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ME3 Suggested Changes Feedback Thread - Spoilers Allowed


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#2001
christrek1982

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[quote]TheOptimist wrote...

http://social.biowar...5/index/9762561
The topic above has a poll in it that is rather comprehensive in what people would like to see done. With over 9000 (Hah!) responses, I believe it is a representative cross section of what people on this forum are feeling.  Among the questions were two that are germane to what people would like to see changed.

Question 2: If you disliked the endings, what did you dislike most about them?

98% of respondents said one of these 4 things:

[quote]The endings seem to come out of the blue, with no real connection to what had been established previously. 27%[/quote]
This speaks to the synthetic/organic conflict the ending discusses and how many of the events in both this game and the previous two mass effects empircally disprove the assertions of the Star Child, such as EDI and Geth cooperation.  In order to improve this, dialogue needs to be added that addresses this discrepancy and allows the character to point out the logical inconsistencies they're being subjected too.  It also speaks to the fact that the entire Star Child concept makes most of the events of Mass Effect 1 a mystery, as there was no reason for the Star Child to allow the Reapers and Sovereign to be thwarted in their effort to come through the Citadel relay to the galaxy. It also references the way events like your squad leaving you and Joker's apparent abandonment of both Shepard and the fleet make very little sense.


[quote]The endings did not offer enough variety, and thus made it feel like one's choices were irrelevant. 26%[/quote]
This feeds in to the previous answer with regards to choices about the Geth, Legion and EDI.  It also speaks to dissatisfaction with the lack of any real change in the endings no matter what choices were made during the game.  The endings also offered no look at how Shepard had effected the galaxy, with no epilogue and the destruction of the mass relays it was difficult to determine if any permanent effect was had at all.


[quote]There was no option for a happy ending, where Shepard is reunited with the people he cares about. 28%[/quote]
Despite what some on this forum claim, this is a real concern for many people and according to the poll the largest single reason people disliked the ending.  Notice that a happy ending is not a necessity, nor does anyone want it forced upon all the games endings, but a large sement want that option to be AVAILABLE if one were to choose it.  I am aware of Casey Hudson's statements regarding bittersweet endings, however between this datapoint and one that will be discussed later I respectfully suggest including atleast one ending, albeit difficult to achieve, that allows Shepard and his/her companions to walk off into the sunset.


[quote]The endings essentially destroy the mass effect universe as we know it. (i.e. no more transport by relays)15%[/quote]
This reason has less of a following than the other three, but is still a large segment of the population.  Essentially, people liked the Mass Effect universe, thought the way interstellar distances are traveled was inventive and new, and did not like seeing that universe wiped away.  Depending on whether or not Arrival accurately depicted what happens any time a mass relay is destroyed, this also refers to the fact that the known galaxy was essentially wiped off the map, the only surviving worlds isolated colonies that were only reachable at considerable distances from the relays.

These 4 reasons again represent about 98% of what people most disliked about the endings.  The next question deals with changes proposed.

Question 3. If you were unsatisfied with the endings, would any of the following changes put you in the "satisfied" category?

Respondents could pick more than one option to this question, to represent that many people would like more than one thing changed.


[quote]Normandy does not end up on a strange planet. 67%[/quote]
This option speaks to the fact that many were dissatisfied with the way the Normandy appeared to have fled the battle and was subsequently marooned far from civilization.


[quote]The Squad Members who were fighting alongside Shepard on Earth are not mysteriously teleported to the Normandy. 72%[/quote]
This is fairly self explanatory, there is no reason given for your squadmates to abandon you.  Further, I would seriously caution against an attitude of 'fine, we'll just have Harbinger kill those squadmates'. I submit that is not what people want to see done, rather, I suggest allowing squadmates to continue with Shepard if at all feasible.  Shepard did not fight either of the previous two endgames alone, and that continuation of squad presence should continue in this game.


[quote]The epilogue is not vague, but explains what happened the galaxy/characters after Shepard made his/her final choice. 82%[/quote]
The single most wanted change is the inclusion of a more specific epilogue that reflects the choices Shepard made and the galaxy and people that emerged because of them.


[quote]There is an option for a happy ending, where Shepard lives and is united with the people he/she cares about. 80%[/quote]
The second most requested change.  As I noted above, this datapoint reconfirms that a large number of people consider the lack of any option for a happy ending a serious flaw that needs to be changed.  I stress that this does not mean all endings should be happy, but people would like for that possibility to exists so they can choose it if they wish.


[quote]The Relays are not destroyed in all endings. 70%[/quote]
As noted above, this is seen as a major problem because depending on ones interpretation destroying the relays is a death sentence for 90% of the galaxy, as well as making the civilization and alliance Shepard has just finished forging through out the game impossible to continue.


[quote]None of these changes would make me satisfied. 4%[/quote]
This was the last option and is interesting because it suggests that 96% of people would be satisfied with the endings if all off the changes listed above are made.  That therefore becomes my recommendation to Bioware and Jessica.  Make all 5 changes noted above and think carefully about what those changes entail.  Those changes can all be incorporated with a few gameplay changes and 2 or 3 added ending options, along with an epilogue (which could easily be primarily text) that reflects the consequences of choices made throughout the previous 3 games.

Thanks for listening.[/quote]

there you go this is prity much all you need to know I cant think of a better clearer way of putting it and my thanks and the thanks of all the fans for putting it together.

Modifié par christrek1982, 17 mars 2012 - 07:40 .


#2002
MoSa09

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I have thought about the existing ending, and what could be done in my opinion to tweak it. And i think it has potential to be great, and very memorable.

My take on it: simply cut the starchild.

Shepards last battle is talk down The Illusive Man. Shoot him if you are Renegade, talk him down and show him he's Introctrinated if you're Paragan.

Then, Shepard, deeply wounded, moves and fires the crucible.

What the Crucible does now depends on your ems rating:

1. High EMS Rating. Crucible fires a powerful beam into the reaper armada, destroying a few damaging many, weakening them.

2. Medium EMS: Crubicle fires a beam into the armada, weakening and damaging a bunch of Reapers.

3. Low EMS rating: your tech had little time and manpower to really build the Crucible and finish it, it barely fires a shot that hardly scratch the Reapers at all

Shepard now sits down with Anderson. Make this the emotional peak of the game. Bring back the cut dialogue about what if we have had a different life , and how about raising a family and being a mom/dad. This is soooo incredibly emotional, no idea why this was left out. Shepard and her mentor, both wounded and knowing they are about to die. Then Anderson dies, telling he is proud of Shep.

Shep, severely wounded herself, leaning back, bleeding and knowing life is fading away, watching the battle unfold.

At this point, Sheps part is over. Now its time to reflect on what Shep has achieved in all 3 games, and if its enough. Shep has done her part, now its time to show if all her 3 game long effort were enough.

- if you saved the Rachni queen, show a bunch of Cannibals getting attacked by Rachni

- The Normandy gets under attack. If you saved the Destiny Ascension, it will move in and save the Normandy, but gets destroyed in the process. If you didn't, but your ems rating is good, a few Alliance ships will but get destroyed. If your ems rating is low, the Normandy gets destroyed

- Jack and her biotic team is getting attacked by Husks. A few of the kids are overwhelmed and killed. If Jack was loyal in ME 2, she will go biotic rage and blast them off. If she wasn't, she tries to defend the kids and die.

- Wrex jumps into the middle of a group of Cannibals, kills a lot but they get to overwhelm him. If you managed to keep Grunt alive through ME 2 and 3, he will save Wrex, if not, Wrex dies.

- If you recruited Arias soldiers, show a mech and some Vorcha troops running a mad attack on reaper troopers. They kill many, but all die along the way.

- are Quarian warship gets isolated and is nearly destroyed. If you united Geth and Quarians, a Geth fleet will rush in and sacrifice to save their creators. If you didn't, the Admiral ship and lots of Quarian ships are destroyed.

these are just a few suggestions, there are lots more, and the outcome of each scene can be calculated with your relevant decisions and your ems rating. The important thing here is: everything Shep did and achieved in ME 1, ME 2 or ME 3 will matter now. Everything is leading to this point, shows if her decisions and actions were good or bad, reflecting the long journey Shep had.

All the time, Shep can just watch from the Citadel, wounded and trying not to pass out. And from there, you can develop different endings.

1. Best ending

The Reapers get beaten, and begin to retreat. The fleet and troops take heavy losses, but lead by your crew, they make another costly push at the beam. Your Li, your friends, enter the beam, and come for Shepard. Shepard is almost out, all is blur and in slowmotion. The Li finds her, Garrus for example lifts up Shep, they carry her out, medics coming in... Cut

The is a ceremonial scene on the Citadel...honoring the soldiers who were lost...they Citadel is still in a bad shape..Shep(alive, just to mention it) mounrs the losses, still wearing bandages from the fight....The Council declares the war over, and offers Shep a reward...Shep can choose to take Udinas spot, stay a Spectre, or retire ...Cut..

