ME3 Suggested Changes Feedback Thread - Spoilers Allowed
#2176
Posté 17 mars 2012 - 10:17
No doubt all that's needed to be said has been said, but I'll just add my own voice to the discussion. No Bioware, we do not all desire a perfect fairytail ending with rainbows and fluffy unicorns; what we desire is closure to the series, an epilogue at least hinting at the fates of the characters, races and galactic civilization as a whole that we've come to know and love...beyond "they're all screwed", of course. A 'happy' ending would not go amiss, however, as an option for those who have played the trilogy fastidiously, but that would be nicely balanced with a complete fail option, where the Reapers win because of your incompetence.
Then there's the shades of grey in between, something we've come to expect from a Mass Effect series. So many decisions should produce so many endings. Yes, have an endings where (almost) everyone survives, including Shepard, and have an ending where everything is effectively destroyed and all is lost. But also have every reasonable variant in between, ranging from the bittersweet 'Shepard dies so others may live' ending, to 'Shepard is selfish and lives but others pay for it' ending. Also touch on the dark energy subject that was in the original leaked ending, because that has actual relevance to the series, whereas Starchild and Reaper magic does not.
In short, Bioware, we want closure, we want consequence for our actions, and we want variety. Not a deus ex machina, and not a depressing, punch-to-the-gut ending with 3 different colour variations.
#2177
Posté 17 mars 2012 - 10:19
1) The entire thing turns from science fiction into what amounts to magic in the end.
The Codex description of the Crucible makes it out as a Mass Relay based canon, yet in the end it's a device that makes cornucopia technology seem mundane. Given that despite their superiority the Reapers were using somewhat familiar technology and changed their thralls with nano-technology it's odd that the crucible can specify synthetics with it's radiation pulse (They even got it right in the ME 2 with an big EMP still being lethal) or combine synthetics with organics!
The ending ruins the semi-hard scifi reality of ME and supplant it with magic.
2) War Assets being nothing more than a number.
For the entire game you gather all sorts of allies and extras to your War Assets, yet in the end all of that mean little except which endings are available, while being completely disconnected from those endings (why can I only do synthesis when I have enough ships and soldiers?). This illustrates the way our choices throughout the game don't really matter for the ending.
Also some endings and the destruction of the Mass Relays seems to upend the closure you brought to the various races throughout the game.
3) The plot holes.
Star-child's logic is flawed, the Normandy fleeing, dead squad mates appearing, Mass Relays explosions not causing mass extinction and I'd put my first point under this as well.
All in all the final 5-10 minutes come across as completely separate from the everything we've done before. As if suddenly we stepped into a different game for the ending.
I have two variations on what I would change.
The first: No choice, consequence.
End with Shepard and Anderson. The crucible docks, they have their talk, Anderson dies. Than the device starts to power up (this time around it's cannon that can one shot Reapers, making Dreadnoughts look like pea-shooters).
What happens now depends on your EMS and certain individual war assets. How big is your fleet, how big is your ground force? Does the Crucible have certain assets?
If your fleet and Crucible numbers aren't high enough you can't protect it long enough and the Reapers win. Otherwise the higher the number the better the success of the fleet.
If your Ground forces aren't strong enough Earth they are overrun by Reaper forces. Certain people die the rest flee. Earth is lost perhaps forever. Otherwise the higher the number the better they stand their ground (less familiar faces die, Can the Earth be reclaimed as a warzone or a wasteland).
The assets for the Crucible determine how much collateral damage is done. The more you did for the project the less Earth and your fleet suffer from it's shots.
What this does is put some weight to the assets you gathered. Shepard dies of his wounds next to Anderson.
The second variation actually adds a suicide mission feel to get to the Conduit (put certain people/groups on certain tasks) and you actually have to move across the citadel before getting to the ending, learning what happened there (perhaps see/help survivors).
Here the finale also involves a choice. You and Anderson end up facing TIM and both give you an option (both get killed reminiscent of how it is now).
Anderson tells you to activate allow the Crucible to dock and let it do it's job. TIM realizes you can do what he can't (use the catalyst/citadel to turn the Reaper-forces against the Reapers). When you get there, Harbinger gives you a third choice (haven't figured that one out yet).
How successful you are depends on War Assets, both in the approach to the citadel as in the final choice.
Modifié par Poison_Berrie, 17 mars 2012 - 10:19 .
#2178
Guest_Amdnro_*
Posté 17 mars 2012 - 10:21
Guest_Amdnro_*
#2179
Posté 17 mars 2012 - 10:21
A few additions to it in the form you requested:
I enjoyed TIM basically becoming a repeat of Saren in terms of being indoctrinated without knowing it and, assuming you had the reputation, being convinced of it and proving that he really was loyal to the galaxy by offing himself. That was a nice little nod back to the first game. That said, I found that the introduction of the new antagonist in the form of the Star Child after just wrapping out the story with the antagonist TIM reduced the immersion in the drama. Moving on to Harbinger would have been one thing, but this new entity who doesn't really have to explain itself and is just trusted to be correct when you can actively disprove its assertions made my head go down a path of questioning and loss of immersion, not of intrigue or interest. If the Star Child has a place in the Mass Effect endings I don't really know what it is (which isn't to say I'm right, just that I can't think of a good reason for it to be in there).
