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ME3 Suggested Changes Feedback Thread - Spoilers Allowed


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#2376
Debi-Tage

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The ending - extremely important for the numerous reasons listed above. I have been hanging back (for the most part, raging a little) trying to see passed the things that have made me so angry about the endgame and reflect on the series as a whole. I want to give some positive feedback and touch base on some of the things that threw me a bit prior to the last ten minutes.

The Good
- I really liked that many of my seemingly smaller choices from ME1 and ME2 were addressed. My interactions with Conrad Verner, the conversations between people on the Citadel who I remembered from previous missions throughout the series, etc.
-Squad mission banter. This was a cool throwback to ME1 and that I first noticed being implemented again via Lair of the Shadow Broker. It was fun to listen to and I felt like my squad (for once) had palpable relationships with eachother outside of their interactions with me.
-The graphics, though still a little buggy were pretty polished (xbox). I appreciated the details and attention paid to sound environment as well. The best so far.
- Armor and weapon customization. This was just fun and for the first time in the series. I really enjoyed playing around with all the options.

The Not so Good
- What happened to some of the minor and not-so-minor storylines from ME1 and ME2? Not just talking endgame here, I mean what happened to the Consort? Gianna Parsinni? My mother (space-born) never called or even tried to once contact me the whole game? I thought that was a cool missed opportunity as I thought for sure I would finally get to meet her or at least see her. Also, what exactly happened after Arrival? I went on trial and was obviously relieved of duty but I felt like the "decision" to kill 300,0000 Batarians and Shepard standing trial deserved something more than a passing mention in the first ten minutes of the game.
- Strange behavior of squadmates and LI. What is with everyone still accusing me of doing something wrong by dying and being brought back to life by Cerberus in the beginning (VS specifically)? It's not like Shep ever had a choice in the issue, the VS really should have apologized to me for the way they acted in ME2, not continuing to hound me about lost trust. Also, what is with Liara acting like the events in Lair of the Shadow Broker never happened? We reconnected but then, like another poster said, she acted like she didn't know we were together for first 2/3 of the game? Seems like Bioware AND Liara forgot about Shep's blue babies.
- The conversation tree (choice) was slowly replaced with automatic banter the closer we got to the end of the game, like it was rushed or something. Fewer and fewer opportunities for interaction made me feel more like I was watching the storyline progress instead of actually taking part in it.
- Fun was replaced with...cynicism. I think some of my favorite squaddies smiled like twice (other than my best bud Garrus). One of the funnest parts of ME (to me) has always been the quips and references made throughout the game that brought a smile to my face. It would have really helped to break up the tension and pressure of I dunno...the Reaper invasion!? Maybe my Shep wouldn't have went nuts with the starbaby at the end if she had laughed a little more in ME3...who knows.
The card table in the lounge would have provided such a great mini-game break and (I'm sure) plenty of opportunity for such things...too bad.
-Plotholes too numerous to list, but speaking of Reapers - what happened with that anyways? Why am I fighting Cerberus 75% of the time? These are some "answers" I only get in the last ten minutes of the game when I am introduced with a whole new plot and what...!?

The Ugly
-The end. Plain and simple for all the reasons listed in the last 90 pages.

I am beginning to think that my Shep never woke up off Aria's couch in Purgatory...it was all just a bad dream.

Modifié par Debi-Tage, 18 mars 2012 - 01:48 .


#2377
Ichinei

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http://i.imgur.com/JhtqY.jpg
Im just gonna bump that flowchart shown earlier just in case it was missed by some, it shows pretty well how the final ending sequence can be greatly improved in my opinion

#2378
Arisugawa

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Is there a reason that Shepard is wearing armor while charging to the beam, but wakes up in duty clothes?

#2379
ILEC

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The game worked really well up until the point when you charged the beam and then the storyline and the continuity went to heck. To be honest the whole thing felt like there were whole scenes cut out or large amounts of dialogue missing. My specific problems:

a) Star Child - This could have worked, but really there was nowhere near enough lead in during the course of the game. We got one line from the Reaper on Rannoch and some speculation from the Prothean VI and that was it. For something this huge, you needed to leave us a lot more clues, send us on missions to try and figure out who the mysterious force behind the Reapers was, drop some hints as to what they wanted etc etc. Build up to the Star Child. Instead, he felt like something that was plopped in at the last minute to end the story.

B) Joker running away and squad members vanishing off Earth and back on to Normandy. I am prepared to accept that there might be an explanation for all of that - but that explanation wasn't in the game and anything now just sounds like after the fact justification. It needed to be made clear in the game, how our team - including apparently some of the people who were in our squad on the run to the Citadel got back on the Normandy and why Joker ran away. Why was the Normandy uniquely in danger as opposed to all of the other ships in the fleet who seemd unaffected by the green/red/blue explosion.

c) Lack of epilogue - if you really wanted to convince us that our decisions throughout all three games mattered and shaped the ending - then you needed to show us this in an epilogue. You managed this brilliantly in Dragon Age: Origins. Something similar could have been done here. Without an epilogue, we are left with the sense that nothing we decided mattered.

