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ME3 Suggested Changes Feedback Thread - Spoilers Allowed


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#6976
Commander_Corbin

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I definitely wanted to see what my actions in the past three games amounted to at the end. I know they promised this already, but I hope it's one that takes into account all the variables happening through the trilogy. As well as take into account our paragon or renegade scores.

While it may seem complicated to make an ending cut scene with multiple variables, I think it could go something like this:

EDEN PRIME: High paragon score sees the colonists finally living in peace as the sun shines down. Depending on choices, the geth could be there to help rebuild in apology for three years ago. High renegade score sees the Alliance taking command of the colony, guarding the colonists working for them.

THERUM: High paragon score sees Liara (if she survived) overseeing a joint human-alien excavation of the mines/ruins. High renegade score means the Alliance has taken it over, watching aliens (or geth, if survived) mine for resources.

FEROS: This would also depend on if the colony was saved or not. High paragon if saved means the colonists continue their research. High renegade could be similar, but again under military control. If they weren't saved, then we see desolate ruins.

NOVERIA: Depending on if the rachni were spared, high paragon means they work alongside scientists who purge the planet of illegal research, while high renegade means it is the rachni being experimented on.VIRMIRE: Depending on who was left behind, there is a memorial left far away, but in sight of a crater for Kaidan/Ashley and perhaps Kirrahe and Wrex.

ILOS: Javik (if he was found) helps rebuild the ruins here to their former glory. If high renegade, he wanders the ruins in grief.

COUNCIL: Did they survive the battle or not? High paragon sees them with an expanded council of Hackett (humans), hanar, krogan, drell, quarian, elcor, batarian, geth if they survived and maybe a civilized vorcha. Maybe even the yahg and raloi are welcomed. High renegade of course is a human-military council.

ALCHERA: Depending on mission completion, there is a memorial for the Normandy crash site or not.

HORIZON: High paragon shows colonists rebuilding Freedom's Progress, while high renegade shows scientists going over the research.

OMEGA: There's a rumor there will be DLC for this, but regardless, high paragon shows Aria touched by the events of the war and helps the people in poverty. High renegade shows Aria lording over as the most powerful crime lord in the new galaxy.

ILIUM: High paragon shows quarian slaves freed, Detective Anaya arresting criminals (maybe with the help of Gianna Parasini), the turian cuddling with the quarian in Eternity. High renegade shows continued enslavement, crime is still rampant, the quarian still has the turian in the friend zone.

COLLECTOR BASE: Depending on choices, a flashback to the explosion or scientists scanning the base for information.

PALAVEN: Perhaps the krogan defeating the last remnants of reaper hordes.

SUR'KESH: High paragon means the salarians are finally sharing their research with the rest of the galaxy, while high renegade shows them working on a new genophage (could work either way depending on that decision).

TUCHANKA: Of course either the krogan are living in a new renissance, or are preparing for war.

RANNOCH: The quarians return to their world, looking up into the sky and taking off their masks. The geth can help them rebuild, if they survived.

EARTH: Rebuilding, and this could be mixed in with the Council section. Maybe Earth is now the diplomatic meeting place?

Modifié par Commander_Corbin, 12 juin 2012 - 12:05 .


#6977
DavianBurke

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1) Ghost kid has to go. The entire exchange is forced and ultimately insulting to the player. "By making the Crucible you have proven to be the chosen one." Ummm what? Since no race had a clue what the catalyst was the inclusion of this character implies he supplied the catalyst plans as a test for a worthy being to supplant him in deciding the fate of all? No. It made more sense when it was believed the Citadel was the catalyst... meant to be used against its creators.

2) No plot holes in the ending. Joker leaving the single most important battle of existence? No. Your squad leaving Shepard behind? No. Mass Effect relays being destroyed (whether or not they destroy their solar systems)? No.

3) Rachni. Saved = +x points to Crucible. Killed = Cloned version that fakes help and results in -x points to Crucible. That's it. No. Fix this, make them matter. Frankly, had they been killed they should have been absent from the game entirely. No Ravagers, no Queen. Making the player choice in ME1 have no bearing on the game whatsoever save a +/- score was lazy. No.

