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ME3 Suggested Changes Feedback Thread - Spoilers Allowed


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#1876
AdudenamedVince

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Not much to say here that hasn't already been said. I loved the first 98% of the game, and it's the last bit on Earth that just kind of ruined it for me. So in no particular order...
  • More closure in general (more on that below)!
  • Use all those war assets we built up in the final cutscene cinematics, like seeing the Krogan ride the Kagliosaur (or however it's spelled), see some Geth ground forces like the colossi, stuff like that.
  • Whenever Shepard makes his final choice, you see the faces of people you know flash onto the screen. Anderson, Liara, etc. I romanced Tali in ME2 and 3, yet Liara was there and Tali wasn't. What? If you're going to change the whole ending, which I kind of hope you do, this suggestion may not apply. Still something to consider though I think.
  • It doesn't have to be a "sunshine and bunnies" ending, but as they are all the current endings are pretty bleak. I think those of us that played it pure paragon through all 3 games deserve something a little more cheerful, especially if we get our EMS to the required level. I'm only referring to the ending here as well, all the other deaths that happened on a paragon playthrough, Mordin, Legion, Thane, etc, were truely emotional and critical to the story. We knew characters we loved were going to die with this whole Reaper situation, and sad as it may be, I wouldn't have it any other way. Heck, I'll never look at sea shells the same way again.
  • A short cutscene for all your squadmates and major characters at the end would be nice, depending on your relationship with them and whether or not they die. Also assuming the ending is changed, and all the Mass Relays aren't destroyed and the Normandy doesn't crashland on that random planet. But I had things in mind like a funeral for Anderson, for those who romanced Tali and brought the Quarians and the Geth together, see her and Shepard in a a new house on Rannoch, see what Garrus does after the galaxy no longer needs saving (Movie star? Specter? Work for c-sec again? Go on a long and much deserved vacation?), Liara helping rebuild Thessia, see Ashley as a Specter and James as an N7, Joker and EDI doing something together.... Obvously switch things around a little depending on the players choices, like whether or not the genophage was really cured and you see a whole lot of Krogan or a lot less but very angry Krogan. Whether or not you got the Geth and Quarians to cooperate can determine how much  infrastructure is built on Rannoch, and if it's just Geth or just Quarians doing the construction. I know creating all those cutscenes would be a lot of work, but if made properly I don't think they'd even really need dialouge. It'd be nice of course, but not 100% necessary. Again, this entire suggestion is if you plan on changing the ending in a big way. If the current 3 options are going to remain, those personalized cutscenes would still be nice in one form or another. As it is, wrapping up the series in that one 5 to 10 minute cutscene in a satisfying manner just doesn't work for most people who've spent countless hours playing through the whole trilogy.
Well, that's about all I got. Could say more, but I'd just be repeating what a lot of people have already said in this 70+ page and counting thread. Probably have repeated somebody somewhere, but I didn't read every single page here. I don't envy the staff member who does have to do that, lol.

Thank you for taking the time to hear all our feedback, and I must stress again, I do think ME3 was a fantastic game. As is clearly evident, for pretty much all of the fans it's just that darn ending that's holding it back from being the defining sci-fi trilogy of it's time. To quote one of those fans (whose name unfortunately escapes me right now), replaying through the entire trilogy feels like a funeral march right now. I hope this thread and the constructive feedback you're getting will cause you to change the ending as a sign of goodwill to those of us who have stuck around for the entire ME series, and want to stay beyond it.  It's been a once-in-a-lifetime ride, and we all sincerely thank you for it. Just... Please don't have it crash into a mountainside at the last possibly moment.

#1877
Fireblader70

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Right now, the Reapers seem like tools instead of menacing villains. The Catalyst ruins them completely, coupled with the fact that their motivations are beyond questionable (the geth never rebelled, and they could be united with the quarians by the finale).
If the ending was shown to be Shepard's hallucinations, due to indoctrination, then the Reapers would gain that menacing presence back, as they would have successfully controlled many of the players (like me) to do their bidding. Ingenious. And, come on, it fits perfectly... intentional or not, you have set up possibly the greatest ending to a game series that I can remember. Please don't waste this chance!

I also feel that more Reaper interaction would benefit the game - namely Harbinger, whose only appearance was beaming the heck out of everyone. I was looking forward to a final conversation with him, discussing the motivations of the Reapers and all that (since this is, you know, the end of the trilogy. And no answers? What's up with that?).

An epilogue describing what happens to the galaxy would be nice too, similar to Dragon Age: Origins. It gives closure to the fans who have stuck with the series since day one.

About destroying the mass relays - that essentially strands the entire fleet by Earth, making all choices from the three games void. I fail to see how this is a fitting end to the Mass Effect series.

If the endings are supposed to be taken at face value, there are so many inconsistencies that I, as a writer, find very suspicious. It's so annoying because the rest of the game is fantastic!
If the writers honestly had no idea about Shepard being indoctrinated... what happened? It's like being amazing on your driving test, only to crash into the wall of the test centre as you're parking. :?

Lastly, journal system. OH MY GOD. Please fix this...  you have no idea how much I wanted to rip my hair out over that... that... thing.

If you read all of this, I salute you, and thanks :D

#1878
FilmDirector554

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muttdude wrote...

Alright, I'll bite.

First off, the game itself was great. Not perfect, but it was fun down the the last 10 minutes of gameplay. Any other game, that might not be an issue. But Mass Effect is a Bioware series that prides itself on interactive story telling. And to someone like me, the story is integral. So a poor ending to not just a single game, but an entire trilogy that I have devoted lots of time and enthusiasm to has left me hurt.

The story failed in its genre. It went against decorum. The endings were 95% similar. They offered no closure. It made no sense. And it felt like a blatant ripoff (Deus Ex: The Conspiracy). Our choices were destroy, merge, or control?

And it was against all expectations of Bioware, and the comments said by the staff. Our expectations weren't made in a vacuum. We not only had Mass Effect 1 and 2, but other great Bioware titles such as DA:O and KOTOR. We prepared our saves, read the books, and browsed the wiki only to find that none of our choices impacted the actual end. It appears that it was taken that the whole game would be the "ending" in terms of our choices impacting how the reaper war would be fought.

And speaking of the reapers, there was a complete lack of character and motivation. They had been built up to be mysterious, powerful, and beyond comprehension. The "Dark Energy" subplot from Mass Effect 2 should have been a Chekov's gun in that if something is foreshadowed it should be deemed necessary to use it. Tying in the Reaper's purpose to prevention of galactic destruction would have prevented what feels like a complete tautology. We built synthetics  to destroy you so you don't build synthetics to destroy you. Unknowable purpose? Bunk.

