ME3 Suggested Changes Feedback Thread - Spoilers Allowed
#2101
Guest_simfamUP_*
Posté 17 mars 2012 - 09:19
Guest_simfamUP_*
The battle at the end is a very thrilling experience. My heart was pumping with so much adrenaline I thought it was my first bout all over again. I was dissaponted that the War Assests we worked so hard to find weren't shown of. Atleast the major ones.
We had a little cutscene with the Flotilla but that was all. I wanted to see more of that. Maybe the Rachni fleet, the Geth fleet, hell even the various other ships we found on planets! I wanted to see Wrex charging into a horde of Husks with the krogan behind him, then the Turians coming from behind.
I wanted to see Jack and her biotics hold the line (no pun intended) as they held up barriers to support troops. I wanted to see Jacob and Grunt side by side doing what they do best. I wanted to see my other squad members down in the fight too. The ones I didn't bring.
Now there are MANY variables to this, but just showing us what we did had some effect would be great. Kinda like the cutscenes with the Suicide mission and the Normandy's upgrades... but to a larger extent.
If there is going to be DLC, maybe revising alot of the last mission would be a good idea. Expanding on thigs, branching out to new ideas, making it more epic in the long term. That's a DLC I would gladly buy. But only if there are things to go with it ;-)
#2102
Posté 17 mars 2012 - 09:21
It wont even bother me that I have to pay.......I LOVE Mass Effect that much (and even though the ending was horrible.....I still love you Bioware!)
(Also I still support Indoctrination theory)
#2103
Posté 17 mars 2012 - 09:21
#2104
Posté 17 mars 2012 - 09:21
In my opinion the endings were just heartbreaking - all three of them. I was really pissed off by the Citadel being taken and then possibly blown up. The Citadel is one of the most iconic things in the ME universe. It's like Coruscant in SW or even more important because it's isn't just a place of power but also has such a great influance on the plot. Without the Citadel - Mass Effect just isn't the same thing. The sense of wonder every time when the game showed the station from afar just can't be replaced with anything else. Also I really hate the though that Garrus and Tali will die out of hunger somewhere on a uknown planet where the Normandy crashed.
,,,
Ok, so the thing I want to know the most is what happened to the Citadel. On the outro it's isn't entirely sure if it exploded or not like the reast of the mass relays. And what happened with those 14 mln people that lived on the Citadel (of course I mean the ones that weren't turned into a Reaper).
#2105
Posté 17 mars 2012 - 09:22
#2106
Posté 17 mars 2012 - 09:22
#2107
Posté 17 mars 2012 - 09:22
Thank you for taking the time to set this thread up.
#2108
Posté 17 mars 2012 - 09:23
We do not get to see the value of our war assets – the fruits of our labor. Mr. Hudson is wrong when he assumes we need more closure with our Shepard and his relationships. We got lots of closure with them. Good closure. But we got none with the story itself. We do not get to see the consequences of choosing the krogan over the salarians, or the geth over the quarians, or the benefits of getting them both. We do not get to see how our other squadmates contribute to the battle, or how they feel about the resolution.
The stakes become irrelevant. Thanks to the glaring continuity errors and gaping plot holes, we don’t even know that if by destroying the relays we have actually exterminated everyone instead of saved them. It actually seems that by choosing one of the “three” options that we left the galaxy in a worse state than it was with the reapers. And what does choosing any of the three matter, when the only difference in the ending cutscenes is as small as the differences in one of those “Find the ten differences between these two pictures” you see in kid magazines? We have no idea how any of those three changed or affected anything. Therefore in the end, one is the same as another.
Even if the ending made sense, it’s far too abrupt. Think about "The Lord of the Rings." In "Return of the King," the ring gets destroyed about 2/3 of the way through the book. There are pages and pages of story that happen after the main plot is done – because when you have come so far and through so much with characters that you love, you want to see how it all plays out for them. If the book ended as soon as the ring went into the fire, think about what we wouldn’t know. Do Frodo and Sam live or die? How did the destruction of the ring affect the Elves? Do they fade, or do their elven rings become free? What happens to the hobbits? Is the Shire still waiting for him? What happens to Gondor and the kingdom of men? All of these things are resolved in those pages, and to those who have invested so much in the story, it’s important. It’s comforting after a thrilling and emotionally taxing experience to have that opportunity to come down and take stock. Now, few of those loose ends in Lord of the Rings can even compare to the loose ends in Mass Effect 3, so getting kicked out of the story so abruptly and with no closure as to where these characters you love, the races you’ve fought with and for, and world that you have vested so much in wind up is brutal. Do we need a couple hundred pages worth of exposition at the end? No. But we need some!