4) Multiple Endings. If Chrono Trigger could do it, you could. No excuse.

5) Meaningful Endings. If the Legend of Zelda: A Link to the Past scrollover ending has more meaning for players than the one put out in this game then clearly this ending was not fulfilling. Choices matter. Cutscenes with either voiceover narration or text narration explaining the impact of player choices is a necessity. Anything less is an insult to the players, developers, and especially the writers. Fix this.

#6978
M.C.Tales

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1.) First and foremost, get rid of Star Child. His existence and dialogue add a LOT of plot holes and more questions than answers.

2.) The Crucible, while active and ONLY while it's active, turns every mass relay into a gun using its low-mass corridor thingies (hence the need to interface the Crucible with the Citadel, which is the master control relay). This function (or something like it) was sort of hinted at in the Codex page for the Crucible as well as the Interferometric Array war asset.

3.) Golden Ending(s), where Shepard can live and settle down with his/her love interest.

4.) Endings where Shepard fails and the Reapers continue the Cycle. Possibilities should be open for both a complete Reaper victory and a Pyrrhic Reaper victory.

In general, give us what we were promised (no A, B, or C final decision; vastly different endings depending on the choices the player made throughout the three games; etc.).

And remember BioWare, we're giving you the opportunity for a mulligan on the ending. Don't squander it!

Modifié par M.C.Tales, 12 juin 2012 - 08:34 .


#6979
Grubas

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+Replace Freddie Pr. J. with a equally talented Noname, and add an aditional squad member (preferably Zaeed) instead.

+Reduce Cerberus plot missions to a minimum, cut the ninja part altogether, instead greatly extend Priority: earth, preferably suicide mission style.

+Replace Allers with a battle hardened Reporter (additional squadmember).

#6980
Corvus917

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1.) Either remove the Star Child or maybe replace the "organics vs. synthetics" logic with, perhaps, a logic that explains how advanced races prevent younger races from advancing or developing naturally and achieving their potential, or how advanced races can overexploit the galaxy, or some other more reasonable order vs. chaos logic. 
2.) Remove Synthesis and Control endings completely, keep the Destroy ending. Keep the EMS to determine how destructive the Crucible is, whether only Reapers are destroyed or almost everything else is as well.
3.) At least have an epilogue that briefly shows the aftermath, consequences of your actions, fates of your comrades and squadmates, etc.
4.) Permit endings where Shepard survives with very high EMS, maybe settling down with love interest, etc.

Modifié par Scopus de Caelo, 12 juin 2012 - 09:51 .


#6981
Optimus J

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I want to suggest that EVERYONE who considered "MAKING A SYMBOLIC BURIAL OF COMMANDER SHEPARD ABOARD THE NORMANDY WHERE SYSTEMS ALLIANCE PEOPLE DISCUSS THE DESTINY OF EACH SQUADMATE" a great idea to extend and clarify the end to be THROWN OUT the airlock.

Modifié par Optimus J, 12 juin 2012 - 09:57 .


#6982
Efeye

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I have a suggestion for an alternate me3 ending. It is based in the IT theory being true and the war assets being separated into different groups: citadel war assets, ground unit war assets, fleet war assets and crucible war assets. To few war assets in any of these groups will cause the player to fail.

This will be a long post so bear with me.

When Shepard fights on the catwalks around the dead reaper embryo in the Cerberus base a burst of energy will suddenly emit from the reaper, similar to the one from object rho. This will just shake Shepard a bit and the player will think nothing more of it. The rest of the game proceeds as normal until Shepard get to the god child/catalyst. All endings will proceed as normal except if Shepard chooses the destroy ending. The cutscenes will proceed as normal but when Shepard takes that breath at the end he/she actually wakes up in front of the reaper embryo in the Cerberus base from way back. The game continues! The reaper has just been destroyed (again) by Shepard repeatedly shooting it in any of the weak spots, something the player has not actually seen. Slowly, Shepard realizes (while the squadmates are waking up, holding their heads as if they have severe headache and dizziness) that to his/her left is a dragon tooth-spike immediately below the catwalk, further to the left are two exposed electric cables right next to the catwalk. The god child was the reaper embryo trying to make Shepard commit suicide! When destroyed, it immediately lost its grip on Shepard and the squadmates.