Other folks have nicely covered most of the rest, but thematically, I can say that what really threw me was the inability to feel like all I had done had resulted in a better galaxy. With no mass relays to have a galactic community, a monstrous military force on and around Earth that can't go home and may or may not be able to survive on Earth's resources, and the Normandy's crew stranded on an unknown world, basically without the resources to do much more than barely survive, if that, I didn't feel like I had done anything more than barely avert everyone's death by the Reapers. I got the feeling that the galaxy would be centuries recovering from the damage and some species might not recover at all, namely humanity if those other forces decide they want Earth's limited resources for themselves, which is possible since the only peacemaker they all trusted was Shepard and he's now dead. So whatever you do, please make an ending that lets us feel, after more than 150 hours of playtime total, that we actually saved the galaxy and that it would be a better place, whether we lived to be part of that or not (though I selfishly hope there's a live option).
Thank you for your consideration.
#2180
Posté 17 mars 2012 - 10:21
give us choice, give us the ability to shape our own ending to our liking
#2181
Posté 17 mars 2012 - 10:22
Everything after Shep collapses at the control panel is a hallucination. It's kind of crap bridge, but it's believable. If he lives or dies I think it's time for someone to rescue Shepard. Since you guys cut the scene where Garrus and Liara die after being hit by harbinger's laser, you've left some room for the two squad mates to make it up to the Citadel via the beam after him.
It's like an action movie where the protagonist is down on his back staring up, blinking and somebody reaches a hand down and pulls him up.
As far as what the catalyst is... retcon the keepers. They're the only sentient thing that's been around as long as the reapers. They're the only ones to survive the reapers. Nobody knows anything about them, they don't communicate with anyone. They kill themselves if captured. So everyone who played the game, and every character inside the game largely ignored them.
A peace was brokered long ago between the reapers and the keepers. The one race that had the means to destroy the reapers, and didn't. One of non interference. A galactic prime directive if you will. So it served as a balance between the two largest forces in the universe.
But, this time it's different. The Reapers have broken the balance. They have interfered with the Keepers. Their actions of this cycle have threatened the keepers and their home/existence. It's like the invention of nuclear weapons, it fundamentally altered the balance of power on our planet. So to, is the citadel being used as a weapon.
All of your decisions come to bear in the game, in what level of response and kind the keepers are willing to give. The Crucible, much like in the original ending is the amplifying broadcast antenna to the Citadel's and Catalyst's power. Whether your live or die, your party members live or die.[color=rgb(255, 0, 0)">
Their help comes at a price. A very, very hefty price. Both on a galactic scale and a personal scale. The keepers have always been, and will always be in the perfect spot to observe the galaxy and its leaders. So they'll know every decision Shepard has made and everything the galaxy in this cycle has made. The mass relays are more than just transit devices, they're listening posts, intelligence gathering. Considering the Citadel (according to wiki) is the root mass relay it makes sense. When Sovereign speaks of "our technology" in ME1. It's not that of creation it's that of possession. [color="#ff0000"]So much time has passed that the Reapers BELIEVE that they are legion, that they can't be defeated. Because, it's been true since their creation, millions of years ago.[/color]
[color="#ff0000"]If you're an indomitable force of nature for millions of years, it's very easy to view yourself as a God. [/color]The idea that one cycle's species can defeat it is laughable in that nobody has done it before.
Bioware, it's your call if you want to blow up the mass relays, but I think it's a bad idea. I want an MMO set in this universe at a truly "massive" scale. So the mass relays are needed, I'm greedy.
[color="#ff0000"]"He states his theory that "they were engineered millions of years ago... by the same people who made Sovereign!" [/color][color="#000000"]- Chorban referencing the Keepers[/color]
Ultimately, I don't see a need to get into the chicken/egg paradox that the current ending does by revealing who created the Reapers. It's just been so long since they were created, it's entirely possible that the Reapers have forgotten.
Anyhow that's my alternate ending.
Modifié par jarrettwold, 17 mars 2012 - 10:35 .
#2182
Posté 17 mars 2012 - 10:24
I, like many others, love 95% of Mass Effect 3. I have literally laughed and cried during various points of the game. No video game has ever led me to feel this emotionally involved. Thane and Mordin’s deaths were spot on. The moment shooting with Garrus in the Citadel is touching. Tali getting drunk and talking about “emergency induction ports” is hilarious. The game play itself is fantastic. Most of the game is riveting. As I played through the game, I became convinced that there would be a satisfying conclusion to Commander Shepard’s story.
However, the game suddenly took an odd turn at the end and left me feeling confused and depressed. The game began to feel off around the time Harbinger’s beam blasted Shepard, but for me the biggest problems begin right after Anderson’s death, when Shepard passes out. The Game Front article about the ending does a great job of pointing out the major flaws that I have seen while playing. I agree with this article and its points completely. I don’t expect a sunny ending, but I expect an ending that makes sense and leaves the greater Mass Effect universe intact.