Here’s another case study. Stephen King’s "Under the Dome" sets in motion dozens of story plots and threads that have the potential to save or doom many characters in the book. If you enjoy the story, you care about how those threads are resolved. You want to see some of the characters through, and others you desperately want to get what’s coming to them. Problem is, at the end of the book [spoilers] a giant fireball from a meth lab explosion incinerates almost everyone in the town, rendering all of those threads completely irrelevant. Now, I wasn’t anywhere near as invested in that story as I am in this one, and I was livid that I had spent so many hours reading about things that ultimately had no consequences or no influence on the outcome.
There is so much to love about this game. Everything up until Shepard journeys to the Citadel wildly exceeds my highest expectations. And Bioware, they were really effing high. But in those last ten minutes I thought I had somehow wound up in a completely different game. Think about it – what reason do any of us have to ever play this game again? What is the point of doing any more than the bare minimum to ready the galaxy, or go back and reply the previous games to alter decisions and see their outcome? In the end none of those consequences bear fruit. What does it matter if Eve dies and cannot prevent the krogan from rising up once the genophage is cured? If the relays are gone the krogan are either dead anyway or won’t be bothering anyone ever again. What does it matter if we kill the geth or take back Rannoch? We don’t know what either race does with it. Do the turians take back Palaven? Apparently not, since they’re all stuck with us in Sol.
We don’t need answers to every little thing, but we need to have that sense of fulfillment that Shepard made a difference. Alive or dead, how does the galaxy react to that? I had always envisioned an ending with loss – perhaps Shepard dies (though that’s been done before). Perhaps the Normandy is destroyed (also been done before). Perhaps Shepard loses his love interest. Or maybe his best friend. If you don’t prepare enough for the fight, maybe he
loses both.
In a perfect world, the decisions we made and the assets we recruited should influence who lives and dies, whether that is on an individual level (if you choose the salarians over the krogan, Hackett dies) to a broader one (if you take the krogan over the salarians, your ground troops fare better). There should not be a perfect ending, but one in which you made difficult sacrifices to achieve an important goal. I was devastated when Mordin died in my playthrough, but I would not have done it differently – to save him I would have had to do something that my Shepard couldn’t live with. That is the kind of "bittersweet" ending that you can shoot for that would provide a satisfying end to an amazing journey.
We need that moment when our Shepard, or those who survive him/her, get to raise a fist in victory. Where we feel that we can rest because the galaxy has been saved. There are plenty of stories and entertainment mediums where an unexpected "twist" or depressing ending make a story great. This isn’t one of them. Remember AMC’s The Killing? When anyone who watched waited with baited breath to see all the ends come together only to have everything completely unraveled? I’ll never watch that show again because I felt so played. The same is true here. With all of the hours we put into crafting this story, we need to walk away from it feeling complete.
This needs to be fixed. I have supported this franchise by buying all three games and virtually all the DLC available for them. I own apparel. I own several lithographs through the Bioware store. I have bought all the available soundtracks. I have supported Mass Effect in every way I can. To fans like me, this ending spits on that loyalty. I can't imagine it was intended. But a mistake has been made that destroys what is otherwise a masterpiece. No one would be this upset or this passionate if it didn’t mean so much.
#2109
Posté 17 mars 2012 - 09:23
LethesDeep wrote...
Geezorbee wrote...
Kittenpirate wrote...
I want my blue babies.
That is all.
And a house on Thessia ;D
Nah, Illium looks nicer post-war.
Oh, oh, BioWare make that an option too! Add a convo where we plan our futures (place to live, that kind of stuff) with our LI. No idea where you'd add it, maybe after a DLC mission like LotSB, but I think people would like the ability to make intimate decisions like this. It would make the LI sub-plot seem more... real, I guess is the word.
Or Rannoch...
Seriously, though, this and a more hopeful ending possibility? I would throw money at that.
Modifié par Xarathos, 17 mars 2012 - 09:23 .
#2110
Posté 17 mars 2012 - 09:24
#2111
Posté 17 mars 2012 - 09:25
simfamSP wrote...
Oh, and one more thing.
The battle at the end is a very thrilling experience. My heart was pumping with so much adrenaline I thought it was my first bout all over again. I was dissaponted that the War Assests we worked so hard to find weren't shown of. Atleast the major ones.
We had a little cutscene with the Flotilla but that was all. I wanted to see more of that. Maybe the Rachni fleet, the Geth fleet, hell even the various other ships we found on planets! I wanted to see Wrex charging into a horde of Husks with the krogan behind him, then the Turians coming from behind.
I wanted to see Jack and her biotics hold the line (no pun intended) as they held up barriers to support troops. I wanted to see Jacob and Grunt side by side doing what they do best. I wanted to see my other squad members down in the fight too. The ones I didn't bring.
Now there are MANY variables to this, but just showing us what we did had some effect would be great. Kinda like the cutscenes with the Suicide mission and the Normandy's upgrades... but to a larger extent.
If there is going to be DLC, maybe revising alot of the last mission would be a good idea. Expanding on thigs, branching out to new ideas, making it more epic in the long term. That's a DLC I would gladly buy. But only if there are things to go with it ;-)
Seriously, yes. Fully agreed.