Which leads me to how I would have done the ending:

a) Keep the game the same right up to the moment after the Illusive Man shoots himself/is shot by Shephard.

B) Have Shepard open the Citadel arms and have the Crucible activate while Shephard and Anderson (if alive) watch.

c) Shepard dies just after seeing the Reapers destroyed by the Crucible. (Mass Relays not destroyed in my ending - just the Reapers)

d) Cut to a funeral for Shepard with any surviving crew members, important NPCs etc in attendance - again you did the funeral scene brilliantly in Dragon Age: Origins so the model is there. Funeral scene should include Dr. Chakwas toasting Shepard with some Serrice Ice Brandy.

e) Cut to a closing montage showing the galaxy starting to rebuild - the montage would be different to reflect the different decisions made throughout the series by the player. If appropriate, show the LI pregnant or with a young child.

Thanks for listening.

#2380
UFC-G-S-P

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[quote]Nephilym83 wrote...

[quote]Arcian wrote...

[quote]SaintlPatrick wrote...

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

[/quote]

i agree with this as well, except for the part with the geth going back to helping the repers but eh i could live with it
great ending though and im sure this is what many were hoping for! great job

#2381
Sageheart

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I want to start out saying that the bulk of Mass Effect 3 is an excellent game in both gameplay and storytelling. It is just that last 10 minutes or so of the game the are horribly designed and written; unfortunately, to the extent that they leave a lasting taint on the entire Mass Effect legacy.

My utter dislike with the game's ending has nothing to do with wanting "a happy ending." A happy ending is not always the best way to end every story. So while being able to get a happy ending would be nice, it is in no way necessary. What I cannot get past is that it is a completely unsatisfying ending. It left me setting there asking why I wasted my time on this series; note that I don't just mean this individual game, but that all 3 games in the series now feel like wasted time. It lacks all of the well thought out and high quality storytelling that up this point has been a hallmark of these games.

The ending (and I refuse to use the plural term seeing as each "choice' produces an almost identical outcome) that is offered currently is too vague to provide anything even remotely resembling closure and does nothing to show us impact even that single final "choice" (much less the myriad of other choices we've made) has on the characters most important to us as the players. It'd be like seeing the end of the original Star Wars trilogy without being show that Han and Leia fall in love and that Luke has become a full fledged Jedi by bringing peace to his father's spirit; and instead we were just shown a single screen saying "and peace came to that galaxy far, far away."

The impact of my Shepard's decision on his crew and friends is more important to me as a player than that off some unidentified old man and his grandson who exist as some unspecified point in the future basically telling me nothing more than that I was remembered.

So if you want to leave the ending as tragic or bittersweet, that's fine as long as they are still satisfying storytelling. Mordin's ending if you stop the genophage and Legion's ending if you allow him to bring true sentience to the Geth are fantastic examples of bittersweet but satisfying endings for their respective stories. Hell, when Mordin was standing there and starts singing his "scientist salarian" song only to have it cut short by an explosion I literally cried out "NO!!!!" He was my favorite character in the series and I was horrified to see that he'd died, but even though I was upset and desperate to see if there was a way to keep him alive and save the Krogan (I still can't help but wonder if I did something wrong and could have saved him) it was still satisfying because he had redeemed himself and brought an end to the geneophage that he'd help to perpetuate. And damn it, my Shepard fully intended to go analyze some sea shells just for Mordin once all the Reaper stuff was done! That is how a bittersweet ending is done right; so we know the Bioware writers know how to do this stuff. I just wish I could explain how they fell so utterly and disappointingly short on the game's ending?

#2382
Titan98RG

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Ichinei wrote...

http://i.imgur.com/JhtqY.jpg
Im just gonna bump that flowchart shown earlier just in case it was missed by some, it shows pretty well how the final ending sequence can be greatly improved in my opinion


i really was expecting the ending to be more along the lines of this.

#2383
crimzontearz

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FFS enough with suggesting mandatory Shepard death...give options

#2384
medusa_hair

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Here is my list:

1.   The ending.  I'm not sure I can list all the issues, but here is one:  it's not clear whether it's a dream/indoctrination attempt, whatever theory people ascribe to, or a "cliffhanger."  Heck, if your EMS isn't high enough, you never even find out that Shep is alive at all (which makes the ending that much more bewildering).  Whether your intention was to make a "cliffhanger" ending or let the player come up with their own interpretation of the existing ending (hope not), it's a fail either way because it wasn't made clear.  Second, if the intention was to let the player "come up with their own ending" that's a bad idea.  We have been playing this for a long time and we want to know what happens to these characters.  We want to have a hand in their fate but we need to know what that fate is.  If we wanted to make it up, we wouldn't spend money on your product.  The epilogue in Dragon Age:Origins explained what happened as a result of our actions; it would be better if we could have some video to go along with the explanations, but it was at least something. 

2.  The journal.  This was very confusing.  There are tons of missions in the journal, even though some of them aren't "missions" in the strictest sense - just scanning for stuff.  That's fine, but when you find something, the journal doesn't reflect that you have found it; you don't know until you get back to the Citadel and find the people there. It just shows the original mission goal, or it's grayed out and completed. The journal should reflect each major part of each mission completed, so you know what you have done and what is left to do. Also, when you open the journal it should not default to being in the middle of all your completed missions - by the end, you have to scroll up a good long ways to find out what is on the list.