There are a few other points that I would like to touch on or emphasize:
*The Citadel- Since when is moving it even possible? Wouldn’t the Asari have moved it centuries ago, back when they were the only race using it, if it was so easy? Did the people on it die, or did some of them escape? Did any of the side quests that I did there even matter in the long term? Why are there still moving vehicle-like lights on it when Shepard goes there at the end? Is this a bug, or are there still survivors there when the star child forces Shepard to blow it up? These questions need to be answered.
*War Assets- I honestly feel like these barely matter, as the game stands now. They are just a bar and a percent. I didn’t really feel the effects of them as a player. I want to see them in action and perhaps even direct them, as I could direct my squad mates at the end of Mass Effect 2 (I am fairly certain that Casey alluded to this being the case at some point during the E3 coverage of the game last year). I have also completed every side quest in every Mass Effect game (including ME3 one), but still am unable to achieve the ending where Shepard lives without playing mutiplayer. Casey has stated that playing multiplayer is not required to get the best ending, but that seems to be untrue.
*The Jungle Planet- Joker and Shepard’s squad would never ditch her. Never. Even when you disregard the teleportation to the Normandy that appears to take place, that entire scene with the Normandy and the jungle planet is completely out of character. I personally think it should be retconned, but at the very least it needs to be explained and put into context. There is no logical reason that I can think of for the Normandy to be leaving Earth at that particular moment. It does notmake any sense.
*The Star Child- The star child is introduced in the final moments of the game and comes completely out of the blue. His existence is never mentioned or foreshadowed before this point. What motivation does Shepard have to trust the star child? He says that the reapers are his creation, so why would Shepard believe a word out of his mouth. He comes off as arrogant and creepy. I saw him taking the form of the child from Shepard’s dreams as an attempt to manipulate Shepard. Throughout the entire series Shepard is told to destroy the reapers at all costs. It is emphasized, again and again, that they cannot be trusted. Why on earth would Shepard trust their creator, or pick either of the options given that allow the reapers to continue existing? There are no good reasons given that I have seen. I honestly think introducing a new character in the final moments of a 100+ hour series is a huge mistake. I just did not enjoy him at all and his presence felt forced. At the very least I would have liked a much larger explanation of who he was, how he came to be, and why Shepard or the player should trust him.
*The Star Child’s/Reapers’ Motivations and Methods- The explanation that the star child gives for the reapers is entirely unsatisfying. My Shepard has proven multiple times that organics and synthetics can co-exist peacefully. Why should she believe that she is wrong. She has evidence that she is right, while the star child shows no evidence to the contrary. The burden of proof should be on the star child, and Shepard would not meekly accept what he says as face value. However, even if star kid is right and EDI and the Geth are going to go bananas on her at some point, that is no reason for all organics to be destroyed. If the synthetics are the ones creating a problem then they could be destroyed by the reapers, if and when they become a problem. The reapers could then sternly warn whatever organics were responsible about the dangers of AI and be on their merry way. Consistently problematic organics could also be destroyed, if necessary. Logically this makes a lot more sense than the reapers’ current methods. I should not be able to think of a better solution to the created/creator “problem” than a supposedly omnipotent AI. Therefore, either his motivations are flawed or they are not properly explained to the player. I would rather be given no reason for the reapers existence, than a flimsy one without evidence.
*Synthesis- Synthesis implies that all beings need to be alike in order to coexist peacefully. This does not fit the tone of the series.
*TheDestruction of the Mass Relays- The article that I linked to points out most of the problems that I have with this. It just really, really bothers me. It makes me feel like everything that I have done throughout the series has been in vain. In the end my choices do not matter, because galactic society is basically wiped out no matter what. It does not matter if I make peace between the Turians and the Krogan, because their civilisations will no longer be able to interact in a meaningful way. It doesn’t matter if I help the Quarians and the Geth live harmoniously together, because most of the Quarians are stuck in the Sol system facing starvation and no prospect of seeing Ranoch ever again.
*Lack of Divergent Endings- Since Commander Shepard’s story ends here, I don’t see why the endings are all so similar. Instead of the endings providing me with a wider variety than in past games, I feel that they provide me with less variety. Since there is no “next game” to worry about, there is a chance in Mass Effect 3 for an array of endings that is entirely missed. This would have greatly increased replayability for me, as well as my inclination to purchase DLC.
*The Lack of an Epilogue- I went into the game with the expectation of an epilogue. I really love the one from Dragon Age: Origins. I feel like this style of epilogue is a win-win for developers and players. A text based epilogue with artwork is not a whole lot of extra work for developers, but can provide much needed closure for players. It can also address many of the situations and characters that we are all wondering about, in a variety of ways that would suit the different choices that we all have made throughout the series. The pre-epilogue plot holes are a priority to me, but an eplogue would also go a long way towards helpling me to enjoy Mass Effect 3 and convincing me to purchase future DLC.[/list]
I have loved the Mass Effect series from the very beginning. I think that the fact that the final installment of the series starts out so great, has made the ending even harder for myself and others to take. The current ending has had a huge negative impact on my opinion of Bioware, but I am hoping that something is being done to address the concerns of the players. This ending can and should be fixed, at no cost to the players. I was planning to purchase Star Wars: The Old Republic soon, but I am now holding off doing so until this situation is resolved. I also will not be purchasing any Mass Effect 3 DLC that takes place before the ending of the game. I see no point, because currently it can have no impact on the ending. I just cannot force myself to care about Aria and Omega (in fact, if I help her to take back Omega I now know that I would essentially be stranding her there forever), when I know that it doesn’t matter to the galaxy in the long term. However, if the ending is fixed, I may reconsider. Indoctrination theory and a retcon are both viable options, as far as I am concerned. I just hope that Bioware and the players are able to work together to create options that everyone can be happy with. We are only this upset because we know that Bioware is capable of better! I hope this helps!
