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ME3 Suggested Changes Feedback Thread - Spoilers Allowed


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#2301
Terraforming2154

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PKchu wrote...

Bioware, something more like this: http://h9.abload.de/img/jhtqyrqxxg.jpg

PLEASE read ^


Agreed, this is fantastic.

Modifié par Terraforming2154, 18 mars 2012 - 12:16 .


#2302
R3MUS

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-More Reaper conversations.
-Epilogue like Dragon Age Origins telling what happened to the species and the crew on Normandy.

#2303
Catroi

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therookie2552 wrote...

Dear Bioware,

I have been a major or fan for the mass effect series since it came out in 2007, everyone at Bioware has done an amazing job on all of the Mass Effect games. I personally loved 95% of the game; all of it was well done until the final moments began for the battle over the beam in London especially after harbinger shows up, after that the ending just feel apart for me. Either work off or around the indoctrination theory. Or work off this fan created flow chart http://i.imgur.com/JhtqY.jpg for the ending. I hope that everyone at Bioware can see where I and everyone else are coming from on this situation and I still am holding on to hope that you guys can fix this, because I know you can do it, and that you care.

I think I speak for every one else but this is http://i.imgur.com/JhtqY.jpg best idea for the ending that I have seen so far.

-Sincerely Mass Effect Fan


I agree with this message, can someone make a petition for this ending?

#2304
ahandsomeshark

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Hydralysk wrote...

RaenImrahl wrote...

FilmDirector554 wrote...

This was probably already said, but bring back the dark energy plot from ME2 that was being foreshadowed. Having it just vanish seemed awkward.


Could you refresh my memory?  I don't remember this.


Tali's mission on Haestrom is to investigate the star acting up, they theorize the cause has something to do with dark energy. I believe Vee'tor also mentions it in his rant on Freedom's Progress.


Also it was a big part of Arrival, Object Rho was able to manipulate dark energy and I think the Alpha Relay was too and Gianna Parasini mentions her next assignment involves studying dark energy. So it was kind of weird for it to be completely dropped in ME3.

#2305
Innocent Bystander

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During my ME3 experience I encoutered four issues worth mentioning.
First being the reaper faction in mutiplayer much harder to beat than the other two. It may ne intentional and in that case it's somewhat ok.

Second is in singleplayer campaign, where I've got stuck a few times near Joker's leather seat and had to reload previous save.

Next is Liara romace, which felt odd. She acts like she don't even know me like two thirds of the game.

And last is the Mother of all issues, the ending. Not that it is that bad, but it makes abolutely no sesne. I didn't feel any satisfaction, no sense of acomplishment, which I was promised, only utter and complete despair. Didn't felt that powerfull hopelessness as long as I can remember. It completely ruined all which I accomplished during all three ME games for me. Hundreds of hours, wasted in red explosion. I've even canceled my TOR account, that much dissatisfied I was.

I don't want some crappy happy endind, don't like them anyways. I'd just like to have some feeling of a work well done, that all my choices and hard decisions do matter. That all the chatacters I like, even love, are all right, or dead. Doesn't matter which.

I'm really sorry, that I had to write this, but I paid for something I didn't get and it's not first time concerning EA's game. It saddens me even more that I had to do this to Mass Effect. But as a customer I have no other option than to voice my concerns and stop buying EA's games.Once again I'm sorry, even for my not so good english.

So long and thanks for the fish.

#2306
naturalbornparagon

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No matter if you played Shepard as a paragon or a renegade, no matter if you chose sympathetic or pragmatic responses, and no matter if you intentionally won or lost in order to view different outcomes, there was always one overarching theme uniting them all: self-determination. Even though Shepard was told, again and again by various antagonists that he fights against inevitability, Shepard chooses to fight regardless. That is just his character, period. We players may have formed different perspectives on Shepard depending on how we play, but the one characteristic that unites all of those perspectives is Shepard's steadfast resolve in the face of overwhelming odds. Funny how there is no option given to the player to have Shepard lay down and give up at any other point during the series, until, apparently, the finale of Mass Effect 3, where giving in and listening to the Catalyst is the ONLY option. There may be "three" (or "sixteen") endings portrayed, with very slight variables as to whether Earth or synthetic life survives, but to me, this game only presents one ending, and it is an ending that completely contradicts the overarching theme with its hopelessness, nihilism, and fatalism.
 
What galls me the most is the dishonesty of the ending. Whatever else could have happened, I did not see this one coming, and that is not a compliment. After offering so many explanations and creative techno-babble musings on how the Mass Effect universe works, you could not (would not) explain how a beam of light is supposed to merge organic and synthetic life? Or how another beam of light compels the Reapers to obey? Or how destroying a console causes the extinction of all "synthetic" life and/or cybernetics? These things are not remotely based on anything that we have seen before. Worse yet, a sentient artificial intelligence is revealed to be this puppet-master, in the form of the child Shepard dreams about. While perhaps if presented in another way, I would imagine it would not have been an issue, it instead portrays itself as this ascended entity with the responsibility of taking care of order in the galaxy. It presumes to tell Shepard about the "inevitable" conflict between "created" and "creators," when before this moment (if Shepard has paid attention to uniting galactic civilization), Shepard proved that <i>nothing</i> is inevitable.
 
To the Catalyst, I quote Shepard from the first game: "You're not even alive, not really. You're just a machine, and machines can be broken."
 
Meanwhile, Shepard's sacrifice was for the future of the galaxy I knew, not the future of an abstract, unknowable galaxy. While I did receive moments of closure throughout the story -- the moments on Tuchanka, the culmination of the conflict between the geth and quarians -- I did not receive the one singular piece of closure that would have truly made this series a legend. I only ever needed to see the consequences of Shepard's interactions and relationships having an affect on the galaxy. The ending instead decided to remind me that player choice is but an illusion. Pardon me, Bioware, but I already knew that. But like a magician performing sleight-of-hand, you are supposed to keep the audience engaged with the illusion, and the ways that you crafted the illusion were wonderful... until the end. And like real-life spectators, once we have observed the flaw, you as the magician can never capture the audience's engagement again. We now know the trick.
 
In life, we often do not get to now that what we've done for ourselves and for others has made any difference or impact in the world. But the writers and developers of Mass Effect promised that we would in the world they created. They broke a social contract; they are not merely artists here, not anymore. This is why so many fans, including myself, are resentful. The trilogy did not receive the ending that it deserved. In addition, displacing the blame on player entitlement and condescending to those who desire "happy endings" is not acceptable, Bioware. I feel that yes, I am perfectly in my rights to say this, as someone who has spent a lot of money on your products and projects. You do not owe me personally, but you do owe the fans collectively for sponsoring your company.
 