A bunch of cutscenes, showing the galaxy in rebuild...if you united Geth and Quarians, they both rebuild Rannoch together...if not, you can see glimpses of new skirmishes breaking out
Palaven..if you cured the Genophage...the Turians will honor the Krogans who died to save Palavan, while new schemes are rumored the Salarians are plotting against the Krogans
If you betrayed the Krogans, there us remuored news they swore revenge on both Salarians and humans
Thesia, utterly destroyed, but galaxy help is reluctant at best since the Asari did hide a Prothean artifact for their personal gain
And last but not least..Shep and her LI, perhaps boarding a ship to explore just be alone and be together, perhaps a few glimpses of a marriage (yeah yeah, Disney ending i know, but i love this thought to much to not mention it)
An epilogue slidescreen declaring what your companions did...Garrus could for example apply as a Spectre as he hinted in game 1
credits

2. good ending

The Reapers are getting defeated, your crew making a costly push to reach Shep, but their military strength is not enough to make it that fast. They get to Shep, but the wound was severe, too much blood lost, She has died a peaceful death, her goal achived. Shep LI weeps, holds Shep, comforted by the crew...cut
Ceremony on the Citadel, including the honoring of the dead Shepard, the Council giving a pointless speech on Sheps heroic efforts. Your crew passes your coffin, and each of them says a few words, their final farewell
Next is a bunch of cutscenes, showing the galaxy rebuild (see 1), cut
a slidewhos epilogue telling you the fate of your crew (again, see 1)

3. Myriad grey endings

This offers a few possible endings, this is why i only glance on it. Your war rating drops below good ending. It could be enough to defeat the Reapers, but Shep dies, and so will many of the crew. the lower it gets and the closer you get to bad ending, the more severe the casualties are

4. Bad ending

The Reapers won. With her dying breathe, Shepard has to face and see the earth getting incinerated, the fleet oblitared, knowing in death that she failed. The Reapers destroy earth, cutscnes shows its defenders, your friends, all dying in trying to protect it...cut
Next cutscnes see the war spilling...Tuchanka overrun, a small Korgan army trying to defend Eve and her child against an ever growing Reaper army that will overwhelm them... Rannoch, being overrun, the beautful planet incinerated by the Reapers...you can add more of that..cut
the Reaper fleet leaving the galaxy, the camera zooms away, down to a single planet, in closer, until you make out a species of primitive beings, the new to become dominant species in this cycle the Reapers have just started..Cut
credits

I do think this would also make a very memorable ending, and as an added benefit, would also reflect that our previous games, actions and decisions matter and where not pointless but very relevant

Modifié par MoSa09, 17 mars 2012 - 07:51 .


#2003
Justin2k

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Hi Jessica, I read many of your comments and I think you are lovely.

For the most part I really enjoyed Mass Effect 3 and my issues with it are probably much different than most so they probably won't be top of your list! But heres a few things firstly that I did not really like.

a) Day one DLC. I bought it, and I enjoyed it. My brother has not got it. It's a shame I cannot talk to him about this really cool character. And honestly, it's my personal belief that if this character is ready to go on day one, then everyone should be able to experience it. I don't care that it's a prothean or whatever, but Javik is obviously integrated into this game far far better than Kasumi and Zaeed were. You wouldn't even know it wasn't intended to be in the full game and this is kinda wrong. It was ready to go on day one, it should be shipped with the game or given as a free download. Theres plenty of avenues to continue making content further down the line, this just seems a horrible practise and bad for the industry as a whole.

B) The linearity. A lot of people didn't have a problem with this, but I feel the game is a lot more linear now. I can't see how I can replay this that many times and get that much of a different experience because it all seems to be pretty much the same thing, in the same order.

c) New Characters. I have nothing against gay relationships, honestly I don't. But ask yourselves how many people would want a bar scene with Cortez over a bar scene with lets say Garrus. Perhaps 1%? Chess with Traynor or chess with Tali? Probably less than 1%. I don't think the final part of a triology is the time to ram in new characters and relationships. Is there anyone out there who wouldn't swap Vega out for a Grunt, a Legion or dare I say a Wrex? Also it's a shame there wasn't much screen time for Ash and for a lot of the ME2 cast but understandable as many players will have these characters dead. The suicide mission in ME2 was a mistake in my opinion, my brother is playing through without Garrus because it's the only save he had that imported correctly.

d) Multiplayer. Again on the above. Was it really needed? Did you do surveys that came back and said what the fanbase wanted most of all was multiplayer? I have nothing against it (besides making all the N7 sidequest missions boring, the same, and just nothing like we got used to from ME2 (An ancient shipwreck, a forest of wolves, a batarian missile base).. this just all seemed like Call of Duty or something.

e) Conversations. Sorry but only 2 options for nearly all the thing, my Shepard talking like he has never talked before and me having no say in it. I just don't see the point? To get more casual people to not have to make decisions? This was such a weird choice. We like this game for a reason, why change the big reasons.

Overall I think new characters, gay relationships and multiplayer would have been fantastic additions for a brand new franchise or a mass effect spin off, but it just smells of jamming in as much as you can to appeal to new fanbases, when the main fanbase wanted more of the characters, relationships and gameplay that has us into it in the first place.

What I did like?

a) Overall I liked the writing. Many stories got resolved well. Some of the character deaths were extremely moving. I did not feel I had too much control though, it was like a movie.

B) The graphics were excellent.

c) While I missed the Mass Effect theme, the music was mostly excellent.

d) The gameplay was great in the mission levels. The N7 missions felt too much like multiplayer call of duty for me to be honest, but overall it was good.

Overall, I guess your looking for stuff for DLC? I'd say go back to ME2 way of thinking. Give us our choices back, no more multiplayer maps rammed into single player. Concentrate more on people that we love rather than new people. Perhaps we can go to help Aria retake Omega.

I enjoyed ME3 but I thought it was a pretty lacklustre end. You concentrated too much on cinematics, multiplayer and minority groups and forgot that ME would be a great game even on a C64, because of its dialogue, story and universe.

#2004
freedman007

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Just a few points about what i feel didnt work well

1: Reaper motivation, the concept of organic and synthetic conflict is not new in sci-fi (matrix and battlestar gallactica  for example), So when i saw this was the purpose for the reapers i was a bit dissapointed. However a new take on an old concept is not a bad thing and happens often in fiction, i was however suprised by the decision to keep the final exchange between shepard and the catalyst so brief.

One of the most memorable exchanges in the ME series was between Vigil and shepard on illos.it was very well done and left the right amount of unanswered questions while still giving a satisfying amount of insight about the reapers and the prothean extinction.

so when it when it finally came to the end when what could have been the most memorable and meaniful conversation in the series, the whole purpose for the conflict finally revealed. we are left with a rather short and empty dialouge with no major impact other than a feeling of dissapointment.

While the conlflict between organics and synthetcis has been a constant theme in the story. alot of the resolutions seem to direclty conflict with reaper logic. Organics have passed laws banning synthetic AI development, it has been shown that synthetics are not inhearanlty hostile to organics. so in the end givin these conclusions established throughout the last game, it would make sense for there to be a longer dialouge discussing some of these issue before you make the final choice.

I have read that it was kept brief  intentionally but i feel it really lessened the impact of the final conversation, it just felt..shallow

2: End cut scenes, i personlly felt the 3 choices we are givin were well done and i had a hard time picking one as each decision would have major implications on the galaxy as a whole, and no matter what i chose someone was gonna lose. However the final cutscenes are far to similar to really reflect those consequences.

sublte variations of the same cutscene harldy convey the rather massive impact those choices would have on the galaxy as a whole, and no matter what, the normandy crashes and everyone is stranded.

3: No hope, i dont expect nor do i think there should be a long drawn out ending showing what happens to everyone you know in the galaxy, but a short "easter egg" cut scene at the end that shows some hope for the people in your time would have been fine.

I thought the destruction of the relays was brilliant and completly unexpected it really shows the sacrifice that had to be made for victory. However perhaps the end cut scene i refered to could have shown mabye some hope that the races might be able to rebuild. like finding the research spec on those prothean made relays/conduits on illos and the citadel.it was mentioned that teams were sent to illos to examine the ruins if at the end someone discoveres some data pads or somthing about relays it might at least show that there is some hope after all.

however unless bioware feels they have somthing the can creativly add to this story , i dont think they should add anything at all. and i only write this to give my opinion for whats its worth.

thanks for a fantastic series there was 30+ hrs of awsome in this game i wont let 5 min ruin if for me.

Modifié par freedman007, 17 mars 2012 - 07:49 .


#2005
jpcaradoc

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I would like to see a happy ending for Shepard and see an epilogue for Shepard's squad and the other species of the galaxy. I didn't play mass effect to see all organic life get screwed. I played as a paragon to get the best possible ending for Shepard and the galaxy, which you really can't get in ME3.

#2006
AndreasShepard

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My feedback would be to scrap the endings altogether and go with the dream thoery. Thereby allowing the fight against the reapers to continue and let us have a real battle for earth like we Thought we would be getting.
Though since I realize that's probably out of the question as it sounds more like a sequel than a possible DLC option I'd recommend that we be given a lot more closure to the characters. I would like to see them contemplating what will happen next and reflecting on the sacrifice Shepard made (If he really is dead).
The love interest should have been given more importance in the ending too.

#2007
ZeroCrewX

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SamFlagg wrote...

(Posted in this thread because I totally was taking to long and ended up after the lock in the other one)

Jessica,

First apologies for what I'm sure is the wall of text
flying back and forth which is contributing to the discussion being so
unhelpful right this second.  I would say people have to adjust to
actually having someone here.  Many of the articles laid out by some of
the posters do include the generalities of what we currently think was
wrong, but I can offer some concrete suggestions that reflect my
thoughts, and hopefully reflect the thoughts of others.

While the endings our our primary concern I'd like to address Earth and then a couple quality of life issues as well.

