role in my pre-release vision then they actually do.

-Moral Compass:
I had envisioned that in keeping with tradition your Paragon/Renegade leanings would have affected the narrative in the interactive bits and ultimately depending on the severity of your leanings provided various different conversation choices and factor in hugely to what epilogues you see. Again doesn't happen in the end as is. Also the ability to play in a Neutral fashion in which you choose neither Paragon nor Renegade but instead opt to defer the choice to the game randomizes what Paragon or Renegade choice you make without adding that choice as a value to you paragon or renegade rating. That said the outcomes when playing in this way would be completely fluid.

-War Assets: This was essentially billed as Mass 3' Loyalty missions from Mass Effect 2, but really unless you have no drive to play a game for more than 10 hours has very little effect on what actually happens. I thought it would dictate what series of end game cinematic played out. More specifically it ultimately determined the good, gray or poor ending sequences. Basically the higher the assets the better the ending sequence. In my mind War Assets were also tied directly to the state of the Crucible at the end which hugely affects the outcome.

-Readiness Rating: This determined the overall appearance of the final sequences you unlock via War Assets, in other words the effectiveness of your assets in the final battles. For example you may have most of the War Assets by the end but if your Readiness is low there effectiveness will be impacted leading different sceens of battle. On a side note Galaxy at war was not required in my mind to up your Readiness level collecting a super abundance of War assets could offset the need for a high RR.

-Closure: There is none to be frank right now. I played Mass Effect a certain way over the years so I could get the type of ending I was expecting. What that ending was would always be up to Bioware to decide but I was sure they would put the options in there to allow everyone to expierence some sort of closure filled ending that satisfied. Didn't happen. I'm a good guy, played Paragon all the way not because I thought it would lead to the best ending but because thats the way I wanted to play and expected an ending that reflected that. I saved the Council because it made sense to me to do so, I destroyed the Collector base because in my gut it was the right thing to do. The ending in Mass 3 as it stands now provides no closure for me and offers options that I simply do not want to pick. They are all evil in my opinion so whats a do gooder like myslef to do? 

My vision for the perfect Mass Effect 3 ending.

I envisioned 3 primary endings.  Good, Gray, and Poor with the first 2 each having 2 alternate epilogues based on your moral leanings in the final end game events. The 16 we get now are all but identical and all of them lack soul or feeling. The mini endings during the campaign were far more impactful. It should be noted that in my end game vision the Reapers are defeated but the factors above dictate how and at what cost. The end also has several stock portions, in essence similar parts that all play out in a similar fashion with choice driven interludes.

Endings: (Buckle up, its a read)

The final battle involved Shepard reaching the Citadel in order to fire the Crucible and destroy the Reapers. The allied fleets purpose is to hold off the Reapers long enough to get the Crucible to the Citadel and for Shepard to activate it. On route to the Citadel Shepard receives a message on the Normandy. The message is from one of the fleet admirals (randomly generated and based on what fleets are participating in the battle) insisting they can’t take much more of a beating. You can either (Paragon) order them to regroup thus saving their ships for later in the fight at the cost of other fleets sustaining heavier losses as they patch the hole in the line. Or (Renegade) tell them to fight to the last at any cost in which case there fleet sustains heavy loss's but holds. (This choice changes some of the background imagery seen in some of the epilogues) Once inside the Citadel Anderson in tow you play a largely atmospheric segment bearing witness to the carnage the Reapers have wrought with a few isolated pockets of Reapers to fight. Reaching your goal you receive a frantic message from Hackett that the Reapers are pushing, they know what you’re about to do. Depending on War Assets, and Readiness this is where things diverge into either “good”, “gray” or “poor” outcomes.

-Good endings require 90% or greater War Assets and Readiness.
-Gray endings require 70% -80% War assets and Readiness.
-Poor endings require Minimum - 60% War Assets and Readiness.

(Good Ending outcome) You tell Hackett to (Paragon) hold them where they are resulting in less casualties but a break in the blockade and a single Reaper (Harbinger) makes it through or (Renegade) tell them to push back in which case the fleet surges forward taking heavy losses and Hackett engages in a pitched battle with Harbinger before ramming his dreadnaught into the Reaper, destroying himself but damaging Harbinger. (The choice you make here also dictates which of two Epilogue scenes you get. You order everyone back to the Normandy, if your love interest (LI) is with you; you are given a brief moment to talk before ascending to the master control room. You find TIM there, he engages you in brief conversation about the merits of the Reapers and there importance. You don’t buy it; TIM turns and aims a pistol at you both. A Slow mo sequence kicks in where you must take aim and shoot before TIM can fire. Fail to be quick enough and both Shepard and Anderson are shot. Shepard is hit in the leg while Anderson is gravely wounded. Pull it off and only Anderson is hit. In either case the ominous hologram of Harbinger then appears. He threatens you claiming there are forces at work beyond your comprehension. That your destruction is assured without the Reapers and they are your only salvation. You (Paragon) "politely" disagree or (Renegade) tell Harbinger where he can go. (Not intended to be critical choices) You have but one option now and activate the Crucible. The enormous device begins to power up sending shocks of energy rippling across the Citadel. Shepard and Anderson make it back to the lift. Looking back Harbinger insists you have made a grave mistake before his hologram flickers and goes dark. The Crucible fires sending a tuned wave of concentrated energy bouncing from relay to relay, Reapers shutter and explode in its wake. If only Anderson is shot Shepard hoists/supports him and makes it out with time to spare. (You’re rewarded with a reverse shot of the Citadel tower and Crucible coming apart in the distance) If both Shepard and Anderson are shot then a scene plays where Anderson knowing both will die if Shepard tries to save him tells the commander to leave him behind.  A conversation kicks in where Shepard resists but Anderson insists it needs to happen. The Paragon or Renegade responses here dictate the tone of your goodbye before Shepard reluctantly leaves his friend and barely makes it back to the ship. As the Normandy approaches open space Harbinger is seen blocking the way. In one last gasp the spiteful Reaper fires a laser at the Normandy, two outcomes occur. Telling the fleet to hold (paragon) means Harbinger is stronger in his last moment. He lands a direct hit cutting through the ship. Cut to black. Push Back (Renegade)  means Hackett’s sacrifice weakened Harbinger who fires and lands a significant but not crushing blow before rolling over and exploding as the Normandy  limps back to meet up with the remainder of the fleet.

Epilogue 1. Paragon Leaning. (Ordered Fleet to Hold)
You open your eyes and find yourself in a hospital bed on board the Destiny’s Ascension. Your LI is there, and you look around to see who made it. Garrus is in a bed across the hall talking with Tali. James minus a leg is with Joker and EDI getting used to walking with a prosthetic. Depending on who you romanced, Liara is either at your bed side or talking with a doctor. You look out your room window to see the devastation before you, hulking wrecks of ships (what you see depends on your earlier choice) and a smoldering Earth loom below. Your LI question if they did the right things. Shepard reassures them that they did. Your LI then explains that Harbinger nearly cut the Normandy in Half, they were lucky more of the Normandy crew wasn’t killed. He or she is interrupted by Hackett who enters the room with Ashley (if not already in the room as a LI) He says they’ll build a new Normandy, talk about Andersons recovery (if he survived) and explain that the galaxy is in rough shape, millions dead, the Citadel's a mess, countless billions displaced. Etc. The two go to leave but Hackett turns back saying that the Council needs a new Human representative and that the council itself has asked if you want the job. Commenting that he fells thers no better person for the job. You are offered a Paragon response to assure all involved, then Shepard looks at his/her love interest then straight ahead at the camera. Cut to black, roll credits.

Epilogue 2. Renegade Leaning. (Ordered Fleet to Push)
Shepard steps off an elevator and into an observation deck of the Destiny’s Ascension with his/her love interest. They survey the room and see the crew talking amongst themselves. You walk past a large window, outside the massive scale of what had just happened floats by as hulks of ships (Waht you see depends on your earlier choice) and a smoldering Earth spread out in front of you. You talk with your LI about the consequences of what happened and how you feel about it as you make your way over to Joker and EDI. Looking out a window and seeing the twisted remains of the allied fleet Joker asks if it was really worth it while EDI informs you about the status of the crew and the Normandy. Minor injuries to the crew with the Normandy docked inside the Ascension undergoing repairs. She finally informs Shepard that a message was received from the council requesting an audience with you. You meet with Anderson on another part of the ship (if he survived) and Ashley, where you discuss Hackett’s bravery and Anderson’s recovery (if he survived) and then face the 3 the councilor’s holograms. They thank Shepard for everything he’s done for them and the Galaxy at large. You are offered a Renegade response that chastises the council for not acting sooner for not believing him. Regardless they offer you a position saying we need strong people running the galaxy right now and none are stronger then you. Shepard glance’s at his comrade(s) before looking back straight at the camera. Cut to black, roll credits.