I will not demand "fix-it" endings, and I will not demand apologies. I will hope, however, that the responses you see here from the fan-base challenge you as a company to elevate the quality of your games. I am not saying this to the avatars of a faceless corporation. I am saying this to the human writers, developers, artists, designers, and anyone else who had the privilege of working on this franchise.

#2307
DaEvolution

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Catroi wrote...

PKchu wrote...

Bioware, something more like this: http://h9.abload.de/img/jhtqyrqxxg.jpg

PLEASE read ^


^this ^this & ^this

Wouldn't that take alot of work? (aka not gonna end up free)

#2308
CirusTheVirus666

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DaEvolution wrote...

Catroi wrote...

PKchu wrote...

Bioware, something more like this: http://h9.abload.de/img/jhtqyrqxxg.jpg

PLEASE read ^


^this ^this & ^this

Wouldn't that take alot of work? (aka not gonna end up free)


I am pretty sure everyone who is a mass effect fan and who wants an ending will buy it, I for one would!

#2309
StowyMcStowstow

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The Quest system. It blows.

The Fix: Something more akin to Skyrim, where you can access both the journal and the map at the same time (one over the other), the objectives update, and there are WAY fewer load screens.

As for the endings, just... everything. Jeremy Jahns has it down. So does the gamefront article, and so does angry joe.

Modifié par StowyMcStowstow, 18 mars 2012 - 12:29 .


#2310
Bedavenerabilis

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WvStolzing wrote...

We're not petitioning for specific endings. We're petitioning only for an 'ending framework' that is logically sound.


Dear Jessica, dear Bioware developers,

couldnt express it better. Nevertheless here are some of my thoughts, hoping they reach one of you.

The endings as they are do not fit. It just feels wrong as it is. Joker would not flee the battlefield. And if he did, he would have a real good reason for it. You expected too much from us if you really wanted us to figure it out by ourselves. Feels like reading a novel that is missing pages.

Also, the endings dont feel different at all. All three are mostly the same-  and they seem like a bad ending for sure. I showed the endings to my girlfriend, who is a bigger fan of the series than you possibly can imagine. She asked what i did wrong to get the bad ending (it was the perfect one where Shepard took a breath) I guess we old fans expected something that was more distinctive.

Why didnt we get to see what consequences my actions had? Even it was just texts like in DA:O. Geth helping the Quarians, maybe Turains and Krogan mourning their dead soldiers together (or preparing the next war) and so on. The fans feel betrayed because of those missing consequences- they put a lot of love and effort in their actions.

The Star Child  and Organics vs. Synthetics thing is a bad explanation to the reapers' motives: For three games they told me their motives where incomprehensible for me. Well, for that it was easy. Pretty cheap actually. So easy, i couldnt believe THIS was behind all this. Surely my girlfiend couldnt (she saw it totyly unspoiled). Thats why so many believe in the indoctrination theory rather than in what we got. Despite being the last straw for many of us, it seems far more logical than the Cycle- stuff.

I'd say three endings would have been enough instead of your 16. One total fail, one in the middle and one for the prefect game. If they'd only been properly written. As the person in quoted said: a framework that is logikally sound would have made the last 2 % of the game as awesome as the 98 % before- the most important 2 % though.

Thanks for listening.

Modifié par Bedavenerabilis, 18 mars 2012 - 12:29 .


#2311
Megachaz

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I know this post will most likely never get read as this thread is so massive.  Anyway, here are some things that bugged me about the ME3 ending.

1) As someone said in another thread, Star Kid totally detracts from the awe and mystery of the Reapers.  Back in ME1, Sovereign was the most powerful being in the universe as far as we were concerned.  He might as well have been a god.

"We simply are"

"We impose order on the chaos of organic evolution.  You exist because you allow it.  You will end because we demand it."

They're all powerful in a way our minds can't even comprehend.  Even through all that though, we still take Sovereign down.  We can kill an old god.  In my opinion, Sovereign is one of the greatest antagonists in any video game ever.

In ME2, the Reapers lost a little bit of their unknowable nature with the whole human Reaper.  It seemed too... animalistic to me.  The Reapers aren't eternal creatures with no beginning and no end.  They're melted down people.  When Sovereign said, "We are each a nation," I took that as an example of how insanely powerful they are.

Then Star Kid comes along.  He's not an eternal, unknowable force of nature.  He's unexplained, sure, but he doesn't seem powerful.  He's just a little kid with a flawed worldview.

2)  The motivations of the Reapers.
Synthetics vs. Organics has been a theme of the series, but it never fight like the MAIN theme.  In face, we find out that the only reason the Geth have been hostile is because the Quarians attacked them first, and later the Reapers essentially gave them a virus.  So why is this theme presented as the ultimate reason that any of these events occured?  Star kid never even gives us any proof that it's true.  Why is this basically considered a law of nature?  Where's the evidence?  More importantly, why does Shep just say "sure?"

TL;DR Warning!!!

3) Here are some alternate ending ideas I came up with.  "B" ended up being a lot longer than "a."

a) The Reapers allow us to reach a certain point of civlization and then harvest us to facilitate their reproduction.  They need us to reach a certain point so that we are numerous enough to create a new Reaper.  This is really all the explanation this motivation needs.  It's simple self-preservation.  Humans exterminate millions of insects to have a nice place to live.  We don't need any more motivation than that.  Reapers view organic life like insects.  They're inconsequential. Doesn't mean that a million angry bees can't kill a person though.  In this situation, we would have this explained to us perhaps by Harbinger himself.
"Your kind are inconsequential.  You are simply material to be harvested.  You exist because we allow it, and you will end because we demand it."
This of course would be followed by an epic battle ended with a heroic one liner by Shep ;)

B)  The Reapers were created by the first massive civilization after they've conquered the entire galaxy.  As they attempted to expand past the borders of the galaxy they discovered something immensely powerful beyond the edge of the galaxy.  They allowed themselves to be harvested and set up the galactic cycles.  This situation could be explained to you by the uploaded intelligence of the lead scientist behind the Reaper project.  Your companions would be with you for this conversation.  This could be an example of the conversation.

Scientist: "My people had the greatest empire the galaxy has ever witnessed.  We expanded across the stars and to the edges of known space.  Many of us were eager to discover what lay in wait in other galaxies and between the stars.  We awakened something unimaginable.  The ones you call 'Reapers' we called 'Guardians.'  Our numbers were great, but our forms were fragile.  We allowed ourselves to ascend to fight the impending darkness.  Harbinger, the first born from our bodies.  Sovereign, our final sacrifice.  Each a nation.  My mind was placed into the body of the citadel to direct them personally, but they were not slaves.  After scores of cycles, they rejected my leadership.  Over eons, they have forgotten their purpose.  They believe themselves to be gods."