The story attempted emotional manipulation and failed spectacularly. I hated the generic caucassian child (race stated due to the likely demographing done to evoke sympathy) and his impact on Shepard. The dream sequences were slow, boring, uninteractive, and unimaginative. Max Payne or the Fade in DA:O were worth playing once in that they exposed character state or lore of the imagined world. With all the casualties Shepard has dealt with and with trillions at stake, the starchild gets special treatment?

And why in the world is he used as the represenative of the reapers? That made no sense. It wasn't foreshadowed. It wasn't necessary. It made the situation even more contrived. There was not even lip service to explanation. It was like a bad M. Knight Shamalan movie. A twist is not a plot. And even as the choice is made, we have the horrific and seemingly series ending shutdown/destruction of the mass relays and their implication. In all 3 endings. There are only 3. After hundreds of choices to make peace or war, we have 3 endings and know nothing of our surviving friends other than a non sensical Normandy crash landing far from the Battle of Earth.

It was an epic trilogy. An "Epic." Something heroic should have been felt. That's how catharsis is achieved in an epic. It can be tragic. The hero can die. Losing could have been an option for failing to prepare. Even a heroic last stand would have been preferable. But "We'll all go together" evokes more sympathy than what we received.

Then there's the nitpicks.
Like Tali's face. Sure, the expectations were a bit daunting, but the lack of effort is what is most offensive. Character design is so apparent with all the other races, even if they are humanoid. Not only is it a poor photoshop, but there is a lack of distinguishing features. And no explanation for who the Quarians are. Not even modelled in game for what would have been an emotional moment. It's the sheer lack of effort that was offensive.

War assets. I understand development limitations. But it feels like many great stories had been missed. The opportunity for engrossing side missions were possible. But little of what is done in terms of war assets makes an appearance in the final battle.

The books. It has been a few months, but Retribution gave the impression that Cerberus had been cripped or at least severely mitigated. Yet they have the logistical and manpower numbers to continually harass Shepard and make a viable stand against the allied fleet.

And Deception. I'm glad I didn't preorder. I can't speak directly for it, I did read the google document citing the issues with lore and canon. Not to mention Dietz is a terrible author. Karpyshyn would at least have been consistant.

I used to have utter confidence in Bioware. I would preorder something in a heartbeat. I didn't need reviews since I knew I'd love it. DA:O, Kotor, ME 1 and 2. But then DA:2 happened. And Deception. And now an entire trilogy is ruined because of a bad ending to what is supposed to be an epic story.


Very well said.

#1879
Dr Sylak

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This is my first time posting here. I've played the series since ME1, and I love it. ME2 is still my favorite game I have ever played. Here are my brief thoughts on the ending:
I agree with the general dissatisfaction towards the ending, and think most critics make valid points. After thinking about what the intended goal of the ending was, I am more okay with it than I was before, but I think its execution was generally poor.

What I was really hoping for in the ending was getting the choice between controlling or destroying the Reapers. I know I got that, but I wanted to see what happened afterwards. In fact, remember in ME1 when you could replace the council with all humans? I was hoping we'd get the option to do exactly what the Illusive Man wanted to, and use the Reapers to establish total human dominance. Even if I couldn't bring myself to do that, it would be amazing to have the option.

No matter what you'd choose, I'd like to see the aftermath. The relays and the citadel do not have to be destroyed to change the face of the Mass Effect universe forever. The Reaper struggle will have already done that, no matter what the outcome. I'd like to know if destroying the Reapers leads to unstoppable Krogan hordes, or what happens to the Quarians on their homeworld. If Shepard dies, I'd really like to actually see the crew mourning him/her. I'd also like to see a reunion if he/she lives.

#1880
Twilight_Princess

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TACTICS
Like the suicide mission allow us to DECIDE which fleets do what. Let us use our war assets in a tactical way and show the results of these decisions with cutscenes. For example, choosing a small group of STG salarians to fight the front lines will get them killed because krogans are the better choice. Also the NUMBER of your allies should be important. So if you didn’t stop the bomb on tuchunka your krogan assault will be less effective. ME2 was brilliant because of this mechanic, applying it to a war makes the final fight that much more epic.
 
INDOCTRINATION EXPLANATION
I’ve analyzed the ending to death and the indoc theory just makes the most sense due to the glaring red flags you spot during the beginning and end of the game.  A mental fight before the actual one is a brilliant concept and shows the reapers are playing dirty by manipulating you in such a way. Having the ending DLC start as shep awakes in the rubble on earth is the best way to go forward.  Your will was strong enough to defy harby’s lies so now it’s going to pull out all the stops to destroy you. A final fight with him is what I would love to see.
 
VARIED ENDINGS
Have a spectrum of endings that vary greatly from eachother. Have a bleak ending where the reapers win, have a good ending where shep makes it.  Have another where shep becomes a reaper overlord, just give us OPTIONS.
 
CONSEQUENCES
In epilogue form show the fate of the races, of particular characters, of shepard. If Eve was killed show infighting with the krogans and hints that they will pose a threat to galactic peace later. If the geth and quarian are united show them building homes on Rannoch.  Show some of your squad being praised by their respective races. Show shepard one final time , looking hopeful against a kickass background (a word doesn't need to be said) This will give us the closure we crave. 

Modifié par Hyrule_Gal, 17 mars 2012 - 06:09 .


#1881
Kub666

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Ok, few more things. I'm fine with whatever ending, as long as this ending does not make former games irrelevant. Sovereign attacking Citadel in ME1 does not make sense if Sovereign is controlled by the god-kid from the Citadel.

I don't understand how war assets influence the size of the explosion at the end. I got more ships so Earth survives the blowout? What??

Also, if you are making science fiction 3 games long, you cannot resort to Space Magic in last 5 minutes and hope that people will swallow it.

#1882
SmgCat

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RaenImrahl wrote...

Bioware's Jessica Merizan has made a request of the community...

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.


Please use this thread to post your constructive feedback, which may include spoilers. Spam images will not be allowed, per the forum rules.

(The original, now defunct thread on the topic in this forum is located here: http://social.biowar...ndex/10093191/1)


My main problem with the endings is that the last 5 minutes are completely disconnected from everything you've
done up to that point.

We spend the whole game uniting different species and collecting war assets, but in the end all that is reduced to numbers deciding if we get red, blue or green ending to choose between, WITHOUT there being any actual connection. WHY should it matter to the Reaper AI/God if we got 1000, 3000 or 4000 EMS? Why is the 'destroy' beam suddenly capable of destroying buildings and  people if we have low EMS? Where is the connection? There is none as far as I can tell. The AI doesn't even mention it. It's just  meta-game numbers. If the point was that nothing we did really mattered in the end, then why make the choices depend on EMS at all?