Faded-Myth wrote...
Because it can get lost very quickly, I
implore BioWare for a patch for Tali's photograph. A unique,
BioWare-made picture would go incredibly far, much more so than the
stock Getty image that made it into the game. This is a small thing that
would really make a lot of people very happy.
Your dam right on this! There are several fanon images flourishing around (f.e. social.bioware.com/forum/1/topic/325/index/10064286/2).
Modifié par Plejadenwolf, 17 mars 2012 - 09:28 .
#2112
Posté 17 mars 2012 - 09:26
The minor problem was that Shepard died, but this can be understood, because we know that without sacrifices there is no victory.Also I wanted to see Harbringer mocking Shepard , because I liked the voice of the Reapers.
The game is 10/10 until the end. I know that you wanted a game ending witch comes with the fans speculating ,but the Old man speaking to the youngling after the credits would have been more than enough.
#2113
Posté 17 mars 2012 - 09:26
What I liked:
1. The Prothean, Javik. Loved the character and I thought that having him describe a Prothean
culture that ran against Liara's idealism surrounding it was an excellent touch.
2. The game environments were stunning. Shep being brought into the Geth collective was
imaginative and provided a nice respite from all the combat, giving us something different to do.
3. Character Interactions with each other...much needed and welcome. It was nice to see and
hear your squad interacting with one another.
4. A small thing..but I liked that Scorpion weapon..lol. That's a fun one.
What I didn't like:
1. The Ending. I'm not going to rehash the many points that others have stated, probably far
better than I could, and I would agree with what they would say. My own personal two sticking
points about it are: I wanted/expected a number of endings..from happy, bittersweet, horrible
sad, etc etc. Not the utter lack of variation that we got. And I expected that everything that our
Shepards' achieved (or didn't achieve in a bad play through) would actually impact the ending
we got and that it'd all matter and account for something. As it stands with this ending, it
negates playing through 1 and 2 again.. because..well..why bother. All of it was made totally
irrelevant.
What I would like to have seen:
1. Tali and the mask. I think a terrific moment was completely missed here. After the reaper is
destroyed on Rannoch and Tali and Shepard are sitting together looking out over the horizon
and the realization hits her that she's home and her people are finally at peace..in that moment
of joy..THAT'S when her face should have been revealed. It was the ultimate fulfillment of her
storyline.
2. More involvement/connection with your crew from ME2. Some were greatly shortchanged on
how long you got to see them. I was hoping for some Lair of the Shadow Broker kind of thing
where you could have them with you for a mission. At least that. Not the almost walk on
cameos that some of the received. Having more of them in the game would made for some
fantastic dialogue opportunities between Kaidan/Ashley and some members of the "dirty
dozen".
3. This last one kind of touches on both the ending and the ME2 crew element. I really feel as
though when you raid the Illusive Man's base that you should have done so with Miranda
and Jacob. Shepard began that journey with Cerberus with them and they all eventually left
Cerberus. It seems fitting and right that they would have taken him down together. Hence, I feel
that the showdown with him should have happened on the base rather than having the Kai Leng
fight end that mission.
While I don't expect you to incorporate all of the above, much of which would be impractical at
this point, I do hope you amend the ending enough to allow for some true variation of outcomes and
to have the choices we made over the course of the games validated. Again..thanks for the great games and for listening.
#2114
Posté 17 mars 2012 - 09:26
As for the poll that was mentioned, it is in the following link. We would love to hear any and all feedback from people.
http://social.biowar...2&poll_id=29101
All I think we really need to change is adding the option to refuse the three choices we're presented with. Instead of choosing one of three self-destructive options, Shepard stands by to watch as the battle plays itself out. Let the fleet win or lose against the Reapers on its own merits. We know Reapers can be killed - we've done it several times by this point in the game - it should be possible to beat them conventionally, if we gathered enough war assets.
Total Defeat: If we didn't do enough to prepare, the fleet is destroyed, Shepard bleeds out, and the Reapers are free to harvest the rest of the galaxy. You see flashbacks of the three people we see now (with the right LI, of course), intermixed with flash-forwards of the Reapers landing in force on other worlds. Cut to credits, and you hear excerpts from Liara's archive warning future cycles - descriptions of the civilizations lost, and her personal assessment of who Shepard was as a person.
Degrees of victory: Gathering enough assets makes your fleet strong enough to beat the Reapers without losing the relays in the process, though at terrible cost. Depending on just how much you prepared, the outcomes branch, here, too:
* Normandy destroyed, Shepard dies from blood loss
* Normandy survives, Shepard dies from blood loss
* Normandy survives, Shepard loses consciousness from blood loss, but is rescued in time. Like with ME2, this "happy ending" would be the hardest to earn, requiring the most effort from the player.