3.  The Citadel.  Way too much time spent there.  Mostly going back to deliver war assets.

4.  War assets.  The relationship between total military strength and EMS was not explained at all, really.  I found it on the internet.  I think it would be terribly difficult to get the "ideal" ending without playing MP, even though it was stated it was unnecessary.  Also, for this "ending" (if that's what it truly is), the EMS shouldn't affect whether you see Shepard alive at the end - that is far too vital a point to leave to chance (see above, intentions of ending not made clear).  It should affect what's left on Earth, perhaps the fate of some of the squad, the fate of certain planets, etc. but NOT the most basic piece of information necessary to make whatever little sense is possible of this ending.  IF the indoctrination attempt/dream theory is where you are going with this, then I guess EMS could affect Shepard's fate, but don't make it next to impossible to avoid sacrificing yourself - say 50/50 or 60/40 chance of living/dying respectively.  Or make it a choice - sacrifice herself or something else.. If we choose to have her sacrifice herself, make it epic please.

5.  The Manual.  I know this is the digital age, but for God's sake, can we have a basic manual on paper in the box?  Nothing elaborate, just the basics.  Information about the controls, the scanning, the EMS/TMS relationship, etc.  I did not look at this manual one single time, because once the disc is in, I am playing, not reading up on how to play.  It's easier to deal with when I can have the paper copy next to me and the controller in my hand (I can look at it and say "oh, L1 is zoom" and then try it out immediately rather than having to back out of the start button menu).

6.  The force field.  The force field that "protects" the War Room became really annoying after a while, especially since it was the only exit from the room.  I understand it's a time of war, but if someone evil is on the ship they have bigger problems than the War Room - for example, they could interrupt Garrus' calibrations - I wouldn't want to do that!  ;-)
Seriously, though, I just wanted to walk freely through my ship. I doubt it takes that long to load a static room where nothing much is going on, and which didn't need loading time in ME2.

7.  Romance option. One more straight romance option for those who either a) are starting the game from scratch, or B) didn't romance anyone in either of the two previous games.  You could conceivably have killed off Kaidan, for example, and not romanced anyone in ME2, in which case you have no romance option at all (at least if you are straight female - I haven't played as straight male or lesbian/gay so can't speak to that). Why have Vega flirting so much if nothing ever comes of it? 

Finally, I think you'll notice in most posts about the ending, there are two overriding themes - a) once Anderson dies, the rest doesn't make any sense, and B) choice is removed from the equation, which is one of the reasons why we love this series so much.  Please make the ending make sense in the context of the Mass Effect universe and series, and give us back the choice to determine what happens to that universe, our squadmates, and most importantly, our Shepard (our extension of ourselves). 

I'm glad you are asking for specifics and you are right to ask people to be less emotional about their feedback. . It's definitely more constructive to be specific and it's more productive in the end.  I'm looking forward to seeing how you use our feedback in the future.  Please remember, no one buys a book missing the last chapter, then buys the last chapter so they can see how it ends.  Whether you meant to release the ending as a separate chapter or use DLC to explain/correct this ending, don't ask us to pay for it.  The teller of the tale has an obligation to finish the story.

Modifié par medusa_hair, 18 mars 2012 - 02:04 .


#2385
DrBobcat

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Though much of this will seem redundant given what everyone else has said, I nonetheless feel compelled to share my thoughts.

[POSITIVE FEEDBACK]
-- ME3's soundtrack is, in my opinion, the best in the trilogy. Bringing Clint Mansell on board was a brilliant decision, but the series “veterans” (Hullick, Dikiciyan, Velasco, Lennertz, and so on) deserve praise beyond measure. Some of the songs are so moving, so enthralling, I often need to pull myself away to prevent myself from feeling overwhelmed. It is apparent that a great deal of effort went into making the game as emotionally engaging as possible, and I can say with confidence that you succeeded.
-- On a similar note (pun not intended), the sound effects are significantly better this time around. Each gun sounds unique, yet incredibly powerful. More importantly, there is no longer a disconnect between how a firearm behaves and how it sounds, making firefights more involved and entertaining. Additions to the engine itself, especially reverb, go a long way in making the player feel immersed in what's going on. That DICE consult really paid off, guys. Well done.
-- Gameplay, across the board, has improved. Shepard is much more maneuverable now and it lends a lot to the hectic atmosphere the game is trying to create. In previous installments, there was a disconnect between what I wanted to do and what Shepard was actually capable of, resulting in many segments of the game feeling repetitive and formulaic. This is no longer the case in ME3 and I now look forward to each engagement.
-- Longtime fans of the franchise are rewarded with a lot of references to old material (Conrad Verner, Refund Guy, Blasto, The Krogan Poet, and much more). While subtle and not necessary, it means a lot to someone like me who has invested hundreds of hours into the franchise. It's truly impressive how well you summarize many of the series' overarching plots. Preserving continuity can be a real challenge over such a long period of time (and across multiple games), and yet you pulled it off.
-- I must admit, when the inclusion of multiplayer was first announced, I had my doubts. I thought it was unnecessary and a blatant cash grab. Yet, after playing it with some friends, I can understand now why it was implemented. It's less demanding and time-consuming than singleplayer while still being thoroughly entertaining. I have always wanted to play as a turian too, so that's a definite plus.
-- As a longtime, outspoken advocate for same-sex romance options, this is a topic I am obligated to comment on. It's a subject with a shaky past but, in general, I am pleased with how it all turned out. While I would have done things differently (namely, made Ashley and Garrus bi), the end result is satisfactory. I am still reeling over the fact that Steve Cortez and Samantha Traynor are exclusively homosexual romance options. Modern game development is incredibly expensive and I thought that such a decision would have been considered financially unsound. Regardless, I must commend you for your efforts. Hopefully, in the future, a “fight for the love” will be unnecessary.