1.) War
assets - Many of us feel rightly or wrongly that we logically expected
war assets to appear either in game or in cutscenes during the take back
of Earth.  And the war assets I'm referring to aren't the space ships
above (Though those are awesome) they are the ones on the ground.  We
really really did want to see Elcor Living Tanks and bands of Krogans
charging reapers.  We wanted to see scenes of our ME2 squad mates
holding there own somewhere on the battlefield.  We expected the battle
on Earth itself to be so much grander

2.) I think a lot of us
expected Earth to be far more similar in tone to the ME2 suicide mission
where we could task crewmates and have their survival depend on our
choices previously in the game.  With the number of times Commander
Shepard is told that he was going to lose people, it was surprising that
no one on his current squad met that fate, and the ones who typically
would (Thane and Mordin) had already been heavily foreshadowed to
finding redeption through death (For the record, Thane Mordin and
Legions deaths were so pitch perfect that we find how perfect those were
out of balance with how much of a problem we had with the ending)

3.)
The section where you sprint towards the beam of light and harbinger
attacks all the way through having Anderson die next to you is
beautiful.  It's all emotional, and most of all it's personal.

4.)
Our main issues lie with the God-Child, we find his arguement
uncompelling because we don't see his logic, and we are angry most of
all because Shepard has been a character of definance against the odds
for 2.99 games.  And in the darkest hour, he does not have the option
really to simply reject the assertion that synthetics and organics will
always be at war (And the entire Geth Quarian plot line seems to make it
far more likely that Organics will try to wipe out synthetics than the
other way around.  We find fault with his reasoning and are for the
first time in the series unable to challenge it.)

5.) The ending
consequences for Shepard come down to three shades of death (discounting
the breathing), and the mass relays destroyed in all of them.  While
there may be an underlying philisophical discussion about destroying the
reapers controlling the reapers or merging all synthetic life, this is
far overshadowed by the very immediate practical problem of destroying
all relay travel and stranding fleets in the Sol system.

6.) I
believe this could have been handled better by having some options where
Shepard lives, but relays are destroyed, or shepard dies, but the
relays go on, or even Shepard picks the control option and the reapers
leave earth and the relays alone but go and reap the rest of the
galaxy.  The practical consequences of the three options are so similar
that their philisophical difference becomes irrelevant.  (To that end I
think many would've been happy for an option to be defiant, sacrifice
yourself, have the crucible simply bring down the reaper barriers and
make them easily destroyed by the assembled fleet, and hey if you have
enough EMS you can even save shepard.)

7.) Closure.  In this it
could've been done with a heroes funeral, or if he survived a simple pan
and scan of the area with his surviving squad mates and a "Let's go
home" moment.   We feel that many of the plotlines that were apparently
solved are undone because all the people necessary to good outcomes
(Like having Wrex on Tuchanka) are stranded in the sol system.  We're
not all asking for a Star Wars Medal Ceremony, we'd be perfectly fine if
it could be a bittersweet view of all we lost, but also at what we
still had.  (And if there are enough varient endings someone can get the
star wars medal ceremony, but that's the point we wanted the endings to
be divergent)

8.) The cut scenes were 80% the same.  There really isn't a way to not be unhappy about that.

The
other quality of life issues are: The Journal, The Face Import,
Multiplayer having too much of an impact on readyness, and the Shepard
Shame Talk  (when the models actively look away from each other while
talking)

Now I will point out that this depth of feeling is
because of a real sense of attachment to all of the characters in the
universe.  The deaths for the characters who had them were all pitch
perfect, which is why the lack of sacrifice in the last part of the game
of anyone on the most dangerous battlefield followed by destroying the
entire relay system is so jarring.


I dont mean to spam but I am quoting this man because he has it right. 

And as him I also stress the endgame not just endings. (god-child and all that)

#2008
bryan12112

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Amratis wrote...The God-child's "we kill you to stop synthetic's killing you" is utterly ridiculous.


Hey, living for a while is better than not living at all, right? I'm not saying the Reaper plan was perfect, but at least they allowed Shepard to change the fate of the galaxy once he/she reached the Catalyst. I wonder why they weren't capable of just synthesizing to begin with, though, if that really is the final and best form of evolution. Why did they need Shepard to pull that off? Maybe I just missed it, or maybe BioWare needs to clarify. A bit more backstory on the Reapers would be nice.

#2009
Visii

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Everyone has gotten into the habit of saying that ME3 was flawless up until the last ten minutes.

That is not true, at least when it comes to the Mass Effect 2 romance-able characters. This is not to say that the romances are more important than the rest of the story, but I'm pretty sure I'm not alone is saying that it is really a unique and fascinating aspect of the game. It helps make the player feel as though Shepard is really citizen of the universe through interactions and relationships with the other characters in the game. This type of 'relationship' with the other characters is something that I literally can't get in any other game or series outside of Bioware's.

In particular, I wanted to speak about Thane, though ALL the ME2 romances suffered from a distinct lack of content. Their non-squadmate status would not have been half as upsetting if there had been plenty of interaction (which didn't have to be in person) to make up for it. But most simply disappeared from the narrative almost entirely. Seeing as the ME2 characters lacked content in general, lacking a decent amount of romantic dialogue on top of that is what people are upset about and what we all wish was rectified.

I would point to these threads in particular which have far too many amazing posts to go into detail here, but detail more specific desires regarding the other ME2 characters:

Take Back the Love! Better ME2 Romances in ME3:
http://social.biowar.../index/10006936

Protesting the Poor Treatment of Thane Krios' Romance:
http://social.biowar...5/index/9749360

Protesting the Poor Treatment of Jacob Taylor's romance:
http://social.biowar...5/index/9729648

Lack of Love for FemShep, No More Equality for Bioware's female players: http://social.biowar...5/index/9839951

Zero Male Romance Interestes for Femshep: http://social.biowar...5/index/9766428

Wow Femshep really got looked over in this game: http://social.biowar...5/index/9829443

What was Upsetting: It's Mr.Thane Krios, not Mr.Kepr Al Syndrome.


- Thane was a fascinating character with a well-thought-out and developed past and personality. And while the Kepral's Syndrome perhaps adds to the urgency of his character, most of his fans have never defined himself by it. He was a Drell, a child taking part in the Compact, an assassin for the Hanar Illuminated Primacy, a lover of reading, a husband, a father, a reader of philosophy, a widower, and an absentee-by-necessity father, all before he was a man dying of Keprals.

At the end of the romance in ME 2, it was satisfying to see Thane stop defining himself by it. That was his character arch: he no longer believed or could accept that he was the equivalent of a dead man walking because of the disease. He had something to live for; his son and Shepard. For the first time ever since he had met Irikah and lost her, he wanted to live. A mental victory over the Syndrome at the very least.

When found on the Citadel in ME3, his being was entirely defined by his severely advanced Kepral's Syndrome. The majority of his only conversation with Shepard, romanced or otherwise, was about the disease. He didn't die because of Kai Leng (had he gotten that wound without Kepral's he would have been fine after surgery, as the doctor noted) but because of Kepral's Syndrome. Even if Shepard didn't find him at Huerta hospital, and consequently didn't get involved with assassination attempt? He still died of Keprals. He didn't want to die in a hospital bed, as said in his Lair of the Shadow Broker Letter, and yet, that is where and how he died.

When people say, "The whole point of his character was that he was dying," well those people are patently wrong. And having written him that way in ME3 was worse.

What kind of message is, "dying people are what disease they have?" My mother is dying of pancreatic cancer. Is she only the disease? Did she cease to be a person once she was diagnosed with it? Has she lost all facets of her personality because she is now a dying woman? Of course not. Why should it be any different with Thane? I only bring this up because I am, of course, not the only one who is watching a loved one suffer from a terrible, debilitating illness. For those of us who are or have, there was a strong connection with Shepard. That made Thane's death all the more terrible to watch. We did not need the message that, "sometimes, things are out of your control" or "sometimes, people close to you die." Many of us are living that reality, and certainly do not need a second dose of it in the video games we play for recreation. It could have and should have been handled with more care, more respect.

What Was Particularly Depressing: Thane's Death Broke Suspension of Disbelief

- I spoke with someone who had no reason to lie, and they said that there was never any path planned for saving Thane, that his death would be so moving, so powerful, so emotional as to be worth the loss of his character, that offering a way out would cheapen it.

Does the option to save Jack at Grissom Academy negate the effect of her gruesome transformation and manipulation at the hands of Cerberus? Does the option to tip off Miranda about Kai-Leng undercut the scene where she dies in Shepard's arms? Does the sacrifice/Warden death ending of Dragon Age: Origins cancel out the effect of the coronation ceremony? No. It's just an option! In a a game that is purportedly about options! In a game such as this, it is indeed possible to please everyone, just offer more than one option! Why didn't people who wanted to save Thane have that option?

Directly after being recruited in ME2, during the first conversation on the Normandy, Thane mentioned that the Hanar were working on a cure; he just didn't expect that he would live long enough to benefit from it. In Lair of the Shadow Broker, Thane's dossier showed that he was an eligible transplant candidate: it was possible for Thane to receive a transplant that would extend his life. There would not need to be a miracle cure because there was already one in the works by the Hanar. In addition, the CDN mentioned a new medigel for the lungs that would revolutionize internal medicine; I hope I need not explain how this could immediately benefit Thane. This felt like a particular nod to Thane fans, because an article talking about medigel for the lungs would only be of interest to Thane fans and no other portions of the fan base.

Unlike the game endings, there was setup here. The pieces were all in place. It wouldn't be a deus ex machina, people could look back at the game and see the trail that lead from there to a cured, or at least, surviving Thane. An expedient cure wasn't even necessary, if the disease was just stabilized, it would have been enough for us to hope that he would live long enough to receive the Hanar cure.