(Gray ending outcome) You tell Hackett to (Paragon) hold them where they are resulting in less casualties but a break in the blockade as several Reapers including Harbinger make it through or (Renegade) tell them to push back in which case the fleet surges forward taking heavy losses. Hackett engages in a pitched battle with Harbinger before ramming his dreadnaught into the Reaper, destroying himself but damaging Harbinger. The same events inside the Citadel take place up to the point where you fire the Crucible. Having rushed construction of the device and not having the resources to properly tune it, manual control of the energy build up will be required to enable a stable pulse. Furthermore no matter what you do the Relay network will be spared all be it powered down, the Citadel will be destroyed and the Caron relay damaged beyond repair. If both you and Anderson are shot he offers to stay behind while you escape. You can choose either a Paragon or Renegade response refusing the offer but no matter what you say Anderson insists in which case he mans the control panel and Shepard leaves. If only Anderson is shot then Shepard refuses the offer insisting they can both still make it out alive. In either case the Crucible fires an out of tune wave that bounces from relay to relay destroying the Reapers but overloading and powering down the network. If only Anderson was shot then a scene plays where the two make it back to the Normandy second’s before the dock platform collapses. If both are shot then we see a scene of Shepard looking out the cockpit window as the top of the tower explodes and crumbles. The same encounter occurs with Harbinger afterward. (Direct or indirect hit)

Epilogue. Paragon leaning.  (Ordered Fleet to Hold)
The same scenes occur up to the point where the Hackett and Ashley walk in. The conversation is the same save for a more pessimistic tone. The Galaxy is still in a bad way, but now they have the problem of being trapped in the Sol system. It could take decades to build a new Relay and with the rest of the network “turned off” with only theories about how to turn it back on the future is very uncertain. With so many stranded and Earth in bad shape dealing with the situation will be a nightmare. Shepard puts it in perspective pointing out that at least they have a chance where they didn’t before. He’s still offered the council position as a means to show that the galaxy won’t forget about the Sol System. Cut to black, roll Credits.

Epilogue. Renegade leaning. (Ordered Fleet to Push)
The same scenes occur again with conversation tweaks, Shepard is still offered a Council position but the Council is less sure of itself with the relay network powered down they are unsure what to do. Shepard is confident they will find a way and points out they’ll have to. Help must reach the Sol System as there are so many stranded here now. The Council promises to do all it can and explains why this is an even greater reason why they want him/her as a Councilor. To not only represent them in the Sol system but to give hope to the people that they are not forgotten. Cut to Black, roll credits.

(Bad ending outcome)The Scenes play out much the same way up to the point where Hackett hails you. He warns you that the Reapers are breaking their lines. You tell him to (Paragon) fall back resulting in a fighting retreat to the Citadel occupying the Reapers long enough for you to reach the Citadel. Or (Renegade) fight to the last in which case the Fleet slows but does not stop the Reapers at the cost of thousands of ship and lives. The same scenes occur inside the Citadel with a few conversation tweaks during the TIM sequence were he claims victory for the Reapers. The Harbinger scene still plays out only now with the addition of Harbinger telling Shepard the destruction he will cause will pale in comparison to anything the Reapers will cause. Reaper forces poor onto the station and head for the master control room. Anderson wounded heads back down the access lift and sabotage’s the controls just before being overrun by Reapers. No one can go up nor can anyone come back down. There is no choice now for Shepard, he must stay. The Crucible is operational but incomplete; it’s highly unstable and must be manually fired from the console. The incomplete Crucible will destroy everything unless he can focus its energy into one relay first and that must be the Caron Rely. It will destroy the Reapers, but the result will be catastrophic for the Sol system, the Citadel, and the Relay network but will preserve life in the Galaxy. He orders the Normandy and the rest of the fleet to leave and to get as far away from the Sol system as possible. Harbingers image looms overhead Shepard looks back down at the console before activating. The Crucible shutters sending violent shocks throughout the Citadel. A bright flash and quick images of all of Shepards friends flash by in his mind’s eye. Ending with the Image of his LI before the image of the Citadel exploding violently as the pulse is released. The Reapers are vaporized in its vicinity; the wave reaches the Caron relay as several ships mange to make the jump before it detonates destroying the entire Sol system. The Normandy is ejected into normal space along with many other ships. Ashley watches on the Galaxy map as Sol is consumed and the remaining Relays go dark.

Epilogue: We see several children playing along the edges of a lake. In the distance a city can be seen. A young man asks if that’s what really happened? An older man explains that yes it was. Then where are they now the boy asks. They left us a long time ago to find their own worlds again. Do you think they will ever return the boy asks? Someday the old man replies, they are still out there he says as he looks towards the sky. The camera pans up and then shoots into space across the galaxy and stops before panning to the site of a Relay being constructed. Black Screen roll credits.
 
I'm tired now going to bed. Yawn.

Modifié par DrDark101, 18 mars 2012 - 07:03 .


#2553
ShadowFaction

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First and foremost the survival or death of Shepard is not a key point. While yes I would not mind a happier ending in which Shepard survives to do whatever, that is not a focus point nor a required condition.

Primarily, I would like an ending that offers a more complete sense of closure in regards to the repercussions of the choices we as the players have made, and also a bit more focus on who survived the final battle, and what became of them.

Secondly, the issue of the Normandy somehow ending up outside of Sol, for no explained reason, would also be a good thing to see resolved. Considering the circumstances of the fight on Earth, it completely goes against established character that any of the crew, Joker included, would leave the fight so quickly, and more so to the squad mates, abandon Shepard when his or her fate is uncertain as of their departure.

Thirdly, the ending choices don't offer a lot of variety and combining with my first issue, create a situation in which previously made choices are more or less rendered invalid as of the ending. Though it is certain the choices have impact, it is not explained what that impact might be, even in the nearest future.

The idea of leaving it ambiguous is optional, but considering the series up until this point has never really been intentionally vague creates a whiplash of tone I'm not sure I've ever experience. Dramatic science fiction turned on its heels in the last 5 minutes is confusing.

Beyond that, for me, those are the only outstanding issues. The rest of the game is amazing.

Modifié par ShadowFaction, 18 mars 2012 - 06:13 .


#2554
Sorael.A

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SaintlPatrick wrote...

http://i.imgur.com/JhtqY.jpg


Bumping this for good reason

Things you guys need to cover better

- Explanation to what happened to the other races: I could see you potentially leaving this vague for something like an opening to an MMO Choosing to be a character of whatever race, helping it come back together, dealing with new conflicts based upon your race etc But we still need something about them. The grandfather talking to his son was terrible closure especially with nothing to speculate from other than they no longer have contact with each other. We have worked tirelessly to bring everyone together and even though being together for a brief moment can be beautiful, we still would like to see what happens to them. We love Commander Shepard, but we also love Garrus, Liara, Tali, Thane, Legion, Wrex, Mordin, Blasto and that delusional little Volus biotic God, Niftu Cal. We care about this universe you've created, don't let it fall with just Shepard.

- Consistency with your lore:
We were under the impression in Arrival that destroying a relay is like a supernova, please elaborate on this better. If this is consistent, then it leads us to believe that there was no point in destroying the reapers and saving everyone because the relays will pretty much do what they were going to anyways just not harvesting. If you decide to make the indoctrination theory true then this is irrelevent.

- Don't cut things short to make them open ended/deep/'bittersweet':
Lack of explanation can be great for speculation and give us that layer of wonder we can create with our imagination but this felt like a hurdle with a brick wall at the end. We know you want to impress us and set it apart from other video games but you need to remember that this is still a video game. Don't worry so much about the archetype, we already love it and for good reason.
You can achieve these things still without having to cut corners or leave out dialogue to keep the illusion intact. We are aware that this is a war story, I've heard this atleast three different times last year every time Casey had an interview, but that doesn't mean everything has to be bleak. Yes, Shepard can die, this we can all agree on. However, they fought to bring hope for the future, and it feels like afterward that there really is no hope for these people we fought for.  When Javik asks you if you "fight for these people around you." Shepard CAN answer that without them, their life is full of death. Even if our Shepard doesn't survive, we can find solace in knowing that it provided a future for our comrades and the other races. However it doesn't. You never hear/see about the other races and the Normandy is stranded on an unknown planet is not comforting at all, especially with no way of knowing if they will survive there. What's worse is that this doesn't change whether or not Shepard lives, this is further solidified by the Grandfather talking as though he has no idea of other species on other planets, implying that they will never reunite. Bittersweet usually means there's something sweet about this, and there really isn't much sweetness.

- There is no sense of accomplishment:
Telling us that Shepard is now a legend does nothing for us because we don't feel like that's the case. The ending treated Shepard like another casuality or the person who took the grenade to save the children around them but still got Shrapnel in their face causing some to be blind. Once again, Shepard does NOT have to live but you cannot simply tell us that you've accomplished something to make us think that. You have already made us feel that in the past two games what accomplishment feels like so I know you can do it again.


The ending was injustice, not just for us but for the beautiful story you've all created. We aren't mad because we didn't our way (can't speak for everyone...) but because this ending just fell flat and we've invested time/money/love into this series and we want you to know that.

Modifié par Sorael.A, 18 mars 2012 - 06:21 .


#2555
Sm3gma

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 I thought ME3 was pretty much a 10/10 game until that ending.

In fact, everything through the last mission was execellent.  Illusive Man face off?  Nailed it.   Forcing in some stupid physical boss there wouldnt have fit his character at all.     The follow up with Anderson?  Emotional, powerful, etc.

Then all the sudden it all falls apart.  The second Shepard is lifted up by that elevator of light the ending just goes downhill IMO.

Im not mad that it wasnt a happy ending.  I was never expecting one, and was hoping it would be tragic and powerful.  Instead the reapers motivations?  Underwhelming.  Went completely against everything the series seemed to be trying to tell you about organics and synthetics.    The theme was completely off.   

If you cant figure out a great motivation... just dont say one.  Reapers are fantastic antagonists.  Keep them mysterious unless youre really going to blow us out of the water with a reveal.

The different decisions... to me, personally, felt EXACTLY like Deus Ex.  Destroy technology ending, control ending, even merge with synthetic/ ai ending.  I mean come on.   Not to mention I felt like they were missing the fantastic execution the rest of the game had.  They just felt underwhelming, rushed, and disjointed.