[NEGATIVE FEEDBACK]
-- Having one key perform so many actions leads to much frustration. I am a PC player. Why am I unable to spread those functions across multiple keys? There have been countless occasions where I've been sprinting down a corridor and taken cover behind an object inadvertently. Ironically, this compromises the smooth, fast paced combat you were striving for. Please allow PC players to bind the “cover” and “use” functions to separate keys!
-- The journal, in its current form, is an absolute mess. Status updates are non-existent, making it a chore to keep track of what quests I have or have not completed. I've spent hours scouring the galaxy for items I've already obtained! Please, bring back status updates and try to convey information to the player in a more concise manner. I like to play efficiently and with a clear sense of direction, but this is virtually impossible with how things are set up now.
-- That Garrus was not a same-sex romance option devastated me. I realize he was not a popular choice within the FFTL community. I saw the polls. It seems that, despite my best efforts, I failed to convince those that mattered. As controversial, unrealistic, and pathetic this is, I ask that you please reconsider implementing such content. I will not delve into the reasons why this means so much to me as this is too public a space, but I assure you that I'd be forever grateful were you to do so. (A note to other community members: do not respond to this request with criticism or scorn. I, like everyone else here, am merely airing my grievances and making suggestions. That is what this thread is for. Anyone who does do so will be reported for thread derailment. Thank you)
-- Now we move on to the elephant in the room: the ending. Others have discussed this subject already, and to a much greater degree than I am willing. Even so, I want to give my take on the matter. There are two major issues I have with the ending:

{1} There are plot holes so large, you could fly a fleet of Reapers through them. It was explicitly stated in Arrival that when a Mass Relay is destroyed, it releases enough energy to wipe out an entire solar system. Therefore, it is safe to assume that nearly all civilized life throughout the galaxy would be wiped out as a result of the network's destruction. Even if we were to disregard this, everyone in the Sol system is still stranded. How could such a large amount of people survive in circumstances like these? They're almost guaranteed to starve. Also, how in the hell do my final two squadmates end up on the Normandy? Orders were given to the ground forces to retreat, not to the ships fighting over Earth. None of this makes any sense. More clarity is needed.

{2} No matter what I do, the result is the same. Whether I'm a diehard renegade or loyal paragon, the relays are destroyed and the Normandy is marooned on some far off planet. Why should I bother uniting the Quarians and the Geth when it makes no difference in the end? Why should I cure the genophage? Why should I save the Rachni queen? The list goes on and on. For five years, you have told us that “our choices matter.” Yet, at the very end, when they're supposed to matter more than ANY OTHER point in time, you take it all away. This confounds me, to say the least. I want to be able screw up so badly that the Reapers completely obliterate us. Conversely, I want to be able to be so prepared, so organized that they don't stand a chance. I want to be able to see my LI again, to live alongside them until the day I die. Bare minimum, I want to have a say in the matter, damn it. I believe we deserve it.

-----------------------

If what I had to say seems too critical, I apologize. I want to see some good come out of this. However, this whole experience has left a bad taste in my mouth. I've been following this franchise for five years now. I've spent countless hours playing the games, reading the books, and researching the lore. I've bought hundreds of dollars worth of merchandise (lithographs, novels, and more). I've made dozens of friends since joining the community, some of whom I have come to love. To see it all fall apart around me, especially when it's over something like this, is such a shame.

I don't know what you plan on doing, Bioware, but whatever it is, I hope you do it right. You have invested as much in this universe as we have, if not more. Don't give up now.

Modifié par DrBobcat, 18 mars 2012 - 02:01 .


#2386
RedRacoon

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Reign Tsumiraki wrote...

 Ah, perfect! I already wrote up what I think would solve the problem...

*copypasta*

1.  Only change the ending starting from the last scene with Anderson/Shepard/TIM. Everything about the ending before that stays the same, with a few changes. 

2. Completely ignore the God-child-spirit. It conflicts and contradicts the "Protheans fooled the citadel" basis in ME1. This was important. Cut it out entirely.

3. Make several choices based off of war readiness, and how many assets went into the Crucible. Such as:

Very low: Launch a giant EMP burst that destroys all Reapers, AI, Citadel, Relays, most technology, ect, as well as sacrificing earth. Shepard dies. Normandy crashes, and everyone aboard dies.