And yet, all that foreshadowing was dismissed. What was given to us in ME3 was a slap in the face. There was hope; not hope from desperate fans reaching for any half-baked scrap of information to support their claim, but hope born of game-provided evidence. If Thane was always slated to die, why give fans any hope at all? Why have Thane mention that the Hanar were working on a cure? Why put in Thane's Shadow Broker Dossier that he was an eligible transplant candidate? Why release on the CDN information about a medigel for the lungs, when that information would only be of interest to a select group of the fan base? Why recognize the "Cure Thane in ME3" banner, giving more hope to fans?

His unavoidable death was all the more bitter because we believed, in a universe were cancer had been beaten; in a universe where death, however costly had been surmounted; in a universe where the Genophage, a product of years and many individuals' labor could be reversed by one, (despite supposedly being years away from a cure in ME2) that Thane's life could have been extended, and that his death could have been avoided.

What was an Insult: The Aftermath


-Both Thane's death itself and the aftermath was done so poorly (from a romanced Shepard's perspective) that it should not have happened at all. It was not beautiful, it was not touching. Shepard showed no emotion, and wasn't given any option to show any. Because the "romance" that came before it was so threadbare and uninspired, it fails on the very fronts it needed to succeed at to be considered successful and satisfying to those who had no way to avoid losing a favorite character/LI.

The majority of Thane fans had accepted the possibility of Thane's death, despite all the alleged foreshadowing from the previous games and DLC. We had many other reasons than the obvious to pray that it wouldn't come to pass; in previous ME games, character/squadmate death wasn't exactly given the gravitas it deserved. In Mass Effect 2, during the Suicide Mission, Shepard shrugs and moves on no matter who died, even their LI. Afterwards, none of the other squadmates even mentioned that they had lost some of their number. This dismissive treatment was something we all feared more than Thane's death itself; he wouldn't just die, he also wouldn't be remembered. And that was exactly how it went.

Right after that tearjerking (/sarcasm) goodbye, does Shepard get to talk to anyone about losing Thane, romanced or otherwise? Does any other ME2 character mention him? Did any other character even ask how Shepard was coping? No, but he gets his name on that wall!

This was as the more painful to see, especially because in nearly every other instance, when another ME2 character died, everyone on the ship had something to say about it. If the Virmire Survivor died on the Citadel, Garrus had something to say. If Samara died at the monastery, Joker had a comment. Tali remembered Miranda, could remember Legion. It was proved through these characters' deaths, that their loss could resonate. Why didn't it happen with Thane? I inferred from a conversation with someone in the know, that there were resource and time issues that contributed to this.

If the aftermath of a character's death cannot be handled with as much care as the death was, then the character shouldn't die. Period. Why was Thane the only one fighting Kai-Leng? Why was Shepard and the others just standing uselessly with their guns drawn? Why does the nurse at the hospital mention that Thane needs more blood and then states more blood won't do any good?

Why do those who romanced Thane get the exact same Lair of the Shadow Broker goodbye letter, if they already romanced Thane? It was understandable, that it was made available for those who didn't play Lair of the Shadow Broker, who didn't/couldn't go on the internet to look it up, but what did those who had already read it get? Nothing! Nothing new and bitterly inadequate, given Thane fans are the only ones who are forced to see their LI die in game, on camera, with no way to avert it.

If any LI should have given Shepard a trinket, it should have been Thane. A picture of them on their desert vacation, taken when they were together before Shepard turned herself in, or a holo (like the one Thane had made of Mouse). Something. Anything to remember him by. Anything other than absence.


What Changes Should Be Made

- An option to save Thane should be made available. I've now seen how he died: he went unmourned by all, Shepard included. Nothing will take those memories away. While the lack of death/romance recognition/lack of romance dialogue/romance scene issues should be corrected, I want to see him live. We deserve to be able to save Thane and if we choose not to we also deserve his death to be handled better, but the latter is no use to many Thane fans without the option of the former.
- If the above won't be done, have a Shepard that romanced Thane show more emotion during the death scene. Have the option for her to tell him she loves him, and have him do the same. Miranda got a better, more satisfying death scene, and it wasn't mandatory. For the required death of an ME2 LI, Thane should have been given at least that much care.
- Thane was one of the few ME2 characters who didn't get a mission in the game. Please, please, please make it happen. Make a Kahje mission where, if completed, there can be assets for the war and a cure for Thane. Those who didn't romance him or don't want him (and the Drell to be cured) could still get the resources through Kasumi's mission. Thane is a natural connection to the Hanar. He worked for them. He had the procedure done so he could see their bioluminescence. His race is inextricably tied to theirs. The Hanar worship the Protheans, had prevented the "defilement" of some Prothean ruins in ME1; maybe there is a Prothean object that could be of use in building the crucible or just providing important information, that Shepard+CO could help retrieve.
- for all the ME2 characters, more interaction, more dialogue. Couldn't they have sent emails? Or had video-chat conversations? It would have been amazing if, after every major mission or two, we could have a conversation with Shepard's LI, keep them up to date on what's happening with the war, get their reaction on recent developments, give and receive advice. It would help both ways; both Shepard LI would hear how the war was going in other places, how different groups are fairing.
- Jacob's portrayal and treatment in ME3 was abysmal. The best line out of Jacob's ME3 romance was when Shepard said, "If we both die here today, I want to know that we've said all there was to say." … Best because it was so patently terrible. Nothing was accomplished with that conversation. Jacob acted like he had a frontal lobotomy, Shepard acted like a kiss would fix everything (and in the same voice no one liked from Jacob's romance scenes) and it just make no bloody sense that "forever" equated to six months, after Jacob admitted that he loved Shepard in ME2 and that the two of them were together far longer than they were apart. One issue (disregarding the fact that this scenario happened at all) is that it had no build up, no tension. There was no option for Shepard to fix it, just like there was no way to save Thane, no way for way for Shepard to even prevent it from happening, no way to adequately express her anger or hurt. It's just OVER. If the point was to tell a, "well, not everything works out" story, then the relationship breakdown should have been shown throughout that mission, instead of just jumping to the IT'S OVER phase. It also has unfortunate implications given Jacob's race and his.. popularity status on the forums.

Thank you.

Modifié par Visii, 17 mars 2012 - 07:51 .


#2010
coolbeans

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I'll add my feedback, though I'm sure many people have said it before.

Text wall incoming.

When I received ME3 through the post on launch day, I was actually a little trepiditious of starting it up, this was going to be the end, I'd grown attached to the entire setting and characters throughout Me1 and Me2.

All the way through Me3 I was of the opinion that this was one of the finest SP experiences I had played, if not in my life, then at least within recent memory.  I'm not a multiplayer gamer by nature, But I dipped my toe in to get the Galactic readiness up a bit, I even mucked around with the IoS datapad game at work, I was well and truely invested.

The game caused me to tear up several times, Mordin climbing the tower, Grunt charging the Rachni, Thanes last words, cradling Miranda, Legions final moments.

This is something that has never happened in any game previously, sure I've felt emotionally connected or shocked or even a little afraid, but to be driven to tears, even a little was a completely new experience.

I felt a sense of accomplishment as I united the Quarians and the Geth, I loved the dialogue with Garus.

The assembled fleet blasting into the sol system was amazing, the battle through the streets of london great fun (especially as I live in London)

Then I stepped into the beam of light.

It was all going well, the little sequence with the Illusive man worked well.

Then after all that, after one hundred and forty hours of gameplay, promises that my choices mattered and the endings wouldn't just boil down to A,B or C.....

I got the choice of
A: control the reapers, blow up the mass relays, effectivly die
B: Meld organic and Synthetic Life, blow up the mass relays, die
C: Destroy the reapers, blow up the mass relays, also destroy all synthetic life, die, but maybe not.

Honestly it felt like these should have been the endings if you hadn't made the right decisions or accrued enough EMS

Followed by a non-sensical cutscene involving the Normandy, blasting down a mass relay (i thought mass relay travel was near instantanous?) and crashing on a planet.

To say I was dispirited would be putting it mildly.

Why was the normandy traveling through a relay (which is near pluto) when they were supposed to be battling the reaper fleet.

Why are my squadmates aboard it, when they had all been at the FOB in london, some of them even with me in the final charge at the teleport beam.

It seemed that every action I had taken in the previous 2.95 games had been completely discarded.  It didn't matter if I killed the rachni, saved the council, united the geth and quarians or killed them.

It didn't matter if the Quarians had regained rannoch, they would never get back there as the fleet is now stranded in the sol system.

It seemed that no matter what I did in these games, the galaxy would be screwed in three pretty similar ways.

I'd say keep those endings (control, synthesis or destroy) but add some more in, make it so if we work hard enough accrue enough assets, we can end the reaper threat, but save the relays, make the EMS actually worth something.

And it may seem trite, but give us the option of a happy ending.

I'm not averse to a gloomy bittersweet downer of an ending, red dead redemption did it, and they did it well, I still go back to replay that game.

But I play games to be entertained, I'm not going to replay the mass effect series, as I will be thinking "whats the point, why bother making these decisions, saving this species, helping these people, the entire universe will be screwed and in one of three ways at the end of all this."

I certainly wont be playing any pre-ending dlc as was hinted at with the final txt message and the save point given just before the assault on the cerberus base, I really don't feel connected or inclined to do so.

At least closure could have been given, in a similar form to dragon age origins, in the form of an epilogue, showing us what the major characters and civilizations were doing, although in the case of the current three endings, the Quarians are starving in the sol system and the rest of galactic society has been decimated by the destruction of the mass relays, so thats a bit crap really .

Modifié par coolbeans, 17 mars 2012 - 07:51 .