Proceeding into the Cerberus base Shepard encounters TIM and Kai Leng, however, this time TIM seems depressed. He explains that the catalyst was not what he thought it would be and that he has lost control of his forces. Kai Leng refuses to acknowledge this and Shepard kills them. The prothean VI then explains that the catalyst is the citadels energy core. It is as simple as that, the catalyst is just the energy source. The only thing powerful enough to fuel the crucible is the energy source of the largest mass relay in the galaxy!

Shepard the returns to the Normandy and speaks to admiral Hackett, who explains that the crucible is very simple: it is massive gun, a thanix cannon, combined with a mass relay. By creating a mass free corridor it can instantly shoot a high-velocity beam of superheated metal on any target in the galaxy (as long as it has a clear shot), and can detect and kill a reaper capital ship in seconds.

But how to get the catalyst? The reapers have closed the citadel (not moved it, it is too massive to move and doesn’t have any engines). The conduit and the keepers! The keepers still answer only to signals from the citadel and not the reapers. The reapers haven’t had the time to replace them with something else. If they could get someone of the people trapped inside the citadel to open the arms slightly they could pour in reinforcements from Illos! This is the first war-asset-dependent situation: if the player have not gathered enough c-sec and militia-related war assets, this will fail and the galaxy is lost in a cutscene (this however requires a very low citadel readiness rating). Otherwise, citadel forces will prepare the core and Captain Bailey or matriarch Aethyta (if unlocked) will glimpse open the doors and Shepard, all squadmates and the ground units pour in. Shepard will then be tasked to make his/her way to the citadel controls, activate the citadel as a relay and send away the dislodged core in the mass-free corridor created by the citadel to the crucible, (once the core has been ripped away, the citadel will power down completely). The core is a giant ring that will detach from the citadels inner ring, which it was a part of. Depending on Shepards citadel and ground force war assets, there will be several different scenarios.

Very low: the reapers forces will kill all the soldiers and squad members, and manage to kill Shepard before he/she manages to activate the citadel (Shepard´s death will be similar to when Mordins death in this video: ).

Low: All ground forces and squamates die, but Shepard manages to activate the citadel before he/she dies. If the crucible and fleet war assets are high, the galaxy will still be saved.

Medium: Most of the ground forces die, but so does the reaper troops. Shepard and the surviving squadmates jump onto the core and follow it to the crucible and continue the fight.

High: All squadmembers survive and jumps onto the ring. The ground forces gain a foothold on citadel and can be recued at the end of the game.

Very high: Makos, hammerheads, geth primes, krogans, salarian and asari commandos, quarian soldiers and even rachni troops tear through the reaper troops. Shepard and his squad mates can activate the citadel and follow the catalyst virtually unhindered.

When the giant catalyst ring connects to the crucible, it immediately powers up and starts firing at the reapers light years away (it does not do this automatically, it has a control room with the scientists controlling it). The reapers then counterattack in a desperate attempt to destroy the crucible. Despite Shepards fleet firing in parallel to the only relay leading to the crucible for days, creating a wall of high velocity rounds at the other end when the relays are activated, the reapers press on through sheer numbers and make a dash for the crucible. Smaller reaper troop transports board the crucible and attempt to kill the operators in the control room. If the crucible related war assets are low, Shepard and the remaining squadmates have to go down and defend the control room, wasting valuable time for what comes next. If the crucible related war assets are high, the crucible has several defence cannons shooting down reaper destroyers and transports, while Kasumi or Jacob (which are located on the crucible) hold the line tells Shepard they got the situation under control and ask why they are not surprised that most of the scientists Shepard recruited knows how to handle guns, while the reaper troops are being killed in the background.