Low: Same, but without damage to earth. Shepard dies. Normandy Crashes. Crew dies.

Medium-low: Burst that only destroys all AI. Shepard dies. Normandy Crashes, Crew dies.

Medium: Burst that destroys all AI in the Sol system, and the Reapers. This allows the Geth to live, but EDI dies. Saves the Relays, but not the citadel. Shepard dies. Normandy crashes, crew survives.

High-Medium: Releases a burst that disables the Reaper Shields across the galaxy, allowing the fleet to easily kill the rest(Reapers are weak without their shields, as ME1 shows. A single torpedo from the Normandy killed Sovereign without it's shields) Shepard lives. Normandy damaged, but does not crash, and the player is treated to a small cutscene of the Normandy and the fleet blowing up a few reapers. 

High: Sends out a burst attuned to the Reaper core (The Geth provide the information. They studied reapers, remember. If they are not available, the Quarians provide it, having researched the Reaper corpse on their planet) causing the Reapers' reactors to overload and die. However, the Reaper core just happens to be identical to the Core of the Citadel as well. The Citadel overloads and blows up. Shepard lives. Relays stay intact. Player is treated to a cutscene of the Reapers blowing up, troops on the ground rejoicing, as well as the Normandy picking him and Anderson's body up before Citadel explodes.


Very-high: Sends out a pulse that kills only Reapers. All tech stays intact. Shepard lives. Relays intact. Citadel intact. Player is treated to the cutscene above, minus the citadel explosion. 

In addition, the endings shown in the "original" game would be available. These would be available on the left side of the dialogue wheel, while the ones I have proposed would be on the right. Synthesis would be unlocked at the Very-High level, and Control would be unlocked at the High-Medium level. Destroy would be available no matter what.

To complete the Synthesis, Destroy, or Control ending, the player takes the elevator up to where the Original ending takes place. This way, they do not have to design an entirely new environment. The animations and flashbacks for these endings would stay the same. The only difference in the cutscene after this would be no Normandy crash.

The options of the three highest unlocked options would show up on the right of the wheel on the right side. For instance, someone who had Medium assets would get the option of killing all AI everywhere, all AI in the Sol system, or all technology everywhere without damage to earth.

The dialogue wheel would look like this, if someone had 100% of all assets.
                                Synthesis              Take down Sheilds
                                                __________/ 
                                               (                       )
                 Destroy    --------(                          ) ---Kill reapers, Destroy Citadel
                                               (                       )
                                                -----------------
                                               /                      
                                      Control                Kill all Reapers
4. Include a small, text and scene ending. Small clips of certain occations from the various decisions made will show. This will vary by ending.

EXAMPLE: Geth and Quarians rebuilding, all species rebuilding the invaded home planets, ect.

5. A small scene with Anderson and Shepard before Anderson dies, about what Shepard will do if the Crucible works. Shepard can then respond in a variety of ways depending on what options he is presented with because of the war assets claimed. Anderson then says the whole "I'm proud of you" spiel, wishes you luck, then dies.

EXAMPLE: 

Retiring and living in peace, finally, with LI(or alone, if that is the case).

Saying “This device will probably destroy the citadel and kill us, so it does not matter.”

Continue to pursue peace and justice as a Spectre.

Become a diplomat/politician and guide humanity

Ect.

6. Any teammates that were with you at the time you got shot by the reaper will run towards the teleport-beam and make it to the Citadel ahead of you, thinking that you died, and that they need to finish what you started. Upon arriving there, you meet up with them and get to the console. They also get manipulated by TIM, but only you are able to "break free" by shooting or talking down TIM. 



Anyway, that's my whole view on it. 


THIS WAY:  
Players can get the endings they want, the player can still sacrifice themselves to get the endings they want, the Devs can have the endings they want, and originally intended. The only thing this really cuts is the stupid spectral Ghost-child-God thing, which was ridiculous in the first place. 

How does this sound? I tried to address every concern and viewpoint, and combine them into one good ending that I think would please everyone. 

I AGREE. THIS IS WHAT I WANT TO SEE. This takes care of every problem in: http://www.gamefront...fans-are-right/

Bioware, if you care about your game and everything in it, as well as your fans, you will do this.

#2387
Garrusfreak

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I would first like to say thank you for at least listening to all of us. Second, I love most everything about the last Mass Effect game, besides the ending. That being said, I would like the add my two cents:

1. Change the endings (or at least add more player choice and consequence to it):

Now I don't expect a completely heroic and dramatic ending, in fact, like most players I assumed Shepard wouldn't make it through this. HOWEVER, I believe the reason we are all so upset is mainly because all of our choices and actions didn't mean anything in the long run. The endings are so identical, it didn't matter whether I was Paragon or Renegade, it was all the same (with the exception of colors and minor details). Bring more War Assets into play, maybe explain to the Catalyst about the Quarian-Geth exception, something (anything) to make us as players feel like all the galaxy shattering choices we've made have some effect in the end. And show us how the other races and galactic community is affected by this sudden destruction of the mass relays and being abandoned on broken and burned Earth. It's all about our choices with Mass Effect.