#2011
Simsimillia

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So this one is from a friend who asked me to put this here and I´m agreeing with him about 95% (because I played FemShep the first time. However he took some effort to write this down

There might be spoilers in this post but since I hope Bioware is reading this, it shouldn’t be a problem. You can never know, though, so be advised.One thing before I get started: sorry if there are grammatical errors and the like in this post but English is not my native language. I am from Germany.Alright, Bioware. I usually don’t do this because I think as a customer you are only one voice out of thousands but this time, I somehow thought that I a) own it to you and B) own it to the franchise. What you have created with Mass Effect 3 is beyond what I have expected. It was epic, it was thrilling, it was touching. You have greatly improved what Mass Effect is and more importantly what it was, since in my opinion ME1 was better than ME2. There was that “epic feeling” coming along with it, which really gave me the goosebumbs. You managed to give me that feeling while playing ME3 again and I am proud to say that ME3 did not only touched me while playing it but also while not playing it. I really got immersed into the game and for the first time ever maybe I was able to identify with Shepard – not only as my counterfeit as the player but also as me. That might sound a little weird but what can I say? I’m a fan, maybe even a fanboy but whatever. 

But
you made some errors, Bioware. I don’t blame you for it (well, I kind of do but I hope you will fix those problems I am to explain to you) and I hope you are reading this. Before I lay out what I didn’t like about ME3, however, I shall tell you what you did right and what was absolutely astonishing. Remember that those do not have to be all the positive things I saw in the game. This is just what comes to my mind right now.

1. Shepard
– it felt good seeing that Shepard is finally alive. It was touching to see how he (maleshep player here, so I’ll refer to the Commander as a guy – no offense, femshep bros) reacted to his surroundings, to the war, to people getting killed – hell, to seeing his ****ing home being destroyed. Shepard finally showed some emotions. I thought that was awesome. It really contributed to the fact that I was able to identify myself with Shepard and to see things through his eyes. After hours of seeing my squadmates getting destroyed by **** the galaxy throws at them, it’s good to see that you as the player are not in control of some cyborg without any emotions but that Shepard has his dark hours, too. I take it you plan to continue the story around Shepard and I seriously hope you are going to release some kind of Epilogue dlc. If so: keep Shepard the way he is. Those flashbacks (e.g. at the end of the game) were awesome. They really contributed the atmosphere. 

2. The Normandy
– the new Normandy is one hell of a ship, I can tell you that people. I liked how you made the Normandy more vivid (and I am not talking about EDI’s body). For example the fact that Crewmembers now switch decks occasionally or talk to each other via the Intercom. That really contributed to the atmosphere. I also really liked that little Armory you set up in the Shuttle Bay. It’s very comfortable, e.g. the store which is linked to every other store already visited. Saves you a lot of time. It feels more like home, so to say. I’d like to see more interaction with the LI via the Cabin but I’ll get to that later. Anyway. That memorial wall on the crew deck? Awesome! 

3. The gameplay
– I could go on about this forever but I’ll keep it short: the fights ingame were very fluid and visiting non-combat areas was fun as well. Especially since there were so many ways to interact with the environment (e.g. the arguments between to people in which you could take a stand for one party) or visiting crewmates on the Citadel (reminded me of Dragon Age 2). All in all the world became more vivid and it felt more like being part of it. To me, it looked like you took the epic story frame from ME1 and combined it with the speedy, fluid gameplay from ME2 – good work! It really created an atmosphere of immersion and if you want to put it that way, you could say that you felt like being in that world. Well, as I said, you also made mistakes. Things that didn’t turned out the way I expected them or maybe the way you would’ve wanted them. Let me point them out. 

1. The main quests
– see, I told you that the setting was epic, the atmosphere was epic, that it all felt alive of some kind. What I didn’t understand is that you made it so… quick. I don’t really know how to put this to words but to me it seemed after you finished one quest, you just went on to another, like the quest before was a separate chapter, an episode which has nothing to do with the episodes to come. For example, after retaking Rannoch (I romanced Tali and made peace between the two people), you just leave and go on, like nothing happened. You don’t get to see how people are settling down, you don’t get to see how Quarians and Geth get along, you don’t get to see anything except some dirt and a few plants – oh yeah, and a Reaper which you blow to hell and forth. I would’ve liked to see and to experience what it is like for a “nation” to regain its home after 300 (!) years. Same goes for the Krogan or the Turian. I would’ve liked to see more of their homeworlds, do more quests for them or help them more of some kind. Visit their worlds, you know. This time it just felt like racing from one capital planet to another, killing some **** and then getting the hell out of there again. In short: I spent more time on sidequests than on the main quest. In my opinion it should be the other way around. I also miss the loyalty quests from ME2. There should’ve been something like that to embed the squadmates more in the game. To get to know them more or even more. I liked that thing you did with the squadmates waiting for you somewhere on the Citadel (e.g. Garrus who takes you on top of the Presidium) but as I said, there was more potential to that. What really disappointed me was the LI. No matter who you choose to romance in ME1 or ME2, you don’t really get to see a lot of them. Most of the time they behave like normal squadmates and the few scenes where things get intimate or personal are very short and thus they seem forced. Since I romanced Tali, I can’t speak for everyone but I don’t want to know how femshep/Thane or maleshep/Miranda pairings feel. 

2. The ending
– yes, I know. The ending caused some kind of an outrage and I have to agree with those who are upset but I want to see that out of an objective perspective. Towards the end of the game, when Shepard approached the Beam on Earth and when he was on the Citadel… man **** got crazy after that. The Citadel a “living being” of some kind? Synthetic live the cause of all that killing? Seriously. That’s not what anyone expected – which isn’t necessarily a bad thing to say – but it didn’t fit at all. That’s just my opinion. Now to the ending itself: you promised us, the community and the fans, that there would not be any questions left unanswered. Yet, you provide us with the exact opposite of that promise when you made this the ending of ME3. What happened to the galactic community after Shepard destroys the Reapers or takes control of them? What happens to Joker, to Garrus, to Wrex, to all the people you took with you? I didn’t work my ass off trying to achieve the “perfect” ending just to see them crash on some kind of planet and then listen to Buzz mother****ing Aldrin praising the diversity of this mighty universe. Give us an Epilogue DLC or change the ending. #1 in this Thread said it best: give us a true “perfect” ending, with Shepard surviving, and give as a true “worst” ending, with everyone dying or maybe even the Reapers winning. Bioware, you have the potential to do it. Use it!And as another user on page 1 put it: read this article, print it out and think about it. A lot. http://www.gamefront...fans-are-right/

3. The Galaxy at War system
– I liked that system. So, why do I list it here, under the “contra” section? Because of two things. First: make the GaW system accessible on other terminals than the one in the war room. It sucks that you have to walk all the way back to the war room or even the Normandy (when visiting the Citadel for example) to see how ready the Galaxy is. Second: it is way too hard for people to achieve the “perfect” ending with SP only. If I want to play a game and achieve a happy ending, I don’t see why I, as a single player, have to put more effort into the game than someone who also plays the multiplayer or – and that part really gets me upset! – someone who just happens to own an iPad/iPhone/another iOS device. I really liked the idea of rallying the Galaxy and of supporting your allies. However, I do not like the fact that I have to put in extra effort if I want to play SP only. I play ME mainly for the story and if I do not show any interest in playing the MP, I should not receive a penalty for that. That is just not fair.  I hope this post helps you, Bioware, and I hope that you consider fixing what we, the fans, think went wrong. I am looking forward to more ME franchise and I hope that you will give us the opportunity to achieve another, maybe even a “better” ending with all that feedback you receive in this thread.Last but definitely not least: thank you, Bioware, for an absolutely magnificent game! It has flaws, as you see in this post and in this thread, but nonetheless it was a very touching and thrilling experience. I’m sure doing all this is a lot of work and I thank you for that. I love Mass Effect and I hope that we will hear from you again soon! Thanks a lot for reading – it’s kind of a wall of text, I know – and have a good one!Cheers.

On a personal note, my opinion why the ending was so horrible for many for us and espacially for me:
Throughout the game you get prepared to kick reaper asses. You play an epic space opera that is (in my opinion) better than any before. But in the ending you suddenly switch genre form space opera to something completly different, still SciFi but more something like Matrix. 
Besides there was absolutely no need to explain the Reapers. They were completly fine as the pure evil and the avatars of our fears. Compared to the original Star Wars Saga: Was there any need to explain why the Imperator was evil? It was never explained and same goes for the Reapers. One reason why they were so intimidating (is that the right word) was because there was so much unknown about them. Lack of knowledge produces fear. Remember that.

Well about any errors in grammar and spelling. I aplogize, but I´m not a native speaker. Be gentle. 

Modifié par Simsimillia, 17 mars 2012 - 07:51 .


#2012
Epi9444

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Fix the plot holes. Why is the Normandy retreating from the battle. How did the crewmembers with Shep on earth get back on the Normandy after it crashed. Let players pick who is on the Normandy and who becomes war assets or give us some dlc to do missions with characters like Miranda or Jacob fighting with us, in are squad, not just CS. I thought u the writers did a great job with some characters growing ie Jack. It seems like other Characters were left out like Miranda. We change how she saw the galaxy at the end of ME2. But I felt her character did not change in ME3.

#2013
Lonsecia

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I'm still trying to fathom why anyone would cut Keith David - or rather dialogue he'd have delivered in his typically masterful way, so for me that's one thing to instantly rectify. The man's awesome, and so's Anderson. I liked him instantly, and my opinion of him never changed - which cannot be said for everyone else. I'd like some real closure. Even if it was just the faces of all the important characters we'd met throughout the series in their final moments. Hackett, Tali, Garrus, Wrex/Wreav, etc.
Done as an epiglogue this'd be perfect. As much as we're told this is Shepard's story, oftentimes we've been given glimpses into what is going on elsewhere in the galaxy. Saren in ME1, TIM in both ME 2 and 3. Being shown what's happening with them makes it feel like a larger story, so it's only fair that the ending does the very same thing; showing us what's happening.