Shep: "But with the crucible and catalyst, they can be defeated?"

Scientist: "Yes.  The Crucible was a fail-safe.  Should the Guardians fail in their fight against the darkness, I would fire the weapon to ensure that our great civilization never became pawns.  When the Guardians revolted, they destroyed the Crucible.  The plans were not rediscovered for many cycles, and only now have any organics succeeded in building it."

Shep:  "I'm destroying the Reapers once and for all."

Scientist: "That is an option.  However, the Crucible has another purpose.  You may gain control of the Reapers if you wish.  You may command them to return to their watch."

Shep: "The Reapers are a product of millions of years of genocide.  I'm refuse to condone the evil you created."

Scientist: "I understand.  However, you must know that the darkness is approaching.  You have seen the effects on Dholen.  They will blot out suns, shatter worlds, and, in the end, they will consume this galaxy.  However, to control the Guardians, you must first become one with the Citadel.  Your physical form will be destroyed in the process."

At this point you have the option fire the Crucible and destroy the Reapers, or control them

Destroy: leaves the citadel and relays intact, but destroys the reapers

Control: Shepard can merge his consciousness with the citadel, replacing the scientist.  However, the two squadmates you have with you will also volunteer.  You can send them to control the Reapers for you.  This also leaves Citadel and relays intact.

These two options don't really fall into "Renegade" or "Paragon."  They more reflect your view on using something that was acquired by evil methods.

Note: these are the endings that happen if you have optimal military strength.  Other options involve you never reaching the Citadel at all, dying when you get there, dying no matter what you choose due to blood loss etc.  EMS also determines how ravaged the galaxy will be by the time you stop the Reapers.

Holy crap.  I just typed a lot.  Well... it still is a suggestion I guess!

Thanks Bioware for giving us the best series I've ever played.  I hope you do the right thing when it comes to the ending!

#2312
g0dhax0rz

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What hurt the most was not being able to end the game with my LI. I would sacrifice every single character in that game if it means being able to end the game with Liara.

#2313
MoSa09

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Talking about things to be changed...

i would like the option of a good ending, no matter how hard to get. I do agree with the notion that the classical disney "happily-ever-after" gets and is essentially boring.

However, so is the equally often used "this had to end bittersweet". Its not like a bittersweet endings where the hero dies is the latest and most groundbreaking invention in storytelling history that hasn't been used before.

The point is: every game, or story, to put it in a borader context, leading so a preset stereotype ending is boring. But this applies to both stereotypes, both the "happily-ever-after" and the "tragic-bittersweet-hero-death"

More importantly, your game has the tools to avoid both cliches. Its called 1. choice and 2. different endings.

Choice sets the path which ending you will get eventually, instead of a preset "bittersweet" cause the man in charge thinks bittersweet is the only way to go.

And different endings are the tools to reflect this choice-related different outcome. This way, the game/story is essentially not leading to a classic stereotype ending of any of the 2. And moreoever, its a way to please both those who adore the bittersweet ending and those who want a happier one.

#2314
red.dot.mist

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From my point of view, the ending(s) are bad/unsatisfying for these three reasons, which should be clear to anyone that viewed them, a certainly anyone that actually wrote them:

1) Ending comes out of nowhere, and contradicts much of the established lore, specifically the motivation of the Reapers.  The series mostly held to a high standard of logically internal consistentency right up until the final 5 minutes, where the writers attempt to explain what was supposed to be, by their own admission, unexplainable.  Sovereign clearly states that the Reapers motivation is beyond mortal understanding, and yet it is easily summed up at the end in a few lines, though this motivation still makes very little sense.

2)  For this point, I have to refer to Casey Hudson's own words: "we designed Mass Effect 3 to be a series of endings to key plots and storylines, each culminating in scenes that show you the consequences of your actions.  You then carry the knowledge of these consequences with you as you complete the final moments of your journey."
This speaks to the fundamental problems with the ending.  The endings basically undo all the other smaller storyline endings.  This leaves the player in a situation where they feel like all the work they did to resolve the smaller conflicts is undone or rendered pointless, which both removes satisfaction and works to undo the sense of closure that the smaller endings brought.

3) Casey Hudson admits to removing the final boss as it would be too video gamey, yet Mass Effect 3 is a video game.  But let's take this statement and now look at Mass Effect 3 as not a video game, but a work of interactive art.  Artistically, the tone and themes of the ending run contradictory to the rest of the trilogy.  This contradiction is so jarring that it undermines the work's artistic merit.  Because of this, Mass Effect 3's ending simultaneously fails as both a video game ending and as artistic ending.  Either go for the classic video game ending, with a final boss, a resolution and an epilogue, or go for an artistic ending that follows the same themes as the rest of the work.

#2315
dragonknight31

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Luyza wrote...

During my ME3 experience I encoutered four issues worth mentioning.
First being the reaper faction in mutiplayer much harder to beat than the other two. It may ne intentional and in that case it's somewhat ok.

Second is in singleplayer campaign, where I've got stuck a few times near Joker's leather seat and had to reload previous save.

Next is Liara romace, which felt odd. She acts like she don't even know me like two thirds of the game.

And last is the Mother of all issues, the ending. Not that it is that bad, but it makes abolutely no sesne. I didn't feel any satisfaction, no sense of acomplishment, which I was promised, only utter and complete despair. Didn't felt that powerfull hopelessness as long as I can remember. It completely ruined all which I accomplished during all three ME games for me. Hundreds of hours, wasted in red explosion. I've even canceled my TOR account, that much dissatisfied I was.

I don't want some crappy happy endind, don't like them anyways. I'd just like to have some feeling of a work well done, that all my choices and hard decisions do matter. That all the chatacters I like, even love, are all right, or dead. Doesn't matter which.

I'm really sorry, that I had to write this, but I paid for something I didn't get and it's not first time concerning EA's game. It saddens me even more that I had to do this to Mass Effect. But as a customer I have no other option than to voice my concerns and stop buying EA's games.Once again I'm sorry, even for my not so good english.

So long and thanks for the fish.


I'd like to agree with these points (even getting stuck near Joker and having to reload, as well as the issue with Liara being a completely disinterested LI for pretty much all but the cut scenes) but I'd like to add..

Why is Harbinger not even remotely interested in Shepard in the game? He spends almost the entirety of the second game stalking Shepard exclusively, but in the third, when we actually have Harbinger in front of us.. nothin?

Some sort of involvement by Harbinger would have been fantastic, beyond blasting us with a laser of course.

Modifié par dragonknight31, 18 mars 2012 - 12:30 .