2. We respect your time and efforts:

We all know you're busy, and we know that creating changes and DLC takes time. That's not a problem. Our problem is when we are promised by BioWare to have a beginning, middle, and end based solely on our choices, and then having it all crash and burn ONLY at the end. Personally, I believe you guys are incredible for even undertaking the task of making such an incredible universe and story. I respect your company and what they do. However, I felt a rather large pit of despair in seeing my favorite game series (gone through at least 5 times in the previous games) not deliver when I know it could have. You guys at BioWare and EA are awesome, and I respect your time and commitment for even going this far; but please, we as fans are practically begging to have a better ending or change to the ending. If you would at least consider it, that would be fantastic.

3. If the ending is changed, perhaps show an "Epilogue" of sorts:

Show us what happens with Shepard's LI, the war, the galaxy, Admiral Hackett, anything. We had a brief, vague, and disappointing ending with this. Closure of any kind would be appreciated. Shepard doesn't have to live, but knowing what happened because of his/her influence (Legacy, if you will) would be a large, pivotal, and overall satisfying conclusion to this awesome series. As I stated before, in a game where choice is so important, it would be great to have a choice in the end, and see what our choices did in the long run.

Thank you so much BioWare and EA for listening to us and for producing such an awesome game. I hope this is of some assistance and that it has been worth your time.

-Garrusfreak

#2388
afflictionwisp

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


Quoting this.  That flowchart has some problems, but this is the KIND of thing I think the audience was expecting, especially after how great ME2's suicide mission was.  We wanted the suicide mission, but bigger.  After all, what can you call collecting all the galaxy's military force for a final showdown with the Reapers, if not a suicide mission?

#2389
Athro

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With a trilogy you simply can't afford to go with "speculation" as an ending.

Players have spend 100+ hours with this world and its characters as well as their own Shepard. That needs a decent send off, not a 5 minute colour coded ending.

Now the majority of ME3 is not a send off. You're introducing conflicts and challenges that need to be overcome. A send off is your denouement, where the story wraps up. In order to keep all the good stuff relevant, you can't then wrap up with an ambiguous finish that alters the fundamental set up of your setting - as this then puts all the wrap up into question.

My suggestion?

A longer denoument section that explores the actual impact of Shepard's decision across the galaxy. Show us Asari Space, Salarian Space, The Terminus systems etc - Bioware doesn't need to go into huge detail, but give a really clear indication of the likely direction Shepard's actions has sent the galaxy. And make them *DIFFERENT* from each other. Make all the decisions about Rachni, The Collector Base, The survival of the Council etc all mean something.

If the player gets the bleak ending, show the extent of the damage. If the player gets a great ending, show the Reapers being routed by the combined forces of the galaxy.

With Shepard's survival, show us him/her getting to the LI and show us that there is a future. If Shepard dies, show us the impact on the crew. Show the loss of hope. Or show the honouring of Shep's sacrifice to save the galaxy.

The biggest failing of the endings that we currently have is that they neither show nor tell what happened. Everything gets left hanging and it is open to pure speculation. After over 100 hours an ending with no pay off feels cheap and lacking.

As so many people in the film-making business like to say - Show don't tell. So show us the impact. Because if it isn't shown, it didn't happen.

Modifié par Athro, 18 mars 2012 - 01:44 .


#2390
Guest_Amdnro_*

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Reign Tsumiraki wrote...

 Ah, perfect! I already wrote up what I think would solve the problem...

*copypasta*

1.  Only change the ending starting from the last scene with Anderson/Shepard/TIM. Everything about the ending before that stays the same, with a few changes. 

2. Completely ignore the God-child-spirit. It conflicts and contradicts the "Protheans fooled the citadel" basis in ME1. This was important. Cut it out entirely.

3. Make several choices based off of war readiness, and how many assets went into the Crucible. Such as:

Very low: Launch a giant EMP burst that destroys all Reapers, AI, Citadel, Relays, most technology, ect, as well as sacrificing earth. Shepard dies. Normandy crashes, and everyone aboard dies.

Low: Same, but without damage to earth. Shepard dies. Normandy Crashes. Crew dies.

Medium-low: Burst that only destroys all AI. Shepard dies. Normandy Crashes, Crew dies.

Medium: Burst that destroys all AI in the Sol system, and the Reapers. This allows the Geth to live, but EDI dies. Saves the Relays, but not the citadel. Shepard dies. Normandy crashes, crew survives.

High-Medium: Releases a burst that disables the Reaper Shields across the galaxy, allowing the fleet to easily kill the rest(Reapers are weak without their shields, as ME1 shows. A single torpedo from the Normandy killed Sovereign without it's shields) Shepard lives. Normandy damaged, but does not crash, and the player is treated to a small cutscene of the Normandy and the fleet blowing up a few reapers. 

High: Sends out a burst attuned to the Reaper core (The Geth provide the information. They studied reapers, remember. If they are not available, the Quarians provide it, having researched the Reaper corpse on their planet) causing the Reapers' reactors to overload and die. However, the Reaper core just happens to be identical to the Core of the Citadel as well. The Citadel overloads and blows up. Shepard lives. Relays stay intact. Player is treated to a cutscene of the Reapers blowing up, troops on the ground rejoicing, as well as the Normandy picking him and Anderson's body up before Citadel explodes.