Modifié par Lonsecia, 17 mars 2012 - 07:53 .


#2014
adp10390

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 I think the Indoctrination Theory is a very elegant solution.  Not only does it allow for an alternate ending, it is an opportunity to nullify the Catalyst's explanation for the Reaper's existence and motives, which come across as anticlimactic and unsatisfying, in much the same way as midichlorians were an unsatisfying explanation for the Force - it robbed the concept of its mystic, almost sacred qualities.

The Reapers as a threat are much, much scarier when presented as a truly alien race with incomprehensibly alien motives.  In ME1 Sovereign even tells Shepard that there's no way an organic would be able to comprehend the reasons behind the extinction cycle.  This is incredibly effective!  When the player is told that there's an ancient race of, essentially, mechanical elder gods waiting in dark space, cultivating advanced civilizations only to harvest them every 50,000 years, and we'll NEVER be able to understand why... that's scary, it's Lovecraftian, and any attempt to explain their motives is going to be a letdown in comparison.

#2015
Frosteeze

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 If I may, I think the only thing I'm concerned about is originality.

I have been replaying the first Mass Effect game. It was good, but I ask myself, why was it good? It was good because I expected something, something new or in other words, I expected the unexpected. The theme of the first game rides on this idea: space the final frontier, unknown aliens, the mysterious history of the Protheans. ME2 also has this idea in mind, what with the Leviathan of Dis, TIM's intentions, the overall galactic society, and all sort of those little knick-knacks.

I am disappointed with ME3's ending because it lacks originality. It has been done to death. Deus Ex, Battlestar Galactica, hell even 2001: A Space Odyssey...almost all sci-fi are focused on this. Yes, we get it, synthetics are evil (although a contradiction considering the Geth and EDI). Playing ME1, this would not be the ending I expected; i thought it was just more than a petty war between organics and synthetics. Indeed, it is the unexpected expected. 

I frankly can't tell you how ME3 should have end; it is up to the creators to decide that, just as I have no rights to tell someone to change the ending of a book they authored. Going by that analogy in relation to ME3's ending, I would tell that someone I was disappointed because they copied someone else's story. Of course, it would be hard to draw originality, but you guys have been original in the past. Think of an ending and a storyline that NO ONE has ever thought of before. You can keep influences from others, because the suggestions in this thread are great, but I just want it to be original. Star Wars, Star Trek, Deus Ex, BG, almost all the other great sci-fi offered something new to the table. I want ME to be next to those other great sci-fi. I don't want to look back to ME and think, "hey, the story is not too different from such-and-such."

Whether it is happy/sad, it is not my concern. This is not a Disney movie (or a Disney game). Choices however, somewhat matters, so keep that in mind in your next DLCs or expansion packs. 

I believe that the indoctrination theory is the community's way of saying, "here is your first and last chance". It is not an ending by itself. Therefore, I do want this to be implemented in order to make sense of the current ending.

More than that, there should be more involvement with the new characters. It feels like they have been standing there doing nothing in the background. I want the same involvement with characters such as Vega or  Javik as I had with Liara or Garrus. For example, wouldn't Javik want to visit Prothean ruins in the hope he might encounter another living prothean? Wouldn't Vega have some unresolved issues with his past? 

Finally, I want an epilogue. What happens next? Something you guys did in DA. Yes, it can be something as simple as a bunch of text in the screen. I can just use my imagination from that point on. Or even better, after-game sidequests such as getting drunk with Dr. Chakwas.

Modifié par Frosteeze, 17 mars 2012 - 07:58 .


#2016
RaenImrahl

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Everyone... keep up the good work.  Thanks to all who have contributed thus far for bringing well-explained thoughts and civility to the discussion.  A reminder, here's what Jessica is looking for:

Jessica Merizan wrote...

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

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

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

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


Normally I would suggest keeping responses brief, but I also realize that in this case, you have a lot to say and a lot of nuance to parse.  So I would suggest that, if you're making a lengthy post, include proper paragraphing and maybe some headings or bullet points.  It helps.

RI

#2017
LordMoridin

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 What I would like is a epilogue in the style of the Fallout games. A short blurp about each of the races and people I've met and affected in the game.

For example
With the Genophage cured the Krogon population boomed, while there was some outbreaks of violence with the moderating influcence of Wrex and Eve....


And none of that nonsense with the Normany and crew being stranded on some planet. Or the Mass Relays exploding, that just screws everything up. 

Modifié par LordMoridin, 17 mars 2012 - 08:06 .


#2018
Epoch Sentinel

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SamFlagg wrote...

(Posted in this thread because I totally was taking to long and ended up after the lock in the other one)

Jessica,

First apologies for what I'm sure is the wall of text
flying back and forth which is contributing to the discussion being so
unhelpful right this second.  I would say people have to adjust to
actually having someone here.  Many of the articles laid out by some of
the posters do include the generalities of what we currently think was
wrong, but I can offer some concrete suggestions that reflect my
thoughts, and hopefully reflect the thoughts of others.

While the endings our our primary concern I'd like to address Earth and then a couple quality of life issues as well.

1.) War
assets - Many of us feel rightly or wrongly that we logically expected
war assets to appear either in game or in cutscenes during the take back
of Earth.  And the war assets I'm referring to aren't the space ships
above (Though those are awesome) they are the ones on the ground.  We
really really did want to see Elcor Living Tanks and bands of Krogans
charging reapers.  We wanted to see scenes of our ME2 squad mates
holding there own somewhere on the battlefield.  We expected the battle
on Earth itself to be so much grander

2.) I think a lot of us
expected Earth to be far more similar in tone to the ME2 suicide mission
where we could task crewmates and have their survival depend on our
choices previously in the game.  With the number of times Commander
Shepard is told that he was going to lose people, it was surprising that
no one on his current squad met that fate, and the ones who typically
would (Thane and Mordin) had already been heavily foreshadowed to
finding redeption through death (For the record, Thane Mordin and
Legions deaths were so pitch perfect that we find how perfect those were
out of balance with how much of a problem we had with the ending)

3.)
The section where you sprint towards the beam of light and harbinger
attacks all the way through having Anderson die next to you is
beautiful.  It's all emotional, and most of all it's personal.

4.)
Our main issues lie with the God-Child, we find his arguement
uncompelling because we don't see his logic, and we are angry most of
all because Shepard has been a character of definance against the odds
for 2.99 games.  And in the darkest hour, he does not have the option
really to simply reject the assertion that synthetics and organics will
always be at war (And the entire Geth Quarian plot line seems to make it
far more likely that Organics will try to wipe out synthetics than the
other way around.  We find fault with his reasoning and are for the
first time in the series unable to challenge it.)

5.) The ending
consequences for Shepard come down to three shades of death (discounting
the breathing), and the mass relays destroyed in all of them.  While
there may be an underlying philisophical discussion about destroying the
reapers controlling the reapers or merging all synthetic life, this is
far overshadowed by the very immediate practical problem of destroying
all relay travel and stranding fleets in the Sol system.

6.) I
believe this could have been handled better by having some options where
Shepard lives, but relays are destroyed, or shepard dies, but the
relays go on, or even Shepard picks the control option and the reapers
leave earth and the relays alone but go and reap the rest of the
galaxy.  The practical consequences of the three options are so similar
that their philisophical difference becomes irrelevant.  (To that end I
think many would've been happy for an option to be defiant, sacrifice
yourself, have the crucible simply bring down the reaper barriers and
make them easily destroyed by the assembled fleet, and hey if you have
enough EMS you can even save shepard.)

7.) Closure.  In this it
could've been done with a heroes funeral, or if he survived a simple pan
and scan of the area with his surviving squad mates and a "Let's go
home" moment.   We feel that many of the plotlines that were apparently
solved are undone because all the people necessary to good outcomes
(Like having Wrex on Tuchanka) are stranded in the sol system.  We're
not all asking for a Star Wars Medal Ceremony, we'd be perfectly fine if
it could be a bittersweet view of all we lost, but also at what we
still had.  (And if there are enough varient endings someone can get the
star wars medal ceremony, but that's the point we wanted the endings to
be divergent)

8.) The cut scenes were 80% the same.  There really isn't a way to not be unhappy about that.

The
other quality of life issues are: The Journal, The Face Import,
Multiplayer having too much of an impact on readyness, and the Shepard
Shame Talk  (when the models actively look away from each other while
talking)

Now I will point out that this depth of feeling is
because of a real sense of attachment to all of the characters in the
universe.  The deaths for the characters who had them were all pitch
perfect, which is why the lack of sacrifice in the last part of the game
of anyone on the most dangerous battlefield followed by destroying the
entire relay system is so jarring.


This is honestly what we want, I know people seem to like the indoctrination theory but I'm not a fan.  I feel very similar to this person.  I would like to have Shepard survive and possibly closure.  At least this way we could not have that weird restart where we awkwardly go right back to before TIM's base mission

#2019
teknoarcanist

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The single predominant disappointment I had was that my choices were not reflected in the finale. A few NPC's standing-or-not-standing in the command center was not what I had in mind -- I wanted the suicide mission writ large, with my Lord of the Rings armies MASSIVELY turning the tide of the battle. As is, whether I had everyone on my side or practically no one, the entire climactic sequence plays 98% exactly the same.

Why did I never see the Rachni again? Or Captain Kirrahe? Or Aria's mercenary fleet?

Why, when I was pinned down in that square, did NO ONE show up and return one of the many favors?

In short: why did I bother?

Modifié par teknoarcanist, 17 mars 2012 - 07:59 .