Now the indoctrination theory... whether planned or not... is pretty damn cool.  Hopefully you guys can make an ending DLC based off that.   

Because this game was a 10/10 with one of the most underwhelming and unsatisfying conclusions Ive ever seen.

#2556
balance5050

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Indoctrination Indoctrination Indoctrination..... It would be easy cause all you have to do is amend the ending to have the REAL final showdown, preferably with Harbinger.

The decision you make should have some sort of affect on the final ending.

Oh.. Ms. Jessica? I just want to say that you are the best PR rep that Bioware has and you deserve a raise ;)

#2557
Utrabob

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The only real issues i had is many characters seem to have very little conversations, compared to the previous games, when the player attempts to talk to an NPC on the ship immediately after a previous conversation, the characters would not allow any of the dialog options to continue, simply saying "commander" or "shepard" instead, this prevented the player from undoing unwanted actions such as changes romance options, once a romance was initiated it seems to be impossible to undo without beginning again, or loading a previous save.

Some of the Paragon and Renegade convo options are identical or close too it, the prefect example being during the earth evacuation (also in the demo) as Anderson refuses to leave Sheppard options lead to the exact same statement.

The fact that the Quest log did not update was also a little annoying as it does not allow the player to check there progress in the case of the player resuming a a game a few days after saving it this could get very confusing.

A minor issue that i had is the fact that no Salerian ships are ever shown within ether the games series, the comic series, or any concept art, for every other major race within the game have an established style with at-least 1 ship shown. While not important towards the story it is towards the defined universe, its almost like implying that the rebels within star wars fought a victorious battle against the death star while just view the weapons fire and the explosions from their base on yavin 4. While the rachni and baterian fleets haven't been seen there circumstances within the story allow this.


With these minor exceptions i really enjoyed the game leading up to the final moments after Harbingers attack, once past this point everything seemed to fall apart, with limited conversation options ultimately leading to the exact same point.


I would prefer to see the endings that were originally intended, leaked or otherwise i refuse to view leaked content and im sure many fans prefer to see things for themselves also, rather than being told. If that is no longer an option what i would like to see is a more rounded result based upon the players choices.

One of the more obvious would be an ending where everyone dies, and the war is lost to the reapers, by this i mean the loss is not implied but shown, for example showing the fleet in orbit of earth be defeated without the need support that the player failed to recruit, with the loss of the fleet the reapers would be free to wipe out the ground forces ultimately subduing the allied forces, possibly showing some of the iconic locations from the ME universe such as ilium or omega destroyed, while not everyone's favoured ending it would give the players the closure they have asked for.

The indoctrination theory could end up being the ideal finaly as once the player makes there final "choices" events in the real world could then be played out, for example if the player chose control then shepard would simply believe he has won, but lost his life there for giving up within the battle and allowing him to surcome to his wounds effectively giving the reapers the edge to win, while if the player chose the destroy ending shepard could wake up and continue the fight, allowing some minor additional gameplay, changing these "defalt" endings adding more options as this game play addition would develop. This method would also alow the story to reach a much more popular outcome to both players and devs, as this addition would simply be an expansion on what already exists and allow players to gain the endings and closure they are asking for.

The games atmosphere prior to the current endings should prevent a "happy ending" such as victory with everyone's survival leading to a unified galaxy, this shouldn't prevent a good, or noble ending however could fit. My opinion the differences in these endings should not require any major differences, in a similar manner to the prior games.

I don't doubt that some of the issues i have expressed here are only my-own i would hope that it helps, i have been huge fan of bioware's since my early teens i really hope that these recent problems with the players end with this but i suppose only time will tell.

#2558
Cyansomnia

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One other romance-related beef:

Regarding Kaidan, if you romanced someone in ME2 also... you don't get the option tell him off or explain that you've moved on. You only get the options to lie or apologize.

Why? ManShep gets to tell Ashley off, why can't FemShep do the same with Kaidan?

Modifié par Aislinn Trista, 18 mars 2012 - 06:20 .


#2559
RaenImrahl

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Just wanted to thank everyone, again, for staying on topic and provide such detailed and thoughful feedback.  A reminder, this is what Bioware is looking for:

Jessica Merizan wrote...

I think I need to clarify myself.
For the past few weeks, I've been collecting feedback. I have excel
sheets, word documents, quotes, graphs, you name it.

In order
for a collaboration between the devs and the fans to work, I need you
guys to CONTINUE being constructive, and organizing your thoughts. I
know where to look, but I need you to help me by contributing to the
dialogue.

Saying "this blows" helps no one. Saying, "I enjoyed X
but I found Z _____ because of A,B,C" is what I'm looking for. Channel
your frustration into something positive (such as the RetakeME3 movement
- constructive, organized thoughts).

Chris and I are both collecting your feedback. We're listening. Make yourself heard.



#2560
neverdiephoenix2

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I don't think the fans will buy another DLC unless the DLC is a "Proper Ending DLC" such as the indoctrination theory ending. It will definitely sells well, good for everyone.

I enjoyed everything up to the last 5 minutes. Because of the fact that Mass Relays are destroyed, leaving no hope for the races to return to their homeland, and because Normandy escaped to a foreign planet, can't understand why, because Joker and the team would have stayed on Earth. 

Just hoping for final cutscenes that show all the fate of races and characters, DA:O style or even better than that. Want to see Tali rebuild her homeland with Geths and Legion as friends, Salarians worshipping Mordin as their hero, Wrex becoming a compassionate leader that reunite all Krogans OR Geths ruling over Tali's race, Krogan went extinct..etc. Proper closure. 

Modifié par neverdiephoenix2, 18 mars 2012 - 06:30 .


#2561
Amagoi

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A minor change that I would prefer, and know I'm not the only one: The Return of minor charactesr from ME2 and recurring characters.

Kal'Reegar, Rana, Emily Wong, Shila, Parasini, Lorik, Morlan, Elnora, Urz. Heck, not even the BIOTIC GOD.

So many memorable characters that bring smiles to our faces to see again, even for a little bit. They all get email treatement, if that. It's not as requested as the endings being changed, but I know many wished they would have had at least one last cameo.

#2562
contown

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The issues I had with the ending are:

1) NOTHING MADE SENSE. Why all three versions of firing the crucible mean the Mass Relays would be destroyed? There wasn't a word said about it. Also, what the hell happened to the Normandy? The whole Normandy crew is on Earth. Suddenly, Joker is on the ship with the crew flying through a Mass Relay. First of all, why is Joker essentially running away from the fight? Did he know the relays were going to blow? How did he know? How did everyone get on the ship? And where the hell did they land, and why did it happen? And Shepard was right at the top of the crucible when the whole thing exploded. And he/she was already critically wounded. But somehow, there's a bit at the end of the "destroy" ending where it's heavily implied he/she survived. How did that happen?

2) Complete lack of closure. Similar to some of the above points, what happened to the Normandy crew when they crashed? What happened to Shepard? What happened to EVERYONE? I think we were all hoping for some form of epiloge showing what happened after everything we had done, all the choices we made. But all we get are three virtually identical unexplained endings. I got no form of closure from that. It didn't feel like an ending at all.

3) The ending scene conflicts with/destroys many of the themes of the series. As space jesus/the super AI/ghost kid says, "the created will always rebel against their creators." What the heck? Tell that to the geth and the quarians. I made peace between them, and they're best friends now. Not to mention the geth didn't rebel against their creators, they wanted peace the whole time. And simply the idea that different forms of life can't coexist? That goes against the entire third game, where you bring together all different forms of life to fight the Reapers.

So, feedback? Rework the ending, have it make sense, provide closure, and fit the themes of the story.

#2563
adastra35

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This is an example of a good, bittersweet ending:

It isn't "happy", but it's very satisfying in a way. This ending doesn't open new questions or speculation, and while I think it could be expanded upon to cover other points made in this thread, I could definitely have left the game feeling good with this ending.

I'd also like to add that the soundtrack brought me to tears. This alone was one of the greatest parts of the game. It perfrectly reflected/created the mood for all the most poignant moments of the game. When I needed to feel a sense of peace, loss, or affection - the music was able to take me there. Kudos to those composers and whoever brought them onto the project. 

Modifié par adastra35, 18 mars 2012 - 06:31 .


#2564
moreeman06

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Personally I'd like my blue babies, but even if a happy ending wasn't included I'd atleast like the endings to feel like my choices mattered. getting to choose death for synthetics, death for organics, and death for organics through (i guess technically indoctrination) just rubs me the wrong way, and considering that the ME mythos is based around choice's and as this article from gamefront so concisely states http://www.gamefront...fans-are-right/
"You’ll also visit every major planet in the galaxy, reveal the truth about Prothean civilization, watch as friends die, innocents are slaughtered, whole cultures are threatened with destruction. Every moment of the game feels a necessary part of the war effort, every decision feels critical, and as you begin the final mission, you actually feel the weight of 5 years of play, dozens of well-written friendships, and 15,000 years of galactic civilization are behind you. It’s a glorious accomplishment. And that accomplishment is completely undone as the story is wrapped up via a barely-interactive cutscene lasting less than 10 minutes.

That kind of terseness, in addition to just feeling cheap, also manages the particularly nasty trick of completely robbing players of closure. This is critical to understanding why the fanbase is so upset. It’s not just that players are forced to choose from one of three nearly identical endings. It’s not even that they are presented with each choice regardless of what kind of game they played, so long as their EMS rating was sufficiently high. It’s that the player is never given any sense of how the choice they ultimately made affected the galaxy they worked so hard to save.