Very-high: Sends out a pulse that kills only Reapers. All tech stays intact. Shepard lives. Relays intact. Citadel intact. Player is treated to the cutscene above, minus the citadel explosion. 

In addition, the endings shown in the "original" game would be available. These would be available on the left side of the dialogue wheel, while the ones I have proposed would be on the right. Synthesis would be unlocked at the Very-High level, and Control would be unlocked at the High-Medium level. Destroy would be available no matter what.

To complete the Synthesis, Destroy, or Control ending, the player takes the elevator up to where the Original ending takes place. This way, they do not have to design an entirely new environment. The animations and flashbacks for these endings would stay the same. The only difference in the cutscene after this would be no Normandy crash.

The options of the three highest unlocked options would show up on the right of the wheel on the right side. For instance, someone who had Medium assets would get the option of killing all AI everywhere, all AI in the Sol system, or all technology everywhere without damage to earth.

The dialogue wheel would look like this, if someone had 100% of all assets.
                                Synthesis              Take down Sheilds
                                                __________/ 
                                               (                       )
                 Destroy    --------(                          ) ---Kill reapers, Destroy Citadel
                                               (                       )
                                                -----------------
                                               /                      
                                      Control                Kill all Reapers
4. Include a small, text and scene ending. Small clips of certain occations from the various decisions made will show. This will vary by ending.

EXAMPLE: Geth and Quarians rebuilding, all species rebuilding the invaded home planets, ect.

5. A small scene with Anderson and Shepard before Anderson dies, about what Shepard will do if the Crucible works. Shepard can then respond in a variety of ways depending on what options he is presented with because of the war assets claimed. Anderson then says the whole "I'm proud of you" spiel, wishes you luck, then dies.

EXAMPLE: 

Retiring and living in peace, finally, with LI(or alone, if that is the case).

Saying “This device will probably destroy the citadel and kill us, so it does not matter.”

Continue to pursue peace and justice as a Spectre.

Become a diplomat/politician and guide humanity

Ect.

6. Any teammates that were with you at the time you got shot by the reaper will run towards the teleport-beam and make it to the Citadel ahead of you, thinking that you died, and that they need to finish what you started. Upon arriving there, you meet up with them and get to the console. They also get manipulated by TIM, but only you are able to "break free" by shooting or talking down TIM. 



Anyway, that's my whole view on it. 


THIS WAY:  
Players can get the endings they want, the player can still sacrifice themselves to get the endings they want, the Devs can have the endings they want, and originally intended. The only thing this really cuts is the stupid spectral Ghost-child-God thing, which was ridiculous in the first place. 

How does this sound? I tried to address every concern and viewpoint, and combine them into one good ending that I think would please everyone. 


And combined with this flow chart, the game's 'destination' is as flawless as the 'journey'

B)

Modifié par Amdnro, 18 mars 2012 - 01:44 .


#2391
VelvetStraitjacket

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crimzontearz wrote...

FFS enough with suggesting mandatory Shepard death...give options


This so much!

#2392
Kyzee

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Titan98RG wrote...

Ichinei wrote...

http://i.imgur.com/JhtqY.jpg
Im just gonna bump that flowchart shown earlier just in case it was missed by some, it shows pretty well how the final ending sequence can be greatly improved in my opinion


i really was expecting the ending to be more along the lines of this.


Yes, this is excellent!

#2393
jeweledleah

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crimzontearz wrote...

FFS enough with suggesting mandatory Shepard death...give options


this.

I know some of you really love heroic sacrifice and downer tragic endings and you should have an option to have what you want.  but so do the people who like heroic victories and reuniting with their LI/friends.

options, people.  options are lovely.

#2394
Coder4Hire

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http://www.gamefront...fans-are-right/

#2395
VelvetStraitjacket

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jeweledleah wrote...

crimzontearz wrote...

FFS enough with suggesting mandatory Shepard death...give options


this.

I know some of you really love heroic sacrifice and downer tragic endings and you should have an option to have what you want.  but so do the people who like heroic victories and reuniting with their LI/friends.

options, people.  options are lovely.


Exactly. Isn't that what Mass Effect is about? Player choices? Options? A lot of us want the Option for a happy ending with Shepard alive....and not just taking a breath in a pile of rubble.

#2396
Athro

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crimzontearz wrote...

FFS enough with suggesting mandatory Shepard death...give options


I do think that this needs to reiterated. Shepard should not have to die. It is actually thematically jarring to the full Paragon playthrough as was pointed out in the Screenwriter analysis thread. Paragon Shepard is not a tragic hero, he's the kind of hero who does survive everything. So there should be the true happy ending as well as the bleak.

This is kind of the problem with a game like Mass Effect - the themes of the narrative change based on the decisions made. A pure Renegade Shepard is much more tragic a hero and fits with the dying theme.

In a game like this, there should be multiple endings with many different outcomes.