Next, Shepard hears on the radio that despite the fleetand the crucible picking the off at a high pace, they can’t kill all the reapers before they reach the crucible and destroy it. If they do, the war is lost. Especially Harbinger is blasting through the fleet at a worrying phase, and the crucible does not have time to destroy him but instead has to focus on the closest reapers. EDI then comes up with a suggestion, and Shepard (heroically) declares that he/she will deal with Harbinger and order the rest of the fleet to focus on the other reapers. Shepard the flew out of the Normandy sitting on a probe controlled by EDI, with a bomb on the back and blasting at the reapers with a reloadable chain. This is a controlled scenario, and does not only give the player the ability to shoot at weak spots reported by EDI (such as joints and weapons on reapers who’s shields have been drained or locally destroyed by disruptor torpedoes from the Normandy and the fighters) that make the player feel that they have an active and even decisive role in the battle, it also gives a scope of how massive both the ships and the battle are.

Shepard the finally reach and board Harbinger, fighting off his internal defences and reaching his core to plant the bomb (all while Harbinger says things such as “u sux trolololol”, only with fancier words). Depending on if Shepard had to spend time defending the crucible control room and the number of fleet war assets, one of the following scenarios will happen:
Shepard had to defend the crucible AND low fleet war assets: Shepard does not have enough time to escape Harbinger before he reaches the crucible and has to detonate the bomb while lying next to it. His/her last words will be “I love you, [insert LI name here]!” or something (there may even be a dialogue wheel for Shepads last words) before pressing the detonator.

Shepard had to defend the crucible OR low fleet war assets: Shepard attemts to escape Harbinger by riding the probe out, but Harbinger is so close to the crucible that Shepard has to press the detonator before completely out of the blast radius and crashes to the planet that works as gravitational anchor for the crucible (could be Earth if both the crucible and the catalyst were sent there) and dies, despite the Normandys rescue attempt.

Shepard did not have to defend the crucible AND medium fleet war assets: Same as above, but Shepard gets away far enough from the blast for it not to be lethal. While crashing to the planet, Normandy manage to rescue him/her. Shepard wakes up badly wounded (same as when walking into the transport beam to the citadel in the original ending) in the Normandy sick bay.

Shepard did not have defend the crucible AND high fleet war assets: Shepard manages to escape Harbinger, shout “Hey, Harbinger!” into the radio and give him the double middle finger before the bomb explodes. Kind of like the reaper on Rannoch, this is the last thing Harbinger sees in life (and hopefully leave a lot of players smiling).

After the successful defence of the crucible the reapers are completely defeated during the following weeks. Shepard talks to Anderson about how many people have died (for example, Anderson can say things like: “over 44 million casualties were reported in the last hour alone blah blah blah”). Shepard can then choose whether to settle down with his/her LI on the LI home planet, become a councillor and living on the citadel with his/her LI, or continue as a spectre with his/her LI, if applicable.

What do you guys think? Feel free to make suggestions to improve my version of the ending.

PS: if this is not the appropriate thread to post this a bioware employee or moderator can PM me and I will remove it.

#6983
Fredvdp

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There's a story element I think should be cleared up.

In Mass Effect 1 it is established by Vigil that in previous cycles the Reapers shut down the entire relay network. Why then would civilization of previous cycles create the Crucible, a device which relies on the power of the relays?

#6984
RyanSoup

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 I personally disagree with all of these people begging for the Indoctrination Theory ending.  It seem like Indoctrination Theory itself is a denial tactic.  Because these gamers have gotten used to the awesomely satisfying endings of the previous two games (and of DA:O), they've come to expect a certain level of quality from Bioware.  Indoctrination Theory is really just a failure to admit that ME3's ending was poorly concieved, and frankly felt a little rushed.
..My suggestion is to keep the endings plain and straightforward.  None of this "godlike energy-being" garbage.  Suppose you were unprepared for the final battle, so when you actually use the Crucible, it wipes out the galaxy. In the context of the game, that makes sense.  Or you were prepared, you use it right, and it wipes out the reapers.  That also makes sense.  Bioware needs to rectify these nonsensical endings

If synthetics always rebel against their creators, why do the reapers obey their supposed creator, this godlike "energy-being"?  Isn't that contradictory?  I would have expected a retort to that statement, especially after the Geth and Quarians decided to help one another.