Edit: formatting
Modifié par chelbelle5, 17 mars 2012 - 10:33 .
#2183
Posté 17 mars 2012 - 10:25
#2184
Posté 17 mars 2012 - 10:26
specifically):
I loved being shown that my choices matter.
Even in ME3, when I made a bad choice (I accidently forgot to do one of
the side quests on Rannoch and got the Quarians killed and Tali threw herself
over the cliff) I was made to watch the results of my choice. I loved
seeing the results in ME2 when I chose my squads in the Suicide Mission, even
if it meant a character died, being rewarded with Kaidan's love for staying
faithful to him all through Mass Effect 2. Throughout this game you guys
have done a beautiful job of showing us not just that our choices matter, but
that they are more than "good choice, bad choice."
I love the effort you guys put into bringing the
Mass Effect universe to life through your characters. The races were each
unique and interesting, even the humans each felt unique, not bland. The
worlds you visited were different and varied, giving the galaxy a real sense of
vastness.
Your squad mates were deep and felt alive!
When Mordin, Thane, and Legion died, I felt like I had lost a friend.
I cried—I GRIEVED—for them because I loved them so much and their sacrifices
were so meaningful. You develop relationships with each of them, even if
they aren't your love interest. Garrus was my BEST FRIEND through the
whole series, I really felt like I could count on him to watch my six. I
loved that Kaidan wasn't all "I'm SORRY I EVER DOUBTED YOU" when he
came back in ME3, but, like adults, you talked out your problems and slowly
began to trust each other again. It was beautiful and real.
This brings me to what I didn't like: the
ending.
Not only was my choice taken away from me at the
end (I could not ask questions of the Godchild, nor could I refuse his offer, I
got one ending regardless what I picked with very slight differences depending
on my War Assets), but it made me feel like all of the choices I'd made up
until that point, all of the things that made me cry, made me smile, didn't
matter. It didn't matter that I'd solved a centuries old blood-feud
between the Krogan and the Turians, granting peace to my friends Garrus, Wrex,
and Grunt. It didn't matter that I'd cured the genophage, saving the
Krogan race and helping my friend Wrex achieve something he never thought
possible: a family. It didn't matter that I'd helped the Quarians and
Geth (on my NG+ playthrough) retake their homeworld and live in peace and give
my friend Tali something she'd always wanted: a real home. The Mass
relays were destroyed no matter what and they were all stranded. None of
them would see their homeworlds again.
I got no resolution in the end either. Where
did my friends end up and why did they abandon me in the most critical time of
battle? Did anyone ever get home again? I was at least hoping for
the closure I gained at the end of Dragon Age: Origins, where we got a picture
and a text explanation of what happened with each of the races we helped.
It didn't matter to me that Shepard died. I
was fully prepared for him/her to die. He's a soldier and outside of war,
there is little need of soldiers (not saying a nice ending where my FemShep
lives happily ever after with Kaidan wouldn't be nice). What mattered is
that there was no closure, no catharsis. All of that build up from an
amazing, fantastic game, only to be left with more questions than answers in
the end and a recommendation to buy more DLC left me feeling very cold and
disconnected from the game. I felt no relief after the ending, only emptiness.
I pushed myself to play a NG+, holding out hope
that somehow I would get a different ending (hint: I got a different
colored explosion), or that the "Indoctrination Theory" was somehow
true.
Now I cannot even bring myself to play ME1 or 2.
I tried. Last night, I loaded up ME2 and couldn't even get through
the mission on Freedom's Progress, knowing that in the end I'd doom
the entire galaxy and my choices never mattered.
I don't demand a better ending. I'm asking.
I'm begging. Please do not let this wonderful, amazing franchise go
out with a whimper.
Thank you.
Modifié par Drslippyfist, 17 mars 2012 - 10:27 .
#2185
Posté 17 mars 2012 - 10:26
Poison_Berrie wrote...
My main problem with the endings where
1) The entire thing turns from science fiction into what amounts to magic in the end.
The Codex description of the Crucible makes it out as a Mass Relay based canon, yet in the end it's a device that makes cornucopia technology seem mundane. Given that despite their superiority the Reapers were using somewhat familiar technology and changed their thralls with nano-technology it's odd that the crucible can specify synthetics with it's radiation pulse (They even got it right in the ME 2 with an big EMP still being lethal) or combine synthetics with organics!
The ending ruins the semi-hard scifi reality of ME and supplant it with magic.
2) War Assets being nothing more than a number.
For the entire game you gather all sorts of allies and extras to your War Assets, yet in the end all of that mean little except which endings are available, while being completely disconnected from those endings (why can I only do synthesis when I have enough ships and soldiers?). This illustrates the way our choices throughout the game don't really matter for the ending.