#2397
crimzontearz

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jeweledleah wrote...

crimzontearz wrote...FFS enough with suggesting mandatory Shepard death...give optionsthis.I know some of you really love heroic sacrifice and downer tragic endings and you should have an option to have what you want.  but so do the people who like heroic victories and reuniting with their LI/friends.options, people.  options are lovely.

it's funny

people who ask for an happier ending are always open to options for an opposite kind of ending but most f the grimdark, cool, edgy "realistic crowd" is adamant about this **** being forced down our throat

newsflash, go read the comments made by the DAO former producer about this subject

Modifié par crimzontearz, 18 mars 2012 - 01:50 .


#2398
Coder4Hire

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Oh gee, wow ... who ever made this is good

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

#2399
ShaneP

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Arisugawa wrote...

Is there a reason that Shepard is wearing armor while charging to the beam, but wakes up in duty clothes?


It's still his armour, it just looks different because the beam almost completely fried it.

#2400
STAR_KILLER423

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 First as many have said before, the game really is spectacular. The atmosphere. the emotion, everything. I don't think I have ever felt such an attachment to the characters in a game before. That being said the ending was just... disappointing in my opinion. 
First things first.
--The Catalyst--
Where to begin. I don't think anyone really expected this "god child" thing at all. It leaves plot-holes and inconsistencies within, not only this game itself but, the entire series. If the catalyst controls the citadel, then that invalidates the entire first game. He could have just opened the citadel relay allowing his "solution"(the reapers) to continue his plan. This almost renders the Keepers useless as well, except to maintain the citadel itself, but not needed to open the relay. Next is the conversation with the catalyst. His explanation is that synthetics will always surpass organics and kill them. But I directly contradict this in the game itself. I brought peace between the Geth and Quarians, a 300 year old war. Now they are co-existing on Rannoch and re-building, The Geth have stated numerous times that they never even wanted war to begin with. That was the given reason that they restricted themselves behind the Perseus Veil. Are the Geth just not to this "point" yet that they want to wipe out all organics? Not only that but the actual exsistence of the Catalyst itself contradicts its own reasoning, it is,itself, a synthetic, therefore; it shouldn't want to "save" any organics, but instead wipe them out. It just doesn't make sense.
I feel it was implied that the Keepers were supposed to have a bigger role or some sort of "secret" but they were pushed aside for the Catalyst. I think the Keepers should definitely have been implemented more in some way.

--The End Choices--
Maybe I am just not getting it, but these make little sense to me as well. Not the choices themselves but the way they are represented. The "destroy" option is shown in red which represents Renegade but shows Anderson, a paragon? The "control" ending is shown with blue which represents paragon but shows TIM, a renegade? The "Synthesis" Ending is supposed to be the best but it seems like a not so good Idea. The "Control" and "Synthesis" endings are what the previous antagonists have wanted to accomplish "Control"=TIM "Synthesis"=Saren. Both were indoctrinated, Destroy seems the only practical choice looking at the problem from that point of view. (unless that was the point but it wasn't implemented very well). This would seem to invalidate the other two choices as the "bad guys" wanted those to happen and then Shep is now fufilling what they. and the Reapers, wanted.

--Shepard Lives--
If your war assests are high enough, and you pick destroy then Shep is seen to seemingly survive. Why is this shown only for Destroy? Is this to imply something else is going on? Or was it just to spark conversation? If this wasn't planned to continue in some sort of ending expansion this scene doesn't need to be there. The Stargazer scene is sufficent to leave the game open and also implies Shep lives.

--The Final Run--
I think this should implement something like the suicide mission. It should have us picking various fleets/squads for various things. I want to see all these assets I have built up and brought together for this final battle. I want to see the benefits/consequences of choosing who does what. This would allow more choice into the game as well.

--Indoctrination Theory--
I personally support this theory. I think it makes complete and total sense in the universe you guys have crafted. Indoctrination has been a major point throughout the series, but we have never seen it really affect Shepard. Shepard has been around Reaper Tech and Reapers themselves enough that he should have been indoctrinated already. There were hints that seemingly pointed towards the ending being an indoctrination attempt and is explained in the various threads and even a few well done videos. Above all it just makes sense. Shepards resolve has been faltering throughout the game and in the end when he gets blasted by Harbinger's beam it could leave him even more vulnerable to indoctrination. I personally would love to see this be implemented into an "ending expansion" or "fix". This leaves everything that has happened so far, no re-writing involved, and allows you to build and expand upon the ending if you choose to do so.

--Epilogue--
I want to see what happens to everyone. I want to see how my choices shapped the future of the galaxy. Most of all I want to see what happens to the Normandy and Crew.

I hope this is found to be helpful to everyone at Bioware. You guys have built this amazing universe over these amazing games. The ending just leaves something to be desired. The rest of the game is amazing. It brought many emotions. Character deaths made me feel as if I lost a friend. I have never felt that level of emotion from a video game before. I just want everyone at Bioware to know, that despite this ending situation, you guys have crafted a masterpiece. And if you really are commited to us, your fans, enough that you are willing to change the ending to your game for us, I think that it speaks volumes about your character.

Modifié par STAR_KILLER423, 18 mars 2012 - 01:51 .