The second problem, and somewhat related to the above, is that we don't get to see much of our war assets in action. I would have liked to see them fight reapers, and I would have liked to be able to assign them different tasks. I know this isn't really Shep's job (Anderson/Hackett is doing it) but at least we could've been allowed to 'advice' them on what the fleets and the ground troops should be doing.


The third problem is how Shepard reacts to the AI-god. Shepard suddenly just accept the flawed logic and the choices presented to him/her, and there is no option to question or reject the options the AI gives us. This is out of character, imo, why suddenly trust what the enemy says? I also have a problem with the AI-god being there at all. I would rather have the Reapers either stay mysterious, or like the ending of ME2 suggests, that they need to harvest organics to build more Reapers.

The fourth problem is the Normandy running away. I'm sure other people have pointed out why this is out of
character, and why it doesn't make sense that Shep's ground squad is on board.

BONUS! problem: No big boss fight before the end. I'm sorry, but "Marauder Shields" and the husks doesn't count. This is not as big a deal as the other things I mentioned, but I love big boss fights. I know it's a bit of a game
cliche to always have a final boss fight, but I see it as a final test of my character's strength in combat and I enjoy preparing for this sort of thing. I would have loved to be able to fight Harbinger, the 'guy' who spent all of ME2 taunting me, even if it ended up the same way as it does now, with Shep being knocked out and waking up in the rubble etc.

What I would have liked better than the current ending: Being able to give advice on what the war assets should be doing before leaving the camp in London, and having a proper boss fight with Harbinger before entering the beam. After that, the ending could be the same up til TIM dies. After TIM dies, Shep could drag
him/herself to the controls and start something that sends a signal that weaken/confuse the reapers by making them unable to coordinate with each other, or mess up their sensors or whatever. Something that doesn't directly kill them, but makes them easier to kill.

Shep and Anderson then sit and have their final chat while they watch the battle going on outside. Maybe with some cuts to scenes of the battle on the ground and in space, maybe seeing the Normandy taking on a reaper and doing well (or getting blown up, depending). If Shep have done things right, and have high enough EMS, we see the fleets winning and hear cheering etc over the com, if the EMS is too low the fleets are losing and there's screams and sounds of explosions over the com. There could also be various degrees of winning or losing from
victory with few losses, to victory with heavy losses, to almost winning but failing in the last moment, to failing miserably and getting completely wiped out.

Then finally as Shep pass out,  the last image is of Earth, scared but still whole if winning, or a blackened burning mess if losing. THE END.

What happens to everyone is still left a bit open, but there's no AI god with silly logic, no last minute RGB choice, and no magic space-beams, just victory or defeat depending on our actions during the game.

(EDIT: messed up formating oO)

Modifié par SmgCat, 17 mars 2012 - 06:10 .


#1883
Rompa87-2

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I think it would be neat if Shepard was able to call his/her mother from the com officer just before the last push, if you're playing as a Space Born Shepard.

The changes I would wish for the ending have already been covered here by fellow forumites

Modifié par Rompa87-2, 17 mars 2012 - 06:09 .


#1884
christrek1982

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as I have seid have at least one happy end three shads of dark depressing is not good and all you have ended up with is bitter with no sweate. I wfent into it more on another post. not everyone wants that but the ones that do are just as big a fan as the ones who don't and I'm sure you can do that withing the theme of the story.

#1885
Brother Kosh

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Many people have already touched on this I’m sure but one of the major blows from the ending was there was no ‘what happened to…’ for the crew you had worked with for over 3 games, characters that were above and beyond pretty much every other character in gaming history.

The jungle planet scene ending, what were we supposed to make of that?  That your crew survived? That the crew you had fought for and pulled through the collectors base and sorted out pretty much every problem they had were now stranded on some jungle planet and doomed to die a slow death there?

The Relay s blew up, thus destroying the source of galactic travel and isolating every system cluster to their own?  After rallying the largest combined force in the history of the galaxy their reward was to have their way of life destroyed?

That’s no bittersweet, that’s telling us that whatever we done through Mass Effect 1, 2 and 3 totalled up to nothing.  Your crew are stranded and most likely going to die there, the galaxy is ruined and life as they all knew it is gone.  With that sort of ending we might as well just sat back and let the Reapers farm the place.

On the topic of bittersweet endings, it’s been mentioned several times that Shepard’s death in Mass Effect 3 was all but set in stone, that he had to die to truly make him the martyr of the galaxy and the man who died getting things done, the hero for everyone, The Shepard.  I’m more that confident that given all Shepard has done, giving them an ending were they do get to pull through wouldn’t destroy the character or the story.  We had all built up our Shepard’s but we don’t all want to see them die.

Lastly, if this was meant to be the final tale of Shepard, chronologically and not counting DLC, then why is it when we amass the highest EMS needed and we chose the Red ending (the Paragon one I think) do we see him drawing breath, a feat he should not be able to do given the ‘I see Reaper People’ kid clearly stated that we would die if we destroyed them?

Between the Stargazer kid asking for one more story about Shepard and the breath scene, I can’t help feel (hope) that this has been planned but right now the ending just doesn’t make sense.  It has none of the solid writing styles or amazing characterisations from the last 3 games, games that I still think are perhaps the best series out there.  The current ending though is a bleeding wound to their memory and the longer we are left with the current ending the more the love we have for the series will drip away.

#1886
Toby Shepard

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 Uh just saw this thread - love the attitude.

What I would have liked:

The beginning of the game:
The way the Reapers attacked Earth was a blitz. I found it hard to believe that there "would be an Earth left to save" after spending so much time helping other civilizations with their defenses (however this is a minor issue I wouldn't even mention if the ending was good).
I never chose Udina to be the human representative, I chose Anderson - so what's up with that?

Fighting with the whole squad
In Mass Effect and Mass Effect 2 we had Virmire and the Collector's base, where we visually fought alongside our team and not just two members we chose to be in our squad. These scenes had a very epic feeling to them and I remember that when I played Mass Effect for the first time five years ago, Virmire was the mission that made me really love Mass Effect.
All preperation for this fight suddenly felt essential.
I missed a mission like that in Mass Effect 3.
Even the final mission didn't make me think "I'm so glad I did XYZ" like for example the flight through the Omega 4 relay does (Normandy ship upgrades).
There is an armada flying towards earth but I barely saw Geth ships and the only ships I could identify were the obvious ones like the Destiny Ascension. I didn't see any Rachni helping me, I didn't see any Blood Packs, Mercenaries or Eclipse even though they are such great ground troops (as Aria told me).
Except from saying goodbye, I didn't see anything of Miranda/Jacob/Samara and co. in the final battle.
All that made me feel the relentless last battle is a love fest instead of a war.
It didn't give me the epic feeling Grunt, Mordin and Legion gave me when they risked their lives for me.
While assembling the war fleet I was sure that at the end of the game I had to assign tasks (much like the suicide mission) so I read the texts and wrote down whose fleet would be suitable for X job.
But all they really did was distracting the Reapers so I could run to the beam of light. Bringing all these troops from all around the galaxy felt rather pointless at the end.

