Listening to Feedback from ME2:
First of all I would like to thank BioWare for listening to feedback from ME2.
While I was against the implementation of Melee-weapons in the thread regarding this, I remember the discussion and see that you implemented it.
Also I want to thank you for making powers worth their name again. Especially the Cerberus Guardians are an example of their reinstated value.
Weapon-Costumization was nice to be implemented again, but I had some issues with it:
-With ammo-mods now being a power, I would have liked to see a bit more variety than present.
Maybe a mod that allows you to exchange the clip-system for the cooldown-mechanics from ME1 with certain benefits and negative effects.
Or a special scope that marks enemies behind walls, just like the players in the coop-multiplayer.
-Also the Scopes of the assault-rifles. Every AR from ME1 and ME2 had wonderful scopes that befittet their "folding-mechanics". Without a scope-mod, they could have just stayed in the weapon. Upon installation of the mod, they could have popped out and maybe change color or lights when the mod got upgraded.
Deeper Romances.
Characters and Dialogue:
I enjoyed the well written characters. Though I would have enjoyed it if Ashley Williams, as a LI from ME1 with a cameo in ME2, would have been more expanded in ME3. Certainly not as much as Liara with her Shadow-Broker identity, but a bit more than what is present.
The Cameos were wonderful. Especially Conrad Verner had me laughing for some time.
Mordins and Legions death made my eyes water. They where wonderfully written and staged...a total contrast to Shepards sacrifice, but more on that later.
Especially that all the characters evolved in ways that stayed true to their initial introduction is something I owe the writers respect for.
Personally I had no problem with Jacobs new life, but I understand the disappointment of the people who romanced this character.
The improved facial animations were wonderful. Shepard finally has a wonderful smile.
A thing I'm very sad and disappointed about is this "zaeedified" dialogue.
The dialogue-wheel is (in my oppinion), the key-element of Mass Effects success. When I think of Mass Effect, the Dialogue-Wheel is the first thing that comes into my mind. It allowed me to interact with the characters in a depth like I never experienced it in a game before(I say this, although I played KotoR 1).
Sadly, the zaeedified dialogue offered my no such wonderful interactions. I still hear well written Dialogue, but it's not the same and certainly not as good.
And in way too much situations the Dialogue-Wheel was reduced to Paragon/Renegade-choice, instead of a way to dive deeper into the universe.
Cutting down the Dialogue-Wheel in Mass Effect one is like removing the star from a Mercedes or "the spirit of ecstasy" from a rolls royce, while also removing the engine of the car.
Chances of wonderful sceneries like seeing Tali fiddling with her emergency induction straw have been lost.
You actually did something with the characters you came to enjoy. The sniping-session with Garrus(for Femsheps with lots of love too). Wonderful.
Diane Allers...well. I don't like that character. While the VA is better than I expected from a gaming-journalist, her overall design bugs me off.
Gameplay:
Finally: A menu I can click in as a PC-user. Thank you.
The combat gameplay was well improved, though the decision of binding that much functions(interact/cover/sprint/dodge-roll) on one button took a lot of potential from the mechanics.
While I don't mind mechanics that belong to third person shooters, I would have loved a bit more diversity in combat-scenarios.
While the art-design of levels is wonderful, they are mostly a linear trail of four differnt scenarios:
-Eleminate the enemy-forces present.
-Survive an ambush.
-Look at the awesome landscape.
-Activate a console(there are some good ones here. Especially the fighter-launch-controls in the Cerberus-Headquarters)
A sparkling example where these scenarios are well placed is Grissom Academy, one of the levels I found most exciting aside from the fights with the Reaper-destroyers:
-Students hiding in barriers/shield, to rescue.(Plus one screaming while cerberus pulls him away)
-A large recreational area where you fight off troops while being supported by the students you want to save.
-A Mech-section.
It was good that you could buy upgrades or findings you missed in a level.
A lack of vehicle-missions. Though the mechanics are implemented: It would have been great to walk through the wilds with three Atlas-Mechs while searching a husk-infected, planetside cerberus-base for clues on another crucial part of the Crucible.
Also a lack of mini-games like hacking. I'd suggest something like a manual hack, which represents a mini-game, or an automated hack which can trigger an alarm, resulting in a small wave of enemy-patrols you have to deal with while the automatic process is finishing.
Art-Design:
It's amazing what your artists and designers created with this engine and the limitations you had to face with the current generation of consoles(no offense consoleros).
Still, you see the points where you had to cut corners. The textures lack high resolutions in some areas.
I would love to see a title that is also tweeked to use up-to-date PCs
Levels are all unique and fitting. I just wish there had be more of them.