During the ending credits, there could be a "reporter montage" of sorts, showing stills of locations we have been to while a voice-over describes the conditions there, differing based on our actions throughout. This, I think, would go a long way towards providing closure, and could be done even with the current three endings. It would provide a clear picture of how your actions shaped the world. After the credits, there could be a short scene of a memorial for the Normandy and lives lost, a funeral for Shepard, or a brief scene showing Shepard settled down with their love interest.
Even the Stargazer epilogue would still work as-is with the three degrees of victory. Instead of a fading legend of better times, the grandfather would be describing the child's future - that kid would still be able to go out there when he grows up.
About a week ago, myself and a few others started a poll asking what everyone thought of this idea. We've since gathered over 11,000 votes, nearly 70% of which receive it favorably. The new ending option is designed to change as little as possible from what's already there, to limit what we would be asking of the team that has already given us so much.
I would appreciate any consideration the development team would be willing to give to this idea. It's a simple solution meant to satisfy as many people as possible with the least required investment.
#2115
Posté 17 mars 2012 - 09:26
#2116
Posté 17 mars 2012 - 09:27
Modifié par XenoAlbedo, 17 mars 2012 - 09:28 .
#2117
Posté 17 mars 2012 - 09:27
Mass relays and the Citadel NOT blowing up.
#2118
Posté 17 mars 2012 - 09:28
No still's please, make some EPIC cutscene's that we all know you are capable of!
Modifié par Taldek, 17 mars 2012 - 09:32 .
#2119
Guest_Arcian_*
Posté 17 mars 2012 - 09:29
Guest_Arcian_*
I've decided to look through the endings we've got and try and write a "fixed" ending. This "fixed" ending begins right before the attack on the teleporter, when Shepard is defending the missile launchers.
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So, Shepard and Co. is defending the missiles as they try to cut to the portal-thingy. Instead of the Reaper Destroyer, the Reaper defending the portal is Harbinger. This could serve as the effective "Final Boss" of the game.
Gameplay is essentially the same, except that Harbinger, in true spirit, mocks Shepard and the attackers while attempting to blast them with lazors. When the missiles finally launch, Harbinger staggers and the ground forces begin to fire away at him. At the same time, Joker rolls in on the Normandy and begins to pummel the staggered Harbinger from the air. At this point, Shepard whips out the laser targeting device and paints Harbinger with it. The Normandy links it with the weapons of all available ships in orbit, which rains down a barrage of firepower on Harbinger, who eventually starts taking damage and collapses.
At this point, Shepard and Co. are free to roll in towards the teleporter. They bring a number of soldiers through, who emerges on the Citadel to find the Illusive Man commanding a number of Cerberus troops and Reaper infantry. They engage this retinue along with Shepard's two squadmates, allowing Shepard and Anderson to hunt down the Illusive Man as he escapes to the Catalyst control room.
EMS determines how many soldiers are there and how well they do:
EMS 2350 or lower - The small strike force is completely annihilated within minutes, in addition to the 2 squadmates, which ends up killing Shepard (if he/she survived escaping the Crucible activation console) and/or just Anderson when they attempt to escape the Citadel. If Anderson didn't survive the encounter with TIM/was killed by Shepard and Shepard chose Control, no one shows up.
EMS 2350+ - The small strike force take heavy casualties, including one squadmate, but they manage to survive and are forced to flee the Citadel when they are overwhelmed. Shepard (if he/she survived escaping the Crucible activation console) and/or just Anderson dies during their escape. If Anderson didn't survive the encounter with TIM/was killed by Shepard and Shepard chose Control, no one shows up.
EMS 2800+ - The small strike force takes moderate casualties, but both squadmates survive and manage to survive long enough to be forced to flee the Citadel when they are overwhelmed. Shepard (if he/she survived escaping the Crucible activation console) and/or just Anderson dies during their escape.
If Anderson didn't survive the encounter with TIM/was killed by Shepard and Shepard chose Control, no one shows up.
EMS 4000+ - The moderate strike force takes moderate casualties. Both squadmates survive, and manage to hold out long enough to save Shepard, but Anderson is killed during the escape. If Control is chosen or Shepard dies while activating the Crucible, Anderson is saved as he is the only one escaping. Anderson funeral scene if Destroy was taken and Shepard survived the escape from the Crucible activation console.
If Anderson didn't survive the encounter with TIM/was killed by Shepard and Shepard chose Control, no one shows up. Also no funeral scene.
EMS 6000+ - The large strike force takes few casualties. Both squadmates survive, and manages to overwhelm and defeat the Reapers forces. They meet up with Shepard and/or just Anderson, and escapes the Citadel. If Anderson didn't survive the encounter with TIM/was killed by Shepard and Shepard chose Control, no one shows up.
In the Control Room, the Illusive Man reveals the power he has been granted by the Reapers by subduing and taking control of Shepard and Anderson. The scene plays out as normal: TIM forces Shepard to shoot Anderson in the gut, talks about how he knows how to master the Reapers, etc etc.