Another importing problem:
When I rushed into the Cerberus outpost I found parts of the human reaper. I chose to destroy the Collector's Base so I don't know how Cerberus would be able to get these parts. And I'm kind of interested in the explanation how Cerberus got through the Omega 4 Relay. :/
Ingame it said it took "months" of salvaging the human reapers "heart". But Mass Effect 3 begins six months after the destruction of the Collector's Base. :/

The Ending:
I knew it was against all odds, some might say a suicide mission, but I also knew Commander Shepard would destroy the Reaper threat and survive all of that.
Sacrificing himself for the greater good is way more cheesy than having a corny Hollywood ending.
And that is what I expected, wanted and played the game for.
If someone had told me "This adventure ends in destruction and pretty much hopelessness", I wouldn't have picked up any Mass Effect game.
I don't know if you guys played Red Dead Redemption but at the end the main character gets killed by the guys he used to work for. A lot of fans hated this ending (me included). But at the end of the day, one knows that he didn't die because he "just had to", but because the antagonists are such ****s, that the hate of the player is directed towards these characters, not towards the developer because he killed off the protagonist. They really pulled this "the main character dies" thing off.
Than again, I never expected them to leave me a choice at the end. But I expected it from Bioware.
I know neither Mass Effect nor Mass Effect 2 really left me the choice how i wanted to "end" it, but I expected it from the third installment.
I wanted to choose my corny happy ending where the galaxy (including the form of travelling) was saved and Shepard and Liara settle down on Thessia or Earth or something like that.
But letting Shepard die is like killing your character in a MMO. It just doesn't work, because there is so much left to do - the player wants to be motivated to do just that - explore the rest of the game even after the ending.

Also, since the Citadel was the only place in the game where you can idle, talk to people, get quests etc. it was too small. It didn't even feel much larger than the Citadel in Mass Effect 2.
Oh and I missed my old helmet and the prothean artifact in the Captain's Quarters. :P

Nevertheless the only thing that really concerns me is the ending. I'm fine with all the other things that could have been better as long as I have my happy ending. :>

Modifié par Toby Shepard, 17 mars 2012 - 06:12 .


#1887
Lapislatsuli88

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hyperforce99 wrote...

Its good to know Bioware is listening.
Regardless if this was planned or if somehow bioware/EA miscalculated when creating this ending
If this wasn't planned, in any case, Bioware now has a golden oppertunity to set themselves up as the best story writers in game history. But they also run the risk of burning their reputation to a crisp if they handle this poorly.

For myself.

Over the past few days i've gone from disbelief, to dissapointment, to denying the ending even existed, to hope.
Hope because of the Indoctrination theory.

The reason the current ending is so bad is allready discussed by much better people than me.
But the general lines are these:

It gives no closure,
It ignores the EMS you have build up and instead creates a unsubstantiated connection between the choices the catalyst will offer you and the final ending sequence you recieve. Why build up a citadel defense force when it will have no effect in the end anyway.


It also makes no sense, has way to many plotholes and even outright contradictions under specific circumstances. I've seen EDI's body lie dead in a puddle of blood(?) on the left when stumbling towards the conduit after you are hit by harbingers beam... only to see her walk off the normandy at the end cutscene.


This leads me to the Indoctrination Theory. When I started hearing and reading about this it not only gave me hope for a better ending. It would also be a brilliant move on Biowares part. Presuming that this is true, then that means the true ending to mass effect 3 is yet to be revealed.

If the choices you make as a player during the "dream sequence" will deeply impact the course of any possible ending DLC it will have to have grand but also tangible consequences.

It will have to take the following aspects into account:

1. Your choice in the "Dream sequence".

If you have chosen the blue or green endings you will be fully or partially indoctrinated.
Presuming you are even capable of continueing the story after this point (which I will for this instance), The final ending section of the game will have to reflect this. Shepard will likely make strange choices and potentially betray his friends/squadmates or worse, which could lead to a truely catastrophic endings and will likely cause shepard to die regardless. If the right choices are made perhaps Shepard could snap out of it just like Seran did in the end of ME1.

However, If the player chose the red ending and broke his hold over the reapers indoctrination.
It could lead to a better or even perfect ending.

2. Make your EMS truely count !

Your EMS is the perfect way to calculate out your chances of survival. At the least it could offer support during the ending. At its best it could influence how successfull you are at saving the galaxy and galactic civilisation.
Allow me to explain:

The citadel defense force. If you didn't put any effort into this then the citadel will likely have been overrun by reaper ground forces and the council will likely be dead. However, if you have invested time and effort into building up the citadels defensive capabilities this could lead to some interesting gameplay.
After the final push towards the conduit the player could fight his/her way through the citadel to its control center.

Similiarly the crucibles success could be linked to the fleet size

The purpose of the fleets you have collected and the tech upgrades you aquired for the crucible need to matter.
If you don't have a large enough fleet to defend it, the crucible could become damaged. Some key points in the external space battle could be used. Different factions space craft could come into play to create a captivating and thrilling space battle. in a similiar way the normandy upgrades effected the sequence in ME2.
If the crucible takes too much damage it could cause side effects to occur when the weapon is finally used. Will a damaged energy source destroy the Citadel and all that live on it? Will it cause a misfire or create interference with the mass relays similiarly like the current endings do?

3. Post ending closure.

You (bioware) have done this before. Dragon Age 1 had a great ending that did not only allow the player to experience his success first hand, but it also closed the story for all characters and civilisations with narration. And even when the player failed to survive, it still had a beautifull ending sequence with your funeral.

It is important for the players but also for the story to provide closure. it gives players a reason to replay the game to achieve a differnent outcome.

Lets say the player manages to defeat the reapers, save galactic civilization (this means the mass relays are intact) and you also survive. This should be possible just like in Dragon Age 1, but just like in DA1, only if all pieces of the puzzle line up.

Similiarly, if you didn't bring enough ships to defend the crucible or if you are indoctrinated and can't fight it. some horrific endings should be possible. The defeat of all sentient life, the destruction of the mass relays. Armagedon type stuff. If I screwed up and didn't achieve the games goals of gathering a large enough force, the consequences should be bad.