#2316
ArchNightshade

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I felt as if the endings to Mass Effect 3 left the player with more unanswered questions rather answering current ones. I also felt like there was going to be more endings than a choice between A, B, and C, even though Casey Hudson said there would be multiple endings.

A lot of the end sequences are poorly explained and leave people feeling like they put so many hours into a trilogy of interactive game play just to have those choices count for nothing in the end. To be honest I find would find it strange if the endings were changed from their original, but at this point I would say it’s necessary if Bioware wants to preserve its fan base for future Mass Effect titles.

What I found most confusing was the Star Child at the end of the game. It’s never explained what this Catalyst really is besides what appears to Shepard in his dreams. You could have gone a little bit further to explain more about the origin of the reapers.

Secondly, the child tells you the reapers were created to preserve the galaxy, in order to stop synthetics from killing organics, by killing organics and enslaving synthetics... That really doesn't make a whole lot of sense. I mean it works with what Harbinger and Sovereign have been telling us in the last two games, but the reapers are AI's. They have the capacity to lie and twist truth and logic with indoctrination. If the Star Child tell us that the reapers are his solution to chaos, could he not be lying or trying to indoctrinate Shepard? This should be taken into consideration.

And speaking of Harbinger, why is it when he lands on earth to stop Shepard from making the final run that he doesn't say anything. We have him be this driving antagonistic force in Mass Effect 2, just for him to fire off his laser a few times at Shepard before flying away in Mass Effect 3. I felt like there could have been a dialog between him and Shepard. Also, what about the squad mates that were with Shepard when he made the run? One minute they're running beside him and the next, they’re on the Normandy. It doesn't make any sense.

On to the subject of the endings, I think it’s fair to say the destroy option is the most paragon choice we're presented with a clip of Anderson destroying that thing with his pistol. I don't understand how anyone could wipe out all synthetic life in galaxy even after we spoke with EDI about the right to life and individuality, and after Legion sacrificed himself to give the Geth true artificial intelligence. It’s really infuriating to true paragon players. And all that crap the Star Child tells you about the order of things in the galaxy? The sheer fact that if you get Joker and EDI together and bring about coexistence between Quarians and Geth after 300 years makes whatever the Star Child says about organics and synthetics completely false. It makes choosing that choice very difficult and makes killing Shepard the more viable choice.

Another issue with the ending is the sequence with the Normandy and the mass relays. First off, I don’t think that every option should destroy the mass relays, cutting off all the aliens in the Sol system from their homes and colonists from supply routes in other star clusters.  I can only imagine the effects of that event to be devastating to the rest of the galaxy, especially if those stranded in alien environments have limited food supply. That is not comforting to players if there is no explanation afterword. Secondly, why is the Normandy trying to out run the shockwave of energy inside a relay as its exploding? Isn’t the Normandy supposed to be the tip of the spear like Admiral Hackett said? So wouldn’t Joker and the rest of the crew be fighting the reapers in the Sol system with the rest of the fleets? Again there is no explanation, which makes having to see them stranded on an uncivilized world even worse when Shepard is either dead or back on Earth.

It truly pained me to see the trilogy end as it did because the rest of it is so awesomely done that the game could have actually been the best Action RPG of 2012. The ending just seems so slopped together at the last minute that I don’t really know what to say about Mass Effect 3 now. I seriously believe if the ending is changed that it would be worth playing singleplayer again for me and many others.

Modifié par ArchNightshade, 18 mars 2012 - 12:36 .


#2317
StowyMcStowstow

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The Rachni queen and the TRUE Rachni must be involved. As it stands, the Rachni queen did precisely NOTHING.

#2318
sangy

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1. Multiplayer being related to SP in any way I think should be removed. Some of us don't exactly like the MP much. It's a nice feature for those who do like it. It just shouldn't be related to SP.

2. Some direction as to how your progress is during quests would help a lot. Lots of times I didn't know what to do so I just didn't do them. I ended up with too low an EMS rating at the end.

3. It would be nice to have previous squadmates join in the adventure again, but if not the cameos are nice as is. Just kind of sad. The team is so small now and this is the last game with Shepard.

4. Obviously the endings. "Take earth back!" The endings in place should be able to apply, but better endings for those who put in the effort to make the right choices should benefit. Earth needs to be taken back, Reapers need to be annihilated, scenes of union from all the hard work shown. Closure, appropriate closure. Endings of every possible kind to please all crowds, or at least most.

#2319
B1scuits

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SolidisusSnake1 wrote...

This video explains everything wrong with the ending, everyone should just repost it:


+1

#2320
AsiaRedgrave

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All right, based on what I have heard from other fans and on my own feelings of the ending this appears to be the gist of it.

Choices and preparations made throughout the game and whole series should have more impact on the kind of ending we get. Ranging from Reapers winning to defeating the Reapers but suffering heavy losses/Shepard dies/ LI's and other squad members die/Citadel, Relays, Earth being destroyed or damaged. To less damages. I worked my butt off thru all 3 games trying to get every asset and ally I possibly could and it felt like it didn't matter at all. Completionists should be rewarded with the option of the "Happily Ever After Ending."

More variance in ending based on the 3 choices. We are given 3 choices: Control, Destroy or Merge. And yet each choice results in the exact same ending. Shepard dies (with the exception of the gasp after the destroy ending) relays destroyed, Normandy stranded. I really didnt see any difference between the choices.

Online Multiplayer shouldn't have as big of an impact on the Galactic Readiness system. I live out in the country and internet is very limited. No cable so you're stuck with either dial-up or satellite. We have MiFi and if we have a cloudy day, guess what? No internet. And when we do have connection the quality is hardly worth bothering with. The few times I have tried playing online I kept getting knocked off every 10 minutes or so. I'm also just not that big a fan of online multiplayer, not my thing. And yet my Galactic Readiness meter is punished for it.

I'm aware that the scale of this war is huge, after all it's been going on even long before the Protheans 50,000 years ago, and I'm actually fine with the idea of my Shepard giving her life to defeat the Reapers and save the Galaxy. But I need more closure. What happened to the crew members, LI's, all of Shepards friends and allies, what happened to the rest of the Galaxy, how did they survive being stranded on foreign planets? Even the Epilogue text from DA:O would have been better than simply dropping it where we did.

So it seems to boil down to this:
1. Our choices and readiness should have more impact.
2. Endings should vary from each other.
3. Closure.

All right guys, did leave anything out?

#2321
Three-EyedGarlic

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 I understand this thread is likely just a PR tactic and we will never truly know if we are being heard, but despite all that has been said, I will add my voice to the cause.