Also some endings and the destruction of the Mass Relays seems to upend the closure you brought to the various races throughout the game.
3) The plot holes.
Star-child's logic is flawed, the Normandy fleeing, dead squad mates appearing, Mass Relays explosions not causing mass extinction and I'd put my first point under this as well.
All in all the final 5-10 minutes come across as completely separate from the everything we've done before. As if suddenly we stepped into a different game for the ending.
I have two variations on what I would change.
The first: No choice, consequence.
End with Shepard and Anderson. The crucible docks, they have their talk, Anderson dies. Than the device starts to power up (this time around it's cannon that can one shot Reapers, making Dreadnoughts look like pea-shooters).
What happens now depends on your EMS and certain individual war assets. How big is your fleet, how big is your ground force? Does the Crucible have certain assets?
If your fleet and Crucible numbers aren't high enough you can't protect it long enough and the Reapers win. Otherwise the higher the number the better the success of the fleet.
If your Ground forces aren't strong enough Earth they are overrun by Reaper forces. Certain people die the rest flee. Earth is lost perhaps forever. Otherwise the higher the number the better they stand their ground (less familiar faces die, Can the Earth be reclaimed as a warzone or a wasteland).
The assets for the Crucible determine how much collateral damage is done. The more you did for the project the less Earth and your fleet suffer from it's shots.
What this does is put some weight to the assets you gathered. Shepard dies of his wounds next to Anderson.
The second variation actually adds a suicide mission feel to get to the Conduit (put certain people/groups on certain tasks) and you actually have to move across the citadel before getting to the ending, learning what happened there (perhaps see/help survivors).
Here the finale also involves a choice. You and Anderson end up facing TIM and both give you an option (both get killed reminiscent of how it is now).
Anderson tells you to activate allow the Crucible to dock and let it do it's job. TIM realizes you can do what he can't (use the catalyst/citadel to turn the Reaper-forces against the Reapers). When you get there, Harbinger gives you a third choice (haven't figured that one out yet).
How successful you are depends on War Assets, both in the approach to the citadel as in the final choice.
I very much like your variations, especially the suicide-mission based one. That sequence in 2 had the most direct feeling of choice/consequence for the game, and the loyalty missions earlier along with who you put where had a very direct, very tangible consequence which you could see play out.
I like how you suggest using the various war assests (ground, fleet, crucible) to actually impact their respective zones, and I think that's the best way to really implement that system the way I had imagined it was going to be used when I first heard about it.
Perhaps even having a "suicide mission" type set up with your assests as well, namely there's a part in the game where as your gathering fleets, it mentions "be sure to note what your fleets' strengths and weaknesses are" and I imagined at some point near the end I'd have to allocate whatever forces I had scrounged into specific missions, i.e., choose which fleets are guarding the Crucible, which partake in the first assault, etc, etc. Granted, all those variables build up exponentially and that's incredibly daunting to try and program in a reasonable kind of way, but it also means that the system we were given and were told to work with is a living breathing element of our universe, not the game's quick and dirty way to show us a cliff-hanger or not.
#2186
Posté 17 mars 2012 - 10:26
Obviously there's nothing that can be done for what's already in the game, but it'd be nice if they attempted to rectify the lack of romance conclusion, character closure and absence as a squadmate in any future ending/epilogue.
Modifié par Boceephus, 17 mars 2012 - 10:30 .
#2187
Posté 17 mars 2012 - 10:28
Sure you guys and gals could have handled the unmasking of Tali a little better, or get the same for Mordin, but these are just minor annoyances that are easy to forgive and forget... well the unmasking is hard to forget being a huge Tali lover but still.
The gameplay is really solid and the story is superb. I laughed with my shipmates shed tears for the lost and felt the weight of my decisions like I was there in Shepards shoes. I was immersed in the game and everything felt like it was my choice the hard ones ate at me from the inside and made me want to stop the Reapers even more. Then comes the ending.
I´ll paint the scene for you. It was late and I had to go to a job interview the next day(well I pretty much had the job already but still I could have messed it up) and thought maybe I´ll just play the Cerberus base mission and go to bed to finish the fight the next day. Well I just couldn´t stop there. I went to Earth and was going to stop the Reapers for good. I started the final push, laughed at the cardboard soldiers in the distance(I blame me being a little tired at this point).
I took down a Reaper on the ground and started my final push. I had Tali and Garrus with me because I wanted her to be with me if this was my final moments and well Garrus has always had my back. I look at my allies falling in front of me on my sides and I just keep pushing and hoping and praying(I´m not religious but this had me talking to a higher power) to keep my team safe. I get hit and wake up as Coats radios that no one made it I look around and see that my team is nowhere to be seen and start to curse myself for getting Tali and Garrus killed. Well Tali the most because she loved me and trusted me. I was sad for Garrus too don´t get me wrong more than anything that he didn´t get a heroic ending he just got blasted from high up. I limp towards the beam as the Reapers throw suprisingly little at me(well except for Marauder Shields)
I beam up with no assistance by anyone scottish and then just proceeded to be mindf-d. There were lots of bodies everywhere and the first thing I thought was sh-t I´m happy I spend that time getting the Citadel ready for a possible second attack the second thought being wow those bodies look kind of lame on the graphics side but I just shrugged it off. I limp on the long straight hallway and notice some metal and think "wait isn´t that Human tech right there? Well I guess not" Then the room opens up on me and I see a man at a console and I thing it has to be The Illusive man because Anderson came in the beam after me. Well it was Anderson and we chat when suddenly out of nowhere Illusive man shows up spouting his slock of controlling the Reapers. I talk TIM into shooting himself and thought that I must be a more smooth talker than I thought because I viewed TIM as being too delusional for that. I open up the Citadel and sit and have one last talk with Anderson.