4.  Make the ending make sense and actually rooted into the mass effect universe

The dream sequence ending felt way to floaty to be part of the mass effect universe.
From the entire gameplay style changing at the last moment, to the control panel being convenienty near your entry point, the god child Deus Ex Machina and the (synthesis) ending. It all feels like its not taking place in the same universe. Mass effect has allways struk me as a science fiction game set in at least some form of theoretical basis. Galaxy wide beams of energy that fuse organics and machines into hybrids is not what i'd call plausible in the Mass Effect univserse.

A revised ending (or at least the method (storywise) to bring about such ending) should make sense. One critical thing that was ignored is that the Citadel is in and all of itsself a collossal mass relay. If given enough power why couldn't it send the signal across the entire universe to every reaper on its own?
And if the Catalysts true purpose still holds true outside of shepards dream, then at least make it a key element that the player has to use or fight for to reach the final ending (without the god child please).

Something like a kill switch signal/virus that will effect all reapers, or a way to disrupt the reapers systems making them much more susceptable to counter attacks. (again the EMS and fleet size could be taken into account here.)
I'm sure there are other ways, but i've made my point.

5. Save the reputation with your fans.

As I've explained at the top of my post, in my eyes Bioware is at a crossroads.
After Dragon age 2 and now Mass Effect 3's ending, your reputation as a great story teller and leader in the game industry is cracking. To me and many of your fans, the ending of a game can make or break it and the entire series before it.

For a story driven game series like Mass Effect, no, 'especially' for a story driven game series like Mass Effect, a proper conclusion is crucial.

Also the way you will present this as DLC will be important. 
Asking money for an Ending DLC could cause a backlash from your community as they expect a real ending to be part of the retail package.


I hope this helped.
Hyperforce signing off.








#1888
CarolSephard

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To me the problem is basically in the ending and the beggining. The game is an amazing experience that makes you feel all the fear, pain, death and hopelessness that the reapers are spreading all over the galaxy, and urges you to unite the galaxy forces against the reapers; it becomes something personal.

The beggining has a simple problem in my opinion: total absence of a sense of urgency. I mean, there's hardly any music for that momentus nor any atmosphere of terror. The only thing you can do is laugh at Anderson while is running like a clown.

But the big deal is the ending. My points on this are:

1- There's no closure to Shepard's tale. I honestly don't know what really happends to the Earth, other races or my teammates after the citadel and mass relays explosions. Will the krogan, turian or any species in Earth be capable to travel back to their home planets? Will the galaxy follow Shepard's example and try to stay unite (on paragon option)? Is Shepard alive after any of the endings? There's no answer for any question we have. There's no problem with mistery, the problem is that the ending is a mistery itself. This game needs a large and well done epilogue.

2- Our choices mattered along the gameplay, but in the end it doesn't matter what we did before. My FemShep united an entire galaxy, did the good everywhere she was, and tried to remain as an example of "the end doesn't justify the means". Nothing mattered when i was in front of the "select A, B or C" ending. No matter if you saved the council or not, killed Wrex or not , cured the xenophage or not... You can do whatever you want and you will have the same options to choose. If you choose to destroy synthetics, you can have either the synthetics or the organics killed. And why? because of the War assets. So the power of the crucible depends on how many warships i have? That's nonsense.

3- Shepard's death is no problem to me. In fact, I thought my FemShep was going to die after Anderson's death, i was ok with it. After that i was waiting for the citadel to explode right after the crucible starts to fire beams of energy or something like that. Instead of it, i started to :blink:, then more :blink: and finally i was incredibly :blink:. So, i would like to see my FemShep alive and having childrens and all of that, but if Shepard has to die, I think he/she deserves a better death to be written.

4- Indoctrination theory. To me is a very good explanation of what happened, it would be awesome if the game plays the indoctrination with the players. Shepard can fight it or surrender to it, and have some answers that really closes the trilogy. But, is this what Bioware is aiming for? 

5- Plot holes and contradictions. Why using the crucible destroys the mass relays no matter what you choose? Why is Joker fleeing from the combat? How my teammates managed to magically appear inside the Normandy? Why the human reaper is the only one that doesn't have octopus form? Why should I believe in any word that God child says to me when i know he is an actual reaper? and why can't I argue with him like i did with TIM? There are lots, but the big one for me is: why "Reapers kill organics, so synthetics won't kill them" is a valid statement to a machine? Every specie in the galaxy evolved because of the mass relays, so that means to me that the same thing the reapers use to stop the problem is what creates to problem :blink: I think it's easier to think that reapers killed their creators and now they harvest organics as a way to expand their supremacy over the rest of the galaxy.

6- I'm sure that people in Bioware have already seen this video, but the only i have to say is i fully suppot it: 
www.youtube.com/watch


Thanks for reading this and for all the support.

Modifié par CarolSephard, 17 mars 2012 - 06:11 .


#1889
count_4

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Just two general suggestions

1. Rewrite the ending to make sense
A lot of people aren't complaining about the endings being too dark, depressing or bittersweet. They're complaining that no one really knows what the hell happened and why. And for those parts where we know what happened, it didn't make any sense. Like Joker happily jumping off the crashed Normandy after the Citadel, Shepard and every Mass Relay in the galaxy just blew up.
Plus the explanations of the catalyst are illogical.

2. Never ever tell your fans they don't need to know the answers to their beloved universe they invested hundreds of hours in again.

Modifié par count_4, 17 mars 2012 - 06:29 .


#1890
Ingulfthemad

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I had Military Strength of 7152 , but as i am not interested in Multiplayer have galactic readiness of 50% which leaves me with a Effective Military Str of 3576 .. so I spend my time playing the solo game to have my ending affected by the multiplayer part? - Remove the multiplayer from the ending requirement and errr dont destroying the relays destroy the system - not good either.

#1891
michael99887766

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RaenImrahl wrote...

Bioware's Jessica Merizan has made a request of the community...

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.


Please use this thread to post your constructive feedback, which may include spoilers. Spam images will not be allowed, per the forum rules.

(The original, now defunct thread on the topic in this forum is located here: http://social.biowar...ndex/10093191/1)


Most of ME3, just like most of the series, was fine. But the ending needs a substantial rewrite. In my ideal world, Bioware would change this with a (preferably free) DLC which provides, crucially, CHOICE. With some proper choice and variation would come fulfillment.