To start off, I would like to say that the entire series has been an absolute joy and pleasure to experience. The writing up until the ending was top-notch. To get into specifics of what I felt was done right, the final moments with Saren in ME1, the entire Collector Base ending of ME2, and many scenes in ME3 such as the Tuchanka sequence (Beautifully done with Mordin's end. First game moment to really bring a tear to my eye) and the Rannoch sequence. There are plenty of other moments, but I might as well list 90% of the writing as excellent, so this is my shoddy attempt at narrowing it down.
The amount and variety of choices and outcomes of this game is what has really set it apart for me from other games.

That aspect is exactly why I felt so disappointed with the ending. I did not feel like I had much choice at all, despite the three options given to me, and I did not feel like all my efforts of uniting a galaxy, losing friends while saving others, and enduring all manners or hardships, made one bit of difference. This ultimately robbed me of any desire to replay through the series.

What I would like to see in the ending is variety. That same kind of variety we have been receiving throughout the series. That feeling like my decisions matter and steer events, even in the face of the seemingly impossible.

I would also lean towards building off the "Indoctrination Theory", as I feel with what has been set up, it would actually serve the story. Shephard seemingly hallucinates a child in the intro, then dreams about it throughout the game, and then sees it as the Catalyst in the end. Currently it doesn't make any sense and only raises more questions, rather than answering the ones we already had. However, run with the idea of Shephard being indoctrinated by Harbinger, and it returns to being in Shephard's head and is no longer a logic conflict. The entire "god-child" scene could be played as Shephard's fears turned against him (The child that haunts him, the lack of choice, the presentation of options Shephard would never approve of, etc).

One final note would be if you run with something along the lines of my previous paragraph, do not try to explain the logic of the Reapers. They are quite obviously inspired by the concept of Lovecraft's Cthulu, and trying to explain them either needs to be REALLY well-thought out, or not happen at all. Otherwise it has the effect of cheapening the antagonists and opening up all manners of plot holes, as what happened when George Lucas tried to apply a biological explanation to The Force. Sometimes it's okay to not provide all the answers, and this is definitely one of those times.

I don't expect to be heard, this is mostly me just adding my voice as well as getting it off my chest. Few games have impacted me the way the Mass Effect series has. It deserves a better ending, and the rest of the games attest that the team has it within them to pull it off.

Modifié par Three-EyedGarlic, 18 mars 2012 - 12:42 .


#2322
Wedge_B5

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Hi,
Gunsmithing - Really like the idea but there's only 2 mods?
Shopping - Needs to be improved. ME1 had comparisons of armour for example, ME3 doesn't.
Multiplayer - Should have an option not to play multiplayer in order to get EMS level up. I don't intend to play multiplayer, for me, ME series is a single player series.
Ending - Haven't gotten that far yet... but i want to live happily ever after with Tali on Rannoch.

#2323
TheGrumbleduke

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Some of what is said below has probably been discussed already (there being nearly 90 pages of posts as
I write this), but here goes:

Firstly, Mass Effect 3 was a fantastic game; well-configured combat, a strong, emotionally-engaging story, great characters, design and so on. Which is why the ending is so problematic. Almost any other game series and
it would be fine, but Mass Effect has proven to be so much better than average elsewhere.

There are a few general issues, such as the annoying and seemingly pointless security scanner on the Normandy (a dig at the TSA?) and a few holes in the maps (such as in the Normandy's drive core, or in the final area of the Citadel), but nothing worth mentioning alone aside from the ending. If there's one thing that I wouldn't change at all about the ending, it is the music/soundtrack; that was fantastic.

I've only played through once (although repeated the ending from the final save point several times), with a male soldier, 7000+ War Assets, 95+% paragon, saving pretty much everything I could, so I may have missed some stuff, but here goes, identifying the section of the ending, identified problems with it, and proposed solutions:

==London==
Fighting through London, with the small team, the occasional tank in sight and some distant gunfire.

Issues: It feels just like any other level, just the three characters fighting through enemies. Nothing like a large-scale war or the trailers (particularly the "Take Back Earth" one). Where is this massive army that has been gathered, all the different units and individuals? It feels like a smaller scale than the levels on Menae, Tuchanka or
Thessia (edit: it even feels smaller than the battles at Ostagar or Denerim from DA:O, or some of the scenes in KotOR).

Solution: Show more of the battle; in cinematics if necessary, to remind the player of all they have accomplished over the last 60-100 hours. Shots of turians, asari and krogan working together to fight the reapers, if applicable, geth supported by quarians, elcor tanks, maybe even some volus or hanar. Also include the other major characters; shots of Jack and her team in the background, Samara slaughtering husks and cannibals,
Grunt/Wrex leading krogan units, Zaeed providing sniper cover etc..

==Racing to the Beam==
Running down a slope, with various allies, under fire from Harbinger. Reminiscent of the end of Ilos in ME1.

Issues: The initial rush feels fairly boring (we've done running towards something, dodging reaper fire before), then the final part is just weird. We're expected to accept that Shepard's armour can more or less withstand a direct hit from a reaper (which can shred capital ships), and Anderson somehow survives with even less armour. Then are we supposed to assume the rest of the team was killed (even if some, in my case, Liara, manages to be in the final cinematic, somehow surviving the blast, not going into the beam, getting back onto the
Normandy, fully healed, and escaping; completely out of character considering the start of ME2). Additionally, the pistol is a bit buggy in that it can be fired at any point, even when Shepard is collapsed on the ground.

Solution: Make success here dependent on War Assets (split into space and land, perhaps). If there are enough land assets, the units are able to bring enough fire onto Harbinger to distract it. If there are enough
space assets, and Shepard's reputation is high enough, have a major capital ship (the Destiny Ascension, maybe Admiral Koris's liveship, or a dreadnought, as applicable) tries to delay Harbinger by ramming it - success being dependent on which one. If there are enough assets in either category, Shepard's team, and Anderson make it through the beam in one piece. Then at lower values (say if Harbinger is only damaged, not destroyed), team members get killed (and properly killed, with visible bodies/deaths, not appearing at later points), and finally at low enough values, you have the version from the current game, with Shepard being hit. In any case, a blast from Harbinger (or a different reaper) destroys the beam, to prevent further forces making it to the Citadel (realising the danger this poses).

==Inside the Citadel==
Wandering through the depths of the Citadel, surrounded by bodies, with keepers and Anderson talking.

Issues: It feels incomplete. There is no sign of what the reapers are doing with all these bodies, no  processing, no human-reaper under construction. Similarly the architecture doesn't look that much like the  Collector base or the Citadel. Anderson's comments seem to be a way of pretending these are the case, without actually showing it. Similarly, some of his lines don't fit the correct timing (talking about finding a way across the chasm once Shepard is already half-way across).