Shepard defies him, either with normal conversation options or Para/Rene. As in the game, it determines whether Shepard has to kill TIM or convince him to commit suicide. It also determines whether Anderson is killed or not on the spot.
As the conversation goes on, TIM grows more and more furious with Shepard's defiance, and starts pummeling Shepard with biotic blasts that severly wounds him/her and gradually shatters the armor (thus giving Shepard the "Got hit with lazor"-look he/she has in the game).
Eventually, Shepard is either killed (if the Rene interrupt is not taken), shoots TIM several times (if the interrupt is taken) or manages to convince TIM to kill himself. Either way, Shepard and Anderson are freed, ends up sitting down after opening the Citadel and sharing the emotional moment ("I'm proud of you/You'd be a great dad/mom.")
The following ending depends, just as promised, on the various choices taken throughout the game. Destroying the Collector base prevents Control from happening, and saving the Collector base opens up that choice. Whether Anderson lives or dies in the Control Room is a factor in the Control ending. If he lives, he tries to prevent Shepard from going up. Shepard either has to kill Anderson him/herself if Para/Rene is lacking, or convince him to let Shepard go in order to choose Control.
There is also no Star-Kid at any point. Instead, the Star-Kid is replaced with an image of the original species who uploaded themselves into the first Reapers (think similiarly to Harbinger's hologram in Arrival, long-distance). This is the Reaper consciousness who is desperately trying to convince Shepard to turn away from activating the Crucible by explaining why they are perpetuating the cycle (giving the schmucky "We are preserving you in Reaper form to save organics from synthetics", which Shepard can call them out on).
As Shepard tries to approach the Crucible's activation console, he/she has to succeed in a number of Para/Rene options to determine whether he/she is capable of Controlling the Reapers. Failure to achieve all options makes Control a failure as Shepard lacks the willpower to take control. Either way, Shepard is infused with the Catalyst, effectively "killing" him/her as happens in the actual game's Control ending.
Succeeding in taking Control gives Shepard five options:
1) Kill all aliens. The Reapers leaves humanity alone, and instead kills every last alien species in the galaxy.
2) Kill all humans. The Reapers leaves aliens alone, and instead kills every last human in the galaxy.
3) Dominate aliens. The Reapers enforce human dominance over all aliens, creating a human empire.
4) Dominate humans. The Reapers enforce alien dominance over all humans, making humans a servant race.
5) Safeguard against synthetics. The Reapers leave everyone alone, and are programmed to only return if organic species come under attack by synthetics.
In Destroy, Shepard also has to succeed in a number of Para/Rene options, as the Reapers are now channeling indoctrination through the Catalyst in order to slow Shepard and stop him/her from activating the Crucible.
Both endings has a factor involving Harbinger. As Shepard is about to activate the Crucible, Hackett reports that Harbinger is coming to life and that he has left Earth and is now rapidly approaching the now open Citadel. Here, EMS determines the outcome.
EMS 1750 < - Harbinger cuts through the fleets and attacks Shepard at the Crucible's activation console, killing him/her and destroying the Crucible. Reapers win regardless of whether Para/Rene against Reaper consciousness succeeded.
EMS 1750+ - Harbinger cuts through the fleets but is slowed long enough for Shepard to successfully activate the Crucible. Harbinger eventually attacks Shepard at the Crucible's activation console, killing him/her as he/she tries to escape. If Para/Rene succeeded, Shepard manages to escape and joins Anderson.
In Destroy, Harbinger manages to damage the Crucible just as it fires. All Reapers in Sol are destroyed, but without the beam being transmitted through the Relays the Reapers outside Sol remains alive.
In the epilogue, it is revealed that the war drags on for a long time and that the organics eventually succeed in defeating the Reapers conventionally, but it leaves the galaxy a wasteland.
If Control is taken, Shepard is killed before being able to activate the Crucible.
EMS 2800+ - Harbinger cuts through the fleets but is slowed long enough for Shepard to successfully activate the Crucible. Harbinger eventually attacks Shepard at the Crucible's activation console, killing him/her as he/she tries to escape.
If Para/Rene succeeded, Shepard manages to escape and joins Anderson.
In Destroy, Harbinger manages to damage the Crucible just as it fires. All Reapers in Sol are destroyed, but without the beam being transmitted through the Relays the Reapers outside Sol remains alive.
If Control is taken, Shepard manages to infuse him/herself with the Catalyst in the nick of time and release a short burst just as Harbinger damages the Crucible. Shepard gains control of the Reapers around Earth (including Harbinger), but without the beam being transmitted through the Relays the Reapers outside Sol remains in control of themselves.