Instead, they see one of 3 identical, context free scenes of the Normandy crash landing on a planet somewhere, followed by a nonsensical epilogue featuring a Grandfather and his grandson that almost seems to smugly imply that the gamers themselves were nothing but children who couldn’t fully understand these events. And adding insult to injury, they receive a message urging them to purchase DLC. We would never suggest that BioWare’s job is to be nothing more than an infodump for nit-picky fans, but after 5 years and hundreds of hours, Mass Effect 3 players deserved more than a text message urging them to buy more content."

the article makes another point about how the endings don't make any sense and in all it is probably a better argument of what is wrong with the games than i can put together in this thread.

As for what i would suggest:
1) completely revamp the endings either by having the endings as they are now removed and replaced with more choice-centric one's that would if not give us "little blue babies"/life on Rannoch with Tali/ or happily ever after with whoever at least some closure as to what happens afterward. Or fixing the dialogue/cinematics to have the current endings atleast make sense within the ME universe unlike what is currently there as pointed out in the above linked article.
2) I would love a happy ending (Relay's not really destroyed and the current endings being much like the David/Geth VI in Overlord, where Shepard is basically living in a virtual world and Harbinger is trying to trick him into killing all organics), and also if any of that is to much to fix at least put some work in on Tali's unmasked face because to be honest the barely photoshopped stock image that was used was a bit of a letdown.

Other than the endings though Bioware you did a stellar job, as i told my boss who was planning on buying it "ME3 is literally the best game I've played, ever, except for the last 20 or so minutes." Also the fact that you are even listening like this Bioware just proves that you're better than most other Game Studio's/distributors and still keeps you as a favorite in my book

#2565
MisterP146

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neverdiephoenix2 wrote...

I don't think the fans will buy another DLC unless the DLC is a "Proper Ending DLC" such as the indoctrination theory ending. It will definitely sells well, good for everyone.


I know I won't be.

If Bioware decides to release something other than what fans are clamoring for its a clear message that they do not take us seriously, and are prefectly content with bunkering down and waiting for this storm to blow over.

#2566
Monarchos915

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bwFex wrote...

Let's get started, shall we?


Turn the Star-Child scene from absurd to awesome by using the Indoctrination Theory we've made for you.

The biggest complaint your fans have is that the final five minutes of the game is absurd. It's disjointed, it doesn't fit within the ME universe, and it simply feels like a non-sequitor tacked on at the last minute because you didn't have enough time to finish the ending you really wanted to do.

Fortunately, your wonderful fans have solved this problem for you, because you already did most of the hard work for us. You have hints and clues of Shepard's subtle indoctrination all throughout the game, finally culminating in what many of your gamers assumed to be the obvious truth: the final fifteen minutes of the game were a hallucination sparked by Harbinger trying to indoctrinate Shepard.

If you're not familiar with the theory, you should be. It's all over the internet. Green option means you were indoctrinated (with the same lie used on Saren). Blue option means you were indoctrinated (with the same lie used on TIM). Red option with low EMS means you rejected the indoctrination, but were killed out in the real world because your ground forces were too weak to protect the Conduit while they looked for you. Red option with high EMS means you rejected the indoctrination attempt, and your ground military found you and rescued you after you woke up.

After that, you just have to give us the real ending.

Make our War Assets really matter.

I love the war assets concept. I think it's brilliant. I think it's an elegant way to handle a massive amount of tiny little things all adding up into a giant force. The problem is that right now, there is absolutely zero indication to the user what their war assets were actually good for. Even if they go online and look it up, it still makes zero sense. Why does my army strength change the effects of the non-sequitor space magic? Isn't red space magic going to destroy earth whether I have ten ships in orbit or fifty? It just doesn't make sense.

Instead, you need to use the War Assets in a way that makes sense. Obviously, the "perfect world" solution would be to actually show each individual asset in action, or to even let us decide where each asset is assigned (this was awesome, in the final battle of Dragon Age: Origins). But obviously, there is way, way more content in ME3 than in DA:O. And that's fine. We're not expecting that much out of you.

We just need to know that that cumulative number really makes a difference. Personally, I liked my idea of using the War Asset rating to establish time limits and difficulty levels for the final boss - but you'll see that in a little bit when I post my fanfic.

Give us an epilogue slideshow, exactly how you did it in Dragon Age: Origins.

We already saw the conclusions of a lot of story arcs throughout the course of the game. You don't have to give us a lot more closure in terms of content: it's just a psychological thing. We need to have that catharsis at the very end of the game, as credits are rolling, so that we can see that all of our choices had a real impact.

"Show, don't tell" is a great rule, but only if you show us everything. That's obviously impractical here. A slideshow will be fine. One slide for each race/species, one for each surviving squadmate and major NPC, and maybe a couple for any of the more prominent minor NPCs (Aria, Kelly Chambers, Conrad Verner).

Give us a funeral scene, so we can see exactly who lived and who died.

This was one of the most frustrating things for a lot of people, besides the ridiculous ending. Not knowing everyone's fate was very difficult to deal with. Sure, you want to leave a little bit of mystery, but there's a point where you're giving out so little information it's ridiculous. You can't possibly have expected people to be satisfied with what you gave us.

Leave our galaxy in a state where it can be reasonably repaired.

Sacrifice is one thing. Cities can be rebuilt. Heroes can be remembered. Cultures can regrow.

I'm even okay with the destruction of the Citadel. Sure, it was one of the coolest structures in the franchise, but it's not the defining element of the Mass Effect universe. Personally, I'd rather spend my time on Omega.

The destruction of the Mass Relays - even if you ignore the fact that their energy release should have wiped out the entire star system - is not something we can rebuild. It took the Protheans, at the peak of their evolution and technological prowess, an exorberant amount of time, money, and research to build a *single* uni-directional relay. Given the state of our galaxy in the current ending, there's a good chance we'd slip into a technological and industrial dark age for so long that we'd forget the relays ever existed - let alone start rebuilding them.

Success should be an option, even if we have to work our asses off for it.

In my opinion, Mass Effect 2 did this wonderfully. Failure was a very real option, but so was success. If you had a perfect gameplan, and you put a massive amount of work into it, you could walk off of that Collector ship with minimal losses to the people you cared about most: yourself and your squadmates.

I know sacrifice is an important theme, and if people need to die for meaningful reasons (Mordin for the genophage, Thane to protect the Council), that's fine. But don't go around killing people just for the sake of killing them. Every single one of the endings currently in ME3, if interpreted literally, feels like a forced failure. There's a difference between giving the player a hard choice (do I want to sacrifice the Sol system to save the rest of the galaxy?) and making every choice feel like an abysmal defeat.

Forced failure is not fun.

It's one thing to fail because I messed up. But when I am doomed to fail, it makes it very hard to really care about what I'm doing.

Shepard should die in almost all situations. His story was built for sacrifice. But it should not be impossible for him to live, with a near-perfectly-played game, even if it requires us to go back and play every single side-quest of ME1/ME2.





Example

Earlier this week, I wrote up an example of what I'd like to see in a fanfic/prediction. It was well-received on Reddit, so I figure I'll share it here. Enjoy.

---------------------------

First, the current "endings" are canon, and remain in the game. They simply aren't what they seem to be. The only change to them is we ditch the Normandy crash and the jungle scene, because those simply don't make any sense, even in the context of a hallucination.


If you pick blue/green, or if your EMS is low, everything stays the same. That's how the game ends for you, and you're left scratching your head.


If you pick red and your EMS is high, these events happen after the "rubble" scene.


Part 1 - London: Wake Up

Anderson sees you struggling to get up and runs over to help you. He tells you that you've been out for about an hour, and that Hammer team has set up a perimeter around the beam while search parties looked for you. He says that after the laser knocked you out, Harbinger's lights turned bright green and blue, and he stopped attacking. Shortly before you woke up, Harbinger's lights turned red and he started shaking violently, then flew away.

You meet up with your squadmates, and fight off reaper ground forces to get to the medbay, during which time you will explain that you had a vision after the blast, and you think it was indoctrination. You have a tense conversation with your squad, and ask them if they have what it takes to kill you, if it comes down to that.

Before they can answer, you're interrupted by Hackett over the radio.

"Good job with the Citadel, Hammer Team - the arms are opening."

Shepard replies, "We aren't in the Citadel, Hackett. Something's not right."

Hackett barks, "Well then you'd better get in there and figure out what's going on, Commander, because the Crucible is almost in position and we can't hold off the Reapers for long."

Harbinger swoops back down to Earth. The horn blares, and you can feel him raping your mind. The dark tendrils you had during the TIM vision reappear. You yell at Joker for some sort of backup. The Normandy swoops in and lays down heavy fire just as Harbinger is starting to shoop-da-woop, causing Harbinger to retreat. You, your squad, and Anderson use the opportunity to run into the portal. "Time to find out what's really on the other side," you say.

Part 2 - Inside the Keepers' Lair

Inside, you find yourself in a Keeper tunnel, just like in the vision, but there are no human bodies. Instead, you find dead Keepers, a couple of dead husks, and a single dead Cerberus soldier, who appears to be mutated or partially husked. Your squadmates point out the disfiguration. "Something's not right."

You proceed to the end of the tunnel, and open the door. It opens up to a massive room similar to the circular chasm from the indoctrination vision, but filled with Cerberus lab equipment, Cerberus soldiers, and holding cells containing Reaper units - very similar to the lab equipment on Sanctuary. At the far end of the room, TIM appears to be fiddling with a console.