Hackett radios that the Crucible isn´t working and I desperately try to get to the console but pass out. When suddenly the floor is a elevator and it takes me to the Catalyst/Vent boy/Deus ex machina who starts to tell me about the Reapers and my possibilities with the Crucible. I listen and listen and listen with little to no input on the matter. He/It downplays the destruction choice for me and continues to talk and talk and talk. When I finally get to the part of the decision I just stand there for 5 minutes just staring in front of me and thinking "So I have three choices? Well that´s more than most of the dialog choices this time around. I come to the conclusion that I set out to destroy the Reapers and that´s what I´m going to do. As I get to shooting range I say this one´s for Tali and the others.
It activates the Crucible for some reason and it sends out a glowing ball of well I hate this term but space magic that destroys the Reapers orbiting Earth(Even though if I remember correctly the Crucible was supposed to be able to fire pinpoint accuracy from other systems but I guess that´s not the case) the Relays are destroyed and Joker for some reason is seen fleeing the scene and I was like "Yeah thanks mate did the Alliance take your balls when they reinstated you?" He crashlands on a planet and gets out of the Normandy with Tali and Garrus and I think this is what happened after Harbinger hit me as it was not explained
Garrus: "Finally the SOB is dead so Tali let´s call Joker to pick us up and go bump uglies"
Tali: "Why the heck not it´s not like I really even cared for Him anyway"
And then comes the infamous "The Shepard" speech. I thought okay this was really it? And the last kick in the danglies was the text box that said "Shepard ended the Reaper threat and buy our DLC" I stared at the text box for 10 minutes until pressing A and seeing that it just takes you to before the point of no return. I shut down my xbox and looked at the clock it was 3 am and all I felt was emptyness and despair. I went to bed just to stare at the ceiling and not being able to think of anything. I must have stared for 2 hours or so until my brain kicked in and tried to make sense of the ending.
I came up with a theory almost identical to the Indoctrination theory that´s been going around on the net. I still don´t know if I believe it 100% or has my brain just decided it has to be the truth because I disliked the ending so badly. Actually i don´t even know if I disliked the ending because actually it just left me hollow.
Thank you for reading this all and I do like to thank you all at Bioware for a amazing journey I just regret the destination wasn´t well how will I put this...lackluster
Otherwise it might have actually been the closest thing to a perfect game anyone could make (and I do mean perfect as having no flaws and a I said earlier there were a few things I didn´t like) I would propably only substract 2 points out of 100 for those minor flaws but the ending has me dropping the verdict by 8 points to 90/100
Many might ask why such a large drop I have to say that the ending is what I remember about the game the easiest. It´s the first thing that comes to mind before the amazing journey that brought me to it so it eats away at the rest of the game. Other than that you did a great job and thank you for the journey
#2188
Posté 17 mars 2012 - 10:29
#2189
Posté 17 mars 2012 - 10:29
#2190
Posté 17 mars 2012 - 10:32
http://fc02.devianta...ker-d3fi7c6.jpg
I think you guys have inspired me to make my own art for a new ending. So you do have that much more atmosphere to look at!
#2191
Posté 17 mars 2012 - 10:34
First off, I played Mass Effect 1, 2 and 3 to the end with multiple times through ME1 and ME2. Mass Effect 3 is at 1 1/2 times. I can't bring myself to go through the third game again and because I know how it all ends, I put my ME1 and 2 discs in the "I really don't care if these discs get scratched" pile.
And here is for the constructive feedback that Bioware may, or may not, really care to have. I will explain why I can't stand ME3 and feel that it has diminished the first two games knowing that the whole story ends up as it is.
1.) Choices - there are none in Mass Effect 3, at least none that matter in the end. Mass Effect gave us choice, or at least a very good illusion of choice. Heck, the whole game is based on moral choices. Making your Mass Effect 3 choices not matter ultimately makes your ME1 and ME2 choices not matter.
2.) Gripping dialog and relationships with your crew members - there are none. The only gripping relationships and dialogs come from old characters through cameos. Vega is two-dimensional and I honestly could not care less about him. He was in the way. EDI is wooden. She somewhat reminds me of DATA from Star Trek, however, Brent Spiner's character was chiseled over many years and you found yourself caring about an artificial intelligence. EDI... meh.
3.) Zero "end boss fight(s)". You (bioware) brought in Kai Leng. Once again, why should I care about this guy? He has no back story and he's only slightly annoying. I have ZERO reason to care about this man or hate this man. He's "just there". Why was the final confrontation with the illusive man so anti-climactic? Why wasn't Harbinger brought into the final fight? Better yet, why was there no final fight?