What is the child on the crucible?

What is "synthesis" really?

Why do the protheans look nothing like the statues on Ilos from ME1?

What role do the protheans really serve in the plot anyway?

Why does Shepard have to die?

#6985
Fredvdp

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RyanSoup wrote...

If synthetics always rebel against their creators, why do the reapers obey their supposed creator, this godlike "energy-being"?  Isn't that contradictory?

Nothing says the Catalyst created the Reapers. I think the Reapers were an organic race that at some point interfaced with synthetics, like the zha'til, and evolved into what they are.

#6986
Xellith

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RyanSoup wrote...

What is the child on the crucible?

What is "synthesis" really?

Why do the protheans look nothing like the statues on Ilos from ME1?

What role do the protheans really serve in the plot anyway?

Why does Shepard have to die?


1.  I think the child is really a reaper hallucination

2.  Any advanced piece of technology would be indistinguishable from magic to those without knowledge of its inner workings.

3.  Those statues arnt prothean.  They are Innusanon.

4.  They set up this cycle to make sure we didnt get pwned straight off the bat.

5.  Cuz art.

#6987
grimlock122

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http://social.biowar...ndex/12520040/1
this.

#6988
RyanSoup

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Fredvdp wrote...

RyanSoup wrote...

If synthetics always rebel against their creators, why do the reapers obey their supposed creator, this godlike "energy-being"?  Isn't that contradictory?

Nothing says the Catalyst created the Reapers. I think the Reapers were an organic race that at some point interfaced with synthetics, like the zha'til, and evolved into what they are.


"I control the reapers.  They are my solution.", "We created the cycle to stop [synthetics destroying all organics] from happening"

Assuming you are right, that means that the reapers are serious hypocrites.  They're the most advanced beings in the galaxy, so who keeps them in check?  Nobody.  In any case, I just made nice with synthetics, and they're trying to save all organic life, so his point is moot.  Also, if that's the case, why did the reapers provide the Geth with the Old Code?



#6989
Aethgeir

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RyanSoup wrote...

"I control the reapers.  They are my solution.", "We created the cycle to stop [synthetics destroying all organics] from happening"

Assuming you are right, that means that the reapers are serious hypocrites.  They're the most advanced beings in the galaxy, so who keeps them in check?  Nobody.  In any case, I just made nice with synthetics, and they're trying to save all organic life, so his point is moot.  Also, if that's the case, why did the reapers provide the Geth with the Old Code?

Indeed, the Reaper's motivations are at the heart of why the ending fell flat.  They were never originally intended to be tied to the 'organic vs. synthetic sub-plot'. They were conceived for the 'mankind exploring a galaxy filled with Mass Relays' primary plot of ME1. They were the 'devil in the machine', the 'monstrous dark side of mass effect technology'.  We didn't need any explanation for them to be effective in that role.

ME2 actually worked hard to separate the Reapers from the 'synthetic vs. organic' sub-plot.  Synthetic life was painted in a much more positive light through the characters of EDI and Legion; whereas the Reapers were revealed to be a kind of organic-synthetic fusion or 'synthesis' which we confront in a literal symbol of death itself. At no time anywhere in Mass Effect is 'synthesis' painted in a positive light and yet at the end of ME3 it's essentially presented as the 'best option'.

Changing the Reaper's role in the story is also the reason for the 'space magic'.  It makes sense that they would be affected by the Crucible and the Mass Relays: they were always part of that plot element.  But how are the Relays supposed to affect 'all synthetic life' in the destroy ending, or all life in the galaxy for synthesis?  There's no logical way of bridging that gap; so logic was abandoned for pretty colours and the convenient excuse of ‘Reaper tech’.

Modifié par Aethgeir, 13 juin 2012 - 07:01 .