"Shepard, good. I'm glad you could finally join us."

"When you blew up my lab on Sanctuary, we lost a lot of valuable data. Fortunately, the Reapers have been kind enough to provide us with a new base of operations. You see, they want to see humanity succeed as much as I do."

"Unfortunately, it appears that we were wrong about the Citadel. It may be part of the Catalyst, but it is not the only missing piece. We should be able to activate the Crucible from here, but it simply isn't responding. I'm beginning to think we might need you for that."

Shepard enters dialogue with TIM, and begins to suspect that the reason he can't activate the Crucible is because he is indoctrinated. Why else would the reapers bring him here? They don't want to be controlled - they're using TIM to stop Shepard from reaching the Crucible controls.

A renegade conversation leads to a fight. The paragon conversation seems to have an effect on TIM, and he slowly starts to admit he's indoctrinated and pulls his pistol to his own head, but he snaps out of it and orders his men to attack. As the fight begins, he retreats to a glass safe room overlooking the lab, dodging a few shots from Shepard along the way.

You, Anderson, and your squad start wiping out the Cerberus forces in the room. As the fight progresses, TIM begins opening up the containment cells, releasing Reaper forces who begin attacking you alongside the Cerberus troops, including a new type of unit: the mutated Cerberus soldier, like you saw out in the Keeper hallway.

While you are fighting, TIM tries to argue with you, rationalizing his experiments here, claiming that he was too close to controlling the Reapers to give up now. You try to explain that the Reapers are just using him, but he stutters and stammers, refusing to accept it.

Part 3 - The Final Battle

As the last few containment cells open up and you're down to just a few remaining enemy forces, a short cutscene begins. TIM seems to finally crack. He admits indoctrination, just like Matriarch Benezia on Noveria.
He tells you that the Crucible is a failsafe designed with a unique trigger: a test of will against indoctrination. The Catalyst is someone who can resist that indoctrination.

The Reapers are mindbanks of one of the very first spacefaring species in our galaxy, their solution to overpopulation. When the ancient species was building the reapers, some of their scientists felt that their plan to farm/harvest new life to sustain their own race was wrong, and designed a weapon that exploited the Reapers' indoctrination code, so that once a race had evolved with the readiness to face the Reapers and a will strong enough to resist indoctrination, they would be able to fight for their place in the galaxy.
TIM starts to spasm, choking and distorting in unnatural shapes. When he finally stops, he stands up slowly, his eyes glowing red, and speaks to you in Harbinger's voice.

"You have resisted us, but this one is ours. We will direct your demise *personally*."
In an explosion of flesh and steel, the illusive man bursts into a mechanical monstrosity. The final battle commences.

You are given a time limit based on your effective military score. If time runs out, you see a cutscene showing the reapers overwhelming your allied space forces, killing a race/fleet. One of the reapers fires a beam towards the crucible that kills one of the squadmates you have with you. The timer restarts, but is much shorter this time. If you fail again, another race/fleet is overwhelmed, and Anderson and your other squadmate are beamed. The timer restarts one last time, faster still. If that one fails, the reapers completely overwhelm the crucible. Game over.
As the fight starts, radio chatter from Hammer Team tells you that some Reaper forces are breaking through and jumping into the warp beam. The final battle alternates between fighting the mutated IM and fighting waves of reaper forces coming in from the hallway behind you. The better your EMS, the less often you get Reaper waves behind you.

Part 4 - The Crucible

After you defeat the Harbinger-controlled Illusive Man, you get more radio orders from Hackett.
"Shepard, whatever you're doing in there, you need to hurry up. We can't hold these Reapers back much longer!"
Shepard races up to the terminal. It appears similar to the Prothean beacon from ME1, but is definitely not Prothean technology. He touches it.

A bright flash of light. Time appears to stop. You look around, in awe of the sight before you: ships and reapers frozen in space, lasers and torpedoes hanging motionless between them. Your squadmates tending to an injured Anderson behind you.

At this point in time, the "indoctrination trial" begins.

A voice similar to a reapers, but more patient and eloquent, perhaps female-sounding, will start to question the major decisions you've made over the course of the trilogy: from the Virmire incident to the Collector Base, to how you handled the Genophage and Quarian/Geth situation. It will try to convince you that you chose incorrectly, that you are a failure, that your race doesn't deserve to live because of the weakness you've shown.

If too many of the decisions you made are indefensible, or if your reputation is too low to select enough confident answers, you fail the indoctrination trial, and the Crucible misfires, killing you, Anderson, and your squad, blowing up the citadel, and only leaving some of the reapers alive. Two fleets/races are killed trying to finish off the remaining reapers, and you don't get the satisfaction of the Harbinger interrupt for beating the trial, seen below.


The hologram of the child from your vision appears. He speaks to you using Harbinger's voice.

"You... it cannot be you. We are superior. We are infinite. You are an accident. We are the epitome of evolution. We are eternal. How did you resist us? We-"

Renegade and Paragon interrupts both show up on screen. Shepard interrupts Harbinger with a kickass catchphrase, then presses a button on the console device. A subtle ripple bursts out from the console, like a gust of wind.

Cutscene. With time still frozen, as if in a dream, an explosion of white light pulses out from the Crucible. The explosion moves slowly, beautifully, and as it hits each reaper, you hear the sound of metal wrenching and twisting in near-silent agony. A shot of London shows the white light slowly washing over Reaper ground forces. As it hits each husk, its lights change to white, and they spark and fizzle.

The wave of light reaches the Relay. Its lights turn white, and it beams the energy out, just like in the previous visions. Pull out to the galaxy, we see the wave spreading through the mass relays, just like in each of the previous cutscenes, covering the entire galaxy. The camera cuts back to the room with Shepard, either looking out the window at the battle, still frozen in time (if he survived the Crucible), or unconscious on the ground (if he failed the Crucible).

Part 5 - Conclusion

And suddenly, everything comes back to life. The reapers explode in glorious unison. The Reaper ground forces vaporize all at once, soldiers begin cheering. We see cutscenes inside various ships that you've gathered for your armada, and Hackett calls over the radio - "You did it! Whatever you just did in there worked, Shepard. You're... you're a god damned hero."

If Shepard is still alive, he gives a speech over the radio. "We all did it. Together."

A memorial/funeral service for those who died is shown, with face placards for any of Shepard's teammates or significant NPCs who died. Thane, Mordin, Ashley/Kaidan. Many of the rest are shown in the crowd, to let the player know they're still alive.

Cut to black, credits. As the credits roll, we get a Dragon Age style epilogue slideshow, showing how each race/character still alive spends the next couple of years rebuilding or causing trouble, based on the bigger decisions you made.

After the credits roll, if Shepard has a LI, we see them standing side by side in an appropriate location (Rannoch for Tali, Thessia for Liara, etc.). If not, we see Shepard looking out over the ruins of Vancouver. Either way, Anderson walks over. "It's a hell of a thing you've done, son. What will you do now?"

Cut to black. Title menu.


This is pretty cool, obviously doesn't have to be taken word for word, but there are some fantastic ideas there.

#2567
deaditegonzo102

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Oh, also, to me the synthesis ending has always seemed the most vile. This is for many reasons, not the least of which being the fact that you are changing EVERY SINGLE BEING against their will.

But, the worst part about it, is that the Star Child basically says that unity CANNOT EXIST with diversity. That the universe needs to be RACIALLY cleansed, and HOMOGENIZED for a peaceful coexistence. Furthermore, that the remaining organisms would be superior to their predecessors. This is EXACTLY what Hitler thought too. It is the most evil possible suggestion a character (your admitted antagonist in fact) in a game could ever make, something that should have offended Shepard unto the core of his very soul, but Bioware played it up as the "Good" and "Heroic" ending. The happy ending. This to me could only mean the writing team didnt consider all the implications, as the alternative is far too dark to consider.

Basically, everything the Star Child says comes off as the script a super villain would use to confuse and mislead the hero, but even in a game that focuses on choice, we couldnt EVEN SAY NO!

And all the responses we've gotten from Bioware leave the impression that these endings were intended to be the final endings, despite the fact they just scream "Indoctrination".

Modifié par deaditegonzo102, 18 mars 2012 - 06:33 .


#2568
Palathas

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Just a little feed back. After having a few days away and thinking about it I think the biggest thing that ticked me off about the whole conclusion was due to a bunch of things. I've created 12 characters with various story choices, LI, dispositions and things like scaring and what not. I've averaged 40 hours per character per game so that's 960 hours on ME1 and ME2, that's also not including other plot experimentations or class builds that I've deleted or discarded. That inlcudes all DLC.

So far I've run through ME3 with 2 of those characters and started a 3rd. I first chose synthesis and then chose destroy, each time Shepard dies and that's the end of it. Things were just eating at me though as everything seemed way out of place and something was obviously missing. So I checked the forums and then find that there's an extremely significant piece missing.

I just assumed that everything was there because in Jarret Lee's post it alludes that you can get the best ending, which to me means a complete ending, without playing multiplayer. Multiplayer simply doesn't interest me, the whole series has been singleplayer and it seems extremely unreasonable to expect everyone to be forced to play it to get a full ending. So the thing that ticked me off the most was the fact that I've spent over 1000 hours on the series and can't get a full ending yet someone that enjoys multiplayer and just picked ME3 up for the first time can spend 20 or 30 hours and get the full ending. To me it feels like I'm being punished for being a loyal and long time fan that doesn't like multiplayer.