Unlike ME1 where the "Master Control Terminal" Vigil mentions ends up being the Council chamber, all the Citadel scenes take place in completely unknown and undiscovered parts of the station.

Solution: Change the map; show all the processing, the reaper under construction, maybe include some enemies, see the things moving, see what is being discussed. If the team is there (see above), throw in some dialogue for them. If nothing else, let us shoot the keepers, please! It was very frustrating to finally have a gun in sight of a keeper, yet not be able to shoot it (even at the cost of renegade points). Maybe move the level to a recognisable part of the Citadel; perhaps the Presidium, with the lake full of bodies etc., all covered in reaper tech, and pipes feeding material towards the lift to the tower (where the reaper is being built). Although that might be too
similar to ME1.

==The Illusive Man==
Discussion with the Illusive Man and Anderson, with some form of indoctrination control, and with the Citadel Wards in the background.

Issues:
The Indoctrination Control seems rather forced, as if somehow the Illusive Man has picked up all this extra power that hasn't been seen before (the ability to directly control individuals). It feels unnecessary and forced. A more important question is what happened to the Citadel. The lights on the Wards suggest it is still occupied, with the citizens going about their normal business (in which case, you can add 13 million to Shepard's kill count when it is destroyed). Similarly, one is left to wonder how the Illusive Man got to where he is.

Solution: Take away the Indoctrination Control, make it a direct confrontation/discussion. Throw in a renegade interrupt to just shoot the Illusive Man (he's going to die anyway), and a paragon one to stop Anderson doing so. Add some comments from the team (if present) but mostly keep the conversation and outcome the same (maybe with Anderson or team members being injured or killed if it turns into a firefight).

Include some explanation of what happened to the inhabitants of the Citadel (either now as a flashback, or earlier), showing the reapers arrive and take over, with the Illusive Man getting on board somehow, reapers massacring the citizens, or them having time to evacuate. Perhaps even suggest that fighting is still going on in the Wards. Alternatively, just change the texture used on the Wards so it doesn't look like business as usual.

Once the discussion is over (and the Illusive Man is dead), if Shepard is uninjured, he can open the Citadel, but can't find a way to activate the Crucible, (so is frustrated, rather than collapsing due to injuries, which remains
otherwise). Then the lift takes him up to meet the child either way, leaving any other survivors below.

==Meeting the Child==
Discussion of the plot and reason behind the reapers, presentation of choices.

Issues: The literal meaning of deus ex machina springs to mind, but aside from that, this whole discussion makes little sense. Here is a hero that has fought through hundreds of enemies, travelled all over
the galaxy, died, all to save the galaxy from the reapers and destruction. Yet when presented with the very limited options (which mostly result in large-scale death and destruction) and a very unsatisfactory explanation for the reapers, (s)he doesn't seem capable of raising any non-trivial objection. Additionally, the very premise of the Catalyst's reasoning (that synthetic life will turn on its creator) has been proved incorrect at various points in the game. Yet Shepard doesn't point this out. Similar issues as above with a completely new area of the Citadel (which is easy to discover, so how come no archaeologists have found it, and realised its potential?).

Solution: Some indication of where on the Citadel this discussion takes place would be nice (as it doesn't seem to fit with any of the existing models). Then more dialogue options (depending on choices earlier) with Shepard being able to put up more of a fight (particularly if not injured). For example, raising Legion (from ME2) and EDI/Joker (from ME3 if applicable) as examples of how synthetic and organic life can co-operate. If available, pointing out the geth/quarian situation (how the creators attacked the created, not the other way around, and
how they are now all working together to rebuild Rannoch, completely disproving the Catalyst's premise). Have some check (both fact and reputation) for convincing the Catalyst that drastic measures aren't needed.

Some explanation of the Crucible might be useful here as well; that it was designed by the Catalyst as a sort of test to see when life had developed enough to make the plan fail. And why it is so important.

==Destroy Ending==
Shepard shoot's part of the Citadel (following Anderson's idea?) destroying himself, the reapers, the geth/EDI, the Citadel and the mass relays.

Issues: This seem to be the renegade ending, yet involves following Anderson and the main plan behind the last 90 hours of gameplay (killing the reapers). Why does the Citadel get destroyed, and the mass relays? And why does it affect all synthetic life, not just the reapers?

Solution: Remove the renegade association. Add a second tier; if the Catalyst is convinced (i.e. high enough reputation and appropriate choices earlier re geth/quarians, Legion or EDI, with a higher reputation needed for the latter), he provides a way to simply destroy the reapers, accepting that synthetic life can co-exist with organic. Depending on how badly injured Shepard is, (s)he may survive the small explosion. Upon realising the Citadel/Crucible is going to destroy them, the reapers move in to attack it. If the War Asset count is too low (mainly space assets) they damage the Citadel enough that it is also destroyed in the explosion (still managing to kill the reapers), the anti-reaper beam is then unstable as well, and takes out the mass relays.

==Control Ending==
Shepard controls the reapers and dies. The Citadel seems to survive, but not the relays (although that is unclear).

Issues: Somehow agreeing with the Illusive Man and doing what his plan was works out as the paragon/good ending. It is unclear whether or not the relays were destroyed.

Solution: Make this the "bad" ending (as taking control of the reapers doesn't sound like a nice thing to do), but also the easiest ending. Make it clear whether or not the Citadel and relays are destroyed. Maybe add a second tier, whereby if Shepard is not injured and is a high enough level, he survives controlling the Citadel, at least, long enough to reprogram the reapers and save the galaxy.

==Synthesis Ending==
Shepard is integrated into the Catalyst, altering all life to become synthetic, destroying the Citadel and relays.

Issues: This is meant to be the best ending? Shepard still dies, the relays are still destroyed, thus ruining most of the galaxy anyway. And somehow being half-machine is the pinnacle of evolution (although EDI still looks fully machine, not at all organic?).

Solution: Add a second and third tier. Depending on how much the Crucible is upgraded (particularly with regard to the "Advanced Power Relays", "Optimized Eezo Capacitors" and "Emergency Fuel Rods" assets). If high enough (maybe >300), the Crucible is stable enough that the Citadel and relays survive the synthesis process, thus not completely ruining all galactic civilisations. If even higher (maybe >600), and if Shepard is uninjured, the Crucible is able to absorb enough energy that Shepard survives (collapsing at the bottom of wherever that light beam comes from).

==The Normandy's Flight==
In all endings the Normandy is seen rushing away from a blast (presumably using normal FTL, rather than a relay jump), before being damaged and crashing on a random garden planet.