#6990
tremault

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ooh, did I miss this thread?
so I can say what I want? ok.
well I didn't hate the endings completely, but i do think they were weak compared to past games.
I'm convinced that there is more to it.
so if it wasn't planned, I want to be clear that it seemed totally to me that shepard was delusional. why were there trees outside the beam after shepard got hit by the ray? why were there dead bodies all over the place on the citadel? it seems odd that the keepers would do such a thing or the other reaper forces. so if you *confirm* that this is a delusion, then I'm happy. if you show that this sequence was a delusion, I'm happy.
if you make it clear that TIM and anderson were representations of shepards psyche, then I'm happy.
after these things, I want to see the other characters in the game have a clear way to go back to their normal lives. and I want an option for shepard surviving and seeing a glimpse of his/her future.

Ideally, I want to see that everything shepard did was effective. it seemed that all of this brought the galaxy together. it would seem most poignant if the crucible wasn't intended to be a weapon literally, but the act of bringing together enough organised species to build it is the true purpose. to organise an alliance of the entire galaxy and amass a force big enough to challenge the reapers.
to reveal that secretly all along, everyone was partly indoctrinated to believe that they weren't powerful enough to defeat the reapers. and in the end the bluff is revealed as the combined forces of the galaxy defeat the reapers.
perhaps the crucibles true purpose was not to defeat the reapers themselves, but the process they used to indoctrinate. that when the crucible is activated, it suddenly wakes everyone up.

these just some ideas i had just now based on what i was thinking while playing all the games.
what i theorised and what i expected never played out.

oh yeah, something else. I think the whole thing about that star dying earlier than it was supposed to in ME2... that seemed like a major plot point that would play a part in why the reapers do what they do. because the extended use of EEZO causes this kind of damage so they decide to harvest to prevent all the stars from going like this. it would have been good if this was actually developed.

#6991
TheShadowWolf911

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i would like another crew member (not a human one, we got enough of them.)

also remove god child and make endings more varied.

#6992
karushna5

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As I have said elsewhere I liked the ending and the ability to have a monumental choice. On the other hand destroying the mass relays makes plot holes a mile wide and worse of all, destroys the galactic community i loved building up.

Tali's face should be seen on her and animated if only once.

The real killer was no epilogue so it felt no matter what you did there was no difference on such a big choice which I felt lost its meaning. Synthesis was great but there was nothing to show it and felt empty as did seeing any other ending it was made into a big thing but you see no difference between it all. I was hoping to SEE how synthetic/organic races not interacted and did things differently and nothing there made it hollow since a choice isn't worth much if you cannot see the differences it makes in another choice.

It was hard to get Shepard to live it should have had a scene if (s)he did.
Personally more on the Rachni would have helped.

Overall great game but the plot holes and the destruction of Galactic culture was a downer along with no epilogue to give my choices throughout the game meaning, whether the final choice or whether Krogan continue, or make war, or be pals with Turians. It is something to learn.

#6993
GrosPatapouf

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Make a DLC in which you play a reaper, that progressively goes rogue, tries to end the invasions, and alas is being wiped out by other. Wiped... Or "brain-washed", re-indoctrinated by the others and left in our galaxy, so to be... let's say the sentinel for the next invasion to come. Well, this one would not be Extended Cut...

#6994
Shaleist

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I'm sure in the previous 280 pages someone already suggested this but...
1) I'd like some future DLC that allowed you to play as some of your ex squad mates *separate from the Normandy crew works* just to see what the Heck they were doing during the war. I'm sure there could be some interesting scenarios to come out of this... Jacob saving some scientists to take them to that base for ex-Cerberus, Jack and her Cadets pounding a reaper force into pulp, Grunt and Aralach company etc. etc. All sorts of stuff out there that would be cool to play. Of course, Anderson leading the resistance would be bad-ass too.

No real suggestions for the ending... you're working on it. + I don't know how to actually 'fix' it.

Modifié par Shaleist, 14 juin 2012 - 10:43 .


#6995
AtlasMickey

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I just had a thought for a very simple addition that would be really cool.

Before the Harbringer run, have Shepard hold out her arm in front of her squad mates and say, "I got this."

:)

#6996
Guest_Clark Davis_*

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For me ME3 was the best game I had ever played... until the last half hour. Then it became the biggest dissappointment I've ever expierenced.