If that brief scene at the end of the destroy scene had have been included it would have made all the difference in the world for me. It would have been the "spinning top" moment for me. Now it's far too late as it's already been revealed and there's simply no point in taking the rest of my characters through as it just makes no difference to the final outcome.

So my suggestion would be to simply lower the EMS required to get the epilogue scene to something more reasonable and achieveable. Something like 3500 would not be too easy but certainly within reach.

Modifié par Palathas, 18 mars 2012 - 06:53 .


#2569
thehomeworld

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First off BW most of the game was stellar but a few suggested changes for me would be:
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Project Lazarus
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I really can't stress enough how important this is. This project is the sole reason our hero is alive and our hero cares little in 2 he didn't care at all. This project is life altering for him and we get three entries of:

Day 1: It can't be done!
Day unknown: It's working nevermind
Day near end: shep's waking up soon lets get that crew ready

That wasn't great I liked how shep questions his existence finally and if LI or Liara is there this moment is so compelling but shep decides he doesn't need anymore info. Sure he could be sacred but considering they put reaper tech into EDI he owes everyone else his LI, Liara, his crew to find out what they truly did to make him exist again incase he himself could be a danger to them or their mission.

Give me more audio or at least text write it out do like you guys did with the SB dossiers have sections that if I roll over the subheading I get to read all about it in the right side have photos on the upper right of important things like sheps charred remains, and other photos as he is beginning to look more human. What tech did they use to revive him? Reaper, husk beacons, some classified salarian saline come on BW tell us! How did they get his memories via Liara shoving them in there or a grey box? Both? Or is shep truly an AI who was given the gray box and via everyone treating him like shep he thinks he is shep?

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Dates with LI
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Garrus had one a perfect one I might add it was a rebel, it had guns, and Garrus trying to romance his human girlfriend. it couldn't have been better but no one else has unique ones for them?

Primarily I was sooo disappointed Tali didn't want at all to plan a surprised break date for shep. Her boyfriend is under so much stress and she doesn't try at all to do something Tali style.

I think though other LIs should have the same too the break date didn't last long at all, so it is possible to get the writers of these characters to brain storm an event that truly reflects the person whom the player is dating. They don't all have to be complex but they should never be cut/paste events either. For some LI I I can imagine dinner dates like I can imagine Miranda, Ash, and Kaiden all doing dinner dates in unique locations and with varitions on the citadel with their shep. Others can I can imagine would be more original and not copy paste like Thane, Tali, Jacob, Jack, Liara, and the ME3 new LIs

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The lack of our enemies taking advantage of shep's weaknesses in 3
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Shep can be hacked and no one hacks him

Shep could have reaper tech in him and was left near a reaper device for 2 days unconscious thats long enough for the beacon to program his tech parts for reaper purposes yet no reaper ever takes control of shep and uses him to shep's horror and trauma.

Shep was very vulnerable inside the geth world and no attacks to him mentally via the reapers or the reaper controlled geth?

Also shep accepts to go into the machine way too easy Legion says we need to plug you in at this point a whoa! moment should've occurred and shep get freaked out not to mention anyone from ME team who is along for the ride they should all freak out and say hold your horses we need serious answers and I'm talking like 5 wheel options with expansions questions here. Shep needed to know how would this work without making him insane, how would it work w/o killing him, would he combine with the geth, would it hurt?, alot of questions that spring to mind here. But he barley asks and just goes along.

He should regrilled Legion even more when faced with the pod asking even more questions to the machine about the world, would it hurt, would he be able to be uploaded and be placed back into himself without problems, ect. but nothing shep is again all too willing to just plug in their brain like it was nothing this moment is not nothing he's doing something no organic has ever done period. It requires serious thought, contemplation, and questioning.

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The lack of the geth wanting to exchange data with shep
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I think this would be traumatizing to shep on many levels the geth want to experience what it is to be organic they want to know what makes them tick Legion says so in 2 they studied organics they want to know about them here is the golden opportunity. They could've blindsided shep and said a precondition toward them gaining peace is to interface with shep to experience his thoughts, sensations, and memories of being a human.

This could later factor into sheps character development sessions with Liara and or Tali if she's your LI it could also factor into weather or not Legion is successful in giving the geth true conciseness and self-awareness if the player outright refuses to par take twice then the game goes on like we had it but Legion fails the geth still slaughter the Quarians if the player accepts or declines once then reluctantly agrees to undergo the proceedings Legion will succeed the geth will become friendly and help you and end the war.
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Final battle love scenes with alien LI
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I saw what they did with Ash but the alien's get a kiss, PG black, and then done? I'm not asking for R or XXX here but there is little connection made between the pair emotionally. Show their faces show them naked from the shoulders up with shep gazing into their eyes before they kiss them, maybe a suggestive arm or their back we don't get to see their skin at all aliens are aliens let us see what their skin looks like they spend the whole game covered neck to toe.

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Tali x Mshep
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Their love is truly a taboo on the world. The galaxy as a whole doesn't like Quarians and here is the hero of the citadel with one no one finds out or is outraged in the npc world or Quarian world. Rann doesn't demand answers and say how bad this'll look with the fleet at such a desperate time. Udina doesn't riot. BW showed with VS vs Shep on Mars they aren't afraid to force shep to answer tough questions and having both shep and Tali fight off neigh sayers would only help to strengthen their love the players affections towards it.

He waited the entire game to see her again and there are very few moments between the two I expected passion when they reunited maybe Shep hugging her so tight he lifts her off the floor to show her physically how much he's missed her. Fshep got a perfect kiss can't mshep show his Quarian girlfriend anything? He's been through so much pain without her by his side he wants her he shows this by asking her to about them I just really thought he'd do something even more to demonstrate how much he missed her after so long. I wanted more bounding and more comfort moments between the two and got very little. I’d like more to be added to this very wonderful couple.

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The lack of prothean devices
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Sure we could scan from orbit to get them but that was lame. Shep can’t go boots on the ground or get sidemissions where he uncovers by accident unknown beacons and can access them. He also didn’t interact with the two we got in game, its established all shep needs to do is go up to it and it will sense prothean dna and give him the info he seeks why didn’t he do that on Mars the bottom part of the beacon is exposed regardless of the computer he could’ve been interfacing with it while Liara backed it up via computers a modern computer can’t erase a beacon.

Then we have the Thessia problem this one goes against established lore on how these things work! Thessia is like Eden Prime, like Virmire it is a column and column beacons must give the info into the users mind. Sphere ones can be either walk into range or insert disk to play then you will get the mental images and types like Illos give out holograms and disks you just screwed up your own beacons here! You’ve got a column that gives sphere holos and data disks? What? This doesn’t make any sense its like this beacon didn’t know what the heck it was suppose to be so it became several different ones at the same time and why didn’t as part of its lockdown procedures just erase itself if an indoctrinated person got ahold of it? This one screams we made a plot beacon and that’s not good. Shep should’ve like the others after unveiling it walk up to it and get the info placed into his mind. Lang shouldn’t have been able to get the info at all he should’ve kidnapped shep so they could force shep to give up the info in some experimental way or even force him to meld with an Asari from Saren’s old team to rip it out of him but nothing.


I also have a problem with shep not being consulted at all on the at least the device in cutsscene format he can read, write, and speak prothean yet Liara whom is struggling to make sense of the data doesn’t ask him to help her out so it can get done faster?

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The lack of Harbi yes I said it
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He spammed us a ton in 2 got a bit more villain like in Arrival only to disappear and become a mention cameo only in 3 what? He was set up as the bad guy for 3 then we find out its Kai Lang no it's TIM no wait its the star child! What? You gave us four antagonist in one story here BW and didn't wrap any of them up very well or introduce them as to why they are our antagonist very well either. All of harbi's promises to take shep as his new Saren didn't mean or do squat for three and I was starting to worry about them that sucks alot. To me Kai Lang was a space ninja who was a pain in my assets, TIM was crazy and a pain, the star child was unnecessary, and Harbi who was suppose to be my main antagonist decided to just hide in the shadows the whole play and then shoot a laser at me. Not cool.

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The endings
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You just showed us three times over the ending of shep dies but saves the galaxy but you did it also confusing us into what the heck was up with the Normandy fleeing in flight for new beginnings plot points and the kid and the old man and grandchild. You should've just done one that ended shep's life like the middle white hybrid all option where shep would die but he'd save the galaxy and oddly make new life out of it and then not do the Normandy crashing or the man and child.

I wanted to also try for endings of the reapers win shep + galaxy lose, Shep + LI live and the galaxy is saved they now must rebuild, shep + crew live but we loose more worlds and npc friends in the process. A messed up ending where shep is hacked by the reapers and forced to kill those he loves and help the reapers win.

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Where did playing as Garrus go?
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Really you guys said we could play as him why did this get cut? I envision we’d play as Garrus inorder to get a hacked shep back from the clutches of Harbi but nope you guys scrubbed this moment why?

Modifié par thehomeworld, 18 mars 2012 - 06:50 .


#2570
Eivuwan

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Most of the things I want to point out has been said already. I just wanted to add that if budget is a concern, I would like fewer cutscenes, and more dialogue/action choices instead. We've had plenty of cutscenes in this game that are great, but also plenty that are completely pointless and takes away too much control from the gamer. For example, your character might be a powerful biotic, but all of a sudden you can only use pistols (and one that you didn't even bring on the mission). You can't even shoot Kai Leng once who is right in front of you.

#2571
TwistedRaider

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I have posted this article in numerous places because it is the best explanation of what is wrong with the ending.

http://www.gamefront...fans-are-right/

The rest of the game up until the final 5 minutes is spectacular.. The ending however is just poorly written. Shame such a great trilogy went out on such a sour note. Hope Bioware is serious enough about listening and correcting things in some "FREE DLC" becuase I already paid 80 dollars for the Collectors Edition and I expected the game to ship with a complete ending not what was delivered.