Issues: Why is the Normandy fleeing, how did it get far enough away from the explosion initially, why does it get damaged (unless the relay explosions do cause a massive shockwave across systems, presumably destroying Earth etc.), how did the rest of the crew get on board, and how does it happen to find a garden world?

Solution: Restrict this to any ending where the relays are destroyed. Add a sequence where, before picking an option that will destroy the relays, Shepard warns Admiral Hackett, explaining that this is the only way to stop the reapers. This gives Hackett enough time to order a retreat, leading to a frantic dash for the relay. The Normandy is shown landing on Earth to pick up as many survivors as it can before jumping into FTL just ahead of the explosion. Any characters that couldn't be on the Normandy aren't. Maybe show other ships being destroyed by the explosion to explain why the Normandy is rushing away (i.e. Joker's quick reactions save the ship).

==Death Endings==
In nearly all the existing endings (and some of those proposed above), Shepard dies.

IssuesWhile it is popular to kill off the hero (I feared that would happen at the end of ME1 the first time I played through), it is rather unsatisfactory to have it happen with little more than a whimper. 

Solution: In the scenarios where the relays survive (and galactic civilisation isn't destroyed as a result), some shots of the Normandy survivors mourning, then rebuilding work across the galaxy (Thessia, Palaven, Earth, Rannoch if applicable), maybe with a statue of Shepard being put up.

==Survival Endings==
There should be some endings where Shepard survives. Players have invested anywhere up to 100 hours in creating and developing this character, not giving any real way for them to survive is ... just mean.

Solution: In some of the endings (listed above) have the Normandy rescue Shepard from the Citadel (maybe, if the Citadel is going to be destroyed, with the Normandy swooping in, ME2-style, to pick Shepard up at the last minute, if there are enough War Assets that it can be spared from the fight). Followed by ME2-style cutscenes showing repairs to the Normandy, Shepard thanking various crewmembers, rebuilding on the various planets and some indication that life is getting back to normal elsewhere. There's no need to worry about having too many endings, as this is the end of 90 hours of gameplay, not a couple of hours of film.

==Post-Credits==
After the credits, the game currently returns to a save before the galaxy map is locked (after inviting the player to acquire DLC). It feels somewhat disappointing to finish the game, only to be taken back to an earlier save, as if the ending didn't happen or doesn't matter. While trying to convince more people to acquire DLC is understandable, it might be more sensible for the game to return to the menu (or maybe to the "new game" option) unless it is possible to design future DLC so that it can take place after the "end" of the game, as with ME2.

==DLC Options==
Obviously new content (such as that described above) doesn't come cheaply, and Bioware probably doesn't have the alternate income streams that other developers (such as Valve) may have to release new content for free. That said, acquiring DLC would be a lot more straightforward (compared with ME2, or DA:O) if there was an in-game store, like the current multiplayer score. Additionally, making DLC purchasable either with Bioware points or in-game credits, would allow those who wish to to purchase it directly, but also encourage people to keep playing multiplayer (which is required for a healthy multiplayer scene).

Also, just in the very unlikely event that anyone actually reads this, please, please don't try to make a Mass Effect film (without using a completely new plot). Go for a TV series instead; 12ish episodes per game, CGI (maybe to the level of the trailers, if possible) rather than live-action, or perhaps a prequel story (covering the discovery of the relays, the First Contact War etc.).

Modifié par TheGrumbleduke, 18 mars 2012 - 03:43 .


#2324
Mr Heatsink

Mr Heatsink
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Hmm guess theres not much to say but i guess everyone has their own idea about things that need changing so I guess I might as well add my own.

Romance Image IPB

I quite enjoyed the romances that were avaliable and also the same sex relationships one could persue. Thats the type of open minded thinking that is a hallmark of Bioware. But I'm digressing. The relationship with Garrus was well written as was the one with Tali.

Having Garrus kiss Shepard was a nice touch as that showed how far their relationship had come. (I'm using Garrus as an example as thats who my femshep romanced.) But I thought that there could be those oft moments where Garrus could comment on how their romance was the one thing that ultimately went right for them and show a bit more of his softer side and him and Shep sharing a drink in here cabin. Garrus is the only party member aside from kaiden thats not invited up to Sheps cabin. Maybe they could catch up and share a drink, dance and then maybe quickly snuggle, showing more of Garrus and femShep the people, instead of Garrus and FemShep the soldiers. Maybe Garrus could Shep how to danceImage IPB for the humour and then as he is holding her close he sheds a small tear as a subitle hint of his feelings for FShep and how much this whole thing means for him. Or if not maybe a few more scenes of friendily banter during missions.

Journal Image IPB

I liked how the codex was bundled into the journal as it helped to keep everything neat and tidy but some of the missions i found to be a bit vague. The previous games in the trilogy had each point checked off but this version didn't so it was a little confusing but a bit of running around and I found where i needed to go. Maybe a return to the old style of journals maybe?

Companions Image IPBImage IPB

Having your companions on the citadel instead of the loyalty missions added to the realism of the game as they seemed to wander about but some weren't even on the citadel after a certain point which made trips the citadel  less fun and more quest based. Having your comrades in the different areas could spark different conversations. I know Vega starts in the bar but then he's always in the refugee bay. An example could be Javik after meeting him in the embassies he could be in the refugee bay asking how so many cultures can live together in a small space or in the bar wondering how people can remain calm during a war. Just as an example. Also more scenes together with your crew and team.

Prefight Image IPB

The fight before the cerberus base was tense as it was the calm before the storm and it was what I was looking forward to. Ending one enemy for good so I could focus on another but I got the feeling that Cerberus had been caught on the back foot so I thought maybe if the illusive man is so forward thinking he might lure Shep away with a fakje signal into an ambush with some of his men while another team lead by Kei Leng to attack and occupy the Normandy and ready to fly it back to Cerberus HQ. Shep finds out via a radio on one of the dead soldiers and then proceeds to get the ship back by smashing through the window and clears the ship of Cerberus so then afterwards it feels personal when Shep goes to the Cerberus base.