In the epilogue, it is revealed that the organics eventually succeed in defeating the Reapers conventionally with the Shepard-Controlled Reapers help, but it leaves the galaxy a wasteland. If Shepard chose to wipe out/dominate aliens/humans, the attempt fails thanks to the low number of Reapers under Shepard's control. This conflict further ruins the galaxy, turning it into Fallout IN SPACE!
EMS 4000+ - Harbinger is halted by the fleets long enough for Shepard to activate the Crucible, but manages to push through and make a run for the Crucible. The first burst destroys all Reapers in Sol, and the second burst transmits through the Relays and destroys the rest throughout the galaxy. As Shepard attempts to escape, Harbinger's corpse crashes into the Crucible, causing it to explode and kill Shepard as he/she tries to escape.
If Para/Rene succeeded, Shepard manages to escape and joins Anderson.
If Control is taken, Shepard manages to infuse him/herself with the Catalyst and take control of the Reapers in Sol. The Relays forward the burst, and Shepard gains control of all Reapers in the galaxy. "Best" Control ending.
EMS 6000+ - Harbinger is halted by the fleets long enough for Shepard to activate the Crucible. Despite putting up a good fight, Harbinger is unable to push through, and is finally blown apart by the combined fleets. Shepard manages to activate the Crucible, escape and join Anderson, regardless of whether the Para/Rene succeeded.
As a bitter cherry on the top, if EMS is above 6000 but below 7000, Anderson and/or Shepard eventually bleed out back down on Earth, but not before Anderson thanks Shepard for carrying them all home and Shepard thanks Anderson for showing him/her the way (the latter only happens if Shepard chose Destroy, obviously). If EMS is 7000+, there are medics present who manages to halt Anderson and/or Shepard's bleeding, which makes them both survive.
In addition, there is another factor which alters the ending. EMS also determines how precise the Crucible's energy is and what effect is will have on Earth/The Relays:
EMS 1750+ - The Crucible's energy has not been calibrated properly (should have sent Garrus), and the ensuing blast wipes out all life on Earth and destroys all fleets present in orbit. In other words, everything in Sol dies, including all Reapers (unless Control was taken). The war continues outside Sol, and the organics eventually succeed but the continued conflict leaves the galaxy a wasteland.
EMS 2350+ - The Crucible's energy is unstable, and the ensuing blast wipes out most of the life on Earth and most of the fleets, including all Reapers (unless Control was taken). The war continues outside Sol, and the organics eventually succeed but the continued conflict leaves the galaxy a wasteland.
EMS 2800+ - The Crucible's energy is unstable, and the ensuing blast wipes out a moderate amount of the life on Earth and a moderate amount of the fleets, including all Reapers (unless Control was taken).
The war continues outside Sol, and the organics eventually succeed but the continued conflict leaves the galaxy a wasteland.
EMS 4000+ - The Crucible's energy has been tuned, but not perfectly. The ensuing blast wipes out a small amount of the life on Earth and a small amount of the fleets, including all Reapers (unless Control was taken). The blast is transmitted through the Relays, which depowers to bolster the Crucible's beam with the Relays own energy. The stress of firing the bolstered beam breaks the now depowered relays apart, leaving them as floating scrap metal in space (note, no system-wiping explosions).
EMS 6000+ - The Crucible's energy has been tuned very well, but not perfectly. The ensuing blast causes minor damage to Earth's standing buildings and landscapes, but no life is killed and no ships are destroyed. All Reapers are destroyed (unless Control was taken). The blast is transmitted through the relays, which depowers to bolster the Crucible's beam with the Relays own energy. The stress of firing the bolstered beam damages the Relays, leaving them as floating cold object in space.
EMS 7000+ - The Crucible's energy has been tuned to perfection (Shepard decided to let Garrus go and work on it, har har). The ensuing blast causes no damage to Earth's buildings or landscapes, no one is killed and all Reapers are destroyed (unless Control was... yeah, you know). The precise blast is transmitted through the relays, which borrows a portion of the Relays energy to bolster the Crucible's beam. No damage is caused to the Relays, and they remain active.
In addition, I would also suggest removing the Readiness system that cuts Total Military Strength in half and replace it with a system where Promoted MP Characters instead raises Military Strength by a factor per character. This so people who want to avoid MP isn't punished for it. MP should be an alternative to get the best ending, not a requirement.
#2120
Posté 17 mars 2012 - 09:30
#2121
Posté 17 mars 2012 - 09:30
The ending its self actually isn't that bad. If it were one of 5 possible endings, I would be happy. However, the issue is that it's the only possible ending--albeit with a couple different variations, ultimately the game (and series) all end the same.