4.) Zero closure. Yes, that's right. Another ZERO. In the span of 5 years, 180 dollars of software per owner and countless hours exploring the person known as Shepard, we get no closure. The ending reminded me of a story hastily written by an 8 year old boy. "Once upon a time, there was a guy named Shepard. He did a lot of stuff with a lot of friends. ThenTheyAllDiedTheEnd...." I'm sure someone thought the endings were "Deep" or "philosophical", I found them to be lazy, rushed and boring. If this ending was so you (bioware) did not want to "kill" an monster money-making IP, guess what. I think you've done it anyhow. At least for me - just like Dragon Age 2 did it for me.
Do I want a DLC "fix" to the ending? No. I wanted a solid ending for my initial purchase.
Will I purchase any more bioware titles? No. There were four Bioware products I was interested in.
1.) neverwinter nights. You gave NWN2 away to Obsidian... and we know how that turned out... ("andtheyalldiedtheend")
2.) Knights of the Old Republic - you gave KOTOR2 away to Obsidian... and we know how that turned out...("andtheyalldiedtheend")
3.) Dragon Age - lazy LAZY LAZY. I mean, seriously? You forced us to explore a limited amount of places, literally blocked future places off with a rock and then made ALL of our choices at the end not matter.
4.) And now, sadly, Mass Effect for the same reason as the other 3 franchises. ("andtheyalldiedtheend")
What else do you guys make? Oh right.... nothing....
Not saying this to be a jerk. Saying it because I speak with my wallet - the only communicator that CEOs, COOs and CFOs seem to be able to understand.
#2192
Posté 17 mars 2012 - 10:34
Along with that it would have been nice to have maybe more hub worlds, or at least been able to spend some time actually seeing the homeworlds we've heard so much about before they got destroyed and getting to do some exploring rather than getting sent directly into the linear gameplay. Especially for the Turians since we didn't even get to see what their homeworld looked like mid attack.
And in general I kind of felt like the game was really short, I wish there had been more optional side missions outside of the just go to this system and scan, like actual missions like the N7 missions on some different looking planets. And more chances to help random NPC's (like with the few mission missions on the citadel).
#2193
Posté 17 mars 2012 - 10:37
1. Journal - Make it update progress and tell location of where to go next.
2. War assets - Two paths here, the first is to have Shepard coordinate the attack with his war assets. the second and easier way is to just show them in action or have them voice over the radio that they are fighting. To me the most important ones (if only shown or over radio) are elcor troops, volus bombers, and rachni.
3. Dialogue Wheel - To fix this go back to the first and second games way. I know I get the same result whatever I pick, but it doesn't feel like it until I start a second playthrough. It sadly felt like I had auto-dialogue option on and I had to check it frequently to make sure the options didn't change themselves.
4. Weight System - It practically forces only using a single gun, maybe if the weight was only used for the equipped gun then it would be fine. The problem here is I am better having 100-200% better cooldowns than having a situational sniper rifle or shotgun or pistol or SMG. Side note in multiplayer (not sure about single player) the lightweight SMG materials mod is glitched, it reduces the weight but does not help cooldowns. You can check the actual power numbers rather than the encumberance %.
5. Map - This is more for when you reach a new area and you want to make sure you get every weapon and weapon mod. I just like a map for areas so I know where I can and can't go.
6. Side stories - These are one of the main reasons I love Bioware, but for some reason a step backward was taken. You need to a completely separate floor on the citadel then come back before moving the conversation forward. Make it like ME2 where if you walk 10-20ft away, then you can walk back to advance the conversation. I can deal with this though because the Spectre influence over some of those situations eg. PTSD asari, Turian engineer and wife etc.
7. "I would buy that" ideas for future DLC (assuming I have a reason to continue playing the series) -
"Gimmick pack" - Multiplayer Character pack including (but not limited to) Blasto, Conrad Verner, and Marauder Shields.
Dekuuna - "Not enough" is NOT AN OPTION, this pack includes 3-5 missions on Dekuuna, (the elcor homeworld) and the civilians WILL be extracted. Also involves scenes of elcor troops.
Kahje (Hanar homeworld) - Same general idea as Dekuuna pack, involves gratuitous amounts of Drell and Hanar. Temporary squadmate Kolyat perhaps.
Edit: Also I feel Kai Leng was forced and not a good enemy, when he jumped aboard your shuttle I would have flown up where Garrus and I had some fun and knocked Kai off of the shuttle. Boom there goes that enemy.
Not really anyway I can think of to fix that, but it can be avoided in future games.
Edit 2: That Flowchart SaintlPatrick is the perfect solution to the ending issue.
Edit 3: Not enough numbers to call itself an RPG. Guns have bars instead of numbers. Bars tell you relative information, but relative information is as useful as knowing a snail is slower than a ferrari. At least give us an option to tell us this gun deals 57.6 damage per bullet, firing 2.3 rounds per second. The numbers are there, but simply not given to the player.
Modifié par mizark3, 18 mars 2012 - 01:15 .
#2194
Posté 17 mars 2012 - 10:38
Amdnro wrote...