#2572
guvnordisney

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Whatever you do, please do not  rewrite or redo anything that has been seen in ME3 already. Use the Indoctrination Theory if needed, or just chalk it up to Shepard being knocked unconscious on account of the Harbinger laser blast. Any ending extension DLC should occur after  Shepard selects an option (Control, Synth, or Destroy) and, in the ensuing flash, has him/her waking up in the rubble (as shown in the Destroy option) to continue the push toward the Citadel beam. I don't mind what happens next, but there has to be a final showdown.

Every great RPG has one last epic battle. ME1 and ME2 both had epic final battles (the human Reaper fight was particularly fantastic) why shouldn't ME3 have one? In fact, since it is the last game in the Shepard Trilogy, that's all the more reason to have one last gigantic battle.

It's sad having The Illusive Man (TIM) dying with a single gunshot. Many fans (myself included) want to see him pay for what he has done over the course of the last two games. Have the fight be like the Saren ME1 fight with Shepard fighting/killing TIM, and then having him resurrected/possessed by Harbinger to conclude the fight.

After the fight, Shepard chooses Control, Synth, or Destroy, but based on EMS, have the outcomes and epilogues be different for each one. Having low EMS will result in the original endings, but with high EMS the relays remain intact, the Normandy doesn't crash, and in the Destroy option Shepard not only lives but is saved by the Normandy before the Citadel explodes.

Next, the animated cut scenes follow. The best ending (Destroy with high EMS) will have Shepard reuniting with his squad and celebrating on Earth.

Lastly, provide epilogue text (like the ending of Dragon Age: Origins) to highlight what happened in the near future with squad-mates, species, etc. then fade to black.

Keep the Stargazer sequence after the credits. I don't mind that the dialog isn't different since it is set so far in the future and the grandpa acknowledges that many of the details have been lost over time.

Modifié par guvnordisney, 18 mars 2012 - 06:44 .


#2573
colateral

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[quote]Monarchos915 wrote...

[quote]bwFex wrote...

Let's get started, shall we?


Turn the Star-Child scene from absurd to awesome by using the Indoctrination Theory we've made for you.

The biggest complaint your fans have is that the final five minutes of the game is absurd. It's disjointed, it doesn't fit within the ME universe, and it simply feels like a non-sequitor tacked on at the last minute because you didn't have enough time to finish the ending you really wanted to do.

Fortunately, your wonderful fans have solved this problem for you, because you already did most of the hard work for us. You have hints and clues of Shepard's subtle indoctrination all throughout the game, finally culminating in what many of your gamers assumed to be the obvious truth: the final fifteen minutes of the game were a hallucination sparked by Harbinger trying to indoctrinate Shepard.

If you're not familiar with the theory, you should be. It's all over the internet. Green option means you were indoctrinated (with the same lie used on Saren). Blue option means you were indoctrinated (with the same lie used on TIM). Red option with low EMS means you rejected the indoctrination, but were killed out in the real world because your ground forces were too weak to protect the Conduit while they looked for you. Red option with high EMS means you rejected the indoctrination attempt, and your ground military found you and rescued you after you woke up.

After that, you just have to give us the real ending.

Make our War Assets really matter.

I love the war assets concept. I think it's brilliant. I think it's an elegant way to handle a massive amount of tiny little things all adding up into a giant force. The problem is that right now, there is absolutely zero indication to the user what their war assets were actually good for. Even if they go online and look it up, it still makes zero sense. Why does my army strength change the effects of the non-sequitor space magic? Isn't red space magic going to destroy earth whether I have ten ships in orbit or fifty? It just doesn't make sense.

Instead, you need to use the War Assets in a way that makes sense. Obviously, the "perfect world" solution would be to actually show each individual asset in action, or to even let us decide where each asset is assigned (this was awesome, in the final battle of Dragon Age: Origins). But obviously, there is way, way more content in ME3 than in DA:O. And that's fine. We're not expecting that much out of you.

We just need to know that that cumulative number really makes a difference. Personally, I liked my idea of using the War Asset rating to establish time limits and difficulty levels for the final boss - but you'll see that in a little bit when I post my fanfic.

Give us an epilogue slideshow, exactly how you did it in Dragon Age: Origins.

We already saw the conclusions of a lot of story arcs throughout the course of the game. You don't have to give us a lot more closure in terms of content: it's just a psychological thing. We need to have that catharsis at the very end of the game, as credits are rolling, so that we can see that all of our choices had a real impact.

"Show, don't tell" is a great rule, but only if you show us everything. That's obviously impractical here. A slideshow will be fine. One slide for each race/species, one for each surviving squadmate and major NPC, and maybe a couple for any of the more prominent minor NPCs (Aria, Kelly Chambers, Conrad Verner).

Give us a funeral scene, so we can see exactly who lived and who died.

This was one of the most frustrating things for a lot of people, besides the ridiculous ending. Not knowing everyone's fate was very difficult to deal with. Sure, you want to leave a little bit of mystery, but there's a point where you're giving out so little information it's ridiculous. You can't possibly have expected people to be satisfied with what you gave us.

Leave our galaxy in a state where it can be reasonably repaired.

Sacrifice is one thing. Cities can be rebuilt. Heroes can be remembered. Cultures can regrow.

I'm even okay with the destruction of the Citadel. Sure, it was one of the coolest structures in the franchise, but it's not the defining element of the Mass Effect universe. Personally, I'd rather spend my time on Omega.

The destruction of the Mass Relays - even if you ignore the fact that their energy release should have wiped out the entire star system - is not something we can rebuild. It took the Protheans, at the peak of their evolution and technological prowess, an exorberant amount of time, money, and research to build a *single* uni-directional relay. Given the state of our galaxy in the current ending, there's a good chance we'd slip into a technological and industrial dark age for so long that we'd forget the relays ever existed - let alone start rebuilding them.

Success should be an option, even if we have to work our asses off for it.

In my opinion, Mass Effect 2 did this wonderfully. Failure was a very real option, but so was success. If you had a perfect gameplan, and you put a massive amount of work into it, you could walk off of that Collector ship with minimal losses to the people you cared about most: yourself and your squadmates.

I know sacrifice is an important theme, and if people need to die for meaningful reasons (Mordin for the genophage, Thane to protect the Council), that's fine. But don't go around killing people just for the sake of killing them. Every single one of the endings currently in ME3, if interpreted literally, feels like a forced failure. There's a difference between giving the player a hard choice (do I want to sacrifice the Sol system to save the rest of the galaxy?) and making every choice feel like an abysmal defeat.

Forced failure is not fun.

It's one thing to fail because I messed up. But when I am doomed to fail, it makes it very hard to really care about what I'm doing.

Shepard should die in almost all situations. His story was built for sacrifice. But it should not be impossible for him to live, with a near-perfectly-played game, even if it requires us to go back and play every single side-quest of ME1/ME2.





Example

Earlier this week, I wrote up an example of what I'd like to see in a fanfic/prediction. It was well-received on Reddit, so I figure I'll share it here. Enjoy.

---------------------------

First, the current "endings" are canon, and remain in the game. They simply aren't what they seem to be. The only change to them is we ditch the Normandy crash and the jungle scene, because those simply don't make any sense, even in the context of a hallucination.


If you pick blue/green, or if your EMS is low, everything stays the same. That's how the game ends for you, and you're left scratching your head.


If you pick red and your EMS is high, these events happen after the "rubble" scene.


Part 1 - London: Wake Up

Anderson sees you struggling to get up and runs over to help you. He tells you that you've been out for about an hour, and that Hammer team has set up a perimeter around the beam while search parties looked for you. He says that after the laser knocked you out, Harbinger's lights turned bright green and blue, and he stopped attacking. Shortly before you woke up, Harbinger's lights turned red and he started shaking violently, then flew away.

You meet up with your squadmates, and fight off reaper ground forces to get to the medbay, during which time you will explain that you had a vision after the blast, and you think it was indoctrination. You have a tense conversation with your squad, and ask them if they have what it takes to kill you, if it comes down to that.

Before they can answer, you're interrupted by Hackett over the radio.

"Good job with the Citadel, Hammer Team - the arms are opening."

Shepard replies, "We aren't in the Citadel, Hackett. Something's not right."

Hackett barks, "Well then you'd better get in there and figure out what's going on, Commander, because the Crucible is almost in position and we can't hold off the Reapers for long."

Harbinger swoops back down to Earth. The horn blares, and you can feel him raping your mind. The dark tendrils you had during the TIM vision reappear. You yell at Joker for some sort of backup. The Normandy swoops in and lays down heavy fire just as Harbinger is starting to shoop-da-woop, causing Harbinger to retreat. You, your squad, and Anderson use the opportunity to run into the portal. "Time to find out what's really on the other side," you say.

Part 2 - Inside the Keepers' Lair

Inside, you find yourself in a Keeper tunnel, just like in the vision, but there are no human bodies. Instead, you find dead Keepers, a couple of dead husks, and a single dead Cerberus soldier, who appears to be mutated or partially husked. Your squadmates point out the disfiguration. "Something's not right."

You proceed to the end of the tunnel, and open the door. It opens up to a massive room similar to the circular chasm from the indoctrination vision, but filled with Cerberus lab equipment, Cerberus soldiers, and holding cells containing Reaper units - very similar to the lab equipment on Sanctuary. At the far end of the room, TIM appears to be fiddling with a console.