What I would like is for my decisions throughout the games to have an effect on the endings. However, in order to do this, you'll need an ending which everything goes perfectly. You can keep the ending where the relays explode, keep one where Shep and/or his crew dies, and another where Earth is decimated; but we need a happy ending. We need something to work towards as a player. In ME2, I had to do all my crew's loyalty missions, pick the right people at the end, and satisfy a couple other conditions or else I got an ending where a few, if not a lot, of people died--including the possibility of Shep dying. This is good, because what I do as a player directly corresponds to the ending I get. The same should be said for 3: If I do a bad job throughout the game, give me the bad ending where everyone is sacrificed for the greater good to save the galaxy. If I do an alright job throughout the game, give me a so-so ending where at least my crew stays alive and Earth survives. However if I do a great job throughout the game, please give me a satisfying ending.
I want an ending that wraps things up in a happy ending. It doesn't need to be easy to get--my all means, make it very difficult to get. However, this is what the game needs--as well as some sense of choice throughout the series contributing to my chance of getting this ending. The love interests throughout the game were all building up to one thing: "Settling down and having a lot of blue children." This never happens in the endings provided. Give us an ending where Shep is finally able to settle down and looks into the sunset knowing his mission is finally over, but don't force it upon us. Leave it as one of many endings, although a happy one is pretty much required
With the indoctrination theory going around, which I'm pretty sure is true, this wouldn't be hard to achieve. If he picked destroy (and this rid his mind of the reaper control), then have his squadmates find him in the rubble on Earth from when he was knocked unconscious bring him back to the Normandy. He'll wake up, and then it continues from there. You can either make a new set of missions to get rid of the remaining reapers, or just say that the final battle was in Shep's head and that destroyed the reapers, which everyone is confused about, then have him settle down. This can be done all in about a 5 minute cutscene even--no need for more missions after the climax, as I do believe that would play it down a lot and would be hard to top. Just make some cutscenes that correspond to different *actual* endings we can get (being, endings that wrap things up and give us some closure between the characters' relationships and futures and whatnot) based on our decisions throughout the games, and I'll be happy.
#2122
Posté 17 mars 2012 - 09:31
Taldek wrote...
Make a happy ending for those who want one, Allow us to stand on Thesia with Liara and watch a kid play in the park Liara grew up in, let us chose the name from fallen ME characters, just please don't force a sad ending onto us Happy ending sobs.
This. I'm a total happy ending sob. I wanted little blue kids.
If people want a sad ending, they should be allowed to have it, but please... let those of us who want our shepard and LI to live together in peace afterwards do so.
The game already has so much saddness in it. You even went so far as to make me cry over minor characters like Charr. Those all felt right though. My Shepard shouldn't die, it just feels wrong to me.
#2123
Posté 17 mars 2012 - 09:33
since I only really want to make one post wherein I praise/vent about the game, I'll review it and add some things for in your excel files. It'll probably get lost in the page but I hope you'll read it
If you want the short version, scroll down to the 'major issues' section. Also, I highlighted the key stuff blue for relevance.
Review:
To me, the game was 40 hours of pure enjoyment, followed by 20 minutes of 'what the hell?'.
The first 40 hours: I got to see all of my choices from the previous games shine through. It was done better then I hoped. Although some choices were really poorly handled. Eg: Zaeed, he hardly gets 5 mintues worth of your time, also, his 'goddammit' doesn't sound a awesome as in me2
The game took a very nice pace, alternating slow story with fast action story and gameplay. The pacing was excellent. The amount of missions (side-missions vs main missions) was also well done, although I don't really see the reason why some side-missions run out of time.
The scanning minigame was better (and made me laugh when the reapers came after me), but again I do wonder why there is a need for a 'fuel'-meter, when it works perfectly without one.
Game play and character development is brilliant. You really put thought into evolution of power, characters and weapons and it shows.
The game looks stunning. Great backdrops, you see all of the universe, different areas. Music I never really noticed, but it was good when it counted. I mean it took care of the goosebump moments, but other then those moments... It didnt do so well. (like on the citadel, the constantly playing music was out of place, imho).
For the first playthorugh, the scenes are fine, you watch them all. But when you want to make a second playthrough, half of the scenes aren't fast-forwardeable... why? I can't think of any logical reason why it isn't possible. Let us FF through ALL scenes.
That said, the game was VERY emotional. I've become angry together with my shepard when we lost thessia, and didn't stop feeling angry until I talked to my hunting buddy garrus, and he actually made me feel better. I became sad when thane died. I felt pride and stupor when mordin died. I was scared for ashley. I was really happy when I found tali and garrus together (best moment in ALL of my game
My minor issues:
- The discswitching could have been handled better imho, this should have been though out more.
- Zaeed and kelly's minor appearance, who were actually really big people in me2 for me.
- No fast forward thorugh scenes
- I found quite a few typos (sorry, I'm OCD about those things
- music sometimes inappropriate
- fuel on galaxy map really not needed
- You guys still had code from me2. To me, there could have been more variance in the enemies. I'm not saying each faction isn't powerful or balanced, but I feel there could have been more difference in enemies. The combat gets staler more quickly then in me2.