#2020
mcordonc

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The endings are a big issue, but since this isn't just focused on the endings in general. There are other issues that need to be addressed and probably would if the ending wasn't so awful.

First off the multiplayer.

I personally enjoy it (I hate how you involved it in the main storyline) but it makes sense to an extent and I can see it as a way to deal with pirating and such. In any case though, I feel like you do not have enough variety in the maps. I don't see why you have to take maps right out of the single player game, when instead you can design entirely new maps that have a bit more of a story to them, rather than simply "go download this data" or "go repair this communication line" or the usual "hold the line!"

You guys should take note from SWTOR (which I won't resubscribe to till the endings are changed). What it did with flashpoints through paragon and renegade choices, I thought was pretty genius and non-invasive to my characters main storyline. I'm not saying make it similar to flashpoints with a boss and everything (although having a powerful boss mob would be exciting), but rather keep a similar structure where it's mainly hold the line, but at the same time make it more meaningful.

For example having the choice of recovering important data from a comm relay or instead having a choice of staying and protecting civilians who haven't been evac'd yet. And in that have more options for the group to split up effectively cutting their power in half and risking the mission. Stuff like that would make the multiplayer much more of enjoyable experience. Also maybe adding in these things for free would earn you guys those lost good will points from many of the fans and negate the need for pirates to upload that content when you could get it free anyways, so long as you have origin.



Anyway second thing I think need's changing besides the ending is some of the side missions which I really wanted to actually do, but found out they were just simply scanner missions. And I'm not talking about the artifact grabbing missions. Keeping those as scanner is just fine. I'm talking about the mission for that 1 diplomat in the citadel who wanted you to help evacuate citizens from his planet (can't remember his race, it was the living tank guys). I definitely would've loved to see structures different from the traditional Asari, Turian, Human, Salarian, Krogan designs. And if you have this planned for DLC, awesome I look forward to it so long as the endings get fixed.

Third, I was going to use this to mention Tali's picture but I feel like that has been addressed, so I'll end it here, simply with a mention that the picture was kind of a cheap thing to do. I understand it may have been because of time restraints and that she is actually pretty good looking... but still.

#2021
huiwang

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Super massive rant GO!

My main issues with the ME3 ending could be divided in half between lack of choice and lack of cohesion.

1. Lack of choice.  Obviously, I'm referring to the point with the Catalyst and onward.  It's really important to realize the depth of the problem here.  There are three layers to it:

- The ending does not take into account the choices the player has made.
- The ending is not divergent.
- The ending actively negates the choices the player has made.

- Starting with the first, no matter how we have played the series up to this point, the options are the same.  Somebody who has played Renegade throughout the entire series will get the same exact options as someone who has played Paragon.  At this point, whether you cured the Genophage, or brought the Geth and Quarians together, or let the Rachni live...none of it matters one iota.  It is at this final point in the game that you realize the payoff to these actions has been raising a number.  Honestly this is not the most major of the issues, as the ending could still work so long as the different options are divergent enough.

- But they aren't, which leads us to the second bullet: each one produces the same outcome.  Yes, they are in theory dramatically different: one destroys the reapers, one merges organic/synthetic life, one allows control of the reapers.  However, the player really can't appreciate the differences at all (I certainly couldn't), because it is left up entirely to their imagination what the implications of these decisions are, or what they even mean.  For instance, can someone really explain to me what it means for organic and synthetic life to 'merge'?  I had to roll my eyes a bit; isn't something either organic or synthetic?

This is all made infinitely worse by the fact that the different ending cut-scenes are all the same, save for the different coloured explosions.  This idea is, on the face of it, ludicrous.  I understand that creating different end cinematics costs time and resources, but in the case of this game it is pretty much necessary, especially given how the game was hyped.  As a result of this cut corner, the three supposedly radical decisions seem entirely the same.  Who cares if the reapers are controlled or destroyed if the only visual difference is red/blue?  Most don't.  The player, in truth, has not grown invested in the fate of the galaxy as a whole.  Honestly, as a player I do not really care about galactic civilizations 50,000+ years in the future; call me selfish.  I care about my character, about my squadmates, about the Krogan, etc.  I want the endings to make a difference to those things.  The past three games have not made me care about the larger picture of galactic life millions of years in the future, and that won't change in the last ten minutes.  But I'll leave the rest of this for the section on Cohesion.

So, yes, the different endings are radically different, but not in any way that is represented in the story of the game, or in any way that the player has grown invested in.  So really, they aren't different in any way that matters.

- Lastly, the endings actually negate the choices that the player has made.  The entire gameplay of Mass Effect 3 revolves around uniting the galaxy together to face the Reaper threat, but the ending unavoidably destroys all mass relays, stranding the separate galactic civilizations from each other, forever.  So, you united the Turians and Krogan together?  Too bad that it doesn't matter, at all.  You destroyed Cerberus?  Yeah, but that doesn't really matter either.  Everybody is now so far away from each other that previous wars/alliances are pretty much meaningless.  Whether the Krogan were planning on invading everyone again or not doesn't matter, because the logistics of doing so are so much higher now!

This is honestly the worst problem in regards to choice.  While the other two bullet points are somewhat forgivable because their solutions cost time/resources, this one boils down to writing and could have been easily avoided.  Not only is the player left to imagine what the different endings will mean, even in their imagination all of their previous choices mean nothing.  The freedom of the other games turns to ash in the player's mouth.  As another player said, Shepard may as well have sat next to one of the bombs on Eden Prime in ME1 and let them kill him.  Nothing he does, save the final ten minutes, has a sense of weight.


Okay, one last thing.  The common defense of the ending here is that it's about the journey, not the destination; the whole game is the ending!  This is a non-argument.  True, for the disenfranchised player it is helpful to focus on the parts they enjoyed, but the whole game is obviously not the ending in terms of narrative structure.  Yes, throughout ME3 certain things in the series are resolved, such as the Genophage, but these are secondary plot-lines.  The primary plot-line, which has been far more present throughout the entire series (ie, struggle against the Reapers) is only resolved at the very end.  This is the primary conflict throughout the series and is the most important resolution in terms of narrative.  No other smaller resolutions can be equated with this.

Imagine we replicated this logic with another series.  Let's remove the resolution with Darth Vader and the Emperor at the final Star Wars and just say, "The whole movie was the ending!"  The Empire loses, Han and the princess get together, isn't that good enough?  No.  It doesn't work like that.


2. Lack of cohesion.  This is, to me, even more offensive than the lack of choice.  The last ten minutes of this game are fundamentally at odds with everything else in the series, and that is the part that really made it so sour for me.  It may not be a bad ending, if it were the ending to an entirely different sci-fi series.  However it seems obvious to me that the writer, in an attempt to be mysterious and "unforgettable", did not take into account, well, anything else.

As Eternalsteelfan points out, the scene with the Catalyst introduces far too much new information to be an appealing conclusion.  In this last scene, entirely new conflicts and themes are introduced right around the time that the existing ones should be wrapping up.  The final ten minutes of a 100-hour story is not the time to bring up new themes.  You've had your chance, now the point is to resolve things.  Any awesome plot twists should fit into the narrative that has already been constructed, and it is obvious that the Catalyst's scene does not.  Maybe you don't believe me.  Fine.  Let's walk through the three games briefly so I can lay out what I mean.

Mass Effect 1:  The game is all about discovering the nature of Protheans, the Reapers, and Reaper indoctrination.  The game's antagonist is clearly Saren, a Reaper ally, and the conflict is all about chasing him down and stopping him and Sovereign.  Thematically, there are two things going on.  First is the play between Paragon/Renegade, and the place that humanity should have in galactic civilization; should humans work with other races, or seek to be above them?  Secondly is the theme brought up by indoctrination; in the face of invincible opposition, do we surrender as Saren has, or resist?  The former is up to the player, and reaches its climax with the salvation/destruction of the Citadel council.  The latter is inevitably resolved by Shepard resisting, Saren dying, and Sovereign being destroyed.  

Admittedly, when I first played ME1 I was half-expecting some crazy plot-twist involving the Protheans and Reapers, but there wasn't any.  It was at this point, years ago, that I resigned myself to the notion that Mass Effect is a lighter, more conventional story, which is more interested in its characters and setting than in heady philosophical mind-benders.  In my opinion if you want the Catalyst scene to really work along with the whole series, you have to go all the way back to the first game, because this is the one that set the tone for all of the veteran players.

Mass Effect 2:  There's a slight change in tone here, but there are of course similarities.  The game revolves around the moral implications of working alongside Cerberus, a known terrorist organization.  The antagonist is Harbinger and the collectors.  The themes are, again, Renegade/Paragon; do we work grudgingly with Cerberus, or do we support their philosophy wholesale?  And secondly, a theme of sacrifice for victory's sake; we know this is a suicide mission, and the question is how much we're willing to sacrifice.  As before, the former is up to the player as we can choose whether or not to destroy the human Reaper.  The second is resolved by the fact that any varying amount of sacrifice on the part of our squad (from no one dying to everyone dying) will still result in the Collector base being destroyed.

Again, no crazy plot-twists here.  Instead, the game centers around the squadmates, while it may be fair to say that the first game centers more around the setting as a whole.  The entire game is about bringing the group together and getting them absolutely devoted to the mission, which falls in line with the theme of sacrifice.  This itself is pretty reminiscent of the first game's theme of resistance.  We have in the first game established that yes, even the impossible foe of Sovereign should be resisted.  Now we establish that even in the face of certain death, and even if we must sacrifice our loved ones, it's worth it.