I think there needs to be a spectrum of options, ranging from "Perfect ending Shepard lives" - where Shepard saves the galaxy, the relays survive, crew picks him up, etc.; through a good ending where Shepard sacrifices himself to save everyone but the relays survive and there is closure; through a neutral ending where there are perhaps substantial losses and problems, and Shepard may die, but the galaxy survives; through a renegade ending where Shepard takes real control over the Reapers and establishes himself as leader of the galaxy or whatever; to an ultimate fail ending where the Reapers pwn everyone. Then there can be minor variations with each of these depending on war assets and other choices.

Given Bioware's record and some of the great fan-written alternate endings, this would definitely be possible. Endings could be chosen through a combination of final choice, war assets/readiness, and choices throughout the games. The above endings would also leave the option open for a wealth of DLC, including some post-ending. If you're going to make the world free-roam at the end (something I fully support - it can be done well and be fulfilling (look at ME2)), do it properly and don't plonk people back just before they go attack the Reapers.

Sadly, being a realist and/or a bit of a cynic, I highly doubt BW or EA will go down this road, as there are too many unknowns and complications. I suspect that we will eventually get some pre-ending DLC and a statement about how the endings were chosen with artistic interpretation and designed to excite emotion blahblah. If this is the case though, I can guarantee that I won't be buying any more Bioware products. As others have said, we were promised real choice - give it to us.

#1892
Obcasus Nex

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 Brilliant game, just ending was poor! 

It needs a dragon age style epilogue where you see the consequences of your actions.

Also make more if the war assets if possible.

#1893
Cyansomnia

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I few more things I wanted to add:

The character creator needed some more options, imo. The makeup looks a little strange on FemShep, almost non-existent even.

The lack of romances for FemShep (if you didn't import). So we get... three female options and one male option... NO MALE options if Kaidan died on Virmire. Okaaaaaaay....

With the treatment of Jacob and Thane, if feels like you are trying to force us to go to Kaidan/Liara. I was honestly surprised Tali and Garrus weren't romanceable without an import. Not to mention Vega could have been a great romance, instead we get all this teasing with no emotion or follow through. I really would have liked to get to know him on an even more personal level.

Quite disappointing.

#1894
arisian

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I shall take the OP at face value, for the moment, and respond in kind.  Hopefully, we can all maintain a civil and constructive dialog until a mutually satisfying conclusion can be reached.


The Good

The vast majority of Mass Effect 3 was great.  It wasn't perfect; nothing ever is, but it was genuinely a great game.  Among the things I was particularly impressed with:

+ Dramatic and sensitive handling of the fates of squadmates from ME2.  As many have noted, the death scenes of Mordin and Thane were particularly well done.  The deaths were sad, but it was made clear that the dying characters were at peace with their fates, and each death accomplished something real and positive (unless you shoot Mordin, of course, and even then he keeps trying).  These scenes did a good job of embodying "bittersweet," and even managed to avoid coming off as overly melodramatic.

+ The war is bigger than the Normandy.  The conversations taking place between strangers on the Citadel as you walk past were very effective in giving the impression of a galaxy at war; even characters who had no direct interaction with Sheppard are clearly aware of the war, and are trying to deal with it in their own ways.  This was one of the things that was genuinely "new" in ME3 (relative to ME1&2) which stuck out to me as being very effective at conveying an appropriate atmosphere.  It really helped the tone of the game.

+ Squadmates had more things to do on their own.  The fact that squadmates moved around, and you could have conversations with them in more than one location helped this.  The fact that they had interactions with each other that didn't involve Sheppard directly also helped.  I was particularly gratified at the relationship between Garrus and Tali (who wound up in a romance in my game); I've always thought it odd that Sheppard was the only person on the Normandy who developed relationships (romantic or platonic) with the crew.

+ Decisions from previous games had an obvious (and significant) impact on the state of the galaxy.  With the massive exception of the ending (we'll come to that), I found most of the effects of major decisions from previous games to be satisfying.  While some were more contrived than others (e.g. there being a living Rachni queen regardless of whether you let her live in ME1), on the whole the outcomes of decisions in ME1 were well represented.  This was somewhat less true for ME2; the only thing from ME2 that seemed to a significant difference was who lived/died during the suicide mission.  It would have been nice to see some effects of our interactions with Cerberus (e.g. how did we behave towards TIM, did we destroy the Collector base, etc.).

+ Resolution of longstanding conflicts.  Again, with the exception of the ending, many longstanding conflicts had good resolutions, which the player had significant input into.  The Krogan Genophage and the Geth vs. Quarians were both satisfying, both reflecting choices from prior games and allowing multiple *very different* resolutions depending on the player's actions.

+ Gameplay and equipment selection.  This was a major step up from ME2, in which the player's ability to customize their character's equipment was sorely lacking.  The variety of weapons was good; the fact that they weren't just better or worse versions was better.  The ability to decide how many weapons to bring was also a welcome addition; it never made sense that a member of N7 wouldn't be trained in the use of assault rifles, and the weight/cooldown tradeoff still rewards carrying fewer weapons for non-soldier classes.  I still would have liked to see the ability to carry two weapons of the same type, and the ability to decide how much spare ammo to bring, but it was a big step in the right direction.


The Not So Good

Despite this, there were a few things which I though didn't really work well (again, we'll come to the ending).  Some of them were very minor, and didn't detract from the game in a noticable way, but I'll mention a few that were more noticable here.

- The dream sequences.  I like the *idea* of the dream sequences; the idea that Sheppard is having nightmares, and not sleeping well.  I like the idea that this is too much strain for any human to bear, and Sheppard is starting to show cracks around the edges.  Unfortunately, I found that the execution not only failed to convey this, but actively hindered it.  The dreams whole "slow motion horror" thing only works if there's some horror.  The fact that was that for the most part, nothing really happened.  It was just slow-motion jogging, which had relatively little emotional impact.  The backgrounds failed to produce the sense of dread that I assume they were going for, and I agree with others that the child really didn't add anything here.  I think the dream sequences would have been more effective (and affective, as well) if they were much shorter, non-interactive, and involved characters who the player was more likely to care about.  Dead squadates, and a different one in each dream, for preference.  Have them accusing Sheppard, rather than just being passive.  And overall, just try to make the dreams more nightmare like.