Endings Image IPB

I'm not going to flog a dead horse here but heres how I thought not only the ending but final battle could go. Ok whole docrination thing would be a good way for the player to experiance it for themselves. Party of marines from command pull Shep from rubble and administer med gel while the other party members stagger over. Anderson comes down to check that Shep is alright. As they all confirm they are ok, theres the signiture growl of the reapers and Shep mentions they still need to stop the war. Anderson pitches in saying he was with Shep in the beginning so he's gonna help end it too. Then shep chooses one member from her team while the other member goes back with the marines. All three enter the spire and come about the Citadel. They make their way to the main platform but the illusive man is there. and a chat enshews. depending on the outcome either TIM will kill himself or Anderson or one of he team shoots him. As they are about to start the cruicble, Harbinger connects with the corpse and becomes the Illusive reaper and so a final fight happens. Either using the enviroment by blowing up eezo or just good old fashioned gunplay. Once the reaper is dead, the crucible is fired. Like an EMP for Reapers and here is where the ending diverges. Low EMS has Shep die of their wounds having finally stopped the reapers. Shepard is remembered in a funeral service and a passionate speech from Hackett on Shepards view, commitment and bravery all the while the team is mourning the loss of their commander. Epilouge shows how the team coped with Sheps death, some better then others while LI is left heart broken. Mid EMS would have Shep survive but needing further implants, making Shep machine and human. An ironic twist as Shep is awarded a medal outside Big Ben. But Shep depressed as Shep is now half machine having sacrifiaced their own humanity to save the others LI becomes a rock and comforts Shep.Epilouge shows even though Shep worked hard to bring peace cracks appear and old grudges resurface although they are kept in check by new laws and peace traties High EMS has Shep surviving, recieveing a medal in front of Big Ben, settling in London and if Shep has a LI Showing them snuggle before getting a call from hackett saying they are needed in the kelper verge as something new has come up. Shep on the bridge of the Normandy LI steps up beside them. If garrus/tali/liara, it shows they have been inducted into the Humans system alliance and epilouge shows how each member of the team went on to greatness. Cut to scene showing a still of Shep with galaxy behind with LI then Normandy entering a relay before blasting off.

There i hope that has adressed some of the little things that are in need of attention. the face import bug is one of those minor annoyances as is not being able to acess certain galaxies during gameplay at certain times. Well there we are, hope that helps.

#2325
Mr Heatsink

Mr Heatsink
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  • 108 messages
Hmm guess theres not much to say but i guess everyone has their own idea about things that need changing so I guess I might as well add my own.

Romance Image IPB

I quite enjoyed the romances that were avaliable and also the same sex relationships one could persue. Thats the type of open minded thinking that is a hallmark of Bioware. But I'm digressing. The relationship with Garrus was well written as was the one with Tali.

Having Garrus kiss Shepard was a nice touch as that showed how far their relationship had come. (I'm using Garrus as an example as thats who my femshep romanced.) But I thought that there could be those oft moments where Garrus could comment on how their romance was the one thing that ultimately went right for them and show a bit more of his softer side and him and Shep sharing a drink in here cabin. Garrus is the only party member aside from kaiden thats not invited up to Sheps cabin. Maybe they could catch up and share a drink, dance and then maybe quickly snuggle, showing more of Garrus and femShep the people, instead of Garrus and FemShep the soldiers. Maybe Garrus could Shep how to danceImage IPB for the humour and then as he is holding her close he sheds a small tear as a subitle hint of his feelings for FShep and how much this whole thing means for him. Or if not maybe a few more scenes of friendily banter during missions.

Journal Image IPB

I liked how the codex was bundled into the journal as it helped to keep everything neat and tidy but some of the missions i found to be a bit vague. The previous games in the trilogy had each point checked off but this version didn't so it was a little confusing but a bit of running around and I found where i needed to go. Maybe a return to the old style of journals maybe?

Companions Image IPBImage IPB

Having your companions on the citadel instead of the loyalty missions added to the realism of the game as they seemed to wander about but some weren't even on the citadel after a certain point which made trips the citadel  less fun and more quest based. Having your comrades in the different areas could spark different conversations. I know Vega starts in the bar but then he's always in the refugee bay. An example could be Javik after meeting him in the embassies he could be in the refugee bay asking how so many cultures can live together in a small space or in the bar wondering how people can remain calm during a war. Just as an example. Also more scenes together with your crew and team.

Prefight Image IPB

The fight before the cerberus base was tense as it was the calm before the storm and it was what I was looking forward to. Ending one enemy for good so I could focus on another but I got the feeling that Cerberus had been caught on the back foot so I thought maybe if the illusive man is so forward thinking he might lure Shep away with a fakje signal into an ambush with some of his men while another team lead by Kei Leng to attack and occupy the Normandy and ready to fly it back to Cerberus HQ. Shep finds out via a radio on one of the dead soldiers and then proceeds to get the ship back by smashing through the window and clears the ship of Cerberus so then afterwards it feels personal when Shep goes to the Cerberus base.

Endings Image IPB

I'm not going to flog a dead horse here but heres how I thought not only the ending but final battle could go. Ok whole docrination thing would be a good way for the player to experiance it for themselves. Party of marines from command pull Shep from rubble and administer med gel while the other party members stagger over. Anderson comes down to check that Shep is alright. As they all confirm they are ok, theres the signiture growl of the reapers and Shep mentions they still need to stop the war. Anderson pitches in saying he was with Shep in the beginning so he's gonna help end it too. Then shep chooses one member from her team while the other member goes back with the marines. All three enter the spire and come about the Citadel. They make their way to the main platform but the illusive man is there. and a chat enshews. depending on the outcome either TIM will kill himself or Anderson or one of he team shoots him. As they are about to start the cruicble, Harbinger connects with the corpse and becomes the Illusive reaper and so a final fight happens. Either using the enviroment by blowing up eezo or just good old fashioned gunplay. Once the reaper is dead, the crucible is fired. Like an EMP for Reapers and here is where the ending diverges. Low EMS has Shep die of their wounds having finally stopped the reapers. Shepard is remembered in a funeral service and a passionate speech from Hackett on Shepards view, commitment and bravery all the while the team is mourning the loss of their commander. Epilouge shows how the team coped with Sheps death, some better then others while LI is left heart broken. Mid EMS would have Shep survive but needing further implants, making Shep machine and human. An ironic twist as Shep is awarded a medal outside Big Ben. But Shep depressed as Shep is now half machine having sacrifiaced their own humanity to save the others LI becomes a rock and comforts Shep.Epilouge shows even though Shep worked hard to bring peace cracks appear and old grudges resurface although they are kept in check by new laws and peace traties High EMS has Shep surviving, recieveing a medal in front of Big Ben, settling in London and if Shep has a LI Showing them snuggle before getting a call from hackett saying they are needed in the kelper verge as something new has come up. Shep on the bridge of the Normandy LI steps up beside them. If garrus/tali/liara, it shows they have been inducted into the Humans system alliance and epilouge shows how each member of the team went on to greatness. Cut to scene showing a still of Shep with galaxy behind with LI then Normandy entering a relay before blasting off.

There i hope that has adressed some of the little things that are in need of attention. the face import bug is one of those minor annoyances as is not being able to acess certain galaxies during gameplay at certain times. Well there we are, hope that helps.