The Citadel is a masterpiece.
The dark design of the Normandy however...
Yeah, I know it's war, the reapers are coming, the Normandy was just being retrofitted, but some areas could have had a bit more lighting I think.
Otherwise I pretty much liked what I saw in the Normandy.
Day-1-DLC:
I bought the CE, so I pretty much pre-ordered the DLC with it.
But regarding business-decisions and costumer-relations, the presented situation is a nightmare.
-Protheans played a big role in ME from the start. Even if there was not enough time to fully implement Javik and his mission in the production-time, releasing it at day one and charging for it is...to put it mildly: Bad regarding the trust people offer your company.
Even if you wanted to give all people the chance to experience Javik since the CE was sold out so fast, that was bound to turn out not that good.
If you wanted to create a character that everyone would like to see up close, you would have had a superb option without taking a prothean that digs deep into the lore:
A turian female. Garrus' sister maybe, who happens to be a soldier/vanguard/whatever.
Everyone would have had something they were asking for so long, while it wouldn't have had such an impact on the bigger story of the franchise.
The Ending:
I can not say how darn disappointing this ending was for me.
Everything until TIM is dealt with was good, but as soon as the star-child appeared everything turned into the uttermost betrayal I've experienced as a costumer so far.
The lines regarding the quantity of endings are everywhere to find. No A,B,C-choice and so on.
These have been outright lies. I'd like to say it differently, in regard of all the hours I loved in this games, but I find no other words for it.
What choices we made doesn't matter in the slightest part. There is a clean cut, where all choices are reduced into a numerical value that decides what endings you can choose. A: Red, B: Blue, C: Green.
None of them takes in account who lived or died in your playthrough, except for the people coming out of the Normandy. Which are two plus Joker(+EDI, -one Squadmate).
And the mechanics of what squadmate comes out don't seem to reflect more than your LI plus one random squadmate(personally I prefered Garrus, but Javik stepped out).
Not to mention the big Teleporting-Plot-hole of squadmates you took to earth.
All of the endings are a knock-off from Deus Ex 1. Even if the philosophical aspect of the conflict between organic and synthetic life was intended, a copy/paste-ending for such a trilogy is a shame.
The philosophical aspect of interactions between organics and synthetics is anhilated. No matter if you united geth and quarians or how EDI turned out, the space-child says you destroy them or fuse with them.
And Shepard suddenly takes the words (of the leader of the worst enemy of everyone he/she fought for) for granted.
Also the besaid plot-holes:
-The Normandy suddenly riding the blast of a Mass Relays, with no explanation as to why the crew abandoned Shepard.
-Sword suddenly out of earths orbit, not even enough debris to say this giant fleet was destroyed. You see some alliance-ships shooting at reapers when you listen to the star-child(you really just listen, there is just one pitiful answer from Shepard), but the biggest fleet ever seen in the game suddenly vanishes.
-Squadmates from earth are teleported to the Normandy. Even if they lay dead at the conduit.
Personally I would have loved a happy ending, but I expected at least the closing endings I've been hearing about for many months. These three colors are certainly not.
Also the implications of levo- and dextro-dna in the scenes of the endings are not dealt with, like they have just been ignored. This feels like an insult to every intelligent being who takes the time to think about it.
Still, many people hope for the indoctrination-theory.
I will add it to this feedback, because I think it is important, regarding the costumer-service.
If it turns out to be intended by you and delivers the many endings that have been promised, BioWare, then I salute you to the great writing. You would have played a mass of people like the reapers of your very story do it.
But then...why wouldn't it have been implemented?
If you needed some more time, why not delaying the game a bit and safe all that trouble.
Or offer the game and tell everyone the endings would be up later, so you give them the quality, fans/customers and your work deserves.
If you wanted to sell it seperately...sorry, but I don't even want to imagine what's waiting for you then.
Either way another point for Suggested Changes:
Costumer-Relations-policy.
It's nice to have some kind of answer. It's still nothing but a small step and probably a PR-manuver.
The argument of artistic integrity seems a bit odd, since I don't recall many artists who are blocked by a PR-team when someone critizices their work, instead I recall artists stepping into the discussion which sometimes presents the art in a new, different way for both sides that can be enlighting for everyone.
Not to say ME3 isn't a game you can call art at many points, but the argument has a bland taste.
As disappointed as I felt by the ending, the whole handling of the people, the ones who used their right of free speech in a respectful and civil manor, was probably as much something that has to be changed, as that what has been said about the product itself.
Modifié par TekFanX, 23 mars 2012 - 12:42 .





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