My major issues:
- The ending of course... First, I'll give what I thought would be a proper ending:
First of all, the final push towards the transporter beam for getting onto the citadel. I had expected to see all other people I recruited to help out in some way. Eg: If i hadnt had recruited the krogan, the battle would be more difficult, if I had recruited them, at some point where we would have been pinned down, the suddenly came fromt he flank and charged through the enemy. Same for the geth, maybe they could have hacked something that made it more easy for us to push through. Let the STG team from Kirrahee help us with sniping. Also, Let the amount of fleet we gather have an effect ont he time we have to push to the end. That just makes sense. If we collect more fleet we have more time to complete the objective. Why didn't anyone think of implementing that? Lets us KNOW our choices we made and the actions we took have a SIGNIFICNT influence on 'the final push'. BUT, all in all, I have to say, up until here, I hadn't had a sour taste in my mouth yet. This was done allright. Actually, the frantic run towards the beam with harbinger shooting at you was awesome. But then... I had expected my team to make it, and then have some battle on the citadel with the illusive man, after which we find out that the weapon needs a human (shepard) to take control of the reapers, and then you get to choose what to do with them. That was my guess, or you kow, something in that vicinity.
But no. What you get is 10 minutes of shepard, THE shepard - who overcomes everything and is known as the most powerful icon in the galaxy - being portrayed as a broken, beaten man. This is completely out of character. And the game just goes soooooo slow. I have to limp 500 yards? Why? This could easily also have been a scene/movie. There was just no need for it. Less is more. Then we talk down the illusive man. I mean, come on! This is just a repeat from Saren! Without an actual cool bossfight! (and you've proven you can do good bossfights, just look at the kai leng fights) I actually even find it cool to find out that he was indoctrinated, that's not what I have grief with. It's the fact that over the course of 3 games and 3 novels I've been pining for my sheard to outdo TIM, and now he just talks him down? TIM's reduced to nothing but a pawn, while he was supposed to have all the answers. It was a very unworthy death. Lastly, the catalyst... I've always known that shepard was going to sacrifice himself, but for some reason, I didn't get any gratification from this. The catalyst was also a poor explanation. I don't know why exactly, I'm sure other posters will be able to explain it better... I just had... higher hopes. And of course, the 3 different choices don't do anythign different. Just other colors. That was just lame and lazy.
So there you have it. 40 hours of brilliance, shattered by 20 minutes of ... I dont know.
- Multiplayer
WHY IN GOD'S NAME CANT WE CHOOSE TO UPGRADE THE GUNS WE CHOOSE? There is NO logical explanation other then money for the random system. Change this if you want to have ANY community left after 3 months.
- There were quite some bugs in the game. Mainly, I lost about 10 achievements after The game had frozen on me, and gave me a message that my game was registered on PC in stead of Xbox. This sucked. (afterwards the game seemed fine, but I had to re-earn all achievements)
The map display in single player, sometimes galaxies were flashing as if there was a possible sidemission, but there wasn't, and vice versa. Sometimes they weren't flasing when a mission was possible.
Also was stuck in walls a coupe times.
#2124
Posté 17 mars 2012 - 09:35
!. Better weapon selection then in ME3 then in ME2.
2 While ME2 had Decent I thought RPG mechanics, It did feel it focused to much on the Gunplay then the RPG parts.
ME3 seems to have found to me what I feel is a good balance.
3 The Story in ME3(disregarding the end) has fantastic build and slowly starts to bring most of the plot threads together.
Now those are just some of the positives there are definitely more. But, those are just some of the ones off the top of my head. Now onto the things that I felt need improving or fixing.
1. There does not seem to be as much interactivity from Shepards point of view with the rest of the Crew like their was in ME1 or ME2. Less choices to dig into what character are thinking via dialoge wheel. I mean come on we are talking end of organic life here. Im sure they got things to say.
2. Now while I love the expansion of available customization to weapons. I felt that the amount of parts that were available to affect stats were to few and really didnt do enough. I could be wrong on that, but any attachment really didnt seem to make much difference.
3. This one has been done to death, and I know that. However, its brings me around from my positive third point. The Story up to that final moment of Harbringers beam. The Player (aka Shepard) is able to see the plot threads coming together. Now I am not calling for a throwing out of the ending. What I personally believe fans would like is that. The choices that we have made through the series actually come into play. What do I mean by that. It could something as simple as Dragon Age Origins slideshow. Now as far as anything else related to the ending answering the question the current ending has would be a great place to start.
Now what I mean by that is follow the lore that has been set up in prior games. If relays blow up, the system with them goes bye bye as well. How did joker and LI and Random squad member leave my butt behind when escaping in final scene. I personally, really do believe that just answering some of the questions that the ending left plot holes in the lore that has been built up through that last five year would help solve alot of issues. Now personally I would love to see bioware take and run with the indoctrination theory that is running around. Heck, make an big expansion pack. if its needed.
#2125
Posté 17 mars 2012 - 09:35





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