"Shepard, good. I'm glad you could finally join us."

"When you blew up my lab on Sanctuary, we lost a lot of valuable data. Fortunately, the Reapers have been kind enough to provide us with a new base of operations. You see, they want to see humanity succeed as much as I do."

"Unfortunately, it appears that we were wrong about the Citadel. It may be part of the Catalyst, but it is not the only missing piece. We should be able to activate the Crucible from here, but it simply isn't responding. I'm beginning to think we might need you for that."

Shepard enters dialogue with TIM, and begins to suspect that the reason he can't activate the Crucible is because he is indoctrinated. Why else would the reapers bring him here? They don't want to be controlled - they're using TIM to stop Shepard from reaching the Crucible controls.

A renegade conversation leads to a fight. The paragon conversation seems to have an effect on TIM, and he slowly starts to admit he's indoctrinated and pulls his pistol to his own head, but he snaps out of it and orders his men to attack. As the fight begins, he retreats to a glass safe room overlooking the lab, dodging a few shots from Shepard along the way.

You, Anderson, and your squad start wiping out the Cerberus forces in the room. As the fight progresses, TIM begins opening up the containment cells, releasing Reaper forces who begin attacking you alongside the Cerberus troops, including a new type of unit: the mutated Cerberus soldier, like you saw out in the Keeper hallway.

While you are fighting, TIM tries to argue with you, rationalizing his experiments here, claiming that he was too close to controlling the Reapers to give up now. You try to explain that the Reapers are just using him, but he stutters and stammers, refusing to accept it.

Part 3 - The Final Battle

As the last few containment cells open up and you're down to just a few remaining enemy forces, a short cutscene begins. TIM seems to finally crack. He admits indoctrination, just like Matriarch Benezia on Noveria.
He tells you that the Crucible is a failsafe designed with a unique trigger: a test of will against indoctrination. The Catalyst is someone who can resist that indoctrination.

The Reapers are mindbanks of one of the very first spacefaring species in our galaxy, their solution to overpopulation. When the ancient species was building the reapers, some of their scientists felt that their plan to farm/harvest new life to sustain their own race was wrong, and designed a weapon that exploited the Reapers' indoctrination code, so that once a race had evolved with the readiness to face the Reapers and a will strong enough to resist indoctrination, they would be able to fight for their place in the galaxy.
TIM starts to spasm, choking and distorting in unnatural shapes. When he finally stops, he stands up slowly, his eyes glowing red, and speaks to you in Harbinger's voice.

"You have resisted us, but this one is ours. We will direct your demise *personally*."
In an explosion of flesh and steel, the illusive man bursts into a mechanical monstrosity. The final battle commences.

You are given a time limit based on your effective military score. If time runs out, you see a cutscene showing the reapers overwhelming your allied space forces, killing a race/fleet. One of the reapers fires a beam towards the crucible that kills one of the squadmates you have with you. The timer restarts, but is much shorter this time. If you fail again, another race/fleet is overwhelmed, and Anderson and your other squadmate are beamed. The timer restarts one last time, faster still. If that one fails, the reapers completely overwhelm the crucible. Game over.
As the fight starts, radio chatter from Hammer Team tells you that some Reaper forces are breaking through and jumping into the warp beam. The final battle alternates between fighting the mutated IM and fighting waves of reaper forces coming in from the hallway behind you. The better your EMS, the less often you get Reaper waves behind you.

Part 4 - The Crucible

After you defeat the Harbinger-controlled Illusive Man, you get more radio orders from Hackett.
"Shepard, whatever you're doing in there, you need to hurry up. We can't hold these Reapers back much longer!"
Shepard races up to the terminal. It appears similar to the Prothean beacon from ME1, but is definitely not Prothean technology. He touches it.

A bright flash of light. Time appears to stop. You look around, in awe of the sight before you: ships and reapers frozen in space, lasers and torpedoes hanging motionless between them. Your squadmates tending to an injured Anderson behind you.

At this point in time, the "indoctrination trial" begins.

A voice similar to a reapers, but more patient and eloquent, perhaps female-sounding, will start to question the major decisions you've made over the course of the trilogy: from the Virmire incident to the Collector Base, to how you handled the Genophage and Quarian/Geth situation. It will try to convince you that you chose incorrectly, that you are a failure, that your race doesn't deserve to live because of the weakness you've shown.

If too many of the decisions you made are indefensible, or if your reputation is too low to select enough confident answers, you fail the indoctrination trial, and the Crucible misfires, killing you, Anderson, and your squad, blowing up the citadel, and only leaving some of the reapers alive. Two fleets/races are killed trying to finish off the remaining reapers, and you don't get the satisfaction of the Harbinger interrupt for beating the trial, seen below.


The hologram of the child from your vision appears. He speaks to you using Harbinger's voice.

"You... it cannot be you. We are superior. We are infinite. You are an accident. We are the epitome of evolution. We are eternal. How did you resist us? We-"

Renegade and Paragon interrupts both show up on screen. Shepard interrupts Harbinger with a kickass catchphrase, then presses a button on the console device. A subtle ripple bursts out from the console, like a gust of wind.

Cutscene. With time still frozen, as if in a dream, an explosion of white light pulses out from the Crucible. The explosion moves slowly, beautifully, and as it hits each reaper, you hear the sound of metal wrenching and twisting in near-silent agony. A shot of London shows the white light slowly washing over Reaper ground forces. As it hits each husk, its lights change to white, and they spark and fizzle.

The wave of light reaches the Relay. Its lights turn white, and it beams the energy out, just like in the previous visions. Pull out to the galaxy, we see the wave spreading through the mass relays, just like in each of the previous cutscenes, covering the entire galaxy. The camera cuts back to the room with Shepard, either looking out the window at the battle, still frozen in time (if he survived the Crucible), or unconscious on the ground (if he failed the Crucible).

Part 5 - Conclusion

And suddenly, everything comes back to life. The reapers explode in glorious unison. The Reaper ground forces vaporize all at once, soldiers begin cheering. We see cutscenes inside various ships that you've gathered for your armada, and Hackett calls over the radio - "You did it! Whatever you just did in there worked, Shepard. You're... you're a god damned hero."

If Shepard is still alive, he gives a speech over the radio. "We all did it. Together."

A memorial/funeral service for those who died is shown, with face placards for any of Shepard's teammates or significant NPCs who died. Thane, Mordin, Ashley/Kaidan. Many of the rest are shown in the crowd, to let the player know they're still alive.

Cut to black, credits. As the credits roll, we get a Dragon Age style epilogue slideshow, showing how each race/character still alive spends the next couple of years rebuilding or causing trouble, based on the bigger decisions you made.

After the credits roll, if Shepard has a LI, we see them standing side by side in an appropriate location (Rannoch for Tali, Thessia for Liara, etc.). If not, we see Shepard looking out over the ruins of Vancouver. Either way, Anderson walks over. "It's a hell of a thing you've done, son. What will you do now?"

Cut to black. Title menu.[/quote]

This is a wonderfully thought through conclusion, something I would have loved to see in the game. Bioware, if anyone there is serious about fixing things then some pointers could definatley be taken from how this individual handles the epilogue. An ending necessarily requires closure in order to qualify for the title of  "The End".

#2574
Dont Shoot Me

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 Go with the indoctrination theory. It's the only way to tie in the previous ending.

#2575
jimbo32

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We're over 100 pages, so it's likely been posted by someone already, but this article pretty much sums up my issues with the ending:
http://www.gamefront...fans-are-right/

Honestly, I'm done with EA products until this is gets a satisfactory resolution. You folks at BioWare have a chance to salvage this whole thing, and I think that all will be forgiven if it's done right. What I would do if I were in your shoes: Announce that an ending patch is in the works which addresses the players concerns (for free), and immediately release whatever DLC you have finished - also free, as a sign of goodwill. Or announce it will be free when it's finished. The rumored "Retake Omega" maybe? If those things were done, I'd be a BioWare supporter again and I'm pretty sure the entire "Retake ME3" movement would be completely satisfied.

While we're here, some unrelated bugs/glitches/oversights that I'd like to see addressed:
  • The journal needs an overhaul. Badly. The fact that it doesn't track your quest progress is a pain.
  • Citadel quests in general seem to be a bit buggy and don't always update. The "Hanar Diplomat" one in particular seems to be giving people problems.
  • The "Blue Rose of Illium" quest doesn't appear in my journal when I receive the message on Tuchanka. Also, Ereba doesn't show up on the Presidium map index when you have the message for her.
  • Liara needs to acknowledge that you've restarted your romance in Lair of the Shadowbroker. Having her talking about how she hasn't seen you in years is ridiculous.
  • Some quests imply a monetary reward but do not give any credits. "Here's something for your trouble" or whatever, but no reward other than xp.
  • Conrad Verner is a bit buggy in that you don't get the full interaction with him sometimes. Apparently, if you complete the sabotaged medi-gel dispensers quest first, all you get with Conrad is the scene where he takes a bullet for you. After that, he's gone
  • Multiplayer is tied into Military Strength far too much for my liking. SP folks need a way to raise readiness without playing MP.
  • (EDIT) There's a glitch with the memorial wall on the Normandy where all of the entries sometimes switch sides when a new entry is added. Made me double-take the first time I noticed it.
That's all that I can think of at the moment. Other than these somewhat minor issues, I thought ME3 was a fantastic experience. Until I got to the ending.
Anyway, thanks for listening Jessica!

Modifié par jimbo32, 18 mars 2012 - 07:17 .