- Kai Leng and his Magical Plot Armor.  Of all the combat encounters in the game, the ones with Kai Leng were the least effective for me.  Practically every time he was on the screen, I just sat there wondering why my Infiltrator Sheppard didn't just snipe him in the head with the Black Widdow she was carying (like she did to every other enemy).  Sheppard just stands there and watches Thane get stabbed, and then watches while the bad guy runs away?  And then on Thessia, I finally get to attack him, and after a single shot he turns invulnerable.  Really?  My first shot took out 1/4 of his shields, and the next three shots did absolutely nothing?  Oh, and now there's a gunship, and that's invulnerable too?  And then he gloats about how he "beat me."  Really? Even though you never managed to take more than two steps towards me before having to retreat and turn invulnerable again?  The final encounter with him on TIM's base was alright, though I still found it a bit odd that he had significantly stronger shields than an Atlas.  If magical shields like that exist, why don't Geth Primes have them?  Heck, why don't *I* get one?  All in all, every time Kai Lang and his Magical Plot Armor showed up, I found it pulled me out of the experience.  The problem wasn't that he was a capable villain, it was that everyone treated him as such even though he never really showed any signs of being one.  The only reason he succeeded at anything was his Magical Plot Armor; if you have to ignore the previously established rules of the world for your plot point to work, it's a sign of a weak plot point.


The Ending

I'm sure that all my thoughts on the ending have been expressed before, and probably more eloquently, by others.  But most of them are probably impossible to find now, and hey, you asked, so I'll go through them again.  I'll also give an example of the kind of ending I was expecting, as a contrast.

The short version is that the ending was unsatisfying.  It didn't feel bittersweet, it didn't make sense, and it didn't feel like it resolved things.  Basically, it didn't feel like an ending.

The longer version mostly deals with why the ending produced these feelings.  There's a pretty decent article (www.gamefront.com/mass-effect-3-ending-hatred-5-reasons-the-fans-are-right/) that covers it fairly well, but I'll go through the issues that I personally consider to be the most important.

- The ending is extremely ambiguous.  There are two basic reasons for this.  The first is that it was designed to be ambiguous (the result was supposed to be "lots of speculation"); the Catalyst gives us almost no information about what the actual outcome of the three choices will be, and the tri-colored cutscenes don't really add much more.

The second reason the ending was ambiguous is that it is full of plot holes.  The most prominent is the scene with Joker and the Normandy; issues like "how did my squadmates recover from Harbingers beam, fail to follow me to the Citadel, and get back on the Normandy," "why is the Normandy in the middle of a jump," "how did the Normandy make it to a garden world after dropping out of a jump someplace random," and "how does this produce a society that can tell stories hundreds of years later when the Normandy doesn't have enough diversity for a long-term viable breeding population of any species."  These issues are so severe that many people have concluded that the only way to rationalize the ending is to declare the whole thing a dream sequence; the Indoctrination Theory is the result of this.

There are plenty of works of fiction in which an ambiguous ending is fine.  But a conventional epic is not one of them.  Neither is a conventional Space Opera, or a conventional war story.  It is pretty much never acceptable at the end of any narrative that spans more than one volume; a trilogy (or any long running series) should not have an ambiguous ending.  I have frequently seen Lost and the new Battlestar Gallactica given an examples of how not to end a series.

I've said it before, and I'll say it again; the ending of 2001: A Space Oddessy was fine.  A little wierd (it makes a lot more sense if you read Clark's book first), but the entire movie was strange and philosophical, so a strange philosophical ending works (though I'll note that even there it was somewhat polarizing).  If you replaced the ending of Return of the Jedi with the ending of 2001, however, it would not have worked.  The original Star Wars trilogy needed an ending which resolved the plot threads of all three films, and fit the narrative themes that had been in play.  It did so; Vader dies and is redeemed, the evil Emperor is destroyed, and the love triangle between Luke, Leia, and Han is resolved ammicably.

- The ending of Mass Effect 3 ran counter to the main narrative themes of the series.  Much like Star Wars, the story told through Mass Effect games is one of hope in the face of seemingly impossible odds.  It's a story about building alliances, and (at least for a mostly Paragon Sheppard) the principle that a live ally is better than a dead enemy.  The themes of coexistence and mutual respect run through all the games, but are particularly prevalent in Mass Effect 3.  From the Krogan and Salarians to the Geth and Quarians, from the Rachni to humanity's place in the galaxy, the emphasis is always on the fact that cooperation leads to the best outcomes for everyone.

The ending completely turns this theme on its head.  The Catalyst appears out of nowhere in the last 5 minutes of the game, and simply informs us that coexistance is impossible.  Sheppard is unable to argue with him, despite the (possible) existence of lots of evidence to the contrary.  All three ending choices violate the idea that all species should have the right to exist and determine their own fate, as well; either we destroy the EDI and the Geth, or we take away the free will of the Reapers, or we...make everything green.  Clearly the synthesis choice forces the process of synthesis on all life, but that process is so ill-defined that it's not clear what that actually means for things like self-determination.  Maybe individual organisms retain free will in this ending; it's not at all clear.

The fact that Sheppard dies also probably fits in this category.  Throughout the trilogy, Sheppard & Co. constantly defy impossible odds, and win.  Heck, the entire second game consists of people telling you "it's a suicide mission," only to have Sheppard and some (potentially all) of her crew come back, alive and victorious.  Sacrifices are made, true, and I certainly don't want a pure "happy ending."  That said, I'd like it if the ending respected the themes of the narrative, and part of doing that would mean having at the very least a bittersweet ending. 

It would also mean that the previous actions of the player should have an impact, which brings us to the next point.

- Prior decisions don't impact the ending.  The only thing that has any impact at all on the ending is the Military Readiness score, and even there the impact is pretty minimal.  But the actual choices made by the player have utterly no bearing on either the final choices which are available to the player, or the outcomes of those choices.  As I noted earlier, one of the things that most of Mass Effect 3 did very well was to make sure that the player's prior decisions had a clear and noticable impact.  The ending entirely fails to do this.  This means that, regardless of what kind of a story has been told before the end, the ending is the same.  So if the Geth and Quarians learned to live together, the ending is the same as if one of them was exterminated by the other.  This makes the ending feel narratively disconnected from the rest of the story.  This is particularly eggregious in a game which has been consistently markeded with the slogan "choice and consequence."


The Ending I Wolud Like To See

Having said all that, I will describe the type of ending which would make me the most satisfied with the overall narrative of the trilogy.  Events in game are fine up until the final push in London to reach the beam to the Citadel.  The following would replace the events from that point onwards.

As Sheppard, her squadmates, Anderson, and all the nameless others charge towards the teleport beam, Harbinger begins to descend to attack them.  At this point, Anderson radios Hackett, and asks for backup.  Hackett sends some ships to intercept Harbinger, with the goal of distracting it enough to allow the ground forces to make it to the beam.

Depending on Military Readiness level, there are three possible outcomes: {

High Readiness: Harbinger is distracted and it's aim is thrown off.  Sheppard still takes damage from a near miss, but her squadmates survive with superficial (i.e. clearly non-lethal) damage, and help her up.  Anderson also survives, and the three of them  help Sheppard limp over to the teleport beam.  There may be a handful of other, nameless people who make it to the beam in this scenario

Medium Readiness: Harbinger is only distracted a bit, and makes enough good hits to kill off almost everyone.  One of Sheppards squadmates is killed (if LI is present, he/she would be the survivor), the other is badly injured.  Sheppard and this squadmate limp towards the teleport beam together.  Anderson is also injured, but also makes it to the beam.