Mass Effect 3:  The antagonist is now the Reapers and Harbinger and the conflict is taking Earth back.  Throughout the game, the Paragon/Renegade theme is how best to unite the galaxy; do we do it through compromise, or deception/coercion?  For instance you can either (Paragon) help the Krogan, or (Renegade) lie to them for the support of the Salarians.  And while compromise is most beneficial, you also have the option of either taking sympathy on the Geth and helping them, or wiping them out to give the Quarians back their homeworld.  If there's another theme, it's harder to pin down than in the other two games.  On reflection, I really can't find it, other than perhaps reiterating resistance against an impossible foe.  This might be supported by the epiphanies that EDI comes to throughout the game, most notably when she alters her code to make self-preservation subordinate to other things, thus making her more 'human'.

To sum up.  The first two games are really all about an emotional, perhaps irrational (which is an organic sentiment) resistance to a timeless and unfeeling enemy (the Reapers).  The first game sets up a conflict between resistance (Shepard) and submission (Saren).  The second game sets up the same conflict with Shepard on one side, and enslaved Protheans on the other.  Each one has played out more or less conventionally.  We aren't overly concerned with researching other Galactic cycles; we are only aware of one, the Protheans, and we mostly rely on Liara to deal with that stuff.  The distant past and future are not emphasized.  As brought up, the first game spends a lot of time introducing you to the various races and political issues of the present.  The second one is almost entirely consumed with getting you attached to your squadmates and their internal conflicts.  The third one is almost entirely about rallying the different races under your banner.  What we really care about is the here and now.


Looking at the resolution for ME3, we can see immediately that everything brought up here is dropped and replaced with something else.  To summarize it, the Catalyst talks about an unending conflict between organics and synthetics and is primarily interested in a permanent solution (ie lasting millions and billions of years) to this problem.  In one stroke, our antagonist has been changed at the last second.  The motivations of the antagonist has been changed.  The organic vs synthetic issue that the Catalyst is talking about has not been developed at all, and in fact conflicts with prior development: after all it's possible for the Geth and Quarians to ally.  In addition, we can see that the focus of the other games is not about the longview; it's about immediate survival.  It's about human connections and relationships.

The themes of the previous games are not resolved.  First of all, the Paragon/Renegade resolution is absent here.  But wait!  You can either control or destroy the Reapers!  No, that's not what's important.  In the prior games, the Renegade choice has always been about domination on the part of the humans or the player over the rest of the galaxy.  It is not demonstrated that controlling the Reapers will bring about human dominance, or even Shepard-dominance; the way Shepard acts and the way the cinematic plays out, it seems that you will only control them for the sake of making them fly away and leave everyone alone.  That's not the same as killing the Citadel council, or stealing Reaper tech.  In addition when the mass relays are destroyed, human domination is pretty much a moot point.  Likewise, the Paragon idea of destroying the Reapers is undercut by the relays being destroyed, as all of the galactic cooperation you've spear-headed is also rendered moot.  Even more confusing, the colors are swapped around to make it seem like controlling the Reapers is the Paragon action, but this makes zero sense.

Lastly, and this is in my mind the bottom line, the primary theme of resistance against impossible odds is not resolved.  When the antagonist changes to the Catalyst, Shepard stops resisting.  Shepard simply goes along with everything the Catalyst says, accepting what are really terrible outcomes at face value.  Before, it was resistance against a force that wanted destruction, but now that motivation has changed, and thus the primary conflict has vanished.  If/when the Reapers are destroyed, it isn't because they're evil forces of destruction, but because the Catalyst's solution to fix the inevitable struggle between synthetic and organic life is no longer viable.  Um, yeah.  No thanks.

The wild plot-holes and so on have been covered already, so I'll end it here.


So what next?  From the statements that have been release, it seems as if the writers of Mass Effect 3 were more interested in generating publicity and shocking people than they were in actually delivering a satisfying ending.  Creating questions and uncertainty is one thing, but I feel that this was just a short-sighted stunt that seriously misunderstood the reasons behind the success of the series.  I'm put off enough that I don't think I can enjoy the Mass Effect franchise anymore, and honestly, I don't think I can become attached to any other Bioware games.  There are plenty of other franchises that I like made by other studios, and they all seem to have a lower risk for getting emotionally invested in.  Whether or not this ending is addressed in the future, I don't see myself spending money on a Bioware product again.  Overall, actually, I really enjoyed Mass Effect 3.  But endings are powerful.  I'm not left wanting more.

Modifié par huiwang, 17 mars 2012 - 08:04 .


#2022
Lucubration

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Ah,  a place to leave feedback.  Let's see.

The game, as a whole, was awesome.

Some of the things I really liked:


I appreciated that many of the long-running storylines, even very minor ones, were resolved during the course of the game.

It was awesome (in the classical meaning of 'characterized by awe') being able to bring about changes that had profound impacts on the future of entire species.

Watching friends give their lives to bring about those changes fill me both with pride and profound sadness.

Spending my own self (in the form of Shepard) to see this thing through was expected, though whether Shepard lived or died was important but not the deciding factor in whether the game/series was triumphant (in my opinion).

Combat was very responsive, and the way enemies reacted or how waves of reinforcements arrived could really get me going at times.

I liked the weapon variety.  Gear customization was better than ME2.

The music was about perfect.

Femshep (and other) voice acting and animation was superb.


Some things I thought could use improvement:


The elimination of inventory seemed like an oversimplification at times compared to ME1.

The Quest Log and Tracking was not very helpful.  Not always clear where you had to go, and not at all clear when you had/had not acquired the necessary items for completion.  Blinking systems and pop-up labels on the map did help a little.  

"Priority" quests are misleading because doing them first actually hurt your War Assets (missed side quests).

Only having one hub seemed odd, but not inappropriate for this final game in the series.

Day 1 DLC didn't affect me (collector's edition), but did seem both a little shady and a little overpriced considering how important the Prothean is to understanding the context of the reaper invasion, galactic history, and the Crucible.

The narrative style dialogue seemed a little bit too simplified because it generalized how Shepard reacted in some conversations.  Careful consideration could have introducted just a couple more decisions during dialogues that would've made it seem smoother.

Not being able to skip some dialogue was a nuisace, but nothing major.

The blatant use of commonly available assets (Stargazer scene, Tali's face) felt in retrospect like it took away from the value of the game.


The ending:

After resolving so many plots, the ending seemed to throw into question everything Shepard has done:
- Genophage cured?  Krogan might be doomed anyways orbiting Earth.
- Geth/Quarrians made peace?  Quarrians might all die orbiting Earth anyways.
- Turians fleet went to Earth and got stranded; what happened to Palavan and were the Reapers stopped in time to save it?
- Mass Effect relays destroyed, so did all the little colonies and outposts all starve and die?  Are the fleets orbiting Earth doomed?
- What happened to our companions?  The Normandy scene made zero sense; the Normandy was fighting around Earth to buy Shepard time, and the companions were on the ground.  How did everyone end up flying away from battle?

War Assets and companions should've played more of a visible role during the final fight in London.

This was supposed to be Shepard's conclusion, and instead she may/may not be alive, her companions may/may not be alive, her allies may/may not be alive.  An epilogue would've helped clear things up.

The godchild scene was entirely inappropriate:
- Who/what/why?  Harbinger would've been better in this role.
- Shepard was too meek during the ending.  Did not ask enough questions, did not explore her options enough.  I understand she was critically injured, but she was choosing the destiny of the galaxy!  That's no time to go quietly into the night!
- The options were presented in too orderly a fashion.  The antagonist should (for example) perhaps encourage Synthesis, and then Shepard can defy him with Renegade/Paragon and find ways hidden around the room (through dialogue or otherwise) to choose the Destroy or Control options instead.

Thanks everyone at Bioware for a great series, and for taking feedback.

#2023
Knapdaddy10

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BioWare, thank you for opening up a thread to put in our suggestions. Now for my criticism:
What I did love about the game was the combat, the characters, the storyline, even the multiplayer is really pretty fun in my opinion. So everything up until the last 15 minutes was a masterpiece.

What I think would be a good solution for a lot of people (myself included) would be to make a happy ending and bring closure to what happens to the galaxy after the attack, and maybe if you could implement some type of free play after the ending mission and put in some side missions and maybe a small story post-war with the Reapers. But I'm just throwing out ideas.

#2024
Mordar88

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So I like many fans out there was not too pleased with the ending. I think for the most part we were expecting something more granduer and in line to what we've come to known from Mass Effect.

As for me I think the whole last battle for Earth can be redone. I would have liked to have seen some of the assets fighting along side me as I made my way to the Crucible. Having spent the entire game gathering forces, having them make an impact in the fight would make it all worthwhile. That said I think the ending could have come out similarly to Mass Effect 2's ending. Where your entire crew is on the ground fighting and you can assign them tasks like taking out a group of reapers or securing a hill. Furthermore I think this could be applied to a larger scale, Shepard was seen by others as leading this charge against the Reapers. It only makes sense if hes the one commanding on the field. Giving orders to a Krogan battalion or calling in Geth to air drop and advance. This would have given the ending more meaning to what you had done throughout the entire game.

As for the final ending I think it needs a complete overhaul, you could keep the current one but chalk it up to Shepard having been completly indoctrinated during his moment of weakness after being blasted by Harbinger. But the endings need to be greatly different. Like having the range of Shepard completly losing and the Reapers winning (very low EMS) to Shepard living and saving the galaxy (very high ems or maxed out ems). It would give the players a greater sense of accomplishment if they could get an ending ideal to them.

#2025
ElectronicFerret

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This:

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


With some closure afterwards, would be amazing.

Modifié par ElectronicFerret, 17 mars 2012 - 08:07 .