The story for me started going downhill when the prothean VI told me that the citadel was the catalyst. My reaction to that was, "What... really? Wow... that's... easy." The Priority Earth mission was easily the least memorable out of the entire game. The only part I clearly remember before the final charge was talking to my crew, which was very emotional.

But the ME2 characters should have been there in person, it felt wrong for them to only appear via hologram, they should've been with Shepard. And a 30 sec. chit chat isn't much of a good-bye and hardly brings closure.

The fact that there was no final boss with the Illusive Man and/or Harbinger was a major letdown. It would have been even more satisfying than renegading Kai-Leng.

If I had to pick one word to describe the final talk with TIM it would be, Anti-climactic. It had some good dialogue, but ultimatly fell flat because it was waaaaay too easy. If you can win a "final battle" just by picking the blue or red dialogue options, that isn't much of a battle.

The deus ex machina kid was just wrong. By the second nightmare, my care for kid had run out, so seeing him at the end just annoyed me. Plus, he just flat out lies to me about organics vs sythetics. He says the created will always rebel against the creator, but that never happened in the current cycle. The Geth acted in self defense against the Quarians and only attacked others while being controled by the Reapers in ME1.

Man vs Machine was never a major theme of the ME series. For me, it was the coming together of diverse peoples for a purpose in a battle of good vs evil. And Shepard could have never have done any of these things without his/her crew. Shepard is the tip of the spear, not the entire spear. I was fighting to protect and preserve the galaxy for everyone and the current ending makes me feel that all the choices, conversations, and sacrifices didn't mean anything and that crushes me.

I would have stuck with the dark energy twist, especially since it was forshadowed throughout the events of ME2. By taking that out, the entire plot of ME2 now seems pointless.

There should have been 3 endings. A bad ending where the Reapers win and wipe out all life. A bittersweet ending where the reapers are defeated but Shepard and many others die in the process. And a GOOD ending where the Reapers are destroyed and all remaining crew members survive and Shepard can settle down with his/her LI. That was the minimum of what I was hopping to see.

I would suggest just go with the Indoctrination Theory as it makes a million times more sense than the current ending.

I actually wrote up my own ending if you want to check it out:

https://docs.google....IFA0/edit?pli=1

Modifié par Clark Davis, 15 juin 2012 - 05:35 .


#6997
lightstryker

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I agree that this was the best game I ever played until after Thessia. It's such as shame since most of the Priority Missions were so well done. However, as we know, a poor ending can destroy all the great story and missions that came before in even the first 2 games not just ME3. Palaven really gave you a sense of how dire and desperate the war is especially when you have Garrus with you. Tuchanka missions really brought a lot of plot lines like the genophage and the Krogan's grudge with the Turians and Salarians to an epic close. (Mordin's fate was greatly done as well) The Rannoch missions brought the Quarian and Geth wars to a close and were dramatic especially with Legion and Tali caught in the middle. Thessia was well done: The most beautiful and most advanced race in the galaxy being slaughtered by the Reapers. And then things quickly headed south as far as story goes.

Sadly, the Earth mission was the worst of the Priority Missions. Like was mentioned, it should have been epic and on a scale more grand than any other mission. All of ME3 was about taking back Earth and the mission fell flat on its face. Why couldnt we have fought alongside all the war assets we acquired? The Blood Pack, Eclipse, Blue Suns? The mechs? Why couldnt we see the individual fleets and ships in action? Why couldnt our old squadmates (Kasumi, Zaeed, Jacob, Grunt, etc) be NPCs fighting for Earth beside us? Instead, why do we talk to them over holograms? Why couldnt some of our squadmates (old and new) fall in battle? This is the REAPERS after all. (but they could die against the Collectors, their slaves) Earth should have been a HUGE mission and a memorable conclusion to the series. The way Bioware hyped the game and how the first games were, I was expecting ME3 to go down in history as one of the best games ever created. I had 6 Shepards, one from each class, 3 male and 3 female ready to go for ME3. But when you see the story building towards the ending, and then you see the ending, it sucks the life out of you and you dont want to go back into it. I really wouldnt mind if the ending we got was a hallucination and that the REAL ending is coming but that may just be wishful thinking.