Low Readiness: The distraction forces are quickly shot down, and Harbinger is able to do enough damage to cause a scene much like what is in the game now.  Both squademates are killed, and Sheppard (after possibly having a brief goodbye scene) limps towards the teleport beam alone.

}

From here, we go back to the original script; Sheppard, Anderson and (if they survived) squadmates all wind up in different places.  Anderson makes it to the platform first, followed by Sheppard and TIM.  After the conversation with TIM, Sheppard activates the Crucible, and sits down next to Anderson.

At this point, Hackett radios in saying that deploying the Crucible seems to have caused the kinnetic barriers on all ships in the system to malfunction.  It doesn't hurt the allied ships that much, since they were getting one-shotted anyway, but it levels the playing field with the Reapers substantially.  Now the numeric advantage of allied fleet should count for something, since a major force multiplier for the Reapers has been taken away.

If Sheppard's squadmates are dead, Sheppard sits back and watches the battle unfold (with many explosions on both sides) as she bleeds to death.  If one squadmate is alive, that squadmate shows up in time to exchange a few poigniant words before Sheppard dies.  If both squadmates are alive, they are able to manually apply medi-gel (since Sheppard's armor is too badly damaged to apply it automatically) and stabalize her.  In this ending Sheppard, will survive.

We then see scenes of all the various war assets that Sheppard gathered in action, both in space and on the ground.  In particular, the fate of Sheppards other team members should depend on the existence of particular war assets; for example, if Tali is on the ground, her group can be saved by the Geth Primes, but if they aren't present, she will die heroically.  There might be more than one asset capable of saving some squadmembers.  Note that this would be based on particular assets, not overall "readiness."

The survival of Joker and the Normandy would depend on the overall "readiness" score, as would the total casualties taken by the allied fleet.  If the overall readiness is too low, then the Reapers may win here, but otherwise the question will be how many casualties the allies took before they were defeated.  After the Battle of Earth, the allied fleet will have to travel around the galaxy (Crucible in tow) to take on the rest of the Reapers  It will take weeks or months before the war is finally finished, but the Battle of Earth will have been the turning point, as the Epilog will reveal.

The Epilog will discus the fates of various characters known to the player, as well as the fates of the various races of the galaxy.  There will also be a tabulation of the total number of lives lost in the Reaper War; higher Readiness should decrease this tally, but it will always be a staggaring figure.  Length of time taken to complete the game might also factor in here (after all, millions die with each additional day). 

The choices of the player throughout the series should impact the Epilog; things like the continued existence and/or coexistence of the various galactic races and factions should be mentioned, as well as a broad sketch of what Sheppard's surviving squadmates go on to do.  It should also discuss the fate of Sheppard (with LI, if both survived).

This epilog would work in the same basic way the epilogs in games like the Baldur's Gate games, the Fallout games, or Dragon Age: Origins.  They don't need to be long, they don't need to involve lots of cutscenes, they just need to tell the player what the mid to long-term consequences of the choices they made during the games are, and explain the fates of characters who the player has grown to know and like (or dislike).



TL;DR

I thought most of the game was great, but the ending needs serious work.

#1895
Yokokorama

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Here are my suggested changes:

1. Obviously, change the ending. Make what we did actually matter rather than giving the same ending for all of us. For example, if we played for a happy ending, we should get it. If we played for a bad ending, we should get it. Just look at Mass Effect 2; be on good terms with your squad mates, upgrade your ship, send them to the right tasks, and have them all loyal and they all come out alive. Pissing them off, sending them on unsuitable tasks, and not upgrading your ship means many will die. What we did actually mattered.

This also includes some sort of epilogue not involving the destruction of the Mass Relays. Why bother settling disputes when they'll probably never see each other again anyway with those destroyed? A giant armada stranded on a destroyed Earth also won't end well, probably resulting in mass extinction.

2. Make our war assets actually matter. Depending on how much we gained, we should do better or worse against the Reapers. Think 'Dragon Age: Origins.' If you helped all the races and you gave them resources, you had more available to you in the final battle.

3. More squadmates. Even consider returning some old squadmates like Miranda and Grunt. Seriously, the roster is EXTREMELY lacking of both quality (i.e. diversity) and quantity (i.e. only 6 teammates as opposed to ME2 which had 12), especially when compared to ME2.

#1896
Dasher1010

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Joker doesn't abandon the fight.

Shepard's crew doesn't leave Shep to die.

Indoctrination Theory.

Harbinger boss fight.

A DLC character taking Thane's room.

Modifié par Dasher1010, 17 mars 2012 - 06:14 .


#1897
Matonti1340

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also make the normandy able to fly to dont make them stranded and nowhwere to go. change ALL of the ending. check my previous posts.

#1898
Saku39

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Zhor2395 wrote...

JoeLaTurkeyII wrote...

3) I'd like to see Electronic Arts dip into its coffers and match whatever amount the Retake Mass Effect movement has raised by the middle of April.  EA's accountants can surely find a way to justify such corporate good will.


More people need to quote this!

qouting



#1899
Rocktel

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Closure such as an Epilogue expansion pack, a bit like Dragon Age Awakening, that answers everyone's questions.

Also allow Shepard, EDI (and the Geth if Shepard got them on his side) to live in this Epilogue. Destroying the Relays and losing so many people is already bittersweet enough, let us feel satisfyingly rewarded for all our hard work. Maybe if the player chose Destroy, say a) EDI outran the blast in the Normandy and the Geth weren't affected because they were uploaded into the Quarians suits or B) the the Red wave dosn't actually destroy all Synthetic life since EDI can appear on the Normandy afterward and Shepard can survive despite being dependent on synthetics.

Otherwise, rewrite the ending to add more to it. Maybe add the possibility for more War Assets which opens up new options. A bit like this.


social.bioware.com/forum/1/topic/355/index/9928376/1

Just make sure the numbers don't require multiplayer to get.

Modifié par Rocktel, 17 mars 2012 - 06:42 .


#1900
Plejadenwolf

Plejadenwolf
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dalethfc wrote...

To add to my earlier post. I don't Do MP, so why make SP players suffer a penalty because they do not want to play MP ?


Damn right. And please add some bots to multiplayer or skirmish mode, not everyone has a fast internet connection or just wants to play in offline mode.

Modifié par Plejadenwolf, 17 mars 2012 - 06:18 .