SaintlPatrick wrote...
http://i.imgur.com/JhtqY.jpg
This is PERFECT! Support
A VERY helpful graphic! I support this too!
#2195
Posté 17 mars 2012 - 10:39
#2196
Posté 17 mars 2012 - 10:39
acidic-ph0 wrote...
Amdnro wrote...
SaintlPatrick wrote...
http://i.imgur.com/JhtqY.jpg
This is PERFECT! Support
A VERY helpful graphic! I support this too!
Same here. I guess everyone was expecting these kind of endings.
#2197
Posté 17 mars 2012 - 10:41
Ideally, I'd like a rebalancing of the war asset values. The variety in the descriptions is great, but the values are wrong. Story assets should count for a lot, so it's worth making the hard choices, while scanned assets should count for less. The total amount of effective military strength needed to have the best ending (though I won't get started on the issues with the ending) should be increased *if* someone has already raised their galactic readiness rating, as otherwise the multiplier makes getting enough assets too easy.
Speaking of the war asset system, I've noticed a few incorrectly filed assets. "Javelin Missiles" is something that doesn't really belong under "Crucible"; the description describes a weapons upgrade for Alliance ships. Shouldn't it be a part of "Alliance"? The benefits in the Diana Allers interview about the geth joining you also seems to be switched: the asset says you emphasized their value as military allies if you picked the paragon conversation choices, which is about how they can be trusted. Making the paragon choice gives you the renegade reward, and vice versa.
#2198
Posté 17 mars 2012 - 10:41
I loved the writing and plot as I played through. I spent hours upon end playing, lost in the universe I've come to know and love. I laughed, I "ooh"ed, I "ahh"ed, I gasped, and heck I'll admit, I even cried once or twice. Thane's death got me sobbing like a baby. The combat was superb and engaging. Revelations about EDI while at the Cerberus Headquarters sent me reeling.
And then, Earth came. I once again started crying as I talked to my beloved friends what was likely the last time. I desperately fought my way through Reaper troops. I took down the Reaper with the missiles. I ran, stumbled, and limped my way through hell to get to that beam, with people dying around me. I took out the Illusive Man, and finally discovered the Catalyst.
I was then appalled at the choices laid before me. I could destroy the Reapers once and for all, but I would also destroy the Geth I just worked so tirelessly to save, that were helping Tali's people overcome their immune systems' limitations so they could live on Rannoch without hiding inside their suits. I could give up everything to control the Reapers, or I could fuse my essence with the Crucible and synthesize all organic and synthetic life into a new DNA. But, no matter what I did, the Mass Relays would be destroyed. "What the hell?" I thought. "What kind of choices are these? Oh well... guess I should choose one." I ended up choosing Destruction.
I watched as things played out. I watched as Joker tried to outrun the Crucible's energy in the Normandy as he used a relay, only to get ripped out of it and tossed onto an unknown forest world. ... "Wait, hold up. Be kind, rewind. Why is the Normandy using a relay? And why are my squad mates on the Normandy, when they should've been on Earth fighting the Reapers?" Confused, I continued watching. I'm then faced with an unknown man and child, speaking of Shepard's story obviously some time in the future. "Oh," I thought, "this guy must be about to explain what happened to everyone! Let's listen." .... Nothing. I'm told nothing about the fate of my crew. The fate of the asari, the salarians, the krogan, the quarians, the turians, or any of the other species. I'm left with more questions than I started with, and no answers for my troubles.
Dismayed, I loaded my save to try the other two options, and much to my disappointment, the outcome was essentially the same for both. I felt like my choices meant nothing. All of Shepard's work and agonizing choices, and the outcomes are virtually identical.
So, I guess what I'm trying to say is this: there was not enough. There was no closure, no moment that made you say, "Oh, so THAT'S what happened!" There wasn't even a bittersweet moment that made you say, "Well, that sucks, but it's for the greater good." It felt very much like an ending you'd expect when the developers wanted to leave it open-ended for a sequel, but given that this was the conclusion to a trilogy, that's not what should be there.
I would have even been fine with the nearly-identical outcomes if there had been further explanation as to what became of the galaxy after the choice was made. Was the Normandy crew ever rescued? Did humans rebuild Earth? Did the asari rebuild Thessia? Did the turians rebuild Palaven? Did anyone ever discover a way to build new relays? Were the quarians able to live outside of their suits? Did the krogan stay peaceful, or did Wrex and Eve fail? You're left with more questions than answers!
I realize that there may be more Mass Effect stories that aren't centered around Shepard on the way, but Shepard's story was left wide open.
#2199
Posté 17 mars 2012 - 10:42
Modifié par V1Maximus, 17 mars 2012 - 10:46 .
#2200
Posté 17 mars 2012 - 10:42
acidic-ph0 wrote...
Amdnro wrote...
SaintlPatrick wrote...
http://i.imgur.com/JhtqY.jpg
This is PERFECT! Support
A VERY helpful graphic! I support this too!
Another +1 here. Even if the details were to be changed around, this is the SORT of thing that should be made. I mean its essentially the same structure as the suicide mission in 2, just taking into account more variables. You could say that takes more development resources but come on, its the climax to the MASS EFFECT TRILOGY!





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