On a side note, the romance options were too limited especially if you werent carrying over a romance from a previous game. Also, when you are in a romance, your significant other dont say much in relation to your relationship especially aboard the Normandy. You basically commence the relationship then sleep together. That's it. As deep as ME characters are, their romances didnt live up to expectations. DAO's were much better, IMO.

#6998
thehomeworld

thehomeworld
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Changes this will take a wall or so....

Explain the lazarus project fully with photos, recordings both voice and video, and lots of writing. Seriously you wrote out all the info in the SB dossiers yet you can't get people to write up how Cerberus did what they did in a logical way. I would like to know if reaper tech was used if so what is the metal in shep from sovereign? Did you use that Turian beacon TIM interfaced with? Go through major time frames in the project, how was shep the only test subject? Did they keep killing shep when he would be brought back not as is? Seriously heres a link to help get you started: http://social.biowar...3/index/7730998

Shep being a mental prothean bring it back as it should be he should be able to use all that info downloaded into his mind to make suggestions on battle strategy, where super weapons are located, and use the Mars and Thessian beacons like he should aka walk up to them and get the info downloaded into his brain stop with the plot contrivances.

Have the bad guys actually need shep to get the info out of his/her mind really the whole game they keep saying we need him alive for some mysterious unknown purpose so far the only reason I can see why shep is allowed to live is so he/she can do all their leg work for them and thats not cool. It makes sense they need shep to interact with Mars and Thessian beacons so he can get all the info unlocked within these and that Cerberus has to secure him to get the info out of him via a matriarch.

Make Thessia's beacon work as establish lore makes column beacons work! Really I can't believe I have to state this here and tell your writers how the beacons freaking work! Thessia is a colom just like Eden Prime, Virmire, and it also works just like the pyramids do who cares if its bigger it should work like those listed it activates and downloads the info into the users brain! Thessia is not a console beacon like Illos it should not in anyway give out holos, spheres, or data disks for the bad guy's convenience worse beacon retcon ever!

Make the beacons important to the plot so far they aren't the way in which you not only introduce them in 3 you also handwave how important they are sure we get the info from them but it doesn't effect the plot in anyway it doesn't have shep change anything so far the point of getting the beacons was so Lang could take a data disk so the holo could then tell us about the catalyst all that garbage could've been avoided had the beacon worked like it should aka shep uses it downloads the info into his mind and knows then about the catalyst but is unable to go further because lang kidnaps him takes him to TIM where he gets a brain drain courtesy of a matriarch. After he is rescued from his crew we can then head to Earth.

Have shep not be a moron really 6 months in prison makes him/her forget about galactic procedures? The players know more then shep here we all knew right from the get go we needed to go to the council no past players needed Anderson to order them to do it! Shep is also stupid when it comes to the retake Earth strategy he doesn't tell them all he's learned about the reapers and how frontal assaults won't work and how either Cains or Fleets will need to be required to remove both the reapers in front of the beams and on Tuchanka, really go back in time here devs take notes of all the battles and the strategies have shep reference theses tactics and make plans similar to them.

Bring back the dialogue wheel for battle strategies so the players can physically plan out the strategies with the others even gaining access to similar plans when fighting battles that are similar.

Your LI: Tons of suggestions on this that also effects if they're crew based or not go here: http://social.biowar.../index/11149071

Sheps trial bring it back! Really I'm so mad at you for this? You decided to make shep a moron so new players could figure crap out in the game when you could've just had the trial to introduce new characters, get new players up to speed on past events, have import players be able to not be idiots of their pasts and have to defend themselves and their actions then when Earth is attacked he doesn't need to be so stupid on what is going on and what he'll have to do!

Exploration in the mako bring it back the scanning game was boring and being nosy all the time to get sidequest make them feel unimportant and just scanning for them makes it worse.

Modifié par thehomeworld, 16 juin 2012 - 06:29 .


#6999
KeraWildmane

KeraWildmane
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No f*cking starchild.

#7000
IRIDUIM WOLF

IRIDUIM WOLF
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EXPLORATION it was the one thing I loved about ME1!